//----------------------------------------------------------------------------- // Constructors //----------------------------------------------------------------------------- public MenuTransitionPush(Menu menuOld, Menu menuNew, int direction) { this.direction = direction; this.menuOld = menuOld; this.menuNew = menuNew; }
public void OpenMenu(Menu menu) { AudioSystem.PlaySound(GameData.SOUND_MENU_OPEN); gameManager.QueueGameStates( new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeOut, roomControl), new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeIn, menu), menu ); menuWeapons.OnOpen(); menuSecondaryItems.OnOpen(); menuEssences.OnOpen(); }
//----------------------------------------------------------------------------- // Menu //----------------------------------------------------------------------------- public void OpenMenu(Menu currentMenu, Menu menu) { gameManager.PopGameState(); gameManager.QueueGameStates( new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeOut, currentMenu), new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeIn, menu), menu ); }
public void CloseMenu(Menu menu) { AudioSystem.PlaySound(GameData.SOUND_MENU_CLOSE); gameManager.PopGameState(); gameManager.QueueGameStates( new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeOut, menu), new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeIn, roomControl), roomControl ); menuWeapons.OnClose(); menuSecondaryItems.OnClose(); menuEssences.OnClose(); }
public void OpenMenu(Menu menu) { AudioSystem.PlaySound("UI/menu_open"); gameManager.QueueGameStates( new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeOut, roomControl), new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeIn, menu), menu ); }
public void CloseMenu(Menu menu) { AudioSystem.PlaySound("UI/menu_close"); gameManager.PopGameState(); gameManager.QueueGameStates( new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeOut, menu), new TransitionFade(new Color(248, 248, 248), 20, FadeType.FadeIn, roomControl), roomControl ); }