示例#1
0
		public flatButton() {
			Font = SystemFonts.MessageBoxFont;
			Padding = new Padding(6);
			_buttonState = buttonStates.Normal;
			DoubleBuffered = true;
			TextAlign = ContentAlignment.MiddleCenter;
		}
示例#2
0
 public flatButton()
 {
     Font           = SystemFonts.MessageBoxFont;
     Padding        = new Padding(6);
     _buttonState   = buttonStates.Normal;
     DoubleBuffered = true;
     TextAlign      = ContentAlignment.MiddleCenter;
 }
示例#3
0
 protected override void OnMouseUp(MouseEventArgs e)
 {
     base.OnMouseUp(e);
     if (e.Button == MouseButtons.Left)
     {
         _buttonState = buttonStates.Hover;
         Invalidate();
     }
 }
示例#4
0
 protected override void OnMouseDown(MouseEventArgs e)
 {
     base.OnMouseDown(e);
     if (e.Button == MouseButtons.Left)
     {
         _buttonState = buttonStates.Pressed;
         Invalidate();
     }
 }
 void OnMouseDown()
 {
     if (nextStateTime == 0.0f && currentState == StartButtonController.buttonStates.up)
     {
         nextStateTime = Time.time + downTime;
         upSprite.SetActive(false);
         downSprite.SetActive(true);
         currentState = StartButtonController.buttonStates.down;
     }
 }
 void OnMouseDown()
 {
     if(nextStateTime == 0.0f && currentState == StartButtonController.buttonStates.up)
     {
         nextStateTime = Time.time + downTime;
         upSprite.SetActive(false);
         downSprite.SetActive(true);
         currentState = StartButtonController.buttonStates.down;
     }
 }
示例#7
0
 // Update is called once per frame
 void Update()
 {
     if (currentState == buttonStates.normal)
     {
         buttonSprite.color = colores[0];
     }
     else if (currentState == buttonStates.selected)
     {
         buttonSprite.color = colores[1];
     }
     else
     {
         buttonSprite.color = colores[2];
         if (nextStateTime > 0.0f)
         {
             if (nextStateTime < Time.time)
             {
                 // Retornar el botó a estat “no polsat”
                 nextStateTime      = 0.0f;
                 currentState       = MainMenuButton.buttonStates.selected;
                 buttonSprite.color = colores[1];
                 if (name == "NewGame_Button")
                 {
                     PlayerPrefs.SetInt("NeedsToLoad", 0);
                     SceneManager.LoadScene("Game", LoadSceneMode.Single);
                 }
                 else if (name == "LoadGame_Button")
                 {
                     Debug.Log("LoadGame was pressed");
                     PlayerPrefs.SetInt("NeedsToLoad", 1);
                     SceneManager.LoadScene("Game", LoadSceneMode.Single);
                 }
                 else if (name == "ExitGame_Button")
                 {
                     PlayerPrefs.SetInt("NeedsToLoad", 0);
                     Debug.Log("Se cerrará el juego");
                     #if UNITY_EDITOR
                     // Application.Quit() does not work in the editor so
                     // UnityEditor.EditorApplication.isPlaying need to be set to false to end the game
                     UnityEditor.EditorApplication.isPlaying = false;
                     #else
                     Application.Quit();
                     #endif
                 }
             }
         }
     }
 }
 void Update()
 {
     if (nextStateTime > 0.0f)
     {
         if (nextStateTime < Time.time)
         {
             // Retornar el botó a estat “no polsat”
             nextStateTime = 0.0f;
             upSprite.SetActive(false);
             downSprite.SetActive(false);
             currentState = StartButtonController.buttonStates.up;
             // Començar el joc
             stateManager.startGame();
         }
     }
 }
    void Update()
    {
        if(nextStateTime > 0.0f)
        {
            if(nextStateTime < Time.time)
            {
                // Set the button back to its 'up' state
                nextStateTime = 0.0f;
                upSprite.SetActive(true);
                downSprite.SetActive(false);
                currentState = StartButtonController.buttonStates.up;

                // Start the game!
                stateManager.startGame();
            }
        }
    }
    void Update()
    {
        if (nextStateTime > 0.0f)
        {
            if (nextStateTime < Time.time)
            {
                // Set the button back to its 'up' state
                nextStateTime = 0.0f;
                upSprite.SetActive(true);
                downSprite.SetActive(false);
                currentState = StartButtonController.buttonStates.up;

                // Start the game!
                stateManager.startGame();
            }
        }
    }
示例#11
0
 public void selectButton()
 {
     pauseMenu.pauseMenuButtons[pauseMenu.Posicion].currentState = PauseMenuButton.buttonStates.normal;
     if (name == "ResumeGame_Button")
     {
         pauseMenu.Posicion = 0;
     }
     else if (name == "SaveGame_Button")
     {
         pauseMenu.Posicion = 1;
     }
     else if (name == "MainMenuGame_Button")
     {
         pauseMenu.Posicion = 2;
     }
     else if (name == "ExitGame_Button")
     {
         pauseMenu.Posicion = 3;
     }
     currentState = PauseMenuButton.buttonStates.selected;
 }
示例#12
0
 void OnMouseOver()
 {
     if (Input.GetAxis("Mouse X") != 0 && Input.GetAxis("Mouse Y") != 0)
     {
         if (currentState == MainMenuButton.buttonStates.normal)
         {
             mainMenuButtonController.mainMenuButtons[mainMenuButtonController.Posicion].currentState = MainMenuButton.buttonStates.normal;
             if (name == "NewGame_Button")
             {
                 mainMenuButtonController.Posicion = 0;
             }
             else if (name == "LoadGame_Button")
             {
                 mainMenuButtonController.Posicion = 1;
             }
             else if (name == "ExitGame_Button")
             {
                 mainMenuButtonController.Posicion = 2;
             }
             currentState = MainMenuButton.buttonStates.selected;
         }
     }
 }
示例#13
0
 // Use this for initialization
 void Start()
 {
     currentState       = buttonStates.normal;
     buttonSprite       = GetComponent <SpriteRenderer>();
     buttonSprite.color = colores[0];
 }
示例#14
0
		protected override void OnMouseUp(MouseEventArgs e) {
			base.OnMouseUp(e);
			if (e.Button == MouseButtons.Left) {
				_buttonState = buttonStates.Hover;
				Invalidate();
			}
		}
示例#15
0
		protected override void OnMouseDown(MouseEventArgs e) {
			base.OnMouseDown(e);
			if (e.Button == MouseButtons.Left) {
				_buttonState = buttonStates.Pressed;
				Invalidate();
			}
		}
示例#16
0
		protected override void OnMouseLeave(EventArgs e) {
			base.OnMouseLeave(e);
			_buttonState = buttonStates.Normal;
			Invalidate();
		}
示例#17
0
		protected override void OnMouseEnter(EventArgs e) {
			base.OnMouseEnter(e);
			_buttonState = buttonStates.Hover;
			Invalidate();
		}
示例#18
0
 protected override void OnMouseEnter(EventArgs e)
 {
     base.OnMouseEnter(e);
     _buttonState = buttonStates.Hover;
     Invalidate();
 }
示例#19
0
 protected override void OnMouseLeave(EventArgs e)
 {
     base.OnMouseLeave(e);
     _buttonState = buttonStates.Normal;
     Invalidate();
 }
示例#20
0
 void OnMouseDown()
 {
     nextStateTime = Time.time + downTime;
     currentState  = MainMenuButton.buttonStates.down;
 }
示例#21
0
    // Update is called once per frame
    void Update()
    {
        {
            if (currentState == buttonStates.normal)
            {
                buttonImage.color = colores[0];
            }
            else if (currentState == buttonStates.selected)
            {
                buttonImage.color = colores[1];
            }
            else
            {
                buttonImage.color = colores[2];
                if (nextStateTime > 0.0f)
                {
                    if (nextStateTime < Time.time)
                    {
                        // Retornar el botó a estat “no polsat”
                        nextStateTime     = 0.0f;
                        currentState      = PauseMenuButton.buttonStates.selected;
                        buttonImage.color = colores[1];
                        if (name == "ResumeGame_Button")
                        {
                            pauseMenu.Resume();
                        }
                        else if (name == "SaveGame_Button")
                        {
                            Debug.Log("SaveGame was pressed");

                            BinaryFormatter bf   = new BinaryFormatter();
                            FileStream      file = File.Open(Application.persistentDataPath + "/playerData.dat", FileMode.OpenOrCreate);

                            GameObject player = GameObject.FindGameObjectWithTag("Player");

                            GameData gameData = new GameData();
                            gameData.currentMaxHp     = player.GetComponent <Player>().currentMaxHp;
                            gameData.hp               = player.GetComponent <Player>().hp;
                            gameData.playerPositionX  = player.transform.position.x;
                            gameData.playerPositionY  = player.transform.position.y;
                            gameData.playerInitialMap = player.GetComponent <Player>().initialMap.name;

                            bf.Serialize(file, gameData);
                            file.Close();

                            pauseMenu.Resume();
                        }
                        else if (name == "MainMenuGame_Button")
                        {
                            PlayerPrefs.SetInt("NeedsToLoad", 0);
                            pauseMenu.Resume();
                            SceneManager.LoadScene("Main", LoadSceneMode.Single);
                        }
                        else if (name == "ExitGame_Button")
                        {
                            PlayerPrefs.SetInt("NeedsToLoad", 0);
                            pauseMenu.Resume();
#if UNITY_EDITOR
                            // Application.Quit() does not work in the editor so
                            // UnityEditor.EditorApplication.isPlaying need to be set to false to end the game
                            UnityEditor.EditorApplication.isPlaying = false;
#else
                            Application.Quit();
#endif
                        }
                    }
                }
            }
        }
    }
示例#22
0
 public void onClickButton()
 {
     nextStateTime = Time.time + downTime;
     currentState  = PauseMenuButton.buttonStates.down;
 }