Exemplo n.º 1
0
        private void Update()
        {
            if (!((LockPauseModule.GetPauseLockState() ?? PauseLockType.AllowCutscene) > PauseLockType.AllowMenu)) //handle pauses
            {
                return;
            }

            if (LockPauseModule.GetInputLockState() == InputLockType.All)
            {
                return;
            }

            //this probably won't work, but it's supposed to reselect after a return from the menu
            if (EventSystem.currentSelectedGameObject == null || !EventSystem.currentSelectedGameObject.activeInHierarchy)
            {
                SelectButton(SelectedButton);
            }

            //update our view of SelectedButton
            if (EventSystem.currentSelectedGameObject != CurrentButtons[SelectedButton].gameObject)
            {
                int newIndex = CurrentButtons.IndexOf(EventSystem.currentSelectedGameObject.GetComponent <Button>());
                if (newIndex >= 0)
                {
                    SelectedButton = newIndex;
                }

                //Debug.Log($"selected {SelectedButton}");
            }
        }
Exemplo n.º 2
0
        private void CheckMenuOpen()
        {
            if (LockPauseModule.GetInputLockState() == InputLockType.All)
            {
                return;
            }

            bool menuToggled = UnityEngine.Input.GetKeyDown(KeyCode.Escape) || MappedInput.GetButtonDown(Input.DefaultControls.OpenMenu);

            if (menuToggled)
            {
                //if we're locked out, let the menu be closed but not opened
                if (!AllowMenu)
                {
                    if (IsOpen)
                    {
                        Close();
                    }
                }
                else
                {
                    //otherwise, flip state
                    Toggle();
                }
            }
        }
Exemplo n.º 3
0
        private void CheckMenuOpen()
        {
            if (LockPauseModule.GetInputLockState() == InputLockType.All)
            {
                return;
            }

            bool menuToggled = UnityEngine.Input.GetKeyDown(KeyCode.Escape) || MappedInput.GetButtonDown(Input.DefaultControls.OpenMenu);

            if (menuToggled)
            {
                //if we're locked out, let the menu be closed but not opened
                if (!AllowMenu)
                {
                    if (MainPanel.activeSelf)
                    {
                        MainPanel.SetActive(false);

                        if (HandlePause)
                        {
                            DoUnpause();
                        }

                        foreach (Transform child in ContainerPanel.transform)
                        {
                            child.gameObject.SetActive(false);
                        }

                        ClearEphemeral();
                    }
                }
                else
                {
                    //otherwise, flip state
                    bool newState = !MainPanel.activeSelf;
                    MainPanel.SetActive(newState);

                    if (HandlePause)
                    {
                        if (newState)
                        {
                            DoPause();
                        }
                        else
                        {
                            DoUnpause();
                        }
                    }

                    if (newState && !string.IsNullOrEmpty(DefaultPanel))
                    {
                        OnClickSelectButton(DefaultPanel);
                    }

                    if (!newState)
                    {
                        foreach (Transform child in ContainerPanel.transform)
                        {
                            child.gameObject.SetActive(false);
                        }

                        ClearEphemeral();
                    }

                    if (newState)
                    {
                        //run scripts
                        ScriptingModule.CallHooked(ScriptHook.OnIGUIMenuOpen, this);
                    }
                }
            }
        }