/* * ShowPauseMenu() * This Function handles the display of the pause menu * Includes: Resume, Controls, Exit to Main Menu * Removed: Save, Load, Options */ void ShowPauseMenu() { GUI.skin = menu_skin; GUI.Box(new Rect(0, 0, NATIVE_WIDTH, NATIVE_HEIGHT), "Pause Menu"); //make "Resume" button if (GUI.Button(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 150, 480, 40), "Resume")) { menu_level = enMenuLevel.no_menu; Time.timeScale = 1.0f; //ResetCameraValues(); } //make "Controls" button if (GUI.Button(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 100, 480, 40), "Controls")) { menu_level = enMenuLevel.controls_menu; } //make "Exit To Main Menu" button if (GUI.Button(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 50, 480, 40), "Exit To Main Menu")) { Application.LoadLevel(0); } GUI.skin = null; }
void Update() { /*track escape button press*/ if (Input.GetKeyDown(KeyCode.Escape) && (menu_level == enMenuLevel.pause_menu)) { menu_level = enMenuLevel.no_menu; Time.timeScale = 1.0f; //ResetCameraValues(); } else if (Input.GetKeyDown(KeyCode.Escape) && (menu_level == enMenuLevel.controls_menu)) { menu_level = enMenuLevel.pause_menu; } else if (Input.GetKeyDown(KeyCode.Escape)) { Time.timeScale = 0.0f; SaveCameraValues(); menu_level = enMenuLevel.pause_menu; } /*track 1-4 button press*/ if (Time.timeScale != 0.0f) { if (Input.GetKeyDown(KeyCode.Alpha1)) { roll_toggle = true; walk_toggle = false; aim_toggle = false; grasp_toggle = false; } if (Input.GetKeyDown(KeyCode.Alpha2)) { roll_toggle = false; walk_toggle = true; aim_toggle = false; grasp_toggle = false; } if (Input.GetKeyDown(KeyCode.Alpha3)) { roll_toggle = false; walk_toggle = false; aim_toggle = true; grasp_toggle = false; } if (Input.GetKeyDown(KeyCode.Alpha4)) { roll_toggle = false; walk_toggle = false; aim_toggle = false; grasp_toggle = true; } } /*Compass Stuff*/ //North Bubble Position rot_n = (-90 + this.transform.eulerAngles.y - north) * Mathf.Deg2Rad; xn = radius * Mathf.Sin(rot_n); yn = radius * Mathf.Cos(rot_n); //South Bubble Position rot_s = (-90 + this.transform.eulerAngles.y - south) * Mathf.Deg2Rad; xs = radius * Mathf.Sin(rot_s); ys = radius * Mathf.Cos(rot_s); //East Bubble Position rot_e = (-90 + this.transform.eulerAngles.y - east) * Mathf.Deg2Rad; xe = radius * Mathf.Sin(rot_e); ye = radius * Mathf.Cos(rot_e); //West Bubble Position rot_w = (-90 + this.transform.eulerAngles.y - west) * Mathf.Deg2Rad; xw = radius * Mathf.Sin(rot_w); yw = radius * Mathf.Cos(rot_w); }
/* * ShowControlsMenu() * This function handles the display of the controls */ void ShowControlsMenu() { GUI.skin = menu_skin; GUI.Box(new Rect(0, 0, NATIVE_WIDTH, NATIVE_HEIGHT), "Controls"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 200, 480, 20), "Keys 1 through 4 switch the player between 1: Roll 2: Walk 3: Aim 4: Grasp"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 180, 480, 20), ""); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 160, 480, 20), "Roll Mode: W: Roll forward S: Roll backward A: Roll left D: Roll right Space: Speed boost'"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 140, 480, 20), "Mouse Look: Orbit camera around the character. Movement follows camera direction"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 120, 480, 20), "Mouse Scroll: Dolly camera toward or away from character"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 100, 480, 20), ""); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 80, 480, 20), "Walk Mode: W: Walk forward S: Walk backward A: Strafe left D: Strafe right"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 60, 480, 20), "Space: Jump. Mouse look: Orbit camera around the character. "); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 40, 480, 20), "Mouse scroll: Dolly camera toward or away from character"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) - 20, 480, 20), ""); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 0, 480, 20), "Aim mode: W: Move forward. S: Move backward. A: Strafe left. D: Strafe right"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 20, 480, 20), "Space: Jump. Mouse look: Rotate camera direction. Left Moude Button: Fire grapple."); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 40, 480, 20), ""); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 60, 480, 20), "Grasp: W: Move forward. S: Move backward. A: Strafe left. D: Strafe right"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 80, 480, 20), "Mouse look: Change camera direction"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 100, 480, 20), "Left Mouse Button: Open/Close grasping mechanism. Toggle"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 120, 480, 20), "Right Mouse Button: Rotate grasping mechanism clockwise"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 140, 480, 20), "Shift W,S: Move arm and camera up or down vertically"); GUI.Label(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 160, 480, 20), "Shift A,D: Increase or decrease the distance between two of the claw digits"); if (GUI.Button(new Rect((NATIVE_WIDTH / 2) - 250, (NATIVE_HEIGHT / 2) + 190, 100, 20), "Back")) { menu_level = enMenuLevel.pause_menu; } GUI.skin = null; }