// Update is called once per frame void Update() { if (Input.GetButtonDown("Pause")) { if (GameIsPaused) { Resume(); } else { Pause(); } } if (GameIsPaused || GameOverScreen.activeSelf) { if (Input.GetKeyDown(KeyCode.Space) || Input.GetButtonDown("Fire1")) { eventSystem.currentSelectedGameObject.GetComponent <Button>().onClick.Invoke(); } if (eventSystem.currentSelectedGameObject != selectedGameObject) { if (eventSystem.currentSelectedGameObject == null) { eventSystem.SetSelectedGameObject(selectedGameObject); } else { selectedGameObject = eventSystem.currentSelectedGameObject; } } } }
public void Update() { bool anyJoysticksConnected = InputWrapper.AnyJoysticksConnected(); if (anyJoysticksConnected) { mInputModule.verticalAxis = InputWrapper.LeftYJoystickInputName; mInputModule.submitButton = InputWrapper.Xbox360SubmitAxis; } else { mInputModule.verticalAxis = InputWrapper.LeftYInputName; mInputModule.submitButton = InputWrapper.SubmitAxis; } if (!anyJoysticksConnected && (joystickWasConnected || mFirstFrame)) { mUIEventSystem.SetSelectedGameObject(null); joystickWasConnected = false; } else if (anyJoysticksConnected && !joystickWasConnected) { mUIEventSystem.SetSelectedGameObject(mUIEventSystem.firstSelectedGameObject); joystickWasConnected = true; } mFirstFrame = false; }
public void EndGame() { Time.timeScale = 0; dof.active = true; inGameMenuGameObject.SetActive(false); gameHasEnded = true; endGamePopup.SetActive(true); eventSystem.SetSelectedGameObject(endGameFirstButton); }
//-------------------------------------------------------------------------------------- // Set the current highlighted button // Due to unity bug need to set higlighted at end of frame // // Param: // team: whic team is the bullet on, enemy or player layer //-------------------------------------------------------------------------------------- IEnumerator HighlightButton(GameObject button) { UnityEngine.EventSystems.EventSystem eventSystem = GameObject.Find("EventSystem").GetComponent <UnityEngine.EventSystems.EventSystem>(); eventSystem.SetSelectedGameObject(null); yield return(new WaitForEndOfFrame()); eventSystem.SetSelectedGameObject(button); }
IEnumerator WaitTime(float wait, string anim) { //finding the event system and assigning it to this temp variable UnityEngine.EventSystems.EventSystem myEvent = GameObject.Find("Canvas/EventSystem").GetComponent <UnityEngine.EventSystems.EventSystem>(); float start = Time.realtimeSinceStartup; while (Time.realtimeSinceStartup < start + wait) { yield return(null); } //playing the next animations by which the string is passed through the parameters of this function menusAnim.Play(anim); //finding the first button in the menu and setting that as the current selected button switch (curMenu) { default: myEvent.SetSelectedGameObject(GameObject.Find("Canvas/Pause/Menus/PauseMenus/Resume")); break; case CurMenu.Options: myEvent.SetSelectedGameObject(GameObject.Find("Canvas/Pause/Menus/OptionMenus/Difficulty")); break; case CurMenu.Audio: myEvent.SetSelectedGameObject(GameObject.Find("Canvas/Pause/Menus/AudioMenus/BGMVolume")); break; case CurMenu.Video: myEvent.SetSelectedGameObject(GameObject.Find("Canvas/Pause/Menus/VideoMenus/Brightness")); break; case CurMenu.Quit: myEvent.SetSelectedGameObject(GameObject.Find("Canvas/Pause/Menus/QuitGameMenus/Cancel")); if (curMenu == CurMenu.Quit) { //just setting the text and changing it depending upon whether or not the player decided to quit or reset the level Text myText = GameObject.Find("Canvas/Pause/Menus/QuitGameMenus/Text").GetComponent <Text>(); myText.text = "Quit Game?"; } else { Text myText = GameObject.Find("Canvas/Pause/Menus/QuitGameMenus/Text").GetComponent <Text>(); myText.text = "Reset Level?"; } break; case CurMenu.Reset: goto case CurMenu.Quit; } start = Time.realtimeSinceStartup; while (Time.realtimeSinceStartup < start + menusAnim.GetCurrentAnimatorStateInfo(0).length) { yield return(null); } isPlaying = false; }
// Update is called once per frame void Update() { if (event_sys.currentSelectedGameObject == null) { event_sys.SetSelectedGameObject(current_event_object); } else { current_event_object = event_sys.currentSelectedGameObject; } }
// Update is called once per frame void Update() { if (are_scores_shown) { transform.position = Vector3.Lerp(transform.position, new Vector3(0, 0, 0) + highscore_offset, 0.2f); event_sys.SetSelectedGameObject(back_button.gameObject); } else { transform.position = Vector3.Lerp(transform.position, new Vector3(0, 0, 0), 0.2f); } }
public void OptionsMenu(bool clicked) { if (clicked == true) { optionsMenu.gameObject.SetActive(clicked); mainMenu.gameObject.SetActive(false); events.SetSelectedGameObject(optionsMenu.FindChild("Back").gameObject); } else { optionsMenu.gameObject.SetActive(clicked); mainMenu.gameObject.SetActive(true); events.SetSelectedGameObject(mainMenu.FindChild("StartGame").gameObject); } }
static public int SetSelectedGameObject(IntPtr l) { try{ int argc = LuaDLL.lua_gettop(l); if (argc == 3) { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); UnityEngine.EventSystems.BaseEventData a2; checkType(l, 3, out a2); self.SetSelectedGameObject(a1, a2); return(0); } else if (argc == 2) { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); self.SetSelectedGameObject(a1); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public void DailyMenu() { dialogCanvas.SetActive(false); var choices = inkManager.GetChoices(); var choiceNames = new List <string> (); foreach (var choice in choices) { choiceNames.Add(choice.text); if (choice.text.ToLower().Equals("continue")) { inkManager.Continue(choice.index); dialogCanvas.SetActive(true); return; } } int childCount = dailyMenuCanvas.transform.childCount; for (int i = childCount; i > 0; i--) { var button = dailyMenuCanvas.transform.GetChild(i - 1).gameObject; button.SetActive(choiceNames.Contains(button.name)); if (button.name.Equals("Note")) { eventSystem.firstSelectedGameObject = button.gameObject; } } dailyMenuCanvas.SetActive(true); eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject); }
static int SetSelectedGameObject(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.GameObject))) { UnityEngine.EventSystems.EventSystem obj = (UnityEngine.EventSystems.EventSystem)ToLua.ToObject(L, 1); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 2); obj.SetSelectedGameObject(arg0); return(0); } else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.GameObject), typeof(UnityEngine.EventSystems.BaseEventData))) { UnityEngine.EventSystems.EventSystem obj = (UnityEngine.EventSystems.EventSystem)ToLua.ToObject(L, 1); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 2); UnityEngine.EventSystems.BaseEventData arg1 = (UnityEngine.EventSystems.BaseEventData)ToLua.ToObject(L, 3); obj.SetSelectedGameObject(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.EventSystems.EventSystem.SetSelectedGameObject")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void OnEnable() { currentSystem = EventSystem.current; currentSystem.SetSelectedGameObject (firstSelected); currentSystem.GetComponent<AudioSource>().PlayOneShot (entered); currentSystem.GetComponent<AudioSource>().volume = PlayerPrefs.GetFloat ("SFX Volume"); }
void Start() { EventSystem.SetSelectedGameObject(Selected.gameObject); RInputs = new List <Rewired.Player>(); _moveFlags = new List <bool>(); foreach (Rewired.Player player in Rewired.ReInput.players.GetPlayers()) { try { RInputs.Add(player); _moveFlags.Add(false); } catch (System.Exception) { } } }
void Start() { m_NewGameMenuCanvas = GameObject.Find("NewGameMenu"); m_LoadGameMenuCanvas = GameObject.Find("LoadGameMenu"); m_LevelSelectMenuCanvas = GameObject.Find("LevelSelectMenu"); m_OptionsMenuCanvas = GameObject.Find("OptionsMenu"); m_InputMenuCanvas = GameObject.Find("InputMenu"); m_VideoMenuCanvas = GameObject.Find("VideoMenu"); m_NewGameMenuCanvas.SetActive(false); m_LoadGameMenuCanvas.SetActive(false); m_LevelSelectMenuCanvas.SetActive(false); m_OptionsMenuCanvas.SetActive(false); m_InputMenuCanvas.SetActive(false); m_VideoMenuCanvas.SetActive(false); m_EventSystem.SetSelectedGameObject(GameObject.Find("Continue")); }
static int SetSelectedGameObject(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.EventSystems.EventSystem.Register"); #endif try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.EventSystems.EventSystem obj = (UnityEngine.EventSystems.EventSystem)ToLua.CheckObject <UnityEngine.EventSystems.EventSystem>(L, 1); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject)); obj.SetSelectedGameObject(arg0); return(0); } else if (count == 3) { UnityEngine.EventSystems.EventSystem obj = (UnityEngine.EventSystems.EventSystem)ToLua.CheckObject <UnityEngine.EventSystems.EventSystem>(L, 1); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject)); UnityEngine.EventSystems.BaseEventData arg1 = (UnityEngine.EventSystems.BaseEventData)ToLua.CheckObject <UnityEngine.EventSystems.BaseEventData>(L, 3); obj.SetSelectedGameObject(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.EventSystems.EventSystem.SetSelectedGameObject")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Update() { RaycastHit hit; Button button = null; // do a forward raycast to see if we hit a Button if (Physics.Raycast(transform.position, transform.forward, out hit, 50f)) { button = hit.collider.GetComponent <Button>(); } if (button != null) { if (m_currentButton != button) { m_currentButton = button; m_currentButton.Select(); } } else if (m_currentButton != null) { m_currentButton = null; if (m_eventSystem != null) { m_eventSystem.SetSelectedGameObject(null); } } }
static int SetSelectedGameObject(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.EventSystems.EventSystem obj = (UnityEngine.EventSystems.EventSystem)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UnityEngine.EventSystems.EventSystem"); GameObject arg0 = (GameObject)LuaScriptMgr.GetUnityObject(L, 2, typeof(GameObject)); obj.SetSelectedGameObject(arg0); return(0); } else if (count == 3) { UnityEngine.EventSystems.EventSystem obj = (UnityEngine.EventSystems.EventSystem)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UnityEngine.EventSystems.EventSystem"); GameObject arg0 = (GameObject)LuaScriptMgr.GetUnityObject(L, 2, typeof(GameObject)); UnityEngine.EventSystems.BaseEventData arg1 = (UnityEngine.EventSystems.BaseEventData)LuaScriptMgr.GetNetObject(L, 3, typeof(UnityEngine.EventSystems.BaseEventData)); obj.SetSelectedGameObject(arg0, arg1); return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.EventSystems.EventSystem.SetSelectedGameObject"); } return(0); }
static public int SetSelectedGameObject(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); self.SetSelectedGameObject(a1); pushValue(l, true); return(1); } else if (argc == 3) { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); UnityEngine.EventSystems.BaseEventData a2; checkType(l, 3, out a2); self.SetSelectedGameObject(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function SetSelectedGameObject to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
public void Show() { m_panel.SetActive(true); if (FirstSelectedChosen) { eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject); } }
private void Update() { timerToCheckInternet -= Time.deltaTime; if (timerToCheckInternet <= 0) { StartCoroutine(CheckInternetConnection()); timerToCheckInternet = 2f; } if (runningPHPBool) { loadingImage.transform.Rotate(new Vector3(0, 0, -1) * Time.deltaTime * 50f); } if (Input.GetKeyDown(KeyCode.Tab)) { Selectable next = system.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown(); if (next != null) { InputField inputfield = next.GetComponent <InputField>(); if (inputfield != null) { inputfield.OnPointerClick( new PointerEventData(system)); //if it's an input field, also set the text caret } system.SetSelectedGameObject(next.gameObject, new BaseEventData(system)); } else if (next == null) { system.SetSelectedGameObject(emailInputField, new BaseEventData(system)); } } if (emailInputField == system.currentSelectedGameObject || passwordInputField == system.currentSelectedGameObject) { if (Input.GetKeyDown(KeyCode.Return)) { loginButton.onClick.Invoke(); } } }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); }
// Event System needs to force first selectable because Unity Derp. // GNTODO: This will trigger any audio attached to the button... // public void ForceNewButton(GameObject goButton) { UnityEngine.EventSystems.EventSystem es = GetComponent <UnityEngine.EventSystems.EventSystem>(); if (es.currentSelectedGameObject != null) { var previous = es.currentSelectedGameObject.GetComponent <UnityEngine.UI.Selectable>(); if (previous != null) { previous.OnDeselect(null); es.SetSelectedGameObject(null); } } // Select button and play its selection transition: es.SetSelectedGameObject(goButton); var current = es.currentSelectedGameObject.GetComponent <UnityEngine.UI.Selectable>(); current.OnSelect(null); }
public void ControlsMenu(bool clicked) { //switch controls for help or controls menu optionsMenu.FindChild("Help Text").gameObject.SetActive(!clicked); optionsMenu.FindChild("Help").gameObject.SetActive(clicked); optionsMenu.FindChild("Controls Text").gameObject.SetActive(clicked); optionsMenu.FindChild("Controls").gameObject.SetActive(!clicked); //change some other stuff if (clicked = true) { //set selected button for controller support events.SetSelectedGameObject(optionsMenu.FindChild("Back").gameObject); } else { events.SetSelectedGameObject(optionsMenu.FindChild("Back").gameObject); } }
public void Start() { mFirstFrame = true; mUIEventSystem = GetComponent <UnityEngine.EventSystems.EventSystem>(); if (InputWrapper.AnyJoysticksConnected()) { joystickWasConnected = true; mUIEventSystem.SetSelectedGameObject(mUIEventSystem.firstSelectedGameObject); } else { joystickWasConnected = false; mUIEventSystem.SetSelectedGameObject(null); } mInputModule = GetComponent <UnityEngine.EventSystems.StandaloneInputModule>(); mInputModule.horizontalAxis = InputWrapper.LeftXInputName; mInputModule.verticalAxis = InputWrapper.LeftYInputName; }
void Pause() { eventSystem.SetSelectedGameObject(pauseMenuUI.transform.GetChild(0).gameObject); delay = Time.unscaledTime; gameUI.SetActive(false); pauseMenuUI.SetActive(true); Time.timeScale = 0f; //freeze the game Paused = true; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; //unlock cursorLock so they can click buttons }
public void Update() { if (ev.currentSelectedGameObject == null) { if (continuebutton.active) { ev.SetSelectedGameObject(continuebutton); } if (backbutton.active) { ev.SetSelectedGameObject(backbutton); } } }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; singleplayerScript = GameObject.FindObjectOfType (typeof(Singleplayer)) as Singleplayer; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); singleplayerScript.SetWinner (masterScript.GetCharacter(2)); singleplayerScript.UpdateRound (); }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { if (paused) { Time.timeScale = 1; paused = false; panel.SetActive(false); if (joinPrompts) { joinPrompts.SetActive(true); } timer.SetActive(true); image.sprite = images[0].sprite; } else { Time.timeScale = 0; paused = true; panel.SetActive(true); if (joinPrompts) { joinPrompts.SetActive(false); } timer.SetActive(false); image.sprite = images[1].sprite; eventSystem.SetSelectedGameObject(continueButton); } } }
static public int SetSelectedGameObject__GameObject(IntPtr l) { try { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); self.SetSelectedGameObject(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization public void pausegame() { if (Time.timeScale == 1 && !playermovement.dead) { Time.timeScale = 0; resumes.active = true; exits.active = true; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; ev.SetSelectedGameObject(null); ev.SetSelectedGameObject(resumes); } else { Time.timeScale = 1; Cursor.visible = false; //Cursor.lockState = CursorLockMode.Confined; resumes.active = false; exits.active = false; } }
static public int SetSelectedGameObject(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); self.SetSelectedGameObject(a1); pushValue(l, true); return(1); } else if (argc == 3) { UnityEngine.EventSystems.EventSystem self = (UnityEngine.EventSystems.EventSystem)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); UnityEngine.EventSystems.BaseEventData a2; checkType(l, 3, out a2); self.SetSelectedGameObject(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function SetSelectedGameObject to call"); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
public void Update() { if (Input.GetKeyDown(KeyCode.Tab)) { var next = eventSystem.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown(); if (next != null) { var inputField = next.GetComponent <InputField>(); //if it's an input field, also set the text caret if (inputField != null) { inputField.OnPointerClick(new PointerEventData(eventSystem)); } eventSystem.SetSelectedGameObject(next.gameObject, new BaseEventData(eventSystem)); } else if (next == null) { eventSystem.SetSelectedGameObject(studentIdInput.gameObject, new BaseEventData(eventSystem)); } } }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); startPos = credits.position; startTime = Time.time; StartCoroutine (ScrollNames ()); }
void Update() { if (Input.GetKeyDown(KeyCode.Space) || Input.GetButtonDown("Fire1")) { eventSystem.currentSelectedGameObject.GetComponent <Button>().onClick.Invoke(); } if (eventSystem.currentSelectedGameObject != selectedGameObject) { if (eventSystem.currentSelectedGameObject == null) { eventSystem.SetSelectedGameObject(selectedGameObject); } else { selectedGameObject = eventSystem.currentSelectedGameObject; } } }
public static void handleEnter(EventSystem system) { if (Input.GetKeyDown(KeyCode.Return)) { Selectable next = system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown(); if( next != null) { Button button = next.GetComponent<Button>(); if (button != null) button.OnPointerClick( new PointerEventData( system )); system.SetSelectedGameObject(next.gameObject, new BaseEventData(system)); } } }
void Start() { masterScript = GameObject.FindObjectOfType (typeof(MasterScript)) as MasterScript; sceneHandlerScript = GameObject.FindObjectOfType (typeof(SceneHandler)) as SceneHandler; eventSystem = EventSystem.current; eventSystem.SetSelectedGameObject(firstSelectElement); player1 = characterSelectionMenu.transform.FindChild ("Player1"); player2 = characterSelectionMenu.transform.FindChild ("Player2"); StartCoroutine (EnableStart ()); }
// UI functions public static void handleTab(EventSystem system) { if (Input.GetKeyDown(KeyCode.Tab)) { Selectable next = system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown(); if (next!= null) { InputField inputfield = next.GetComponent<InputField>(); if (inputfield !=null) inputfield.OnPointerClick(new PointerEventData(system)); //if it's an input field, also set the text caret system.SetSelectedGameObject(next.gameObject, new BaseEventData(system)); } } }