void OnGUI() { if (generator == null) { return; } GUI.enabled = usingLatestConfig && !character.GetComponent <Animation>().IsPlaying("walkin"); GUILayout.BeginArea(new Rect(10, 10, typeWidth + 2 * buttonWidth + 8, 500)); // 1. 添加切换角色按钮; GUILayout.BeginHorizontal(); if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) { ChangeCharacter(false); } GUILayout.Box("角色", GUILayout.Width(typeWidth)); if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) { ChangeCharacter(true); } GUILayout.EndHorizontal(); // 2. 添加切换角色身体部件按钮; AddCategory("face", "头", null); AddCategory("hair", "头发", null); AddCategory("eyes", "眼睛", null); AddCategory("top", "身体", "item_shirt"); AddCategory("pants", "腿", "item_pants"); AddCategory("shoes", "脚", "item_boots"); // 3. 添加保存和删除设置按钮; if (GUILayout.Button("保存设置")) { PlayerPrefs.SetString(prefName, generator.GetConfig()); } if (GUILayout.Button("删除设置")) { PlayerPrefs.DeleteKey(prefName); } GUI.enabled = true; if (!usingLatestConfig) { float progress = generator.CurrentConfigProgress; string status = "加载中"; if (progress != 1) { status = "下载中" + (int)(progress * 100) + "%"; } GUILayout.Box(status); } GUILayout.EndArea(); }
void OnGUI() { if (generator == null) { return; } GUI.enabled = usingLatestConfig && !character.animation.IsPlaying("walkin"); GUILayout.BeginArea(new Rect(10, 10, typeWidth + 2 * buttonWidth + 8, 500)); // Buttons for changing the active character. GUILayout.BeginHorizontal(); if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) { ChangeCharacter(false); } GUILayout.Box("Character", GUILayout.Width(typeWidth)); if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) { ChangeCharacter(true); } GUILayout.EndHorizontal(); // Buttons for changing character elements. AddCategory("face", "Head", null); AddCategory("eyes", "Eyes", null); AddCategory("hair", "Hair", null); AddCategory("top", "Body", "item_shirt"); AddCategory("pants", "Legs", "item_pants"); AddCategory("shoes", "Feet", "item_boots"); // Buttons for saving and deleting configurations. // In a real world application you probably want store these // preferences on a server, but for this demo configurations // are saved locally using PlayerPrefs. if (GUILayout.Button("Save Configuration")) { PlayerPrefs.SetString(prefName, generator.GetConfig()); } if (GUILayout.Button("Delete Configuration")) { PlayerPrefs.DeleteKey(prefName); } // Show download progress or indicate assets are being loaded. GUI.enabled = true; if (!usingLatestConfig) { float progress = generator.CurrentConfigProgress; string status = "Loading"; if (progress != 1) { status = "Downloading " + (int)(progress * 100) + "%"; } GUILayout.Box(status); } GUILayout.EndArea(); }
void OnGUI() { //TestGUI(); if (stage == 0) //Stage 0 is the login screen { LoginScreen(); } //end of stage 0 if (stage == 1) //stage 1 is the character selection screen { if (generator == null) { return; } GUI.enabled = usingLatestConfig && !character.animation.IsPlaying("walkin"); GUILayout.BeginArea(new Rect(10, 10, typeWidth + 2 * buttonWidth + 8, 500)); // Buttons for changing the active character. GUILayout.BeginHorizontal(); if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) { ChangeCharacter(false); } GUILayout.Box("Character", GUILayout.Width(typeWidth)); if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) { ChangeCharacter(true); } GUILayout.EndHorizontal(); // Buttons for changing character elements. AddCategory("face", "Head", null); AddCategory("eyes", "Eyes", null); AddCategory("hair", "Hair", null); AddCategory("top", "Body", "item_shirt"); AddCategory("pants", "Legs", "item_pants"); AddCategory("shoes", "Feet", "item_boots"); // Buttons for saving and deleting configurations. // In a real world application you probably want store these // preferences on a server, but for this demo configurations // are saved locally using PlayerPrefs. if (GUILayout.Button("Save Configuration")) { PlayerPrefs.SetString(prefName, generator.GetConfig()); } if (GUILayout.Button("Delete Configuration")) { PlayerPrefs.DeleteKey(prefName); } // Show download progress or indicate assets are being loaded. GUI.enabled = true; if (!usingLatestConfig) { float progress = generator.CurrentConfigProgress; string status = "Loading"; if (progress != 1) { status = "Downloading " + (int)(progress * 100) + "%"; } GUILayout.Box(status); } GUILayout.EndArea(); /* * if(GUI.Button(new Rect(Screen.width-190,Screen.height-140,180,60), "Unlock Customizations")) * * { * Unlock uk = GameObject.Find("Unlock").GetComponent<Unlock>(); * uk.UnlockEnabled = true; * stage = 2; * } */ if (GUI.Button(new Rect(Screen.width - 190, Screen.height - 70, 180, 60), "Purchase Current Selections")) { StoreFront sf = GameObject.Find("StoreFront").GetComponent <StoreFront>(); sf.SetStoreFrontProductPrice(); sf.StoreFrontEnabled = true; stage = 2; } } //end of stage 1 if (stage == 5) { int confirmButtonX = Screen.width / 2 - 65; int confirmButtonY = Screen.height / 2; GUI.Box(new Rect(confirmButtonX - 25, confirmButtonY - 20, 280, 100), "Your purchase has been proccessed. \n Thank you for shopping with Co-Op and Co!"); if (GUI.Button(new Rect(confirmButtonX + 75, confirmButtonY + 20, 80, 40), "Contiune")) { stage = 1; } } }
void OnGUI() { if (generator == null) { return; } GUI.enabled = usingLatestConfig && !character.animation.IsPlaying("walkin") && speechResult == null && !displayHelp && !displayChangeCharacterPrompt && //A popup is displayed propertiesToChange == null && !isRecording && !showProcess; if (!skinSetup) { generateSkinStyling(); skinSetup = true; } GUILayout.BeginArea(new Rect(10, 10, typeWidth + buttonWidth + 4, 600)); // Buttons for changing the active character. GUILayout.BeginHorizontal(); GUILayout.Box("Character", GUILayout.Width(typeWidth)); if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) { ChangeCharacter(true); } GUILayout.EndHorizontal(); AddCategory("face", null); AddCategory("eyes", null); AddCategory("hair", null); AddCategory("top", "item_shirt"); AddCategory("pants", "item_pants"); AddCategory("shoes", "item_boots"); // Buttons for saving and deleting configurations. // In a real world application you probably want store these // preferences on a server, but for this demo configurations // are saved locally using PlayerPrefs. if (GUILayout.Button("Save Configuration")) { PlayerPrefs.SetString(prefName, generator.GetConfig()); } if (GUILayout.Button("Delete Configuration")) { PlayerPrefs.DeleteKey(prefName); } if (!isRecording && !showProcess) { if (GUILayout.Button("Speech")) { ClearPopups(); StartCoroutine(DoRecording()); } } else { GUI.enabled = true; if (isRecording) { TimeSpan ts = endTime.Subtract(DateTime.Now); GUILayout.Box("Recording... " + ts.Seconds); } else { GUILayout.Box("Processing..."); } } if (!string.IsNullOrEmpty(speechOutput)) { OnSpeechReady(speechOutput); speechOutput = string.Empty; } GUI.enabled = true; //Show windows Rect windowRec = new Rect((Screen.width - windowWidth) / 2, 10, windowWidth, windowHeight); if (speechResult != null) { GUI.Window(0, windowRec, DidNotUnderstandWindow, "Did Not Understand"); } else if (displayHelp) { GUI.Window(1, windowRec, HelpWindow, "Speech Help"); } else if (displayChangeCharacterPrompt) { GUI.Window(2, windowRec, CharacterChangeConfirmationWindow, "Change Character?"); } else if (propertiesToChange != null) { GUI.Window(3, windowRec, TraitConfirmationWindow, "Trait Changes"); } // Show download progress or indicate assets are being loaded. if (!usingLatestConfig) { float progress = generator.CurrentConfigProgress; string status = "Loading"; if (progress != 1) { status = "Downloading " + (int)(progress * 100) + "%"; } GUILayout.Box(status); } GUILayout.EndArea(); }
void OnGUI() { if (generator == null) { return; } GUI.enabled = usingLatestConfig;// && !character.animation.IsPlaying("walkin"); GUILayout.BeginArea(new Rect(10, 10, typeWidth + 2 * buttonWidth + 8, 500)); // Buttons for changing character elements. AddCategory("head", "Head", null); AddCategory("torso", "Torso", null); AddCategory("pants", "Pants", null); AddCategory("boots", "Boots", null); // Buttons for saving and deleting configurations. // In a real world application you probably want store these // preferences on a server, but for this demo configurations // are saved locally using PlayerPrefs. if (GUILayout.Button("Save Configuration")) { PlayerPrefs.SetString(prefName, generator.GetConfig()); } if (GUILayout.Button("Delete Configuration")) { PlayerPrefs.DeleteKey(prefName); } // Show download progress or indicate assets are being loaded. GUI.enabled = true; if (!usingLatestConfig) { float progress = generator.CurrentConfigProgress; string status = "Loading"; if (progress != 1) { status = "Downloading " + (int)(progress * 100) + "%"; } GUILayout.Box(status); } defaultRotate = GUILayout.Toggle(defaultRotate, "Default Rotation"); GUILayout.Box("Max. Players (4)"); maxPlayers = GUILayout.TextField(maxPlayers, GUILayout.Width(30)); if (GUILayout.Button(buttonString, GUILayout.Width(100))) { if (!searchingRoom) { buttonString = "Cancel"; searchingRoom = true; PlayerStats.config = generator.GetConfig(); if (SmartFoxConnection.hasConnection) { SearchForRooms(); } else { StartCoroutine(SceneChanger.ChangeScene("Baskin-Arena")); } } else { buttonString = "Play"; searchingRoom = false; if (SmartFoxConnection.hasConnection) { CancelRoomSearch(); } } } GUILayout.EndArea(); }