/** * <summary>Runs the ActionListAsset defined in SettingsManager's actionListOnStart when the game begins.</summary> * <returns>True if an ActionListAsset was run</returns> */ public bool PlayGlobalOnStart() { if (runAtLeastOnce) { return(false); } runAtLeastOnce = true; ActiveInput.Upgrade(); if (KickStarter.settingsManager.activeInputs != null) { foreach (ActiveInput activeInput in KickStarter.settingsManager.activeInputs) { activeInput.SetDefaultState(); } } if (gameState != GameState.Paused) { // Fix for audio pausing on start AudioListener.pause = false; } if (KickStarter.settingsManager.actionListOnStart) { AdvGame.RunActionListAsset(KickStarter.settingsManager.actionListOnStart); return(true); } return(false); }
private void OnGUI() { if (settingsManager == null) { EditorGUILayout.HelpBox("A Settings Manager must be assigned before this window can display correctly.", MessageType.Warning); return; } ActiveInput.Upgrade(); ShowActiveInputsGUI(); UnityVersionHandler.CustomSetDirty(settingsManager); }
override public void ShowGUI(List <ActionParameter> parameters) { int tempNumber = -1; if (KickStarter.settingsManager != null && KickStarter.settingsManager.activeInputs != null && KickStarter.settingsManager.activeInputs.Count > 0) { ActiveInput.Upgrade(); string[] labelList = new string[KickStarter.settingsManager.activeInputs.Count]; for (int i = 0; i < KickStarter.settingsManager.activeInputs.Count; i++) { labelList[i] = i.ToString() + ": " + KickStarter.settingsManager.activeInputs[i].inputName; if (KickStarter.settingsManager.activeInputs[i].ID == activeInputID) { tempNumber = i; } } if (tempNumber == -1) { // Wasn't found (was deleted?), so revert to zero if (activeInputID != 0) { ACDebug.LogWarning("Previously chosen active input no longer exists!"); } tempNumber = 0; activeInputID = 0; } tempNumber = EditorGUILayout.Popup("Active input:", tempNumber, labelList); activeInputID = KickStarter.settingsManager.activeInputs [tempNumber].ID; newState = EditorGUILayout.Toggle("New state:", newState); } else { EditorGUILayout.HelpBox("No active inputs exist! They can be defined in Adventure Creator -> Editors -> Active Inputs.", MessageType.Info); activeInputID = 0; tempNumber = 0; } AfterRunningOption(); }