Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }
        if (!WindowsCTRL.activeSelf)
        {
            if (Input.GetKeyDown(KeyCode.UpArrow) && lookAt > 0)
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                --lookAt;
                GetComponent <RectTransform>().anchoredPosition = stuff[lookAt].GetComponent <RectTransform>().anchoredPosition;
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow) && lookAt < (stuff.Length - 1))
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                ++lookAt;
                GetComponent <RectTransform>().anchoredPosition = stuff[lookAt].GetComponent <RectTransform>().anchoredPosition;
            }
            if (Input.GetKeyDown(KeyCode.Return))
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                switch (lookAt)
                {
                case 0:
                {
                    WindowsCTRL.SetActive(!WindowsCTRL.activeSelf);
                    break;
                }

                case 1:
                {
                    //some other things
                    SoundCTRL.SetActive(!SoundCTRL.activeSelf);
                    break;
                }
                }
            }
        }
    }
Пример #2
0
    public void turnOnInGamePauseMenu()
    {
        if (SceneManager.GetActiveScene().buildIndex > 1)
        {
            //activate the child canvas
            //OptionsCanvas.gameObject.SetActive(!OptionsCanvas.gameObject.activeSelf);
            //InGamePauseCanvas.SetActive(!InGamePauseCanvas.activeSelf);
            switch (isOpeningInPause)
            {
            case true:
                // If the player happens to be openning in game pause menu, turn it off!
                if (soundEffects != null)
                {
                    soundEffects.playNegativeSound();
                }
                InGamePauseCanvas.SetActive(false);
                isOpeningInPause = false;
                talking          = false;
                break;

            default:
                // If the player is not talking, then player can access the in game pause menu
                if (!talking)
                {
                    if (soundEffects != null)
                    {
                        soundEffects.playPositiveSound();
                    }
                    InGamePauseCanvas.SetActive(true);
                    isOpeningInPause = true;
                }
                break;
            }
        }
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }

        // navigation
        if (Input.GetKeyDown(KeyCode.UpArrow) && lookAt > 0)
        {
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
            --lookAt;
            GetComponent <RectTransform>().anchoredPosition = stuff[lookAt].GetComponent <RectTransform>().anchoredPosition;
        }
        else if (Input.GetKeyDown(KeyCode.DownArrow) && lookAt < (stuff.Length - 1))
        {
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
            ++lookAt;
            GetComponent <RectTransform>().anchoredPosition = stuff[lookAt].GetComponent <RectTransform>().anchoredPosition;
        }

        //press enter
        if (Input.GetKeyDown(KeyCode.Return))
        {
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
            for (int i = 0; i < stuff.Length; i++)
            {
                if (i == lookAt)
                {
                    stuff[i].GetComponent <LoadGameScript>().BroadcastMessage("beginLoadingData");
                    break;
                }
            }
        }
    }
Пример #4
0
    // Update is called once per frame
    void Update()
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }
        //we'll just hardcode the fixed text, everytime.
        children[0].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.upKey.ToString();
        children[1].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.downKey.ToString();
        children[2].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.leftKey.ToString();
        children[3].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.rightKey.ToString();
        children[4].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.attackKey.ToString();
        children[5].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.rangeKey.ToString();
        children[6].transform.GetChild(0).GetComponent <Text>().text = KeyBindScript.inventoryKey.ToString();

        //we handle the input from here.
        if (Input.GetKeyDown(KeyCode.Return))
        {
            //we need to create a interface to activate some helper text
            helperText.SetActive(!helperText.activeSelf); // invert the activetext state;
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
            //allow for modification if the helpertext is active
        }
        else if (Input.GetKeyDown(KeyCode.Escape) && !helperText.activeSelf)
        {
            //SAVE HERE. Hardcoding unfortunately but the fastest way to save keybinds
            int zeUpKeyValue        = (int)KeyBindScript.upKey;
            int zeDownKeyValue      = (int)KeyBindScript.downKey;
            int zeRightKeyValue     = (int)KeyBindScript.rightKey;
            int zeLeftKeyValue      = (int)KeyBindScript.leftKey;
            int zeAttackKeyValue    = (int)KeyBindScript.attackKey;
            int zeRangeKeyValue     = (int)KeyBindScript.rangeKey;
            int zeInventoryKeyValue = (int)KeyBindScript.inventoryKey;
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.upKeyField, zeUpKeyValue.ToString());
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.downKeyField, zeDownKeyValue.ToString());
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.rightKeyField, zeRightKeyValue.ToString());
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.leftKeyField, zeLeftKeyValue.ToString());
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.attackKeyField, zeAttackKeyValue.ToString());
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.rangeKeyField, zeRangeKeyValue.ToString());
            MySQLiteHandler.instance.saveSpecificResult(KeyBindScript.theSQLiteTable, KeyBindScript.inventoryKeyField, zeInventoryKeyValue.ToString());
            if (soundEffects != null)
            {
                soundEffects.playNegativeSound();
            }
            //only allow the thing to be closed if not editing a keybind
            transform.parent.gameObject.SetActive(false);
        }

        if (helperText.activeSelf)
        {
            helperText.GetComponent <RectTransform>().anchoredPosition            = new Vector2(startingX, children[pointingAt].GetComponent <RectTransform>().anchoredPosition.y);
            children[pointingAt].transform.GetChild(0).GetComponent <Text>().text = "";
            //handle the input here
            if (temp == KeyCode.None)
            {
                temp = FetchKey();
            }
        }
        if (temp != KeyCode.None && helperText.activeSelf)
        {
            switch (pointingAt)
            {
            case 0:
            {
                KeyBindScript.upKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.downKey == temp)
                        {
                            KeyBindScript.downKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.leftKey == temp)
                        {
                            KeyBindScript.leftKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rightKey == temp)
                        {
                            KeyBindScript.rightKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.attackKey == temp)
                        {
                            KeyBindScript.attackKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rangeKey == temp)
                        {
                            KeyBindScript.rangeKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.inventoryKey == temp)
                        {
                            KeyBindScript.inventoryKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }

            case 1:
            {
                KeyBindScript.downKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.upKey == temp)
                        {
                            KeyBindScript.upKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.leftKey == temp)
                        {
                            KeyBindScript.leftKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rightKey == temp)
                        {
                            KeyBindScript.rightKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.attackKey == temp)
                        {
                            KeyBindScript.attackKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rangeKey == temp)
                        {
                            KeyBindScript.rangeKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.inventoryKey == temp)
                        {
                            KeyBindScript.inventoryKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }

            case 2:
            {
                KeyBindScript.leftKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.upKey == temp)
                        {
                            KeyBindScript.upKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.downKey == temp)
                        {
                            KeyBindScript.downKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rightKey == temp)
                        {
                            KeyBindScript.rightKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.attackKey == temp)
                        {
                            KeyBindScript.attackKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rangeKey == temp)
                        {
                            KeyBindScript.rangeKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.inventoryKey == temp)
                        {
                            KeyBindScript.inventoryKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }

            case 3:
            {
                KeyBindScript.rightKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.upKey == temp)
                        {
                            KeyBindScript.upKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.downKey == temp)
                        {
                            KeyBindScript.downKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.leftKey == temp)
                        {
                            KeyBindScript.leftKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.attackKey == temp)
                        {
                            KeyBindScript.attackKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rangeKey == temp)
                        {
                            KeyBindScript.rangeKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.inventoryKey == temp)
                        {
                            KeyBindScript.inventoryKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }

            case 4:
            {
                KeyBindScript.attackKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.upKey == temp)
                        {
                            KeyBindScript.upKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.downKey == temp)
                        {
                            KeyBindScript.downKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.leftKey == temp)
                        {
                            KeyBindScript.leftKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rightKey == temp)
                        {
                            KeyBindScript.rightKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rangeKey == temp)
                        {
                            KeyBindScript.rangeKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.inventoryKey == temp)
                        {
                            KeyBindScript.inventoryKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }

            case 5:
            {
                KeyBindScript.rangeKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.upKey == temp)
                        {
                            KeyBindScript.upKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.downKey == temp)
                        {
                            KeyBindScript.downKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.leftKey == temp)
                        {
                            KeyBindScript.leftKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rightKey == temp)
                        {
                            KeyBindScript.rightKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.attackKey == temp)
                        {
                            KeyBindScript.attackKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.inventoryKey == temp)
                        {
                            KeyBindScript.inventoryKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }

            case 6:
            {
                KeyBindScript.inventoryKey = temp;
                for (int i = 0; i < allKeys.Length; i++)
                {
                    if (i != pointingAt)
                    {
                        if (KeyBindScript.upKey == temp)
                        {
                            KeyBindScript.upKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.downKey == temp)
                        {
                            KeyBindScript.downKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.leftKey == temp)
                        {
                            KeyBindScript.leftKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rightKey == temp)
                        {
                            KeyBindScript.rightKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.attackKey == temp)
                        {
                            KeyBindScript.attackKey = KeyCode.None;
                            break;
                        }
                        else if (KeyBindScript.rangeKey == temp)
                        {
                            KeyBindScript.rangeKey = KeyCode.None;
                            break;
                        }
                    }
                }

                temp = KeyCode.None;
                helperText.SetActive(!helperText.activeSelf);
                break;
            }
            }
        }
        else //allow navigation if not waiting
        {
            if (Input.GetKeyDown(KeyCode.UpArrow) && pointingAt > 0)
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                --pointingAt;
                GetComponent <RectTransform>().anchoredPosition = new Vector2(0, children[pointingAt].GetComponent <RectTransform>().anchoredPosition.y);
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow) && pointingAt < (children.Length - 1))
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                ++pointingAt;
                GetComponent <RectTransform>().anchoredPosition = new Vector2(0, children[pointingAt].GetComponent <RectTransform>().anchoredPosition.y);
            }
        }
    }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }
        if (OptionCanvas == null)
        {
            OptionCanvas = LocalDataSingleton.instance.transform.GetChild(0).gameObject;
        }

        if (!PlayCanvas.activeSelf && !OptionCanvas.activeSelf)
        {
            if (Input.GetKeyDown(KeyCode.UpArrow) && lookAt > 0)
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                --lookAt;
                GetComponent <RectTransform>().anchoredPosition = stuff[lookAt].GetComponent <RectTransform>().anchoredPosition;
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow) && lookAt < (stuff.Length - 1))
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                ++lookAt;
                GetComponent <RectTransform>().anchoredPosition = stuff[lookAt].GetComponent <RectTransform>().anchoredPosition;
            }

            if (Input.GetKeyDown(KeyCode.Return))
            {
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
                switch (lookAt)
                {
                case 0:
                {
                    //play
                    PlayCanvas.SetActive(!PlayCanvas.activeSelf);
                    break;
                }

                case 1:
                {
                    //some other things
                    OptionCanvas.SetActive(!OptionCanvas.activeSelf);
                    break;
                }

                case 2:
                {
#if UNITY_EDITOR
                    UnityEditor.EditorApplication.isPlaying = false;
#else
                    Application.Quit();
#endif
                    break;
                }
                }
            }
        }
    }
Пример #6
0
    // Update is called once per frame
    void Update()
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }
        if (m_disableUpdate)
        {
            return;
        }
        // In the mean time, we need to make sure the player can't even move for sure!
        switch (LocalDataSingleton.instance.talking)
        {
        case false:
            // If the player can still move, just force it to stop!
            LocalDataSingleton.instance.talking = true;
            break;

        default:
            break;
        }
#if UNITY_ANDROID
        if (thePlayerJoystick.movingInYDirection == 1)
        {
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
            UpdateUI((short)(whichButtonIsAt - 1));
        }
        else if (thePlayerJoystick.movingInYDirection == -1)
        {
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
            UpdateUI((short)(whichButtonIsAt + 1));
        }
#else
        if (Input.GetKeyDown(KeyBindScript.upKey))
        {
            UpdateUI((short)(whichButtonIsAt - 1));
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
        }
        if (Input.GetKeyDown(KeyBindScript.downKey))
        {
            UpdateUI((short)(whichButtonIsAt + 1));
            if (soundEffects != null)
            {
                soundEffects.playPositiveSound();
            }
        }
        if (Input.GetKeyDown(KeyBindScript.attackKey) || Input.GetKeyDown(KeyCode.Return))
        {
            PauseButtonScript zePauseButton;
            // if can find the pause button, then execute that button
            if (allThePauseButtons.TryGetValue(whichButtonIsAt, out zePauseButton))
            {
                zePauseButton.executeButton();
                if (soundEffects != null)
                {
                    soundEffects.playPositiveSound();
                }
            }
        }
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            m_InGamePauseCanvas.SetActive(false);
        }
#endif
    }