예제 #1
0
 public void QuitButtonNo()
 {
     anim.SetBool("SureQuit", false);
     anim.SetBool("lockLeftRight", false);
     rightList.enabled = false;
     rightList         = null;
 }
예제 #2
0
 public void Option4() //Credits
 {
     option = 4;
     anim.SetFloat("Option", 4f);
     rightList = menuLists[3];
     SelectList();
 }
예제 #3
0
 public void Option3() //Controls
 {
     option = 3;
     anim.SetFloat("Option", 3f);
     rightList = menuLists[2];
     SelectList();
 }
예제 #4
0
 public void Option2() //settings
 {
     option = 2;
     anim.SetFloat("Option", 2f);
     rightList = menuLists[1];
     SelectList();
 }
예제 #5
0
 public void Option1() //Resume
 {
     option = 1;
     anim.SetFloat("Option", 1f);
     rightList = menuLists[0];
     SelectList();
 }
예제 #6
0
    private void Awake()
    {
        if (active == null)
        {
            active = this;
        }

        buttons = new ArrayList();
    }
예제 #7
0
 void Start()
 {
     m_BackgroundMusic = GameObject.Find("Katherine").GetComponent <AudioSource>();
     m_Select          = GetComponent <SelectOnInput>();
 }
예제 #8
0
파일: CombatMenu.cs 프로젝트: nasa03/JRPG
 public void PlayerTurn()
 {
     soi = GetComponent <SelectOnInput>();
     Debug.Log("objects:" + soi + atkBtn);
     soi.selectedObject = atkBtn.gameObject;
 }
예제 #9
0
    // Update is called once per frame
    public void Update()
    {
        P1prevState = P1state;
        P2prevState = P2state;
        P3prevState = P3state;
        P4prevState = P4state;
        P1state     = GamePad.GetState(PlayerIndex.One);
        P2state     = GamePad.GetState(PlayerIndex.Two);
        P3state     = GamePad.GetState(PlayerIndex.Three);
        P4state     = GamePad.GetState(PlayerIndex.Four);


        //(P1state.DPad.Right == ButtonState.Pressed && P1prevState.DPad.Right == ButtonState.Released) || (P2state.DPad.Right == ButtonState.Pressed && P2prevState.DPad.Right == ButtonState.Released) || (P3state.DPad.Right == ButtonState.Pressed && P3prevState.DPad.Right == ButtonState.Released) || (P4state.DPad.Right == ButtonState.Pressed && P4prevState.DPad.Right == ButtonState.Released)
        if (menu == true)
        {
            Time.timeScale = 0.0f;
        }
        else
        {
            Time.timeScale = 1.0f;
        }

        if (inputLock == 0)
        {
            if ((Input.GetKeyDown(KeyCode.Escape) || (P1state.Buttons.Start == ButtonState.Pressed && P1prevState.Buttons.Start == ButtonState.Released) || (P2state.Buttons.Start == ButtonState.Pressed && P2prevState.Buttons.Start == ButtonState.Released) || (P3state.Buttons.Start == ButtonState.Pressed && P3prevState.Buttons.Start == ButtonState.Released) || (P4state.Buttons.Start == ButtonState.Pressed && P4prevState.Buttons.Start == ButtonState.Released)))
            {
                if (!menu)
                {
                    anim.SetBool("Menu", true);
                    menu = true;
                    anim.SetBool("lockLeftRight", false);
                    rightList = menuLists[0];
                }
                else if (menu)
                {
                    anim.SetBool("Menu", false);
                    menu = false;
                    anim.SetBool("lockLeftRight", true);
                    rightList.enabled = false;
                    rightList         = null;
                    anim.SetBool("SureQuit", false);
                    anim.SetBool("SureMenu", false);
                }
                inputLock = inputTimer;
            }

            if (inputLock == 0)
            {
                if (menu)
                {
                    if (anim.GetBool("lockLeftRight") == false)
                    {
                        // && P1prevState.ThumbSticks.Left.X < -0.7)

                        ////right
                        //|| (P1state.ThumbSticks.Left.X > 0.3f && P1prevState.ThumbSticks.Left.X < 0.3f) || (P2state.ThumbSticks.Left.X > 0.3f && P2prevState.ThumbSticks.Left.X < 0.3f) || (P3state.ThumbSticks.Left.X > 0.3f && P3prevState.ThumbSticks.Left.X < 0.3f) || (P4state.ThumbSticks.Left.X > 0.3f && P4prevState.ThumbSticks.Left.X < 0.3f)

                        ////left
                        //|| (P1state.ThumbSticks.Left.X < -0.3f && P1prevState.ThumbSticks.Left.X > -0.3f) || (P2state.ThumbSticks.Left.X < -0.3f && P2prevState.ThumbSticks.Left.X > -0.3f) || (P3state.ThumbSticks.Left.X < -0.3f && P3prevState.ThumbSticks.Left.X > -0.3f) || (P4state.ThumbSticks.Left.X < -0.3f && P4prevState.ThumbSticks.Left.X > -0.3f)


                        if ((Input.GetKeyDown(KeyCode.LeftArrow) || (P1state.Buttons.LeftShoulder == ButtonState.Pressed && P1prevState.Buttons.LeftShoulder == ButtonState.Released) || (P2state.Buttons.LeftShoulder == ButtonState.Pressed && P2prevState.Buttons.LeftShoulder == ButtonState.Released) || (P3state.Buttons.LeftShoulder == ButtonState.Pressed && P3prevState.Buttons.LeftShoulder == ButtonState.Released) || (P4state.Buttons.LeftShoulder == ButtonState.Pressed && P4prevState.Buttons.LeftShoulder == ButtonState.Released) || (P1state.DPad.Left == ButtonState.Pressed && P1prevState.DPad.Left == ButtonState.Released) || (P2state.DPad.Left == ButtonState.Pressed && P2prevState.DPad.Left == ButtonState.Released) || (P3state.DPad.Left == ButtonState.Pressed && P3prevState.DPad.Left == ButtonState.Released) || (P4state.DPad.Left == ButtonState.Pressed && P4prevState.DPad.Left == ButtonState.Released) || (P1state.ThumbSticks.Left.X < -0.3f && P1prevState.ThumbSticks.Left.X > -0.3f) || (P2state.ThumbSticks.Left.X < -0.3f && P2prevState.ThumbSticks.Left.X > -0.3f) || (P3state.ThumbSticks.Left.X < -0.3f && P3prevState.ThumbSticks.Left.X > -0.3f) || (P4state.ThumbSticks.Left.X < -0.3f && P4prevState.ThumbSticks.Left.X > -0.3f)) && menu && !open)
                        {
                            anim.SetTrigger("Left");
                            inputLock = inputTimer;
                            playSound();
                        }
                        if ((Input.GetKeyDown(KeyCode.RightArrow) || (P1state.Buttons.RightShoulder == ButtonState.Pressed && P1prevState.Buttons.RightShoulder == ButtonState.Released) || (P2state.Buttons.RightShoulder == ButtonState.Pressed && P2prevState.Buttons.RightShoulder == ButtonState.Released) || (P3state.Buttons.RightShoulder == ButtonState.Pressed && P3prevState.Buttons.RightShoulder == ButtonState.Released) || (P4state.Buttons.RightShoulder == ButtonState.Pressed && P4prevState.Buttons.RightShoulder == ButtonState.Released) || (P1state.DPad.Right == ButtonState.Pressed && P1prevState.DPad.Right == ButtonState.Released) || (P2state.DPad.Right == ButtonState.Pressed && P2prevState.DPad.Right == ButtonState.Released) || (P3state.DPad.Right == ButtonState.Pressed && P3prevState.DPad.Right == ButtonState.Released) || (P4state.DPad.Right == ButtonState.Pressed && P4prevState.DPad.Right == ButtonState.Released) || (P1state.ThumbSticks.Left.X > 0.3f && P1prevState.ThumbSticks.Left.X < 0.3f) || (P2state.ThumbSticks.Left.X > 0.3f && P2prevState.ThumbSticks.Left.X < 0.3f) || (P3state.ThumbSticks.Left.X > 0.3f && P3prevState.ThumbSticks.Left.X < 0.3f) || (P4state.ThumbSticks.Left.X > 0.3f && P4prevState.ThumbSticks.Left.X < 0.3f)) && menu && !open)
                        {
                            anim.SetTrigger("Right");
                            inputLock = inputTimer;
                            playSound();
                        }
                    }

                    if (inputLock == 0)
                    {
                        if (Input.GetKeyDown(KeyCode.Return) || (P1state.Buttons.A == ButtonState.Pressed && P1prevState.Buttons.A == ButtonState.Released || P2state.Buttons.A == ButtonState.Pressed && P2prevState.Buttons.A == ButtonState.Released || P3state.Buttons.A == ButtonState.Pressed && P3prevState.Buttons.A == ButtonState.Released || P4state.Buttons.A == ButtonState.Pressed && P4prevState.Buttons.A == ButtonState.Released) && menu)

                        {
                            if (!open)
                            {
                                if (option == 1) //Resume
                                {
                                    anim.SetBool("Menu", false);
                                    menu = false;
                                    anim.SetBool("lockLeftRight", true);
                                    rightList.enabled = false;
                                    rightList         = null;
                                    anim.SetBool("SureQuit", false);
                                    anim.SetBool("SureMenu", false);
                                }

                                if (option == 5) //Back to lobby
                                {
                                    anim.SetBool("SureMenu", true);
                                    rightList = menuLists[5];
                                    anim.SetBool("lockLeftRight", true);
                                    SelectList();
                                }


                                if (option == 6) //Quit Game
                                {
                                    anim.SetBool("SureQuit", true);
                                    rightList = menuLists[4];

                                    anim.SetBool("lockLeftRight", true);
                                    SelectList();
                                }
                            }
                            else if (open)
                            {
                                anim.SetBool("Open", false);
                                open = false;
                            }
                            inputLock = inputTimer;
                        }
                    }
                }
            }
        }
        if (inputLock > 0)
        {
            inputLock--;
        }
    }