Пример #1
0
 // 訊息介面的連續遊戲按鈕
 public void MessagePlayButton()
 {
     //隱藏訊息介面
     MessageMaskUI.SetActive(false);
     //主介面的暫停/ 開始按鈕換成 UI_02(暫停圖片)
     PlayStopButton.GetComponent <Image> ().sprite = UI_02;
     Time.timeScale = 1;
     Debug.Log("MessagePlayButton");
 }
Пример #2
0
    public void PlayStop()
    {
        if (PlayStopButton.GetComponent <Image> ().sprite.name == "UI_02")          //Start->Stop
        {
            PlayStopButton.GetComponent <Image> ().sprite = UI_03;
            MessageMaskUI.SetActive(true);

            _9_CowboyControlMK.StartReciprocalTime = 3;
            //_8_CowboyControlMouse.StartReciprocalTime = 3;
            //_4_CowboyControlPC.StartReciprocalTime = 3;

            Time.timeScale = 0;
        }
        else             // UI_03 Stop->Start
        {
            PlayStopButton.GetComponent <Image>().sprite = UI_02;
            MessageMaskUI.SetActive(false);
            Time.timeScale = 1;
        }
    }
Пример #3
0
 public void PlayStop()
 {
     //如果主介面的暫停/開始按鈕名稱為 UI_02 (暫停圖片)
     if (PlayStopButton.GetComponent <Image> ().sprite.name == "UI_02")
     {
         //圖片換成 UI_03 (開始圖片)
         PlayStopButton.GetComponent <Image> ().sprite = UI_03;
         //顯示訊息介面
         MessageMaskUI.SetActive(true);
         // 遊戲運行速度為 0, 暫停遊戲
         Time.timeScale = 0;
     }
     else                //如果主介面的暫停/ 開始按鈕圖片為 UI_03(開始圖片)
     //圖片換成 UI_02 (暫停圖片)
     {
         PlayStopButton.GetComponent <Image> ().sprite = UI_02;
         //隱藏訊息介面
         MessageMaskUI.SetActive(false);
         //遊戲執行速度為 1, 正常運行
         Time.timeScale = 1;
     }
 }
Пример #4
0
 public void MessagePlayButton()
 {
     MessageMaskUI.SetActive(false);
     PlayStopButton.GetComponent <Image> ().sprite = UI_02;
     Time.timeScale = 1;
 }