public void ShowAboutScreen()
    {
        PlaySound(click);

        AboutScreen.SetActive(true);
        SettingsScreen.SetActive(false);
    }
    public void HideSettingsScreen()
    {
        PlaySound(click);

        SettingsScreen.SetActive(false);
        LastScreen.SetActive(true);
    }
    public void ShowSettingsScreen(GameObject obj)
    {
        PlaySound(click);

        LastScreen = obj;
        LastScreen.SetActive(false);
        SettingsScreen.SetActive(true);
    }
Exemplo n.º 4
0
        static void Main(string[] args)
        {
            Initialize();

            bool             playing          = true;
            Game             game             = new Game();
            CollectionScreen collectionScreen = new CollectionScreen();
            SettingsScreen   settingsScreen   = new SettingsScreen();

            Title title = new Title();

            while (playing)
            {
                title.Setup();
                title.Play();
                title.Hide();

                TitleOption option = title.SelectedOption;

                //Ends the loop if the user selects Exit
                if (option == TitleOption.Exit)
                {
                    playing = false;
                }

                //Gets the screen that the player selected
                Screen screen = null;
                switch (option)
                {
                case TitleOption.Play:
                    screen = game;
                    break;

                case TitleOption.Collection:
                    screen = collectionScreen;
                    break;

                case TitleOption.Settings:
                    screen = settingsScreen;
                    break;
                }

                if (screen != null)
                {
                    screen.Setup();
                    screen.Play();
                    screen.Hide();
                }
            }

            //Saves the settings and collection files
            Collection.WriteToFile(COLLECTION_FILE);
            Settings.WriteToFile(SETTINGS_FILE);

            //Sets the console text color to white so that the output can be read.
            Console.ForegroundColor = ConsoleColor.White;
        }
Exemplo n.º 5
0
 private void OnSettingsButtonClick(object sender, EventArgs e)
 {
     settingsScreen = new SettingsScreen(configuration)
     {
         MinimizeBox = false
     };
     settingsScreen.ConfigurationChanged += OnConfigurationChanged;
     settingsScreen.Show();
 }
Exemplo n.º 6
0
        protected override void OnAccessorChanged(IAccessor accessor)
        {
            Title           = accessor.FieldName;
            inputField.text = accessor.FieldValue.ToString();
            originalText    = inputField.text;
            Title           = accessor.FieldName;

            rangeLimited = SettingsScreen.GetRangeOfNumberMember(accessor.MemberInfo, out lowerBound, out upperBound);
            base.OnAccessorChanged(accessor);
        }
 /// <summary>
 /// Initalize a bunch of UI element templates: a dialog, a button, a dropdown menu, a slider, a toggle button and
 /// a label.
 /// </summary>
 /// <remarks>
 /// This method needs to be called before trying to instantiate any UI elements with <c>CreateCustomXXX</c>
 /// methods, otherwise those will throw unchecked NullPointerExceptions (I should probably handle those better).
 /// Currently, this is achieved by the <see cref="InitCustomUIElementsPatch"/>. Also, once it has been called,
 /// another call to this method has no effect.
 /// </remarks>
 /// <param name="settingsScreen">The settings screen. Using this to store the dialog template so that it doesn't
 /// get unloaded. There's probably a less hacky way to do this.</param>
 /// <param name="dialog">The dialog to be used as a template.</param>
 /// <param name="settingsDialog">The Settings Dialog, used to get a variety of UI elements.</param>
 public static void InitalizeTemplates(SettingsScreen settingsScreen,
                                       ScreenDialog dialog,
                                       SettingsDialog settingsDialog)
 {
     // This only needs to run once.
     if (!AreTemplatesInitalized())
     {
         initalized = true;
         // Just store a bunch of UI elements from the settings screen as templates. They will always be loaded,
         // so we don't have to care about manipulating them in any way yet.
         buttonTemplate   = Traverse.Create(settingsDialog).Field("keyMappingButton").GetValue <GameUISelectableButton>();
         dropdownTemplate = Traverse.Create(settingsDialog).Field("gameSpeedDropdown").GetValue <GameUISelectableDropdown>();;
         toggleTemplate   = Traverse.Create(settingsDialog).Field("googlyEyesToggle").GetValue <GameUISelectableToggle>();
         sliderTemplate   = Traverse.Create(Traverse.Create(settingsDialog).Field("scrollSensitivityControl").GetValue <ScrollSensitivityControl>()).Field("slider").GetValue <SelectableSliderHelper>();
         // There don't seem to be any labels that are assigned to explicit fields, which kinda makes sense, so we'll have to search for one.
         // This unfortunately breaks pretty easily as shown by the latest update of the game, so I guess we need a long term solution.
         labelTemplate = settingsDialog.transform.Find("Content/Content/Audio Section/Global volume control").GetComponentInChildren <TextMeshProUGUI>();
         // Print warnings if any initalization has been unsuccessful.
         if (buttonTemplate == null)
         {
             AdvancedRunHistory.Log("Button template is null.", LogLevel.Warning);
         }
         if (dropdownTemplate == null)
         {
             AdvancedRunHistory.Log("Dropdown template is null.", LogLevel.Warning);
         }
         if (toggleTemplate == null)
         {
             AdvancedRunHistory.Log("Toggle template is null.", LogLevel.Warning);
         }
         if (sliderTemplate == null)
         {
             AdvancedRunHistory.Log("Slider template is null.", LogLevel.Warning);
         }
         if (labelTemplate == null)
         {
             AdvancedRunHistory.Log("Label template is null.", LogLevel.Warning);
         }
         // We actually neeed to instantiate a copy of the dialog template right now, as the Patch Notes dialog will
         // unload as soon as you leave the Main Menu screen. Also, we can remove its contents while we're at it.
         dialogTemplate = GameObject.Instantiate(dialog, settingsScreen.transform);
         foreach (Transform child in dialogTemplate.transform.Find("Content"))
         {
             GameObject.Destroy(child.gameObject);
         }
         if (dialogTemplate == null)
         {
             AdvancedRunHistory.Log("Dialog template is null.", LogLevel.Warning);
         }
     }
 }
Exemplo n.º 8
0
        private void LoadSettings()
        {
            SpriteFont       labelSpriteFont = Content.Load <SpriteFont>(@"Fonts/Input");
            SpriteFont       additionalFont  = Content.Load <SpriteFont>(@"Fonts/AdditionalOptions");
            List <Texture2D> buttonsTextures = new List <Texture2D>()
            {
                Content.Load <Texture2D>(@"Images/Settings/Arrows"),
                Content.Load <Texture2D>(@"Images/Settings/WSAD"),
                Content.Load <Texture2D>(@"Images/Settings/SpaceBomb"),
                Content.Load <Texture2D>(@"Images/Settings/PBomb")
            };

            _settings = new SettingsScreen(labelSpriteFont, additionalFont,
                                           buttonsTextures, Content.Load <Texture2D>(@"Images/Game/white_block"),
                                           Content.Load <Texture2D>(@"Images/Settings/SaveChanges"), _back);
        }
Exemplo n.º 9
0
    public UiSystem()
    {
        mBriefingScreen         = new BriefingScreen();
        mIntroScreen            = new IntroScreen();
        mShopScreen             = new ShopScreen();
        mSettingsScreen         = new SettingsScreen();
        mAdsScreen              = new AdsScreen();
        mGameScreen             = new GameScreen();
        mDebriefingWinScreen    = new DebriefingWinScreen();
        mDebriefingDefeatScreen = new DebriefingDefeatScreen();

        HideAllScreens();
        mScreenMode = eMode.NO_SCREEN;

        mProgressBar = GameObject.Find("FilledZone").GetComponent <RectTransform>();
    }
Exemplo n.º 10
0
        public HostileSpace()
        {
            LoadSettings();
            LoadPlayerData();

            ContextSettings contextSettings = new ContextSettings();

            contextSettings.AntialiasingLevel = 16;
            window = new RenderWindow(new VideoMode(settings.ResolutionX, settings.ResolutionY), "Hostile Space", Styles.None, contextSettings);
            window.SetMouseCursorVisible(false);
            window.SetVerticalSyncEnabled(false);

            contentManager = new ContentManager();

            fpsCounter = new FPSCounter(this);
            input      = new Input(this);

            musicPlayer = new MusicPlayer(this);
            audioPlayer = new AudioPlayer(this);

            background = new Background(this);

            mainScreen = new MainScreen(this);
            mainScreen.NewGameBTN.ButtonPressed  += NewGameBTN_ButtonPressed;
            mainScreen.SettingsBTN.ButtonPressed += SettingsBTN_ButtonPressed;
            mainScreen.CreditsBTN.ButtonPressed  += CreditsBTN_ButtonPressed;

            gameScreen = new GameScreen(this);

            settingsScreen = new SettingsScreen(this);
            settingsScreen.Back.ButtonPressed += Back_ButtonPressed;
            creditsScreen = new CreditsScreen(this);
            creditsScreen.Back.ButtonPressed += Back_ButtonPressed;

            currentScreen = mainScreen;
            currentScreen.Activate();

            camera = window.DefaultView;
            input.Keyboard.F12Pressed += Keyboard_F12Pressed;

            window.MouseWheelMoved += Window_MouseWheelMoved;
        }
Exemplo n.º 11
0
	public void Init(){

		Instance = this;

        foreach (SettingSlider slider in Sliders) {
            slider.Init();
        }

        Drop.options.Clear ();

		foreach(KeyValuePair<Settings.SettingsTypes, Settings.Setting> setting in Settings.Instance.SettingsDict){
			Dropdown.OptionData item = new Dropdown.OptionData();
			item.text = setting.Value.Title;
			Drop.options.Add(item);
			_settingsList.Add(setting.Value);
		}

		Drop.value = 1;
		Drop.value = 0;
		
        
	}
    /// <summary>
    /// The constructor for the application, initialize all the components
    /// needed for the app
    /// </summary>
    public Application()
    {
        // Check if there is another instance, becuase there should never be one
        Debug.Assert(instance == null);

        // Set the instance to this class because it should
        // only be one instance
        instance = this;

        // Set the language to en_US as default
        LanguageManager.Instance.SetCurrentLanguage("en_US");

        Styles windowStyle = Styles.Titlebar | Styles.Close;

        string windowTitle = LanguageManager.Instance.GetTranslation("window.title");

        // Create a RenderWindow and setup the event callbacks
        window = new RenderWindow(new VideoMode(1280, 720),
                                  windowTitle, windowStyle);

        // Register some callbacks
        window.Closed              += this.Window_Closed;
        window.KeyPressed          += this.Window_KeyPressed;
        window.KeyReleased         += this.Window_KeyReleased;
        window.MouseButtonPressed  += this.Window_MouseButtonPressed;
        window.MouseButtonReleased += this.Window_MouseButtonReleased;

        // Create the screens used by this application
        mainMenuScreen  = new MainMenuScreen();
        customizeScreen = new CustomizeScreen();
        gameScreen      = new GameScreen();
        settingsScreen  = new SettingsScreen();

        // Change the screen to the MainMenu
        ScreenManager.Instance.ChangeScreen(mainMenuScreen);

        // Register a language changed callback
        LanguageManager.Instance.RegisterOnLanguageChangedCallback(OnLanguageChanged);
    }
 public static void Postfix(ref MainMenuScreen __instance)
 {
     // We only need to do this once. In fact, not checking this probably results in the game freezing due
     // to an infinite recursion.
     if (!CustomUIManager.AreTemplatesInitalized())
     {
         // Find the current ScreenManager to access the Settigns Screen and Settings Dialog, as the Settings
         // Dialog contains a lot of UI elements and is helpful in creating templates.
         ScreenManager  screenManager  = Traverse.Create(Traverse.Create(__instance).Field("gameStateManager").GetValue <GameStateManager>()).Field("screenManager").GetValue <ScreenManager>();
         SettingsScreen settingsScreen = (SettingsScreen)screenManager.GetScreen(ScreenName.Settings);
         SettingsDialog settingsDialog = Traverse.Create(settingsScreen).Field("settingsDialog").GetValue <SettingsDialog>();
         // We need to actually open the Settings Dialog in order for the UI elements to initalize correctly.
         screenManager.ShowScreen(ScreenName.Settings);
         settingsDialog.Open();
         settingsDialog.Close();
         // Use the Patch Notes Dialog as a template for custom dialogs
         PatchNotesUI patch          = Traverse.Create(__instance).Field("patchNotesDialog").GetValue <PatchNotesUI>();
         ScreenDialog dialogTemplate = Traverse.Create(patch).Field("dialog").GetValue <ScreenDialog>();
         CustomUIManager.InitalizeTemplates(settingsScreen, dialogTemplate, settingsDialog);
         // Pretend that nothing has happend and return to the main menu.
         screenManager.ReturnToMainMenu();
     }
 }
Exemplo n.º 14
0
	public void onOpenSettingsScreen() {
		if(settingsScreen==null) {
			GameObject g = NGUITools.AddChild(GameObject.Find("UI Root"),settingsScreenPrefab);
			settingsScreen = g.GetComponent<SettingsScreen>();
		}
	}
Exemplo n.º 15
0
        private void OpenSettings(object sender, RoutedEventArgs e)
        {
            SettingsScreen settingsScreen = new SettingsScreen();

            settingsScreen.Show();
        }
Exemplo n.º 16
0
 internal static void StartCheckIfInternet(Label lbl_NoInternet, SettingsScreen settingsScreen)
 {
     throw new NotImplementedException();
 }
Exemplo n.º 17
0
	public void onCloseSettings() {
		settingsScreen = null;
	}