1 Commits

Author SHA1 Message Date
Richard Ott
7a262f543a Implementation of the Main- and Options-menu 2018-09-01 16:42:51 +02:00
24 changed files with 3500 additions and 1 deletions

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if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else
{

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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenue : MonoBehaviour {
[Header("Slider")]
public Scrollbar sliderAudio;
[Header("Buttons")]
public Button exitButton;
public Button playButton;
public string levelName;
[Header("Loading")]
public GameObject loadingStuff;
public RectTransform loadingIcon;
public GameObject finishedLoading;
// Use this for initialization
void Start () {
loadingStuff.SetActive(false);
finishedLoading.SetActive(false);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
Sliders();
Buttons();
}
void Sliders()
{
AudioListener.volume = sliderAudio.value;
}
void Buttons()
{
if (playButton)
{
playButton.onClick.AddListener(TaskLoadScene);
}
exitButton.onClick.AddListener(TaskExit);
}
void TaskExit()
{
Application.Quit();
}
void TaskLoadScene()
{
StartCoroutine(LoadScene());
}
IEnumerator LoadScene()
{
yield return null;
//Begin to load the Scene you specify
AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(levelName);
//Don't let the Scene activate until you allow it to
asyncOperation.allowSceneActivation = false;
Debug.Log("Pro :" + asyncOperation.progress);
//When the load is still in progress, output the Text and progress bar
while (!asyncOperation.isDone)
{
loadingStuff.SetActive(true);
float rotPlus = 0.0f;
rotPlus -= 0.03f;
loadingIcon.Rotate(new Vector3(0, 0, rotPlus));
if (asyncOperation.progress >= 0.9f)
{
finishedLoading.SetActive(true);
if (Input.GetKeyDown(KeyCode.Space))
{
asyncOperation.allowSceneActivation = true;
}
}
yield return null;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OptionsMenu : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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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);
}
}

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