using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class TitleScreen : MonoBehaviour { [Header("Canvas Attributes")] [SerializeField] private Canvas titleScreenCanvas; [SerializeField] private Canvas creationCanvas; [SerializeField] private Canvas startGameCanvas; [SerializeField] private Canvas settingsCanvas; [SerializeField] private Button cont_Button; [SerializeField] private List<GameObject> effectObjects; private bool hasData; private void Start() { hasData = false; if (!hasData) { // TODO ---> Further implement when save functionality is implemented cont_Button.interactable = false; } } /// <summary> /// After the player has checked their character's stats they can start their session /// </summary> public void StartGame() => GetComponent<LoadingScene>().LoadScene(1, creationCanvas); public void ToDifferentScreen(Canvas canvas) { titleScreenCanvas.enabled = false; canvas.enabled = true; foreach (GameObject obj in effectObjects) obj.SetActive(false); } public void ToTitleScreen(Canvas canvas) { titleScreenCanvas.enabled = true; canvas.enabled = false; foreach (GameObject obj in effectObjects) obj.SetActive(true); } public void ContinueGame() { if (!hasData) throw new NullReferenceException("has_Data in TitleScreen.cs shows false which means Continue shouldn't be possible."); if (hasData) { } } public void QuitGame() => Application.Quit(); }