Esempio n. 1
0
        private void DisplayPage()
        {
            var globalConfig = _engine.Story.Configuration;
            var displayList  = _engine.DisplayList;

            Stack.Children.Clear();
            StoryScroll.ScrollToTop();
            Stack.Margin = new Thickness(globalConfig.StoryMarginLeft, 40.0, globalConfig.StoryMarginRight, 20.0);

            // Display room text.
            foreach (var entry in displayList)
            {
                var obj   = entry.Item1;
                var style = entry.Item2;
                if (obj.GetType().BaseType != typeof(PageObject))
                {
                    continue;
                }

                var pObj = (IPageObject)obj;
                if (obj.GetType() == typeof(Paragraph))
                {
                    Stack.Children.Add(new UIParagraph(pObj, _engine.Story.Data, style));
                }
                else if (obj.GetType() == typeof(Choice))
                {
                    var button = new UIChoice((Choice)pObj, _engine.Story.Data, style);
                    button.ChoiceClick += Choice_Click;
                    Stack.Children.Add(button);
                }
                else if (obj.GetType() == typeof(PageObjectImage))
                {
                    Stack.Children.Add(new UIImage((PageObjectImage)pObj, _engine.Story.Data, style));
                }
            }
        }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        //Debug.Log(TipTime);
        if (fold == false)
        {
            switch (currentUI)
            {
                case (UIChoice.Mulitary):
                    //MulitaryStatusChoice(1);
                    if (MulitaryStatus == 0 && MulitaryActionAssigned == false)
                    {
                        if(GameObject.Find("MilitaryAction"))
                        BlinkScript.assignTextToBlink(GameObject.Find("MilitaryAction").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Left & Right to choose military action,, A to confirm.";
                    }
                    else if (MulitaryStatus == 1)
                    {
                        if(GameObject.Find("Cordinate"))
                        BlinkScript.assignTextToBlink(GameObject.Find("Cordinate").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Up/Down/Left/Right to move around the map, A to confirm.";
                    }
                    else if (MulitaryStatus == 2)
                    {
                        if(GameObject.Find("MilitaryAssignText"))
                        BlinkScript.assignTextToBlink(GameObject.Find("MilitaryAssignText").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Left & Right to adjust number of soldier for current action, A to confirm.";
                    }
                    else if (MulitaryStatus == 3)
                    {
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "We have received the result of this action. Press down to zoom out.";
                        BlinkScript.stopBlinking();
                    }
                    break;
                case (UIChoice.TurnReport):
                    //ReportChoice(1)
                    if(GameObject.Find("OptionContent"))
                    BlinkScript.assignTextToBlink(GameObject.Find("OptionContent").GetComponent<Text>());
                    showTips = true;
                    Tips.GetComponentInChildren<Text>().text = "Left & Right to switch between solutions, A to confirm.";
                    if (RandomEventFinished == true)
                    {
                        BlinkScript.stopBlinking();
                    }
                    break;
                case (UIChoice.Assign):
                    //AssignStatusChoice(1);
                    if (AssignStatus == 0 && AssignActionAssigned == false)
                    {
                        if(GameObject.Find("AssignAction"))
                        BlinkScript.assignTextToBlink(GameObject.Find("AssignAction").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Left & Right to choose assign action, A to confirm.";
                    }
                    else if (AssignStatus == 1)
                    {
                        if(GameObject.Find("AssignFromType"))
                        BlinkScript.assignTextToBlink(GameObject.Find("AssignFromType").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Left & Right to choose population type, A to confirm.";
                    }
                    else if (AssignStatus == 2)
                    {
                        if(GameObject.Find("AssignToType"))
                        BlinkScript.assignTextToBlink(GameObject.Find("AssignToType").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Left & Right to choose population type, A to confirm.";
                    }
                    else if (AssignStatus == 3)
                    {
                        if(GameObject.Find("AssignNumber"))
                        BlinkScript.assignTextToBlink(GameObject.Find("AssignNumber").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Left & Right to adjust number of people for current action, A to confirm";
                    }
                    else if (AssignStatus == 4)
                    {
                        if(GameObject.Find("AssignDetailText"))
                        BlinkScript.assignTextToBlink(GameObject.Find("AssignDetailText").GetComponent<Text>());
                        showTips = true;
                        Tips.GetComponentInChildren<Text>().text = "Assign action processed, press Down to zoom out";
                    }
                    if (AssignActionAssigned == true)
                    {
                        BlinkScript.stopBlinking();
                    }
                    break;
            }
        }

        if (showTips == true)
        {
            TipTime += Time.deltaTime;
        }
        else if(showTips == false)
        {
            if (fold == true)
            {
                showTips = true;
                Tips.GetComponentInChildren<Text>().text = "Left/Right to switch the report Up/Down to zoom";
            }
        }
        if(TipTime > 5)
        {
            showTips = false;
            TipTime = 0;
        }

        if (fold == false)
        {
            switch (currentUI)
            {
                case (UIChoice.Stock):
                    HelpUILeft.text = "Here are our resources and their expected change for tomorrow.";
                    HelpUIRight.text = "";
                    break;
                case (UIChoice.TurnReport):
                    HelpUILeft.text = "Your resources. We need water and food to survive.";
                    HelpUIRight.text = "This is the daily event. Choose carefully. You can not end the day without resolving this event first.";
                    break;
                case (UIChoice.Assign):
                    HelpUILeft.text = "The quality and morale of your soldiers and workers affect their performance. \n \nYou will need extra weapons to train new soldiers.";
                    HelpUIRight.text = "Here, you can train more workers or soldiers. If you are in a hurry you can assign them in bulk with 'hastened train' but lack of proper training will affect their performance.";
                    break;
                 case (UIChoice.Mulitary):
                    HelpUILeft.text = "Here you choose the location of your military assignment.";
                    HelpUIRight.text = "We can explore an area to learn about its danger levels and if it has loot. Attacking loots the area of those resources, if any exists. Attacking an area without proper intel is dangerous.";
                    break;
                 case (UIChoice.MainMenu):
                    HelpUILeft.text = "Welcome to the office, Chief.";
                    HelpUIRight.text = "Survive 30 days. Good luck.";
                    break;
            }

        }
        else
        {
            HelpUILeft.text = "";
            HelpUIRight.text = "";
        }

        if(TimePassing > 0)
        {
            float SunSpeed = 50;
            Sun.transform.LookAt(SunCenter.transform.position);
            SunCenter.transform.Rotate(Vector3.forward * Time.deltaTime * SunSpeed );
            if(SunCenter.transform.rotation.eulerAngles.z >= 359.0f)
            {
                Quaternion temp = Quaternion.identity;
                temp = Quaternion.EulerAngles(0, 0, 0);
                SunCenter.transform.rotation = temp;
                TimePassing = 0;
                controlDisable = false;
            }

            if (SunCenter.transform.rotation.eulerAngles.z > 0 && SunCenter.transform.rotation.eulerAngles.z < 180)
            {
                if(Sun.GetComponent<Light>().intensity > 0)
                {
                    Sun.GetComponent<Light>().intensity -= 0.1f * SunSpeed * Time.deltaTime;
                }
            }
            else if (Sun.GetComponent<Light>().intensity < 8)
            {
                Sun.GetComponent<Light>().intensity += 0.1f * SunSpeed * Time.deltaTime;
            }
        }

        if (turnIsEnd == true && currentUI != UIChoice.TurnReport && startFolding == false)
        {
            lastUI = currentUI;
            currentUI = UIChoice.TurnReport;
            UIChanged(currentUI, false);
            GameObject.Find("AssignDetailText").GetComponent<Text>().text = "";
            MulitaryActionAssigned = false;
            AssignAmount = 0;
            AssignActionAssigned = false;
            RandomEventOptionStatus = 0;
            SoldierNum = resource.popSoldier;
            RandomEventFinished = false;
            controlDisable = true;
            TimePassing = 1;
            turnIsEnd = false;
        }
        else if (turnIsEnd == true && currentUI == UIChoice.TurnReport)
        {
            MulitaryActionAssigned = false;
            AssignActionAssigned = false;
            AssignAmount = 0;
            RandomEventOptionStatus = 0;
            SoldierNum = resource.popSoldier;
            RandomEventFinished = false;
            GameObject.Find("AssignDetailText").GetComponent<Text>().text = "";
            controlDisable = true;
            TimePassing = 1;
            turnIsEnd = false;
        }

        step = speed * Time.deltaTime;
        if (fold == true && startFolding == true)
        {
            if (MainCamera.transform.position != UnfocusPos && MainCamera.transform.rotation != UnfocusRot)
            {
                MainCamera.transform.position = Vector3.MoveTowards(MainCamera.transform.position, UnfocusPos, step);
                MainCamera.transform.rotation = Quaternion.RotateTowards(MainCamera.transform.rotation, UnfocusRot, step*50);
            }
            if(LeftPage.transform.rotation.eulerAngles.z > 1)
            {
                LeftPage.transform.rotation = Quaternion.RotateTowards(LeftPage.transform.rotation, Quaternion.Euler(new Vector3(0, 0, 1)), step * 50);
            }
            if (LeftPage.transform.rotation.eulerAngles.z <= 1)
            {
                controlDisable = false;
                startFolding = false;
            }
        }
        else if (fold == false && startFolding == true)
        {
            if (MainCamera.transform.position != FocusPos && MainCamera.transform.rotation != FocusRot)
            {
                MainCamera.transform.position = Vector3.MoveTowards(MainCamera.transform.position, FocusPos, step);
                MainCamera.transform.rotation = Quaternion.RotateTowards(MainCamera.transform.rotation, FocusRot, step * 50);
            }
            if (LeftPage.transform.rotation.eulerAngles.z < 180)
            {
                LeftPage.transform.rotation = Quaternion.RotateTowards(LeftPage.transform.rotation, Quaternion.Euler(new Vector3(0, 0, 180)), step * 50);
            }
            if (LeftPage.transform.rotation.eulerAngles.z >=180)
            {
                controlDisable = false;
                startFolding = false;

            }
        }
        if (controlDisable == false)
        {
            if(Input.GetButtonDown("A"))
            {
                if (RandomEventFinished == true)
                {
                    turnEnd();
                    resource.endTurn();
                    showTips = true;
                    Tips.GetComponentInChildren<Text>().text = "Another peacful day has passed.";
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = morning;
                    audio.Play();

                }
                else
                {
                    showTips = true;
                    Tips.GetComponentInChildren<Text>().text = "Events under Turn report have to be handled before ending today.";
                }
            }

            if (Input.GetButtonDown("LeftB") && MulitaryStatus != 1)
            {
                if (fold == false)
                {

                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = click;
                    audio.Play();
                    switch (currentUI)
                    {
                        case (UIChoice.Mulitary):
                            MulitaryStatusChoice(-1);
                            break;
                        case (UIChoice.TurnReport):
                            ReportChoice(-1);
                            break;
                        case (UIChoice.Assign):
                            AssignStatusChoice(-1);
                            break;
                    }
                }
                else
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = folder;
                    audio.Play();
                    controlDisable = true;
                    lastUI = currentUI;
                    currentUI--;
                    UIChanged(currentUI, false);
                }
            }

            if (Input.GetButtonDown("RightB") && MulitaryStatus != 1)
            {
             if (fold == false)
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = click;
                    audio.Play();
                    switch(currentUI)
                    {
                    case (UIChoice.Mulitary):
                      	MulitaryStatusChoice(1);
                        break;
                    case (UIChoice.TurnReport):
                        ReportChoice(1);
                        break;
                    case (UIChoice.Assign):
                        AssignStatusChoice(1);
                        break;
                    }

                }
                else
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = folder;
                    audio.Play();
                    controlDisable = true;
                    lastUI = currentUI;
                    currentUI++;
                    UIChanged(currentUI, true);
                }
            }

            if(Input.GetButtonDown("X"))
            {
                if (fold == false)
                {
                    switch(currentUI)
                    {
                        case (UIChoice.Mulitary):
                            if (MulitaryActionAssigned == false)
                            {
                                MulitaryChoice(true);
                                MulitaryStatusChoice(0);
                            AudioSource audio = GetComponent<AudioSource>();
                            audio.clip = confirm;
                            audio.Play();

                            }
                            break;
                        case (UIChoice.TurnReport):
                            if (RandomEventFinished == false)
                            {
                                RandomEventFinished = true;
                                RandomEventChoice();
                            AudioSource audio = GetComponent<AudioSource>();
                            audio.clip = confirm;
                            audio.Play();
                            }
                            break;
                        case (UIChoice.Assign):
                            if (AssignActionAssigned == false)
                            {
                                AssignChoice(true);
                                AssignStatusChoice(0);
                            AudioSource audio = GetComponent<AudioSource>();
                            audio.clip = confirm;
                            audio.Play();

                            }
                            break;
                    }
                }
            }

            if(Input.GetButtonDown("Y"))
            {
                if (fold == false)
                {
                    switch(currentUI)
                    {
                        case (UIChoice.Mulitary):
                            if (MulitaryActionAssigned == false)
                            {
                                MulitaryChoice(false);
                            AudioSource audio = GetComponent<AudioSource>();
                            audio.clip = confirm;
                            audio.Play();
                            }
                            break;
                        case (UIChoice.Assign):
                            if (AssignActionAssigned == false)
                            {
                                AssignChoice(false);
                            AudioSource audio = GetComponent<AudioSource>();
                            audio.clip = confirm;
                            audio.Play();
                            }
                            break;
                        }
                }
            }

            if (Input.GetAxis("YAxis") < -0.5 && MulitaryStatus != 1)
            {
                if (fold == true)
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = openbook;
                    audio.Play();
                    controlDisable = true;
                    fold = false;
                    startFolding = true;
                }

            }
            else if (Input.GetAxis("YAxis") > 0.5 && MulitaryStatus != 1)
            {
                if (fold == false)
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = openbook;
                    audio.Play();
                    controlDisable = true;
                    fold = true;
                    startFolding = true;

                }
            }
            else if (timeSinceLastXChange > inputDelay && Input.GetAxis("XAxis") < -0.5 && MulitaryStatus != 1)
            {
                timeSinceLastXChange = 0;
                if (fold == false)
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = click;
                    audio.Play();
                    switch (currentUI)
                    {
                    case (UIChoice.Mulitary):
                            MulitaryStatusChoice(-1);
                        break;
                    case (UIChoice.TurnReport):
                        ReportChoice(-1);
                        break;
                    case (UIChoice.Assign):
                        AssignStatusChoice(-1);
                        break;
                    }
                }
                else
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = folder;
                    audio.Play();
                    controlDisable = true;
                    lastUI = currentUI;
                    currentUI--;
                    UIChanged(currentUI, false);
                }
            }
            else if (timeSinceLastXChange > inputDelay && Input.GetAxis("XAxis") > 0.5 && MulitaryStatus != 1)
            {
                timeSinceLastXChange = 0;

                if (fold == false)
                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = click;
                    audio.Play();
                    switch (currentUI)
                    {
                    case (UIChoice.Mulitary):
                      	MulitaryStatusChoice(1);
                        break;
                    case (UIChoice.TurnReport):
                        ReportChoice(1);
                        break;
                    case (UIChoice.Assign):
                        AssignStatusChoice(1);
                        break;
                    }

                }
                else

                {
                    AudioSource audio = GetComponent<AudioSource>();
                    audio.clip = folder;
                    audio.Play();
                    controlDisable = true;
                    lastUI = currentUI;
                    currentUI++;
                    UIChanged(currentUI, true);
                }
            }
        }
        if(switchingUI == true)
        {
            bool temp = false;
            switch(lastUI)
            {
                case (UIChoice.MainMenu):
                    MainMenu.transform.position = Vector3.MoveTowards(MainMenu.transform.position, MenuPosition, step);
                    MainMenu.transform.rotation = Quaternion.RotateTowards(MainMenu.transform.rotation, MenuRotation, step * 50);
                    if (MainMenu.transform.position == MenuPosition && MainMenu.transform.rotation == MenuRotation)
                    {
                        temp = true;
                    }
                    break;
                case (UIChoice.TurnReport):
                    TurnReport.transform.position = Vector3.MoveTowards(TurnReport.transform.position, ReportPosition, step);
                    TurnReport.transform.rotation = Quaternion.RotateTowards(TurnReport.transform.rotation, ReportRotation, step * 50);
                    if (TurnReport.transform.position == ReportPosition && TurnReport.transform.rotation == ReportRotation)
                    {
                        temp = true;
                    }
                    break;
                case (UIChoice.Mulitary):
                    MulitaryUI.transform.position = Vector3.MoveTowards(MulitaryUI.transform.position, MulitaryPos, step);
                    MulitaryUI.transform.rotation = Quaternion.RotateTowards(MulitaryUI.transform.rotation, MulitaryRot, step * 50);
                    if (MulitaryUI.transform.position == MulitaryPos && MulitaryUI.transform.rotation == MulitaryRot)
                    {
                        temp = true;
                    }
                    break;
                case (UIChoice.Stock):
                    StockUI.transform.position = Vector3.MoveTowards(StockUI.transform.position, StockPos, step);
                    StockUI.transform.rotation = Quaternion.RotateTowards(StockUI.transform.rotation, StockRot, step * 50);
                    if (StockUI.transform.position == StockPos && StockUI.transform.rotation == StockRot)
                    {
                        temp = true;
                    }
                    break;
                case (UIChoice.Assign):
                AssignUI.transform.position = Vector3.MoveTowards(AssignUI.transform.position, AssignPos, step);
                AssignUI.transform.rotation = Quaternion.RotateTowards(AssignUI.transform.rotation, AssignRot, step * 50);
                    if (AssignUI.transform.position == AssignPos && AssignUI.transform.rotation == AssignRot)
                    {
                        temp = true;
                    }
                    break;

            }
            if(temp == true && TimePassing == 0)
            {
                switch (currentUI)
                {
                    case (UIChoice.MainMenu):
                        MainMenu.transform.position = Vector3.MoveTowards(MainMenu.transform.position, FocusLocationPos, step);
                        MainMenu.transform.rotation = Quaternion.RotateTowards(MainMenu.transform.rotation, FocusLocationRot, step * 50);
                        if (MainMenu.transform.position == FocusLocationPos && MainMenu.transform.rotation == FocusLocationRot)
                        {
                            switchingUI = false;
                            controlDisable = false;
                        }
                        break;
                    case (UIChoice.TurnReport):
                        TurnReport.transform.position = Vector3.MoveTowards(TurnReport.transform.position, FocusLocationPos, step);
                        TurnReport.transform.rotation = Quaternion.RotateTowards(TurnReport.transform.rotation, FocusLocationRot, step * 50);
                        if (TurnReport.transform.position == FocusLocationPos && TurnReport.transform.rotation == FocusLocationRot)
                        {
                            switchingUI = false;
                            controlDisable = false;
                        }
                        break;
                    case (UIChoice.Mulitary):
                        MulitaryUI.transform.position = Vector3.MoveTowards(MulitaryUI.transform.position, FocusLocationPos, step);
                        MulitaryUI.transform.rotation = Quaternion.RotateTowards(MulitaryUI.transform.rotation, FocusLocationRot, step * 50);
                        if (MulitaryUI.transform.position == FocusLocationPos && MulitaryUI.transform.rotation == FocusLocationRot)
                        {
                            switchingUI = false;
                            controlDisable = false;

                        }
                        break;
                    case (UIChoice.Stock):
                        StockUI.transform.position = Vector3.MoveTowards(StockUI.transform.position, FocusLocationPos, step);
                        StockUI.transform.rotation = Quaternion.RotateTowards(StockUI.transform.rotation, FocusLocationRot, step * 50);
                        if (StockUI.transform.position == FocusLocationPos && StockUI.transform.rotation == FocusLocationRot)
                        {
                            switchingUI = false;
                            controlDisable = false;
                        }
                        break;
                case (UIChoice.Assign):
                    AssignUI.transform.position = Vector3.MoveTowards(AssignUI.transform.position, FocusLocationPos, step);
                    AssignUI.transform.rotation = Quaternion.RotateTowards(AssignUI.transform.rotation, FocusLocationRot, step * 50);
                    if (AssignUI.transform.position == FocusLocationPos && AssignUI.transform.rotation == FocusLocationRot)
                    {
                        switchingUI = false;
                        controlDisable = false;
                    }
                    break;

                }
            }
        }

        timeSinceLastXChange += Time.deltaTime;
    }
Esempio n. 3
0
 void UIChanged(UIChoice temp, bool temp2)
 {
     switch (temp)
     {
         case (UIChoice.MainMenu):
             CurrentUI = MainMenu;
             LeftPage = GameObject.Find("MainMenuLeftPage");
             RightPage = GameObject.Find("MainMenuRightPage");
             switchingUI = true;
             break;
         case (UIChoice.TurnReport):
             CurrentUI = TurnReport;
             LeftPage = GameObject.Find("TurnReportLeftPage");
             RightPage = GameObject.Find("TurnReportRightPage");
             switchingUI = true;
             break;
         case (UIChoice.Mulitary):
             CurrentUI = MulitaryUI;
             LeftPage = GameObject.Find("MulitaryLeftPage");
             RightPage = GameObject.Find("MulitaryRightPage");
             switchingUI = true;
             break;
         case (UIChoice.Stock):
             CurrentUI = StockUI;
             LeftPage = GameObject.Find("StockUILeftPage");
             RightPage = GameObject.Find("StockUIRightPage");
             switchingUI = true;
             break;
         case (UIChoice.Assign):
             CurrentUI = AssignUI;
             myBlinkScript.assignTextToBlink(GameObject.Find("AssignAction").GetComponent<Text>());
             LeftPage = GameObject.Find("AssignLeftPage");
             RightPage = GameObject.Find("AssignRightPage");
             switchingUI = true;
             break;
         default:
             if(temp2 == false)
             {
                 currentUI++;
                 controlDisable = false;
             }
             else
             {
                 currentUI--;
                 controlDisable = false;
             }
             break;
     }
 }
Esempio n. 4
0
    void Start()
    {
        //Erdem's manager assignment
        myBlinkScript = myManager.GetComponent<blinkScript>();

        //Cursor.visible = false;

        SunCenter = GameObject.Find("Center");
        Sun = GameObject.Find("Sun");

        myCombatClass = GameObject.Find("GameManager").GetComponent<Combat>();

        resource = GameObject.Find("GameManager").GetComponent<Resource>();
        randomEvents = GameObject.Find("GameManager").GetComponent<RandomEvents>();

        BlinkScript = GameObject.Find("GameManager").GetComponent<blinkScript>();

        HelpUILeft = GameObject.Find("HelpUILeft").GetComponent<Text>();
        HelpUIRight = GameObject.Find("HelpUIRight").GetComponent<Text>();

        Tips = GameObject.Find("Tips");

        MainCamera = GameObject.Find("Main Camera");
        UnfocusPos = MainCamera.transform.position;
        UnfocusRot = MainCamera.transform.rotation;
        FocusPos = GameObject.Find("FocusPoint").transform.position;
        FocusRot = GameObject.Find("FocusPoint").transform.rotation;
        currentUI = UIChoice.MainMenu;
        MainMenu = GameObject.Find("MainMenu");
        MenuPosition = GameObject.Find("MenuPlaceHolder").transform.position;
        MenuRotation = GameObject.Find("MenuPlaceHolder").transform.rotation;

        MulitaryUI = GameObject.Find("MulitaryUI");
        MulitaryPos = MulitaryUI.transform.position;
        MulitaryRot = MulitaryUI.transform.rotation;

        StockUI = GameObject.Find("StockUI");
        StockPos = StockUI.transform.position;
            StockRot = StockUI.transform.rotation;

            AssignUI = GameObject.Find("AssignUI");
            AssignPos = AssignUI.transform.position;
            AssignRot = AssignUI.transform.rotation;

            TurnReport = GameObject.Find("TurnReport");
            ReportPosition = TurnReport.transform.position;
            ReportRotation = TurnReport.transform.rotation;
            FocusLocationPos = GameObject.Find("FocusLocation").transform.position;
            FocusLocationRot = GameObject.Find("FocusLocation").transform.rotation;
            CurrentUI = MainMenu;
            LeftPage = GameObject.Find("MainMenuLeftPage");
            RightPage = GameObject.Find("MainMenuRightPage");

            SoldierNum = resource.popSoldier;
            //MulitaryStatusChoice(0);
    }