Implementation of the Main- and Options-menu

This commit is contained in:
Richard Ott
2018-09-01 16:42:51 +02:00
parent b6ea22e42b
commit 7a262f543a
24 changed files with 3500 additions and 1 deletions

View File

@@ -0,0 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.SceneManagement;
public class OptionsMenue : MonoBehaviour {
[Header("Basics")]
public GameObject optionsMenue;
public LurchMovement lurchScript;
[Header("Slider")]
public Scrollbar sliderSensitivity;
public Scrollbar sliderAudio;
[Header("Buttons")]
public Button exitButton;
public Button resumeButton;
public Button playButton;
public string levelName;
// Use this for initialization
void Start () {
optionsMenue.SetActive(false);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Escape))
{
optionsMenue.SetActive(true);
if (lurchScript) {
lurchScript.enabled = false;
}
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
Sliders();
Buttons();
}
void Sliders()
{
lurchScript.mouseSensitivity = sliderSensitivity.value * 4;
AudioListener.volume = sliderAudio.value;
}
void Buttons()
{
if (resumeButton) {
resumeButton.onClick.AddListener(TaskResume);
}
if (playButton)
{
playButton.onClick.AddListener(TaskLoadScene);
}
exitButton.onClick.AddListener(TaskExit);
}
void TaskResume()
{
lurchScript.enabled =true;
optionsMenue.SetActive(false);
}
void TaskExit()
{
Application.Quit();
}
void TaskLoadScene()
{
SceneManager.LoadScene(levelName);
}
}