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ContinueClick.cs
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ContinueClick.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Linq;
public class ContinueClick : MonoBehaviour
{
public GameObject loader;
public MenuButtonController controller;
public Animator animator;
public GameObject WarningWindow;
public GameObject panel;
public GameObject canvas;
bool runfunc;
public bool invoked;
[SerializeField] int thisIndex;
// Start is called before the first frame update
void Start()
{
for(int childno = 1; childno <= gameObject.transform.parent.childCount; childno++){
if(gameObject.transform.parent.GetChild(childno-1).transform == gameObject.transform){
thisIndex = childno-1;
break;
}
}
}
void Update()
{
if(livegamedata.paused){
return;
}
if(controller.index == thisIndex)
{
animator.SetBool ("selected", true);
if(Input.GetButtonDown("Submit") && runfunc != true){
animator.SetBool ("pressed", true);
controller.reservesoundtime = false;
if(!invoked){
invoked = true;
Invoke("FuncAfterAnim", animator.GetCurrentAnimatorStateInfo(0).speed * animator.GetCurrentAnimatorStateInfo(0).length);
}
}
}else{
animator.SetBool ("selected", false);
}
if(runfunc){
GameData data = SaveSystem.LoadSave();
if(data.dungeon == null){
canvas.GetComponent<MenuButtonController>().enabled = false;
panel.SetActive(true);
bool? result = WarningWindow.GetComponent<WarningScript>().Warning("Dungeon does not exist, do you cant to create another one?");
if(result != null){
if(result == true){
SceneManager.LoadScene("CreateNewDungeon", LoadSceneMode.Single);
}
canvas.GetComponent<MenuButtonController>().enabled = true;
runfunc = false;
panel.SetActive(false);
WarningWindow.GetComponent<WarningScript>().index = null;
WarningWindow.GetComponent<WarningScript>().previndex = null;
}
}
else{
StartCoroutine(loader.GetComponent<loadscene>().Loadingscreen("GameScene"));
}
}
}
void Sound(AudioClip sound){
controller.PlaySound(sound);
}
void FuncAfterAnim(){
controller.reservesoundtime = true;
animator.SetBool ("pressed", false);
runfunc = true;
invoked = false;
}
}