Inheritance: MonoBehaviour
示例#1
0
 protected override void OnCreate()
 {
     preferredCursorItem = 1;
     Back.CreateTextCenterX("SumpfkrautOnline verlassen?", 100);
     AddButton("Ja", "Ja, ich möchte SumpfkrautOnline verlassen.", 200, () => ExitGameSelected?.Invoke(this));
     AddButton("Nein", "Zurück zum Hauptmenü", 250, () => BackToMainMenu?.Invoke(this));
 }
示例#2
0
 void Awake()
 {
     if (SP != null && SP != this)
     {
         Destroy(this);
         return;
     }
     SP = this;
     DontDestroyOnLoad(this);
 }
示例#3
0
 void Awake()
 {
     if (SP != null && SP != this)
     {
         Destroy(this);
         return;
     }
     SP = this;
     DontDestroyOnLoad(this);
 }
示例#4
0
    // backToMenu extended by Lin: (instance ref, reusing code from BackToMainMenu.cs)
    public void backToMenu()
    {
        BackToMainMenu btmm = gameObject.AddComponent <BackToMainMenu>();

        // equiv to BackToMainMenu btmm = new BackToMainMenu();
        // but Unity doesn't like it
        btmm.ToMain();

        // Or alternatively like this, but 255 code smells :)
        //if (Login.2)
        //    SceneManager.LoadScene("Main Menu");
        //else if (Login.globalRole==1)
        //    SceneManager.LoadScene("Supervisor Menu");
        //else if (Login.globalRole==0
        //{
        // To be extended
        // SceneManager.LoadScene("Admin Menu");
        //}
    }
示例#5
0
 protected override void OnCreate()
 {
     AddButton("Hauptmenü", " Zurück zum Hauptmenü.", 180, () => BackToMainMenu?.Invoke(this));
     AddButton("Logout", "Zurück zum Login Menü", 260, () => BackToLoginSelected?.Invoke(this));
     AddButton("Spiel verlassen", "Das Spiel schließen.", 320, () => ExitGameSelected?.Invoke(this));
 }