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.