using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class MainMenu : MonoBehaviour { [Header("Settings")] [SerializeField] int m_TransitionFrames; [Header("References")] [SerializeField] Camera m_Camera; [Header("Canvases")] [SerializeField] Canvas m_StartCanvas; [SerializeField] Canvas m_OptionsCanvas; [SerializeField] Canvas m_ControlsCanvas; [Header("Options References")] [SerializeField] Text m_SensText; [SerializeField] Slider m_SensitivitySlider; [SerializeField] Text m_FOVText; [SerializeField] Slider m_FOVSlider; public static float sens = 35; public static float fov = 90; private void Start() { m_StartCanvas.enabled = true; m_ControlsCanvas.enabled = false; m_OptionsCanvas.enabled = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.Confined; m_FOVSlider.value = fov; m_SensitivitySlider.value = sens; } public void StartGame() => SceneManager.LoadScene(1); public void OptionsMenu() { m_StartCanvas.enabled = false; m_ControlsCanvas.enabled = false; m_OptionsCanvas.enabled = true; } public void ControlsMenu() { m_StartCanvas.enabled = false; m_OptionsCanvas.enabled = false; m_ControlsCanvas.enabled = true; } public void StartMenu() { m_ControlsCanvas.enabled = false; m_OptionsCanvas.enabled = false; m_StartCanvas.enabled = true; } private void Update() { if (Input.GetKey(KeyCode.Tab)) { StartMenu(); } sens = m_SensitivitySlider.value; m_SensText.text = sens.ToString(); fov = m_FOVSlider.value; m_FOVText.text = fov.ToString(); } }