void Start() { bool startWeapon = false; for (Commandments.Element element = Commandments.Element.EARTH; element < Commandments.Element.NEUTRAL; element++) { WeaponSettings aux = settings[element]; aux.id = element; settings[element] = aux; if ((!startWeapon) && (aux.obtained)) { startWeapon = true; selectedWeapon = element.toWeapon(); } } manager = UIManager.GetInstance(); smallMenu.Init(settings.Count, selectedWeapon); showSmallMenu = false; }
/// <summary> /// Function to initialize some internal properties. Should be called in Start() /// </summary> public void Init(int weaponsSize, Commandments.Weapon selectedWeapon) { base.Init(new CircularIndex(weaponsSize)); gameManager = GameManager.GetInstance(); uiManager = UIManager.GetInstance(); weapons = uiManager.weapon; elementContent.SetParent(onPlay); if (weaponsSize > 0) { selectedImage = new BlinkTexture(weapons.GetWeapon(selectedWeapon).elementActivated, blinkControl); menuIndex.Set(selectedWeapon.toInt()); } onPlay.AdjustToSquare(); onPause.AdjustToSquare(); weaponPauseBGArea.SetParent(onPause); weaponPauseArea.SetParent(weaponPauseBGArea); pauseBG.SetParent(onPause); }
public void ChangeWeaponIndex(Commandments.Weapon weapon) { menuIndex.Set(weapon.toInt()); selectedImage = new BlinkTexture(weapons.GetWeapon(weapon).elementActivated, blinkControl); }
public void SetSelectedWeapon(Commandments.Weapon weapon) { smallMenu.ChangeWeaponIndex(weapon); selectedWeapon = weapon; }
public void ChangeState(UIManager.Mode mode) { smallMenu.ChangeState(mode); showSmallMenu = false; selectedWeapon = (Commandments.Weapon)smallMenu.menuIndex.Get(); }
public WeaponSettings GetWeapon(Commandments.Weapon weapon) { return(settings[weapon.toElement()]); }