void OnGUI() { GUI.skin = this.CustomGUISkin; //Replace "briefing" with the name of the map or something (should be in the intro text file) CommonMenuUtilities.drawCenterBoxHeader(this.CustomGUISkin, "", this._boxWidth, this._boxHeight); GUILayout.FlexibleSpace(); this._drawPicture(); GUILayout.FlexibleSpace(); this._drawText(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Continue")) { this.GuiAudioSource.PlayOneShot(this.Click1); this._ContinueResponseFunction(); } ; GUILayout.FlexibleSpace(); CommonMenuUtilities.endCenterBox(); }
void OnGUI() { GUI.skin = this.CustomGUISkin; CommonMenuUtilities.drawCenterBoxHeader(this.CustomGUISkin, this._title, this._boxWidth, this._boxHeight); CommonMenuUtilities.drawSingleLabelLine("BATTLE REPORT"); GUILayout.FlexibleSpace(); CommonMenuUtilities.drawSingleLabelLine("Days Fought\t\t" + (this._LevelInformations.getBattleTime() / 1440) + 1); GUILayout.FlexibleSpace(); CommonMenuUtilities.drawSingleLabelLine("Soldiers Remaining\t\t" + this._LevelInformations.getNumSoldiers()); CommonMenuUtilities.drawSingleLabelLine("Soldiers Lost\t\t" + this._LevelInformations.getNumSoldiersKilled()); GUILayout.FlexibleSpace(); CommonMenuUtilities.drawSingleLabelLine("Enemies Remaining\t\t" + this._LevelInformations.getNumEnemies()); CommonMenuUtilities.drawSingleLabelLine("Enemies Killed\t\t" + this._LevelInformations.getNumEnemiesKilled()); GUILayout.FlexibleSpace(); if (GUILayout.Button("Continue")) { this.GuiAudioSource.PlayOneShot(this.Click1); this._ContinueResponseFunction(); } GUILayout.FlexibleSpace(); CommonMenuUtilities.endCenterBox(); }
// Use this for initialization void Start() { this._initCommonGui(); this._boxWidth = CommonMenuUtilities.forceDimensions(this._boxWidth, this._minWidth, this._maxWidth); this._boxHeight = CommonMenuUtilities.forceDimensions(this._boxHeight, this._minHeight, this._maxHeight); //Debug.Log("Briefing width: " + this._boxWidth); //Debug.Log("Briefing height: " + this._boxHeight); PersistentInfo Persistence = GameObject.Find("PersistentInfo").GetComponent <PersistentInfo>(); this.InterludeText = Resources.Load("Texts/Interludes/" + Persistence.sceneName) as TextAsset; //Debug.Log ("Briefings/" + Persistence.sceneName); this.BriefingTexture = Resources.Load("Briefings/" + Persistence.sceneName) as Texture2D; this._ContinueResponseFunction = _loadNextScene; //Special exception scenes if (Persistence.sceneName == "Ending") { this._ContinueResponseFunction = _loadMainMenu; } else if (Persistence.sceneName == "Defeat") { this._ContinueResponseFunction = _loadMainMenu; } }
public static void drawCommonMainMenuItems() { GUILayout.Space(20); CommonMenuUtilities.drawButton("Options", CommonMenuUtilities.displayOptions); GUILayout.Space(20); CommonMenuUtilities.drawButton("Exit Game", CommonMenuUtilities.exitGame); }
public static void drawOptionsMenu(GUISkin CustomGuiSkin) { CommonMenuUtilities.drawCenterBoxHeader(CustomGuiSkin, "OPTIONS", CommonMenuUtilities._mainMenuWidth, CommonMenuUtilities._mainMenuHeight); CommonMenuUtilities.drawButton("Back", exitOptions); CommonMenuUtilities.endCenterBox(); }
private void _drawPauseMenu() { if (CommonMenuUtilities.showOptions) { CommonMenuUtilities.drawOptionsMenu(GUI.skin); return; } CommonMenuUtilities.drawMainMenuHeader(GUI.skin); CommonMenuUtilities.drawButton("Resume Game", unpauseGame); CommonMenuUtilities.drawCommonMainMenuItems(); CommonMenuUtilities.endCenterBox(); }
// Use this for initialization void Start() { this._initCommonGui(); CommonMenuUtilities.forceMainMenuDimensions(); //Debug.Log (Screen.width + "," + Screen.height); //Debug.Log (this._mainMenuWidth + "," + this._mainMenuHeight); //Check if there's existing persistent info, just in case. So we don't have two //This would happen when restarting the game GameObject ExistingPersistentInfo = GameObject.Find("PersistentInfo"); if (ExistingPersistentInfo != null) { Destroy(ExistingPersistentInfo); } }
void OnGUI() { GUI.skin = this.CustomGUISkin; if (CommonMenuUtilities.showOptions) { CommonMenuUtilities.drawOptionsMenu(GUI.skin); return; } CommonMenuUtilities.drawMainMenuHeader(GUI.skin); CommonMenuUtilities.drawButton("Start Game", startGame); CommonMenuUtilities.drawCommonMainMenuItems(); CommonMenuUtilities.endCenterBox(); }
private void _drawPotentialSelectableUnitsBox() { CommonMenuUtilities.drawMainMenuHeader(GUI.skin, "Select Unit"); foreach (GameObject SelectableUnit in this._Player.PotentialSelectedUnits) { GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); //Just display the first squaddie info for now //In reality we should display the leader stuff Unit UnitInfo = SelectableUnit.GetComponent <Unit>(); SquadMember FirstSquaddie = UnitInfo.SquadMembers[0] as SquadMember; GUILayout.Label(FirstSquaddie.SquadViewTexture); GUILayout.Space(10.0f); if (GUILayout.Button(FirstSquaddie.name)) //Player selected one of these guys { this.GuiAudioSource.PlayOneShot(this.Click1); Time.timeScale = 1; this._Player.PotentialSelectedUnits.RemoveRange(0, this._Player.PotentialSelectedUnits.Count); this._Player.SelectedUnit = SelectableUnit; //Unit.displaySelectSprite() should already handle deselecting previously-selected unit this._Player.displaySelectSprite(); break; } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); //For vertical space GUILayout.FlexibleSpace(); } CommonMenuUtilities.endCenterBox(); }
// Use this for initialization void Start() { this._initCommonGui(); this._boxWidth = CommonMenuUtilities.forceDimensions(this._boxWidth, this._maxWidth, this._maxWidth); this._boxHeight = CommonMenuUtilities.forceDimensions(this._boxHeight, this._maxHeight, this._maxHeight); GameObject LevelInfoObj = GameObject.Find("LevelInfo"); if (LevelInfoObj != null) { this._LevelInformations = LevelInfoObj.GetComponent <LevelInfo>(); } else { //For debugging really this._LevelInformations = new LevelInfo(); } //Technically this is all paused Time.timeScale = 0; //Debug.Log("PostGame width: " + this._boxWidth); //Debug.Log("PostGame height: " + this._boxHeight); if (this._LevelInformations.gameEvent == LevelInfo.GAME_EVENT_PLAYER_WON) { this._title = "YOU ARE VICTORIOUS"; this._ContinueResponseFunction = _loadNextScene; } else { this._title = "YOU HAVE BEEN DEFEATED"; this._ContinueResponseFunction = _loadDefeatScene; } }
// Use this for initialization void Start() { this._initCommonGui(); this.TimeOfDay = this.Sun; GameObject LevelInfoObj = GameObject.Find("LevelInfo"); this.LevelInformation = LevelInfoObj.GetComponent <LevelInfo>(); GameObject CameraObj = GameObject.Find("MainCamera"); this.Camera = CameraObj.GetComponent <CameraMovement> (); this._Player = GameObject.Find("Player").GetComponent <Player>(); this._generalStatsWidth = CommonMenuUtilities.forceDimensions(this._generalStatsWidth, this._generalStatsMinWidth, this._generalStatsMaxWidth); this._generalStatsHeight = CommonMenuUtilities.forceDimensions(this._generalStatsHeight, this._generalStatsMinHeight, this._generalStatsMaxHeight); this._squadBoxWidth = CommonMenuUtilities.forceDimensions(this._squadBoxWidth, this._squadBoxMinWidth, this._squadBoxMaxWidth); this._squadBoxHeight = CommonMenuUtilities.forceDimensions(this._squadBoxWidth, this._squadBoxMinHeight, this._squadBoxMaxHeight); this._gameEventWidth = CommonMenuUtilities.forceDimensions(this._gameEventWidth, this._gameEventMinWidth, this._gameEventMaxWidth); this._gameEventHeight = CommonMenuUtilities.forceDimensions(this._gameEventHeight, this._gameEventMinHeight, this._gameEventMaxHeight); Debug.Log("General stats width: " + this._generalStatsWidth); Debug.Log("General stats height: " + this._generalStatsHeight); Debug.Log("Squad box width: " + this._squadBoxWidth); Debug.Log("Squad box height: " + this._squadBoxHeight); Debug.Log("Game events width: " + this._gameEventWidth); Debug.Log("Game events height: " + this._gameEventHeight); CommonMenuUtilities.forceMainMenuDimensions(); }
public static void drawMainMenuHeader(GUISkin CustomGuiSkin, string menuHeading = "MAIN MENU") { CommonMenuUtilities.drawCenterBoxHeader(CustomGuiSkin, menuHeading, CommonMenuUtilities._mainMenuWidth, CommonMenuUtilities._mainMenuHeight); }
private void _drawText() { CommonMenuUtilities.drawSingleWrappingLabelLine(this.InterludeText.text); }