/// <summary> /// Event handler for when the Play Game menu entry is selected /// </summary> void LoadGameMenuEntrySelected(object sender, EventArgs e) { // Load the player information SaveAndLoadGame.LoadGame(); // Continue onto the match info screen LoadingScreen.Load(ScreenManager, true, new MatchupInfoScreen()); }
public static void LoadScene(Scene scene, bool save) { SaveAndLoadGame.Save(); switch (scene) { case Scene.MainMenu: UnityEngine.SceneManagement.SceneManager.LoadScene(0); break; case Scene.TestLevel: UnityEngine.SceneManagement.SceneManager.LoadScene(1); break; } }
/// <summary> /// Event handler for when the wipe save menu entry is selected /// </summary> void WipeSaveMenuEntrySelected(object sender, EventArgs e) { // Wipe the save data SaveAndLoadGame.WipeSave(); }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active /// </summary> public override void HandleInput(InputState input) { if (input == null) { throw new ArgumentNullException("input"); } // Look up inputs for the active player profile KeyboardState keyboardState = input.CurrentKeyboardStates; // Check to see if the game is paused (esc) if (input.IsPauseGame()) { // Add the pause screen ScreenManager.AddScreen(new PauseMenuScreen()); } // Check to see if a menu element was selected and ensure that the match is not over if (input.IsMenuSelect() && !matchOver) { // Swap the turn state playerTurn = !playerTurn; // Check if it is the player's turn if (playerTurn) { // Let the player select a move player.SelectMove(enemy, PlayerInfo.Moves[selectedMove], playerSpriteManager); } else { // Select the move after the player has selected their move (Z pressed a second time) enemy.SelectMove(player, enemySpriteManager); } // Check to see if the enemy is dead if (enemy.CurrentHP <= 0) { // Increment the player wins and set the match to over PlayerInfo.Wins += 1; matchOver = true; // Play the downed animation enemySpriteManager.CurrentAnimation = "Down"; } // Check to see if the player is dead else if (player.CurrentHP <= 0) { // Increment the palyer losses and set the match to over PlayerInfo.Losses += 1; matchOver = true; // Play the downed animation playerSpriteManager.CurrentAnimation = "Down"; // Load enemy win anim } } // Check to see if the start button was pressed and ensure that the match is over if (input.IsStartButton() && matchOver) { // Load the training screen if there are still enemies to face if (PlayerInfo.Wins < 4) { LoadingScreen.Load(ScreenManager, false, new TrainingScreen()); } // Otherwise, wipe the save data and go back to the main menu else { SaveAndLoadGame.WipeSave(); LoadingScreen.Load(ScreenManager, false, new MainMenuScreen()); } } // Check if the player is navigating the menu to the left if (input.IsMenuLeft()) { // Decrement the selected move selectedMove--; // Wrap the selected move back around to end if it passes behind the start if (selectedMove < 0) { selectedMove = maxMoves - 1; } } // Check if the player is nagivating the menu to the right if (input.IsMenuRight()) { // Increment the selected move selectedMove++; // Wrap the selected move back to the beginning if it goes beyond the end if (selectedMove >= maxMoves) { selectedMove = 0; } } }
private void Awake() { instance = this; }
// Use this for initialization void Start() { SaveAndLoadGame.Inizalize(); SaveAndLoadGame.Load(); }
/// <summary> /// Event handler for when the Quit and Save menu entry is selected. /// </summary> void QuitAndSaveGameMenuEntrySelected(object sender, EventArgs e) { // Save the game and exit SaveAndLoadGame.SaveGame(); ScreenManager.Game.Exit(); }
public static void EndGame() { SaveAndLoadGame.Save(); Application.Quit(); }