public static MenuStateManager GetMenuStateManager() { if (singleton == null) { singleton = new MenuStateManager(); } return(singleton); }
// Use this for initialization void Start() { text = GetComponent <Text>(); color = text.color; text.color = new Color(color.r, color.g, color.b, 0); rt = GetComponent <RectTransform>(); menu = FindObjectOfType <Menu>(); menuStateManager = FindObjectOfType <MenuStateManager>(); }
public void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { MenuStateManager.enterStateUsingName(m_stateID); Time.timeScale = 0; } }
// Update is called once per frame void Update() { KeyboardInput(); MouseMovement(); if (Input.GetKeyDown(KeyCode.Escape)) { MenuStateManager.GetMenuStateManager().OpenIngameSettings(); } }
// Use this for initialization void Start() { if (s_gameStateManager != null && s_gameStateManager != this) { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); s_gameStateManager = this; }
// Use this for initialization void Start() { networkManager = GetComponent <NetworkManager>(); settingsManager = GetComponent <SettingsManager>(); menuStates = MenuStateManager.GetMenuStateManager(); networkManager.SetMenuStates(menuStates); UIInit(); SetUIActions(); SceneManager.sceneLoaded += OnSceneLoaded; }
private void RpcEndGame(GameManager.Team winningTeam, int blueScore, int redScore, string[] blueNames, int[] blueScores, string[] redNames, int[] redScores) { MenuStateManager menuStates = MenuStateManager.GetMenuStateManager(); menuStates.EndGame(); Dictionary <string, int> blueTeam = new Dictionary <string, int>(); for (int loop = 0; loop < blueNames.Length; loop++) { blueTeam.Add(blueNames[loop], blueScores[loop]); } Dictionary <string, int> redTeam = new Dictionary <string, int>(); for (int loop = 0; loop < redNames.Length; loop++) { redTeam.Add(redNames[loop], redScores[loop]); } GameObject.Find("EndGameCanvas").GetComponent <EndGameScoreManager>().SetScores(winningTeam, blueScore, redScore, blueTeam, redTeam); }
public override void onGUI() { float offsetX = transform.position.x; float offsetY = transform.position.y; if (backgroundTexture) { GUI.DrawTexture(GUIHelper.screenRect(0, 0, 1, 1), backgroundTexture, ScaleMode.StretchToFill); } GUI.skin = guiSkin0; //draw a button which will increase the graphics quality if (addButton(GUIHelper.screenRect(offsetX - 0.15f, offsetY - .15f, .3f, .1f), restartSTR)) { MenuStateManager.enterStateUsingGameObject(null); unapuseGame(); //load the first level. Application.LoadLevel(Application.loadedLevel); } //draw a button that will decrease the graphics quality if (addButton(GUIHelper.screenRect(offsetX - 0.15f, offsetY, .3f, .1f), resumeSTR)) { MenuStateManager.enterStateUsingGameObject(null); unapuseGame(); } if (addButton(GUIHelper.screenRect(offsetX - 0.15f, offsetY + .15f, .3f, .1f), mainMenuSTR)) { MenuStateManager.enterStateUsingGameObject(null); unapuseGame(); //load the first level. Application.LoadLevel(levelSceneIndex); } }
public EnterPasswordState(MenuStateManager menuStates) : base(menuStates) { }
private void RpcLobbyReturn() { MenuStateManager menuStates = MenuStateManager.GetMenuStateManager(); menuStates.BackToLobby(isServer); }
public void swapObjects(GameObject go) { MenuStateManager.enterStateUsingGameObject(go); }
public void SetMenuStates(MenuStateManager menuStates) { this.menuStates = menuStates; //Can I do better than this? }
public State(MenuStateManager menuStates) { this.menuStates = menuStates; }
public ErrorMessageState(MenuStateManager menuStates) : base(menuStates) { }
public SettingsState(MenuStateManager menuStates) : base(menuStates) { }
public IngameMenuState(MenuStateManager menuStates) : base(menuStates) { }
public void Update(GameTime gameTime) { ComponentManager cm = ComponentManager.GetInstance(); GameStateManager gm = GameStateManager.GetInstance(); ActivateMenuButtons(); ActivateMenuBackground(); ClearMenu(); DecrementSelectCooldown = true; exitPause = false; bool enterPause = false; foreach (var controlEntity in cm.GetComponentsOfType <PlayerControlComponent>()) { PlayerControlComponent controlComp = (PlayerControlComponent)controlEntity.Value; // If we are in some kind of menu state if (GameStateManager.GetInstance().State == GameState.Menu) { // Apply effects on menu background foreach (var menuBackground in cm.GetComponentsOfType <MenuBackgroundComponent>()) { MenuBackgroundComponent men = (MenuBackgroundComponent)menuBackground.Value; if (men.HasFadingEffect && men.IsActive) { FadeEffect(gameTime, men); } if (men.HasMovingEffect && men.IsActive) { MoveEffect(gameTime, men); } } if (DecrementSelectCooldown) { SelectCooldown -= (float)gameTime.ElapsedGameTime.TotalSeconds; DecrementSelectCooldown = false; } // Makes the menu button selection smooth if (SelectCooldown <= 0.0f) { Vector2 stickDir = controlComp.Movement.GetDirection(); //Check navigation in the menu if (Math.Abs(stickDir.Y) > 0.5f) { //if the stick has been pushed in a direction Point direction = MoveSystem.CalcDirection(stickDir.X, stickDir.Y); cm.GetComponentForEntity <MenuButtonComponent>(ActiveButtonsList[SelectedButton]).Ishighlighted = false; //stop sound for last button if (cm.HasEntityComponent <SoundComponent>(ActiveButtonsList[SelectedButton])) { cm.GetComponentForEntity <SoundComponent>(ActiveButtonsList[SelectedButton]).Sounds["Selected"].Action = SoundAction.Stop; } SelectedButton = (SelectedButton + direction.Y) % ActiveButtonsList.Count; if (SelectedButton < 0) { SelectedButton = ActiveButtonsList.Count - 1; } cm.GetComponentForEntity <MenuButtonComponent>(ActiveButtonsList[SelectedButton]).Ishighlighted = true; //start sound for new button selected if (cm.HasEntityComponent <SoundComponent>(ActiveButtonsList[SelectedButton])) { cm.GetComponentForEntity <SoundComponent>(ActiveButtonsList[SelectedButton]).Sounds["Selected"].Action = SoundAction.Play; } SelectCooldown = MaxSelectCooldown; } } // Check if highlighted button was pressed "use" if (controlComp.Interact.IsButtonDown()) { if (cm.HasEntityComponent <SoundComponent>(ActiveButtonsList[SelectedButton])) { cm.GetComponentForEntity <SoundComponent>(ActiveButtonsList[SelectedButton]).Sounds["Pressed"].Action = SoundAction.Play; } cm.GetComponentForEntity <MenuButtonComponent>(ActiveButtonsList[SelectedButton]).Use(); } // 1 Player if (gm.State == GameState.OnePlayerGame) { //remove the temporary menu controller cm.RemoveEntity(controlEntity.Key); cm.AddEntityWithComponents(factory.CreatePlayerOne(100, 128)); MenuStateManager.GetInstance().State = MenuState.None; gm.State = GameState.Restart; break; } // 2 Players if (gm.State == GameState.TwoPlayerGame) { //remove the temporary menu controller cm.RemoveEntity(controlEntity.Key); cm.AddEntityWithComponents(factory.CreatePlayerOne(100, 128)); cm.AddEntityWithComponents(factory.CreatePlayerTwo(256, 128)); MenuStateManager.GetInstance().State = MenuState.None; gm.State = GameState.Restart; break; } } if (controlComp.Menu.IsButtonDown()) { //Debug.WriteLine(gm.State + " c " + gm.LastState); if (MenuStateManager.GetInstance().State == MenuState.PauseMainMenu && gm.State == GameState.Menu) { //// Exit the Pausemenu if menu button is pressed from GameState "Menu" Debug.WriteLine(gm.LastState + " a " + gm.State); gm.State = gm.LastState; MenuStateManager.GetInstance().State = MenuState.None; } else if ((gm.State == GameState.Game || gm.State == GameState.GameOver) && gm.LastState != GameState.Menu) { // Enter the PauseMenu if menu button is pressed from GameState "Game" Debug.WriteLine(gm.LastState + " b " + gm.State); gm.State = GameState.Menu; MenuStateManager.GetInstance().State = MenuState.PauseMainMenu; } else { gm.LastState = gm.State; } } if (gm.State == GameState.ExitToMenu) { ActiveButtonsList.Clear(); SelectedButton = 0; MenuStateManager.GetInstance().State = MenuState.MainMenu; } } }
public MainMenuState(MenuStateManager menuStates) : base(menuStates) { }
public SearchServersState(MenuStateManager menuStates) : base(menuStates) { }
public ServerBrowserState(MenuStateManager menuStates) : base(menuStates) { }
public LobbyState(MenuStateManager menuStates) : base(menuStates) { }
// Initializes Menu buttons private void ActivateMenuButtons() { if (GameStateManager.GetInstance().State == GameState.Menu) { ComponentManager cm = ComponentManager.GetInstance(); ActiveButtonsList = new List <int>(); //Set buttons to "active" and add them to the buttonList var menuButtonComps = cm.GetComponentsOfType <MenuButtonComponent>(); foreach (var button in menuButtonComps) { MenuButtonComponent buttonComp = (MenuButtonComponent)button.Value; switch (MenuStateManager.GetInstance().State) { case MenuState.MainMenu: if (buttonComp.Type == MenuButtonType.MainMenuButton) { buttonComp.IsActive = true; } else { buttonComp.IsActive = false; } break; case MenuState.PauseMainMenu: if (buttonComp.Type == MenuButtonType.PauseMainMenuButton) { buttonComp.IsActive = true; } else { buttonComp.IsActive = false; } break; case MenuState.None: buttonComp.IsActive = false; break; } if (buttonComp.IsActive) { ActiveButtonsList.Add(button.Key); //ActiveButtonsList.Insert(buttonComp.OrderPosition, button.Key); } } if (ActiveButtonsList.Count > 0 && cm.GetComponentForEntity <MenuButtonComponent>(ActiveButtonsList[0]).OrderPosition != 0) { ActiveButtonsList.Reverse(); } int checkButtons = 0; foreach (var button in ActiveButtonsList) { if (cm.GetComponentForEntity <MenuButtonComponent>(button).Ishighlighted) { checkButtons++; } } if (ActiveButtonsList.Count > 0 && checkButtons <= 0) { SelectedButton = 0; cm.GetComponentForEntity <MenuButtonComponent>(ActiveButtonsList[0]).Ishighlighted = true; } } }