Escape button with hard/soft escapes based on game state
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@ -4,10 +4,44 @@ using UnityEngine;
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using UnityEngine.EventSystems;
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using System.Linq;
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public enum GameState { Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits }
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public enum GameState { Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits, Help }
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public class GameTransition : MonoBehaviour {
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#region Escape
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public static void Escape() {
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// Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits
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switch (Instance.state){
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case GameState.SinglePlayer:
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case GameState.Multiplayer:
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case GameState.SelectingRegion:
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case GameState.Continue:
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case GameState.InGame:
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case GameState.Help:
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// Hard reset states
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// Blah blah deprecated still works
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Application.LoadLevel(0);
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break;
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default:
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Instance.state = GameState.Menu;
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break;
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}
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}
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public static bool ShowEscape() {
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switch(Instance.state) {
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case GameState.Menu:
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case GameState.Lobby:
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return false;
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}
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return true;
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}
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public UnityEngine.UI.Button EscapeButton;
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#endregion
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public static GameTransition Instance { get; private set; }
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[SerializeField]
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@ -87,6 +121,8 @@ public class GameTransition : MonoBehaviour {
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}
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private void Start() {
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if (EscapeButton) EscapeButton.onClick.AddListener(Escape);
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baseCamera = Camera.main;
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baseCameraOrthoSize = baseCamera.orthographicSize;
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@ -98,6 +134,15 @@ public class GameTransition : MonoBehaviour {
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}
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private void Update() {
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// Escape handling
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if (state != GameState.Menu) {
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if (Input.GetKey(KeyCode.Escape)) {
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Escape();
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}
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}
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if (EscapeButton)
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EscapeButton.gameObject.SetActive(ShowEscape());
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if (inMultiplayer){
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switch(NetworkManager.net.State){
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