/// <summary> /// Display the next sentence in the local queue. /// Called when the "Continue" / "Begin" button is pressed. /// </summary> public void DisplayNextSentence() { if (_sentences.Count == 0) { MenuManager.GoBack(); if (_onDialogueComplete != null) { _onDialogueComplete(); } return; } _currentSentence.Value = _sentences.Dequeue(); //AudioManager.Play(textWrite, 1f, false, UnityEngine.Random.Range(0.55f, 1.35f)); }
/// <summary> /// Called by unity's input system when a cancel button is pressed. /// </summary> /// <param name="context">The callback context.</param> public void OnCancel(InputAction.CallbackContext context) { if (!SceneManager.GetActiveScene().isLoaded) { return; } if (!context.performed) { return; } if (Keyboard.current.escapeKey.wasPressedThisFrame) { if (MenuManager.Current.name == "MenuPlaying") { MenuManager.GoInto("MenuPaused"); return; } if (MenuManager.Current.name == "MenuPaused") { MenuManager.GoInto("MenuPlaying"); return; } } if (MenuManager.Current.name == "MenuControls" || MenuManager.Current.name == "MenuCredits" || MenuManager.Current.name == "MenuSettings" || MenuManager.Current.name == "MenuSounds") { string lastMenuName = MenuManager.Current.name; MenuManager.GoBack(); if (MenuManager.Current.name != lastMenuName) { AudioManager.Play(ScrollAudioClip, AudioCategory.Effect, 0.55f); } } }
// This menu is only ever entered via the "MenuPlaying" menu which calls // "GameState.Pause()" in its "OnLeave()" method, thus no need to call it here. // The same applies for "GameState.Resume()". /// <summary> /// Sets the current menu to the previous menu. /// Called when the "Done" button is pressed. /// </summary> public void OnResumeButtonPressed() => MenuManager.GoBack();
/// <summary> /// Sets the current menu to the previous menu. /// Called when the "Done" button is pressed. /// </summary> public void OnDoneButtonPressed() => MenuManager.GoBack();