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using UnityEngine.EventSystems; using System.Linq; -public enum GameState { Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits } +public enum GameState { Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits, Help } public class GameTransition : MonoBehaviour { - public static GameTransition Instance { get; private set; } + #region Escape + public static void Escape() { + // Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits + switch (Instance.state){ + case GameState.SinglePlayer: + case GameState.Multiplayer: + case GameState.SelectingRegion: + case GameState.Continue: + case GameState.InGame: + case GameState.Help: + // Hard reset states + // Blah blah deprecated still works + Application.LoadLevel(0); + break; + + default: + Instance.state = GameState.Menu; + break; + } + } + + public static bool ShowEscape() { + switch(Instance.state) { + case GameState.Menu: + case GameState.Lobby: + return false; + } + + return true; + } + + public UnityEngine.UI.Button EscapeButton; + #endregion + + public static GameTransition Instance { get; private set; } [SerializeField] private GameState _state; @@ -87,6 +121,8 @@ public class GameTransition : MonoBehaviour { } private void Start() { + if (EscapeButton) EscapeButton.onClick.AddListener(Escape); + baseCamera = Camera.main; baseCameraOrthoSize = baseCamera.orthographicSize; @@ -98,6 +134,15 @@ public class GameTransition : MonoBehaviour { } private void Update() { + // Escape handling + if (state != GameState.Menu) { + if (Input.GetKey(KeyCode.Escape)) { + Escape(); + } + } + + if (EscapeButton) + EscapeButton.gameObject.SetActive(ShowEscape()); if (inMultiplayer){ switch(NetworkManager.net.State){