Example #1
0
    void RandomizeGender()
    {
        int rn = Random.Range(0, 1);

        if (rn == 0)
        {
            //player.gender = Gender.MALE;
            player.SetGender(Gender.MALE);
        }
        else
        {
            //player.gender = Gender.FEMALE;
            player.SetGender(Gender.FEMALE);
        }
    }
Example #2
0
 void OnGUI()
 {
     //Do GUI stuff.
     if (state == 0)           //transition to gender select
     {
         GUI.Button(m_gender_male, "Male");
         GUI.Button(m_gender_female, "Female");
     }
     if (state == 1)           //gender select
     {
         if (GUI.Button(m_gender_male, "Male"))
         {
             //set player gender to male
             player_core.SetGender(Gender.MALE);
             state = 2;
         }
         if (GUI.Button(m_gender_female, "Female"))
         {
             //set player gender to female
             player_core.SetGender(Gender.FEMALE);
             state = 2;
         }
     }
     if (state == 2)           //transition -> look select
     {
         //fade out state 1 stuff.
         GUI.Button(m_hair, "Hair");
         GUI.Button(m_eyes, "Eyes");
         GUI.Button(m_look_confirm, "OK");
     }
     if (state == 3)           //look select
     {
         if (GUI.Button(m_look_confirm, "OK"))
         {
             state = 4;
         }
     }
     if (state == 4)           //transition -> class select
     {
         //fade out look stuff
         GUI.Button(m_class_melee, "Melee");
         GUI.Button(m_class_mid, "Mid");
         GUI.Button(m_class_ranged, "Ranged");
     }
     if (state == 5)           //class select
     {
         if (GUI.Button(m_class_melee, "Melee"))
         {
             //set class to melee
             player_core.character_class = CharacterClass.MELEE;
             state = 6;
         }
         if (GUI.Button(m_class_mid, "Mid"))
         {
             //set class to mid
             player_core.character_class = CharacterClass.MID;
             state = 6;
         }
         if (GUI.Button(m_class_ranged, "Ranged"))
         {
             //set class to ranged
             player_core.character_class = CharacterClass.RANGED;
             state = 6;
         }
     }
     if (state == 6)           //transition -> relic select
     {
         //Fade out stuff from state 5
         GUI.Button(m_relic_shield, "Shield");
         GUI.Button(m_relic_boots, "Boots");
         GUI.Button(m_relic_berserk, "Berserk");
     }
     if (state == 7)           //relic select
     {
         if (GUI.Button(m_relic_shield, "Shield"))
         {
             //set relic to shield
             player_core.relic = Relic.SHIELD;
             state             = 8;
         }
         if (GUI.Button(m_relic_boots, "Boots"))
         {
             //set relic to boots
             player_core.relic = Relic.BOOTS;
             state             = 8;
         }
         if (GUI.Button(m_relic_berserk, "Berserk"))
         {
             //set relic to berserk
             player_core.relic = Relic.BERSERK;
             state             = 8;
         }
     }
     if (state == 8)
     {
         //EXIT
     }
 }