void Start() { // We copy the GUIAssets to prevent permenant changes to the assets. titleScreen_Splash = titleScreen_Splash.Copy(); titleScreen_Menu = titleScreen_Menu.Copy(); // Get the GUIDrawTexture control using the Find<T> method. textureControl = titleScreen_Splash.Find <GUIDrawTexture>("Texture"); // Set the first splash image. textureControl.image = splashes[0]; // Get the buttons using Find<T>. buttonNew = titleScreen_Menu.Find <GUIButton>("New Button"); buttonLoad = titleScreen_Menu.Find <GUIButton>("Load Button"); buttonQuit = titleScreen_Menu.Find <GUIButton>("Quit Button"); // Prepare to display the splash screen. splashCounter = 0; splashID = 0; showSplash = true; // Prepare the menu to move from below the screen to the center. menuEndPosition = titleScreen_Menu.position; titleScreen_Menu.position.x = menuEndPosition.x = (Screen.width - titleScreen_Menu.position.width) / 2; titleScreen_Menu.position.y = Screen.height; menuEndPosition.y = (Screen.height - titleScreen_Menu.position.height) / 2; // Set the splash screen to the center. titleScreen_Splash.position.x = (Screen.width - titleScreen_Splash.position.width) / 2; titleScreen_Splash.position.y = (Screen.height - titleScreen_Splash.position.height) / 2; }
void Start() { // If there is no GUIAsset, exit the method. if (!gui) { return; } // We copy the GUIAsset // because saved assets // are persistant. This // means that any change // to the original GUIAsset // will permenantly change // the GUIAsset's .asset file. gui = gui.Copy(); // When we copy the GUIAsset, // we do not have to worry // about damaging the asset // in-game. We can experiment // with the GUIAsset without // affecting the original. }