mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
482 lines
19 KiB
C#
482 lines
19 KiB
C#
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.Base;
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using ProjectZ.Base.UI;
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using ProjectZ.InGame.Controls;
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using ProjectZ.InGame.Overlay.Sequences;
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using ProjectZ.InGame.Pages;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.Overlay
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{
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public class OverlayManager
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{
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public float HudTransparency = 1;
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public bool DisableOverlayToggle;
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public bool DisableInventoryToggle;
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enum MenuState
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{
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None, Menu, Inventory, PhotoBook, GameSequence
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}
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private MenuState _currentMenuState = MenuState.None;
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private MenuState _lastMenuState = MenuState.None;
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public TextboxOverlay TextboxOverlay;
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public HudOverlay InGameHud;
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private InventoryOverlay _inventoryOverlay;
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private MapOverlay _mapOverlay;
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private DungeonOverlay _dungeonOverlay;
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private PhotoOverlay _photoOverlay;
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private Dictionary<string, GameSequence> _gameSequences = new Dictionary<string, GameSequence>();
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private string _currentSequenceName;
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private RenderTarget2D _menuRenderTarget2D;
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private UiRectangle _blurRectangle;
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private Rectangle _recInventory;
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private Rectangle _recMap;
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private Rectangle _recMapCenter;
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private Rectangle _recDungeon;
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private Vector2 _menuPosition;
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private Point _inventorySize;
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private Point _mapSize;
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private Point _dungeonSize;
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private Point _overlaySize;
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private double _fadeCount;
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private float _fadeAnimationPercentage;
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private float _hudState = 1;
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private float _hudPercentage;
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private bool _hideHud;
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private readonly int _marginMap = 0;
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private readonly int _margin = 2;
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private readonly int _fadeTime = 200;
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private const int ChangeTime = 125;
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private int _fadeDir;
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private int _scale;
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private float _changeCount;
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private int _overlayWidth;
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private int _overlayHeight;
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private bool _fading;
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private bool _updateInventory = true;
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private bool _isChanging;
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public OverlayManager()
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{
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// setup blurry overlay
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_blurRectangle = (UiRectangle)Game1.EditorUi.AddElement(
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new UiRectangle(Rectangle.Empty, "background", Values.ScreenNameGame, Color.Transparent, Color.Transparent, null));
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}
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public void Load(ContentManager content)
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{
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_gameSequences.Add("map", new MapOverlaySequence());
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_gameSequences.Add("marinBeach", new MarinBeachSequence());
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_gameSequences.Add("marinCliff", new MarinCliffSequence());
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_gameSequences.Add("towerCollapse", new TowerCollapseSequence());
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_gameSequences.Add("shrine", new ShrineSequence());
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_gameSequences.Add("picture", new PictureSequence());
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_gameSequences.Add("photo", new PhotoSequence());
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_gameSequences.Add("bowWow", new BowWowSequence());
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_gameSequences.Add("castle", new CastleSequence());
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_gameSequences.Add("gravestone", new GravestoneSequence());
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_gameSequences.Add("weatherBird", new WeatherBirdSequence());
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_gameSequences.Add("final", new FinalSequence());
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_mapSize = new Point(144 + 2 * _marginMap, 144 + 2 * _marginMap);
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_dungeonSize = new Point(80, 106);
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_inventorySize = new Point(268, 208);
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_overlaySize = new Point(_inventorySize.X + _margin + _dungeonSize.X, _inventorySize.Y);
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TextboxOverlay = new TextboxOverlay();
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InGameHud = new HudOverlay();
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_mapOverlay = new MapOverlay(_mapSize.X, _mapSize.Y, _marginMap, false);
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_inventoryOverlay = new InventoryOverlay(_inventorySize.X, _inventorySize.Y);
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_dungeonOverlay = new DungeonOverlay(_dungeonSize.X, _dungeonSize.Y);
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_photoOverlay = new PhotoOverlay();
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_mapOverlay.Load();
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_dungeonOverlay.Load();
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_photoOverlay.Load();
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}
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public void OnLoad()
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{
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CloseOverlay();
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_hideHud = false;
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_fadeCount = 0;
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TextboxOverlay.Init();
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}
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public void Update()
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{
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// toggle game menu
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if ((_currentMenuState == MenuState.None || _currentMenuState == MenuState.Menu) &&
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ControlHandler.ButtonPressed(CButtons.Start))
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ToggleState(MenuState.Menu);
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// toggle inventory/map
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if ((_currentMenuState == MenuState.None || _currentMenuState == MenuState.Inventory) &&
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ControlHandler.ButtonPressed(CButtons.Select) && !DisableInventoryToggle && !_hideHud && !TextboxOverlay.IsOpen)
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ToggleState(MenuState.Inventory);
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if (_currentMenuState == MenuState.None)
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{
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// update the textbox
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TextboxOverlay.Update();
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}
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else if (_currentMenuState == MenuState.Menu)
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{
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Game1.UpdateGame = false;
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}
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else if (_currentMenuState == MenuState.Inventory)
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{
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Game1.UpdateGame = false;
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if (_isChanging)
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{
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_changeCount += (_updateInventory ? 1 : -1) * Game1.DeltaTime;
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if (_changeCount >= ChangeTime || _changeCount < 0)
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{
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_isChanging = false;
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_changeCount = _updateInventory ? ChangeTime : 0;
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_updateInventory = !_updateInventory;
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}
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}
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else
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{
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if (ControlHandler.ButtonPressed(CButtons.Start) && !TextboxOverlay.IsOpen)
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ToggleInventoryMap();
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if (_updateInventory)
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_inventoryOverlay.UpdateMenu();
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_mapOverlay.IsSelected = !_updateInventory;
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_mapOverlay.Update();
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// update the text box
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TextboxOverlay.Update();
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_dungeonOverlay.Update();
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}
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}
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else if (_currentMenuState == MenuState.PhotoBook)
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{
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Game1.UpdateGame = false;
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// update the text box
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TextboxOverlay.Update();
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_photoOverlay.Update();
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}
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else if (_currentMenuState == MenuState.GameSequence)
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{
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Game1.ForceDialogUpdate = true;
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Game1.UpdateGame = false;
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// update the text box
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TextboxOverlay.Update();
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_gameSequences[_currentSequenceName].Update();
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}
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UpdateFade();
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InGameHud.Update(_hudPercentage, (1 - _hudPercentage) * HudTransparency);
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DisableOverlayToggle = false;
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DisableInventoryToggle = false;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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// draw the game ui; fade out with overlay fadein
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InGameHud.DrawTop(spriteBatch, _hudPercentage, (1 - _hudPercentage) * HudTransparency);
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// draw the text box
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TextboxOverlay.DrawTop(spriteBatch);
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// draw the inventory/map/photo overlay/gamesequence
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if (_fadeAnimationPercentage > 0)
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{
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if (_currentMenuState == MenuState.Inventory || _lastMenuState == MenuState.Inventory)
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{
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// draw the menu on the screen
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var menuY = 25 * _scale * (1 - _fadeAnimationPercentage);
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var menuColor = Color.White * _fadeAnimationPercentage;
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int dungeonOffset;
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if (!Game1.GameManager.MapManager.CurrentMap.DungeonMode)
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dungeonOffset = (_margin + _dungeonSize.X) * _scale / 2;
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else
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{
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// try to align the inventory while the dungeon panel is on the side of it
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// when the resololution is not wide enough move the inventory to the left
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dungeonOffset = Math.Clamp((_margin + _dungeonSize.X) * _scale / 2, -16, (Game1.WindowWidth - _overlayWidth) / 2 - 8);
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}
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spriteBatch.Draw(_menuRenderTarget2D, new Rectangle(
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(int)_menuPosition.X + dungeonOffset, (int)(_menuPosition.Y - menuY), _overlayWidth, _overlayHeight), menuColor);
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}
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else if (_currentMenuState == MenuState.PhotoBook || _lastMenuState == MenuState.PhotoBook)
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_photoOverlay.Draw(spriteBatch, _fadeAnimationPercentage);
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else if (_currentMenuState == MenuState.GameSequence || _lastMenuState == MenuState.GameSequence)
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_gameSequences[_currentSequenceName].Draw(spriteBatch, _fadeAnimationPercentage);
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if (_currentMenuState == MenuState.Inventory)
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{
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var selectStr = "";
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if (ControlHandler.LastKeyboardDown && ControlHandler.ButtonDictionary[CButtons.Start].Keys.Length > 0)
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selectStr = ControlHandler.ButtonDictionary[CButtons.Start].Keys[0].ToString();
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if (!ControlHandler.LastKeyboardDown && ControlHandler.ButtonDictionary[CButtons.Start].Buttons.Length > 0)
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selectStr = ControlHandler.ButtonDictionary[CButtons.Start].Buttons[0].ToString();
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var strType = Game1.LanguageManager.GetString((_updateInventory ? "overlay_map" : "overlay_inventory"), "error");
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var inputHelper = selectStr + ": " + strType;
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//var selectTextSize = Resources.GameFont.MeasureString(inputHelper);
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spriteBatch.DrawString(Resources.GameFont, inputHelper,
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new Vector2(8 * Game1.UiScale, Game1.WindowHeight - 16 * Game1.UiScale), Color.White * _fadeAnimationPercentage, 0, Vector2.Zero, Game1.UiScale, SpriteEffects.None, 0);
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}
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}
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}
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public void DrawRenderTarget(SpriteBatch spriteBatch)
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{
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if (_fadeAnimationPercentage > 0 && (_currentMenuState == MenuState.GameSequence || _lastMenuState == MenuState.GameSequence))
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_gameSequences[_currentSequenceName].DrawRT(spriteBatch);
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if (_currentMenuState == MenuState.Inventory)
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{
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_mapOverlay.DrawRenderTarget(spriteBatch);
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_inventoryOverlay.DrawRT(spriteBatch);
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_dungeonOverlay.DrawOnRenderTarget(spriteBatch);
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// draw the inventory on a separate rendertarget
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Game1.Graphics.GraphicsDevice.SetRenderTarget(_menuRenderTarget2D);
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Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
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DrawInventory(spriteBatch);
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}
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}
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private void DrawInventory(SpriteBatch spriteBatch)
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{
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spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.PointClamp, null, null, null, null);
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var percentage = MathF.Sin(-MathF.PI / 2 + (_changeCount / ChangeTime) * MathF.PI) * 0.5f + 0.5f;
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// draw the inventory
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_inventoryOverlay.Draw(spriteBatch, _recInventory, Color.White * (1 - percentage));
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spriteBatch.End();
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// draw the map
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var mapRectangle = new Rectangle(
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(int)MathHelper.Lerp(_recMap.X, _recMapCenter.X, percentage),
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(int)MathHelper.Lerp(_recMap.Y, _recMapCenter.Y, percentage), _recMap.Width, _recMap.Height);
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_mapOverlay.Draw(spriteBatch, mapRectangle, Color.White);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.PointClamp);
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// draw the dungeon stuff
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_dungeonOverlay.Draw(spriteBatch, _recDungeon, Color.White * (1 - percentage));
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spriteBatch.End();
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}
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public void ResolutionChanged()
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{
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TextboxOverlay.ResolutionChange();
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_blurRectangle.Rectangle.Width = Game1.WindowWidth;
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_blurRectangle.Rectangle.Height = Game1.WindowHeight;
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_scale = Game1.UiScale;
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_overlayWidth = _overlaySize.X * _scale;
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_overlayHeight = _overlaySize.Y * _scale;
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_menuPosition = new Vector2(
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Game1.WindowWidth / 2 - _overlayWidth / 2, Game1.WindowHeight / 2 - _overlayHeight / 2);
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}
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public void UpdateRenderTarget()
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{
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if (_menuRenderTarget2D == null || _menuRenderTarget2D.Width != _overlayWidth || _menuRenderTarget2D.Height != _overlayHeight)
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_menuRenderTarget2D = new RenderTarget2D(Game1.Graphics.GraphicsDevice, _overlayWidth, _overlayHeight);
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_inventoryOverlay.UpdateRenderTarget();
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_mapOverlay.UpdateRenderTarget();
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_dungeonOverlay.UpdateRenderTarget();
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// 144 = size of the map
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_recInventory = new Rectangle(0, 0, _inventorySize.X * _scale, _inventorySize.Y * _scale);
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_recMap = new Rectangle(
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_recInventory.Right - 6 * _scale - _mapSize.X * _scale,
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_recInventory.Bottom - 6 * _scale - _mapSize.Y * _scale, _mapSize.X * _scale, _mapSize.Y * _scale);
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_recMapCenter = new Rectangle(
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_recInventory.Width / 2 - _mapSize.X / 2 * _scale,
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_recInventory.Height / 2 - _mapSize.Y / 2 * _scale, _mapSize.X * _scale, _mapSize.Y * _scale);
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_recDungeon = new Rectangle(
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_recInventory.Right + _margin * _scale,
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_recInventory.Bottom - _dungeonSize.Y * _scale,
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_dungeonSize.X * _scale, _dungeonSize.Y * _scale);
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}
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public void OpenPhotoOverlay()
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{
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_photoOverlay.OnOpen();
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SetState(MenuState.PhotoBook);
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}
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public void StartSequence(string name)
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{
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if (!_gameSequences.ContainsKey(name))
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return;
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_currentSequenceName = name;
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_gameSequences[_currentSequenceName].OnStart();
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SetState(MenuState.GameSequence);
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}
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public GameSequence GetCurrentGameSequence()
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{
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if (_currentSequenceName != null && _gameSequences.ContainsKey(_currentSequenceName))
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return _gameSequences[_currentSequenceName];
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return null;
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}
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public void ToggleInventoryMap()
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{
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_isChanging = true;
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}
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public bool UpdateCameraAndAnimation()
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{
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return (_currentMenuState != MenuState.Inventory && TextboxOverlay.IsOpen) || _currentMenuState == MenuState.GameSequence;
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}
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public void HideHud(bool hidden)
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{
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_hideHud = hidden;
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}
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private void UpdateFade()
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{
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// update the fading effect
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if (_fading)
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{
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_fadeCount += Game1.DeltaTime * _fadeDir;
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// finished closing/opening
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if (_fadeCount <= 0 || _fadeCount >= _fadeTime)
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{
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_fading = false;
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_fadeCount = MathHelper.Clamp((float)_fadeCount, 0, _fadeTime);
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}
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}
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var fadePercentage = (float)_fadeCount / _fadeTime;
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_fadeAnimationPercentage = (float)Math.Sin(Math.PI / 2 * fadePercentage);
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_blurRectangle.BackgroundColor = Color.Black * 0.5f * _fadeAnimationPercentage;
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_blurRectangle.BlurColor = Values.GameMenuBackgroundColor * _fadeAnimationPercentage;
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if (_fadeAnimationPercentage <= 0 && _currentSequenceName != null && _currentMenuState == MenuState.None)
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|||
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_currentSequenceName = null;
|
|||
|
|
|||
|
// hide the hud
|
|||
|
if (TextboxOverlay.IsOpen || _currentMenuState != MenuState.None || _hideHud)
|
|||
|
{
|
|||
|
_hudState = AnimationHelper.MoveToTarget(_hudState, 1, 0.1f * Game1.TimeMultiplier);
|
|||
|
}
|
|||
|
else if (!Game1.GameManager.DialogIsRunning() && (Game1.UpdateGame || Game1.ForceDialogUpdate))
|
|||
|
{
|
|||
|
_hudState = AnimationHelper.MoveToTarget(_hudState, 0, 0.1f * Game1.TimeMultiplier);
|
|||
|
}
|
|||
|
|
|||
|
_hudPercentage = (float)Math.Sin(Math.PI / 2 * _hudState);
|
|||
|
}
|
|||
|
|
|||
|
private void ToggleState(MenuState newState)
|
|||
|
{
|
|||
|
if (_currentMenuState == MenuState.None)
|
|||
|
SetState(newState);
|
|||
|
else
|
|||
|
CloseOverlay();
|
|||
|
}
|
|||
|
|
|||
|
private void SetState(MenuState newState)
|
|||
|
{
|
|||
|
// don't change the state if a textbox is open
|
|||
|
if (TextboxOverlay.IsOpen || DisableOverlayToggle)
|
|||
|
return;
|
|||
|
|
|||
|
// pause the currently playing soundeffects
|
|||
|
if (newState == MenuState.Inventory || newState == MenuState.Menu)
|
|||
|
Game1.GameManager.PauseSoundEffects();
|
|||
|
|
|||
|
if (newState == MenuState.Inventory || newState == MenuState.Menu)
|
|||
|
Game1.GameManager.PlaySoundEffect("D360-17-11");
|
|||
|
|
|||
|
if (newState == MenuState.Inventory)
|
|||
|
{
|
|||
|
_isChanging = false;
|
|||
|
_changeCount = 0;
|
|||
|
_updateInventory = true;
|
|||
|
|
|||
|
_mapOverlay.OnFocus();
|
|||
|
_dungeonOverlay.OnFocus();
|
|||
|
}
|
|||
|
else if (newState == MenuState.Menu)
|
|||
|
{
|
|||
|
// don't open the menu while closing it
|
|||
|
Game1.UiPageManager.ChangePage(typeof(GameMenuPage), null, PageManager.TransitionAnimation.TopToBottom, PageManager.TransitionAnimation.TopToBottom);
|
|||
|
}
|
|||
|
|
|||
|
_fading = true;
|
|||
|
_fadeDir = 1;
|
|||
|
_lastMenuState = _currentMenuState;
|
|||
|
_currentMenuState = newState;
|
|||
|
}
|
|||
|
|
|||
|
public void CloseOverlay()
|
|||
|
{
|
|||
|
if (_currentMenuState == MenuState.Inventory || _currentMenuState == MenuState.Menu)
|
|||
|
Game1.GameManager.PlaySoundEffect("D360-18-12");
|
|||
|
|
|||
|
_fading = true;
|
|||
|
_fadeDir = -1;
|
|||
|
_lastMenuState = _currentMenuState;
|
|||
|
_currentMenuState = MenuState.None;
|
|||
|
|
|||
|
InputHandler.ResetInputState();
|
|||
|
Game1.UiPageManager.PopAllPages(PageManager.TransitionAnimation.TopToBottom, PageManager.TransitionAnimation.TopToBottom);
|
|||
|
|
|||
|
Game1.GameManager.ContinueSoundEffects();
|
|||
|
}
|
|||
|
|
|||
|
public bool MenuIsOpen()
|
|||
|
{
|
|||
|
return _currentMenuState == MenuState.Menu;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|