public void ChangeDisplay() { for (int i = 0; i < 3; i++) { UIData[i, 0] = new UITileMap(TileUVIndex.Trans); UIData[i, 1] = new UITileMap(TileUVIndex.Trans); UIData[i, 2] = new UITileMap(TileUVIndex.Trans); } if (Mode == MenuOptions.Home) { UIData[1, 0].UVindex = TileUVIndex.BigB; UIData[1, 2].UVindex = TileUVIndex.BigC; UI.BuildUVMap(Atlas, UIData); UI.SetTexture(Atlas); } else if (Mode == MenuOptions.Construct) { UIData[1, 2].UVindex = Owner.ConstructsObtained[0] == null ? TileUVIndex.Trans : DisplayMapping[Owner.ConstructsObtained[0].isType]; UIData[2, 1].UVindex = Owner.ConstructsObtained[1] == null ? TileUVIndex.Trans : DisplayMapping[Owner.ConstructsObtained[1].isType]; UIData[1, 0].UVindex = Owner.ConstructsObtained[2] == null ? TileUVIndex.Trans : DisplayMapping[Owner.ConstructsObtained[2].isType]; UIData[0, 1].UVindex = Owner.ConstructsObtained[3] == null ? TileUVIndex.Trans : DisplayMapping[Owner.ConstructsObtained[3].isType]; UI.BuildUVMap(Atlas, UIData); UI.SetTexture(Atlas); //get Player constructs } else if (Mode == MenuOptions.Building) { UIData[1, 0].UVindex = TileUVIndex.Wall; UIData[1, 2].UVindex = TileUVIndex.MGTurret; UI.BuildUVMap(Atlas, UIData); UI.SetTexture(Atlas); //get TurretIcons } }
public MenuControl(GameObject DisplayMesh, CubePlayer owner) { Owner = owner; Atlas = Resources.Load <Texture2D>("IconAtlas"); UIData = new UITileMap[3, 3]; for (int i = 0; i < 3; i++) { UIData[i, 0] = new UITileMap(TileUVIndex.Trans); UIData[i, 1] = new UITileMap(TileUVIndex.Trans); UIData[i, 2] = new UITileMap(TileUVIndex.Trans); } UI = new UIMeshScript(); MeshObj = DisplayMesh; UI.init(15, 15, MeshObj); UI.BuildUVMap(Atlas, UIData); UI.SetTexture(Atlas); ChangeDisplay(); UI.Show(isDisplaying); }