Escape button with hard/soft escapes based on game state

This commit is contained in:
Texel 2020-08-22 12:48:09 -04:00
parent 59744c3eb7
commit 3679c11e41
2 changed files with 166 additions and 2 deletions

View File

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View File

@ -4,10 +4,44 @@ using UnityEngine;
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 {
#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]
@ -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){