mirror of
https://github.com/Kizuren/ShantiManti.git
synced 2025-12-26 01:03:43 +01:00
222 lines
No EOL
3.7 KiB (Stored with Git LFS)
C#
222 lines
No EOL
3.7 KiB (Stored with Git LFS)
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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public class MainMenu : MonoBehaviour {
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public string levelToLoad = "MainLevel";
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public string start = "Start";
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public string levelselect = "LevelSelect";
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public string levelTutorial = "levelTutorial";
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public string level1 = "level1";
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public string level2 = "level2";
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public string level3 = "level3";
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public string level4 = "level4";
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public string level5 = "level5";
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public string level6 = "level6";
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public string level7 = "level7";
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public string level8 = "level8";
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public string level9 = "level9";
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public string level10 = "level10";
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public string level11 = "level11";
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public string level12 = "level12";
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public string level13 = "level13";
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public string level14 = "level14";
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public string level15 = "level15";
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public string level16 = "level16";
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public string level17 = "level17";
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public string level18 = "level18";
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public string level19 = "level19";
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public string level20 = "level20";
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public string bonus = "bonus";
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public string about = "About";
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public static int Tutorial;
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public SceneFader sceneFader;
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public static bool ExitLevel = false;
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void Awake()
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{
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PlayerSaving.LoadingPlayer = true;
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Tutorial = PlayerSaving.tutorial;
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}
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public void Play ()
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{
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sceneFader.FadeTo(levelToLoad);
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}
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public void StartScene ()
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{
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sceneFader.FadeTo(start);
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ExitLevel = true;
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}
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public void LevelSelect ()
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{
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sceneFader.FadeTo(levelselect);
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ExitLevel = true;
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}
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public void Level1 ()
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{
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if (Tutorial == 0)
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{
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sceneFader.FadeTo(levelTutorial);
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ExitLevel = false;
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}
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if (Tutorial == 1)
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{
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sceneFader.FadeTo(level1);
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ExitLevel = false;
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}
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}
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public void Level2 ()
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{
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sceneFader.FadeTo(level2);
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ExitLevel = false;
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}
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public void Level3 ()
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{
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sceneFader.FadeTo(level3);
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ExitLevel = false;
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}
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public void Level4 ()
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{
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sceneFader.FadeTo(level4);
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ExitLevel = false;
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}
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public void Level5 ()
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{
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sceneFader.FadeTo(level5);
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ExitLevel = false;
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}
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public void Level6 ()
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{
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sceneFader.FadeTo(level6);
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ExitLevel = false;
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}
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public void Level7 ()
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{
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sceneFader.FadeTo(level7);
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ExitLevel = false;
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}
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public void Level8 ()
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{
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sceneFader.FadeTo(level8);
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ExitLevel = false;
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}
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public void Level9 ()
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{
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sceneFader.FadeTo(level9);
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ExitLevel = false;
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}
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public void Level10 ()
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{
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sceneFader.FadeTo(level10);
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ExitLevel = false;
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}
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public void Level11 ()
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{
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sceneFader.FadeTo(level11);
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ExitLevel = false;
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}
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public void Level12 ()
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{
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sceneFader.FadeTo(level12);
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ExitLevel = false;
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}
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public void Level13 ()
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{
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sceneFader.FadeTo(level13);
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ExitLevel = false;
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}
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public void Level14 ()
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{
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sceneFader.FadeTo(level14);
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ExitLevel = false;
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}
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public void Level15 ()
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{
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sceneFader.FadeTo(level15);
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ExitLevel = false;
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}
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public void Level16 ()
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{
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sceneFader.FadeTo(level16);
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ExitLevel = false;
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}
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public void Level17 ()
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{
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sceneFader.FadeTo(level17);
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ExitLevel = false;
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}
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public void Level18 ()
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{
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sceneFader.FadeTo(level18);
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ExitLevel = false;
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}
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public void Level19 ()
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{
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sceneFader.FadeTo(level19);
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ExitLevel = false;
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}
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public void Level20 ()
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{
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sceneFader.FadeTo(level20);
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ExitLevel = false;
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}
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public void Bonus ()
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{
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sceneFader.FadeTo(bonus);
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ExitLevel = false;
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}
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public void About ()
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{
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sceneFader.FadeTo(about);
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ExitLevel = true;
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}
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public void Quit ()
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{// If Game is going public delete nr. 1 or set it as a comment
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Debug.Log("Exciting...");
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Application.Quit();
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#endif // 1
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}
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public void Update (){
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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Application.Quit();
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#endif // 1
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}
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}
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} |