public void select_prev_btn()
    {
        switch (curr_selected)
        {
          case selected_btn.restart:
        curr_selected = selected_btn.exit;
        break;
          case selected_btn.exit:
        curr_selected = selected_btn.restart;
        break;

          default:
        break;
        }
        set_btn_state();
    }
 public void select_next_btn()
 {
     switch (curr_selected)
     {
       case selected_btn.start:
     curr_selected = selected_btn.option;
     break;
       case selected_btn.exit:
     curr_selected = selected_btn.start;
     break;
       case selected_btn.option:
     curr_selected = selected_btn.credits;
     break;
       case selected_btn.credits:
     curr_selected = selected_btn.exit;
     break;
       default:
     break;
     }
     set_btn_state();
 }
 public void select_next_btn()
 {
     switch (curr_selected)
     {
       case selected_btn.start:
     curr_selected = selected_btn.down;
     break;
       case selected_btn.down:
     curr_selected = selected_btn.up;
     break;
       case selected_btn.up:
     curr_selected = selected_btn.exit;
     break;
       case selected_btn.exit:
     curr_selected = selected_btn.start;
     break;
       default:
     break;
     }
     set_btn_state();
 }
 // Use this for initialization
 void Start()
 {
     asource = this.GetComponent<AudioSource>();
     inputDevice = (InputManager.Devices.Count > 0) ? InputManager.Devices[0] : null;
     //game_manager.gstate = vars.game_state.main_menu;
     curr_selected = selected_btn.start;
     start_btn = start_game_button.GetComponent<console_button>();
     exit_btn = exit_game_button.GetComponent<console_button>();
     up_btn = up_game_button.GetComponent<console_button>();
     down_btn = down_game_button.GetComponent<console_button>();
     set_btn_state();
     game_manager.game_time = set_game_time;
     time_text_holder.GetComponent<Text>().text = game_manager.game_time.ToString() + " SECONDS";
 }
 public void set_btn_state()
 {
     switch (curr_selected)
     {
       case selected_btn.start:
     start_btn.set_selected();
     exit_btn.set_normal();
     up_btn.set_normal();
     down_btn.set_normal();
     break;
       case selected_btn.exit:
     start_btn.set_normal();
     exit_btn.set_selected();
     up_btn.set_normal();
     down_btn.set_normal();
     break;
       case selected_btn.up:
     start_btn.set_normal();
     exit_btn.set_normal();
     up_btn.set_selected();
     down_btn.set_normal();
     break;
       case selected_btn.down:
     start_btn.set_normal();
     exit_btn.set_normal();
     up_btn.set_normal();
     down_btn.set_selected();
     break;
       default:
     curr_selected = selected_btn.start;
     set_btn_state();
     break;
     }
 }
 // Use this for initialization
 void Start()
 {
     asource = this.GetComponent<AudioSource>();
     inputDevice = (InputManager.Devices.Count > 0) ? InputManager.Devices[0] : null;
     //game_manager.gstate = vars.game_state.main_menu;
     curr_selected = selected_btn.start;
     start_btn = start_game_button.GetComponent<console_button>();
     exit_btn = exit_game_button.GetComponent<console_button>();
     option_btn = options_game_button.GetComponent<console_button>();
     credit_btn = credits_game_button.GetComponent<console_button>();
     set_btn_state();
 }
 public void set_btn_state()
 {
     switch (curr_selected)
     {
       case selected_btn.start:
     start_btn.set_selected();
     exit_btn.set_normal();
     option_btn.set_normal();
     credit_btn.set_normal();
     break;
       case selected_btn.exit:
     start_btn.set_normal();
     exit_btn.set_selected();
     option_btn.set_normal();
     credit_btn.set_normal();
     break;
       case selected_btn.option:
     start_btn.set_normal();
     exit_btn.set_normal();
     option_btn.set_selected();
     credit_btn.set_normal();
     break;
       case selected_btn.credits:
     start_btn.set_normal();
     exit_btn.set_normal();
     option_btn.set_normal();
     credit_btn.set_selected();
     break;
       default:
     curr_selected = selected_btn.start;
     set_btn_state();
     break;
     }
 }
    // Use this for initialization
    void Start()
    {
        asource = this.GetComponent<AudioSource>();
        inputDevice = (InputManager.Devices.Count > 0) ? InputManager.Devices[0] : null;
        game_manager.gstate = vars.game_state.pause_menu;
        curr_selected = selected_btn.restart;
        start_btn = restart_game_button.GetComponent<console_button>();
        exit_btn = exit_game_button.GetComponent<console_button>();

        set_btn_state();
    }
 // Use this for initialization
 void Start()
 {
     layout_a_obj.SetActive(true);
     layout_b_obj.SetActive(false);
     asource = this.GetComponent<AudioSource>();
     inputDevice = (InputManager.Devices.Count > 0) ? InputManager.Devices[0] : null;
     //game_manager.gstate = vars.game_state.main_menu;
     curr_selected = selected_btn.down;
     layout_btn = layout_game_button.GetComponent<console_button>();
     exit_btn = exit_game_button.GetComponent<console_button>();
     up_btn = up_game_button.GetComponent<console_button>();
     down_btn = down_game_button.GetComponent<console_button>();
     set_btn_state();
     game_manager.game_time = 60;
     time_text_holder.GetComponent<Text>().text = game_manager.volume.ToString() + "";
 }