ShantiManti/Assets/game/Scripts/UI_start/MainMenu.cs
2024-04-28 13:51:52 +02:00

222 lines
No EOL
3.7 KiB (Stored with Git LFS)
C#

using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour {
public string levelToLoad = "MainLevel";
public string start = "Start";
public string levelselect = "LevelSelect";
public string levelTutorial = "levelTutorial";
public string level1 = "level1";
public string level2 = "level2";
public string level3 = "level3";
public string level4 = "level4";
public string level5 = "level5";
public string level6 = "level6";
public string level7 = "level7";
public string level8 = "level8";
public string level9 = "level9";
public string level10 = "level10";
public string level11 = "level11";
public string level12 = "level12";
public string level13 = "level13";
public string level14 = "level14";
public string level15 = "level15";
public string level16 = "level16";
public string level17 = "level17";
public string level18 = "level18";
public string level19 = "level19";
public string level20 = "level20";
public string bonus = "bonus";
public string about = "About";
public static int Tutorial;
public SceneFader sceneFader;
public static bool ExitLevel = false;
void Awake()
{
PlayerSaving.LoadingPlayer = true;
Tutorial = PlayerSaving.tutorial;
}
public void Play ()
{
sceneFader.FadeTo(levelToLoad);
}
public void StartScene ()
{
sceneFader.FadeTo(start);
ExitLevel = true;
}
public void LevelSelect ()
{
sceneFader.FadeTo(levelselect);
ExitLevel = true;
}
public void Level1 ()
{
if (Tutorial == 0)
{
sceneFader.FadeTo(levelTutorial);
ExitLevel = false;
}
if (Tutorial == 1)
{
sceneFader.FadeTo(level1);
ExitLevel = false;
}
}
public void Level2 ()
{
sceneFader.FadeTo(level2);
ExitLevel = false;
}
public void Level3 ()
{
sceneFader.FadeTo(level3);
ExitLevel = false;
}
public void Level4 ()
{
sceneFader.FadeTo(level4);
ExitLevel = false;
}
public void Level5 ()
{
sceneFader.FadeTo(level5);
ExitLevel = false;
}
public void Level6 ()
{
sceneFader.FadeTo(level6);
ExitLevel = false;
}
public void Level7 ()
{
sceneFader.FadeTo(level7);
ExitLevel = false;
}
public void Level8 ()
{
sceneFader.FadeTo(level8);
ExitLevel = false;
}
public void Level9 ()
{
sceneFader.FadeTo(level9);
ExitLevel = false;
}
public void Level10 ()
{
sceneFader.FadeTo(level10);
ExitLevel = false;
}
public void Level11 ()
{
sceneFader.FadeTo(level11);
ExitLevel = false;
}
public void Level12 ()
{
sceneFader.FadeTo(level12);
ExitLevel = false;
}
public void Level13 ()
{
sceneFader.FadeTo(level13);
ExitLevel = false;
}
public void Level14 ()
{
sceneFader.FadeTo(level14);
ExitLevel = false;
}
public void Level15 ()
{
sceneFader.FadeTo(level15);
ExitLevel = false;
}
public void Level16 ()
{
sceneFader.FadeTo(level16);
ExitLevel = false;
}
public void Level17 ()
{
sceneFader.FadeTo(level17);
ExitLevel = false;
}
public void Level18 ()
{
sceneFader.FadeTo(level18);
ExitLevel = false;
}
public void Level19 ()
{
sceneFader.FadeTo(level19);
ExitLevel = false;
}
public void Level20 ()
{
sceneFader.FadeTo(level20);
ExitLevel = false;
}
public void Bonus ()
{
sceneFader.FadeTo(bonus);
ExitLevel = false;
}
public void About ()
{
sceneFader.FadeTo(about);
ExitLevel = true;
}
public void Quit ()
{// If Game is going public delete nr. 1 or set it as a comment
Debug.Log("Exciting...");
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif // 1
}
public void Update (){
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif // 1
}
}
}