private void CheckKeys() { //if they hit escape load the previous scene if (Input.GetKeyDown("escape")) { slideSound.Play(); while (slideSound.IsInvoking()) { //do nothing } MissionSelect(); } }
private void CheckKeys() { //if they hit escape load the previous scene if (Input.GetKeyDown("escape")) { slideSound.Play(); while (slideSound.IsInvoking()) { //do nothing } MainMenuSelect(); } if (Input.GetKeyDown("a")) { ShowAesopMissionText(); ShowFourcroyMissionText(); ShowHerronsMissionText(); ShowSantaroMissionText(); } if (Input.GetKeyUp("a")) { HideAesopMissionText(); HideFourcroyMissionText(); HideHerronsMissionText(); HideSantaroMissionText(); } if (Input.GetKeyDown("return") && highlightedMission != null) { slideSound.Play(); while (slideSound.IsInvoking()) { //do nothing } LobbySelect(); } }
private void CheckKeys() { //if they hit escape load the previous scene if (Input.GetKeyDown("escape")) { slideSound.Play(); while (slideSound.IsInvoking()) { //do nothing } MainMenuSelect(); } //if they hit enter pretend to save changes and load previous scene if (Input.GetKeyDown("return")) { //This is where the settings would be saved. slideSound.Play(); while (slideSound.IsInvoking()) { //do nothing } MainMenuSelect(); } }
private void CheckKeys() { //just quit when escape is hit. if (Input.GetKeyDown("escape")) { Application.Quit(); } //move the slider up one element if (Input.GetKeyDown("up") || Input.GetKeyDown("w")) { slideSound.Play(); verticalScrollBar.value = verticalScrollBar.value - 0.5f; } //move the slider down one element if (Input.GetKeyDown("down") || Input.GetKeyDown("s")) { //If the next one down is quit play the slide onto quit sound if (verticalScrollBar.value == 0.5f) { quitSlideSound.Play(); } else { slideSound.Play(); } verticalScrollBar.value = verticalScrollBar.value + 0.5f; } //they hit enter while START was selected, begin mission select if (Input.GetKeyDown("return") && verticalScrollBar.value == 0.0f) { selectSound.Play(); while (selectSound.IsInvoking()) { //do nothing } //then load level MissionSelect(); } //they hit enter while FACTION was selected, begin race/faction select if (Input.GetKeyDown("return") && verticalScrollBar.value == 0.5f) { selectSound.Play(); while (selectSound.IsInvoking()) { //do nothing } //then load level RaceFactionSelect(); } //they hit enter while QUIT was selected, quit the application if (Input.GetKeyDown("return") && verticalScrollBar.value == 1.0f) { selectSound.Play(); while (selectSound.IsInvoking()) { //do nothing } Application.Quit(); } }