示例#1
0
 void OnEnable()
 {
     isGameOver = true;
     HUDbuttons.SetActive(false);
     SaveLoadPrefs.Load();
     StartCoroutine(MusicSettings.TurnOffMusic());
     StartCoroutine(Display());
 }
示例#2
0
    //returns the player from the current menu to the previous menu
    public void Return()
    {
        if (!isPlaying)
        {//checking if an animation is playing before accessing another menu
            isPlaying    = true;
            _audio.pitch = 1.2f;
            _audio.PlayOneShot(select, SFXvolume);
            switch (curMenu)
            {
            default:
                break;

            case CurMenu.Options:
                menusAnim.Play("CloseOptions");
                curMenu = CurMenu.Pause;
                StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenPauseMenus"));
                break;

            case CurMenu.Audio:
                menusAnim.Play("CloseAudio");
                curMenu = CurMenu.Options;
                StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenOptions"));
                break;

            case CurMenu.Video:
                PlayerPrefs.SetInt("brightnessSlider", (int)GameObject.Find("Canvas/Pause/Menus/VideoMenus/Brightness/Slider").GetComponent <Slider>().value);
                menusAnim.Play("CloseVideo");
                curMenu = CurMenu.Options;
                StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenOptions"));
                break;

            case CurMenu.Quit:
                menusAnim.Play("CloseQuit");
                curMenu = CurMenu.Pause;
                StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenPauseMenus"));
                break;

            case CurMenu.Controls:
                menusAnim.Play("CloseControls");
                curMenu = CurMenu.Options;
                StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenOptions"));
                break;

            case CurMenu.Reset:
                goto case CurMenu.Quit;
            }
        }
        SaveLoadPrefs.Save();
    }
示例#3
0
    void Start()
    {
        curMenu = CurMenu.Pause;
        //just to avoid any null references for the static variable, we're going to find the audio source
        _audio = gameObject.GetComponent <AudioSource>();
        AudioSource music = GameObject.Find("AudioManager/Music").GetComponent <AudioSource>();

        MusicScript.auSource = music;

        //setting defaults
        difficulty = Difficulty.Normal;
        gameSpeed  = GameSpeed.Slow;
        resolution = Resolution.Fullscreen;
        scaleTime  = 1f;
        SFXvolume  = .8f;
        //loading all player prefs
        SaveLoadPrefs.Load();
    }
示例#4
0
    // Use this for initialization
    void Start()
    {
        SaveLoadPrefs.Load();
        canSelect = true;
        au.volume = PauseMenus.SFXvolume;
        //Time.timeScale = PauseMenus.gameSpeed;

        myEvent = GameObject.Find("Canvas/EventSystem").GetComponent <UnityEngine.EventSystems.EventSystem>();
        //finding all butons within the menu
        Transform menu = gameObject.transform;

        foreach (Transform child in menu)
        {
            button.Add(child.gameObject);
        }
        myEvent.SetSelectedGameObject(button[0]);
        GameObject.Find("Canvas/Menus/GameTitle").GetComponent <Animator>().Play("Intro", 0, 0);
        GameObject.Find("Canvas/Menus").GetComponent <Animator>().Play("Introduction", 0, 0);
        Animator anim = GameObject.Find("Canvas/Background").GetComponent <Animator>();

        anim.speed = 1;
        anim.Play("FromBlack", 0, 0);
    }