void Awake() { switch (PlayerPrefs.GetString("difficulty", "Normal")) { case "Easy": { StaticVars.currentDifficulty = StaticVars.Difficulty.Easy; break; } case "Normal": { StaticVars.currentDifficulty = StaticVars.Difficulty.Normal; break; } case "Unfair": { StaticVars.currentDifficulty = StaticVars.Difficulty.Unfair; break; } default: { StaticVars.currentDifficulty = StaticVars.Difficulty.Normal; break; } } StaticVars.time = levelTime; leaderboardScript = GetComponent <Leaderboard> (); if (SceneManager.GetActiveScene().name == "Main Menu") { anim = GetComponent <Animator> (); title = GameObject.Find("Title"); buttons = GameObject.Find("Buttons"); star = GameObject.Find("Star"); difficultyMenu = GameObject.Find("DifficultyPanel"); highScoreMenu = GameObject.Find("HighScorePanel"); confirmMenu = GameObject.Find("ConfirmText"); optionMenu = GameObject.Find("OptionsPanel"); easyDifficulty = GameObject.Find("EasyButton"); normalDifficulty = GameObject.Find("NormalButton"); unfairDifficulty = GameObject.Find("UnfairButton"); selectedGlow = GameObject.Find("SelectedImage"); difficultyButton = GameObject.Find("BackOptions"); subLastButton = difficultyButton; diffTextScript = GameObject.Find("DifficultyText").GetComponent <DifficultyText> (); } else if (SceneManager.GetActiveScene().buildIndex == 2) { pauseScript = GameObject.Find("Canvas").GetComponent <Pause> (); } }
public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); SoundText.Draw(spriteBatch); DifficultyText.Draw(spriteBatch); MuteCheckbox.Draw(spriteBatch); DifficultiesRadioGroup.Draw(spriteBatch); ApplyButton.Draw(spriteBatch); CancelButton.Draw(spriteBatch); }
private void draw_file_data(SpriteBatch sprite_batch, Vector2 offset) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Team leader // Background FileBg.draw(sprite_batch, offset); // Labels FileLabel.draw(sprite_batch, offset); // Data FileNumber.draw(sprite_batch, offset); DifficultyText.draw(sprite_batch, offset); StyleText.draw(sprite_batch, offset); sprite_batch.End(); }
protected override void UpdateMenu(bool active) { base.UpdateMenu(false); bool input = active && this.ready_for_inputs; if (DetailedRanking != null) { DetailedRanking.update(); if (DetailedRanking.is_ready) { DetailedRanking = null; } } update_input(input); StyleText.update(); DifficultyText.update(); }