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)); }
void Awake() { if (SP != null && SP != this) { Destroy(this); return; } SP = this; DontDestroyOnLoad(this); }
void Awake() { if (SP != null && SP != this) { Destroy(this); return; } SP = this; DontDestroyOnLoad(this); }
// 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"); //} }
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)); }