Dependant of Screen.
The screen for almost all defined screens in the game.
As a recommendation when making custom screens, it is advised to use this screen for its simple base.
| Title | Default Value | Description |
|---|---|---|
| PlayMusic | false | Plays music assigned for the screen when its loaded. If you wish to retain music from the previous screen, set this to off. |
| MusicAlignBeat | false | Tells the screen to use the song's beat so actors can go along to the rhythm. For this to work, you must supply a stepchart that contains the BPM information in your Sounds folder. More info here. |
| DelayMusicSeconds | 0 | Specify how many seconds the screen should wait before playing the background music. |
| TimerSeconds | -1 | Specify how many seconds this screen will allow if the timer is enabled. |
| TimerMetricsGroup | "MenuTimer" | Sets a Metrics group for the type of timer to be shown. |
| TimerStealth | false | If enabled, it will make the menu timer invisible, including the sound. Can be useful to make time-forced screens. |
| MemoryCardIcons | true | Shows the memory card icons on the screen. |
| StopMusicOnBack | true | Determine if music should stop when the player hits cancel or presses back on this screen. |
| WaitForChildrenBeforeTweeningOut | false | Tells the screen to wait for all actor animations included on the screen to finish before transitioning. |
The following functions are requested by the engine, but aren't used.
| Title | Default Value | Description |
|---|---|---|
| ShowStageDisplay | false | Tells the game to show a StageDisplay on the screen. A remnant from the 3.9 days. |
Upon entering this screen, the following sound clip is requested to play: [ScreenName] intro.
Cancel()Tells the screen to go to the previous screen. This is the equivalent of doing SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToPrevScreen").
SCREENMAN:GetTopScreen():Cancel()
IsTransitioning()Returns true if the screen is currently transitioning.
Factors for the transition include:
For information about these screen layers, check out Anatomy of a Screen.
if SCREENMAN:GetTopScreen():IsTransitioning() then
SCREENMAN:SystemMessage("There is animation playing!")
end
StartTransitioningScreen(string sScreenMsg)
Tells the screen to go to play its Out transition, and then posts the ScreenMessage sScreenMsg. To go to the next screen, use "SM_GoToNextScreen" as the argument.
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen")
SetAllowLateJoin(bool bState)
Sets whether the screen allows late joining. This allows an extra player to join in the game without being on the title screen.
-- Now players can join in at any time when they're in the current screen.
SCREENMAN:GetTopScreen():SetAllowLateJoin(true)
This only works for screens that are just ScreenWithMenuElements, as most derived screens have their own hard coded function to determine whether late joining is allowed or not.