コード例 #1
0
        void DisplayButtons()
        {
            if (!showNewWeaponDetails)
            {
                if (GUILayout.Button("Create Weapon"))
                {
                    tempWeapon = new ISWeapon();
                    showNewWeaponDetails = true;
                }
            }
            else
            {
                if (GUILayout.Button("Save"))
                {
                    showNewWeaponDetails = false;

            //                    string DATABASE_NAME = @"eiaQualityDatabase.asset";
            //                    string DATABASE_PATH = @"Database";
            //                    ISQualityDatabase qdb;
            //                    qdb = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME);
            //
            //                   tempWeapon.Quality = qdb.Get(tempWeapon.SelectedQualityID);

                    database.Add(tempWeapon);
                    tempWeapon = null;
                }

                if (GUILayout.Button("Cancel"))
                {
                    showNewWeaponDetails = false;
                    tempWeapon = null;
                }
            }
        }
コード例 #2
0
        void DisplayButton()
        {
            if (!toggleNewWeaponDetails)
            {
                if (GUILayout.Button("Create New Weapon"))
                {
                    tempWeapon = new ISWeapon();
                    toggleNewWeaponDetails = true;
                }
            }
            else
            {

                if (GUILayout.Button("Save"))
                {
                    toggleNewWeaponDetails = false;

                    database.Add(tempWeapon);
                    tempWeapon = null;
                }

                if (GUILayout.Button("Cancel"))
                {
                    toggleNewWeaponDetails = true;
                    tempWeapon = null;
                }

            }
        }
コード例 #3
0
ファイル: ISObjectDetails.cs プロジェクト: Shrekan/ownRPG
        void DisplayButtons()
        {
            if(!showNewWeaponDetails)
            {
                if (GUILayout.Button("Create Weapon"))
                {
                    tempWeapon = new ISWeapon();
                    showNewWeaponDetails = true;
                }
            }
                else
                {

                if (GUILayout.Button("Save"))
                {
                    showNewWeaponDetails = false;

            //					string Database_Name = @"ShrekanQualityDatabase.asset";
            //					string Database_Path = @"Database";
            //					ISQualityDatabase qdb;
            //					qdb = ISQualityDatabase.GetDatabase<ISQualityDatabase>(Database_Path, Database_Name);
            //
            //					tempWeapon.Quality = qdb.Get(tempWeapon.SelectedQualityID);

                    database.Add( tempWeapon );
                    tempWeapon = null;
                }
                if (GUILayout.Button("Cancel"))
                {
                    showNewWeaponDetails = false;
                    tempWeapon = null;
                }
            }
        }
コード例 #4
0
        void ViewWeapon(ISWeapon tempWeapon)
        {
            ViewCommonItem (tempWeapon);
            EditorGUILayout.LabelField("Min Damage", tempWeapon.MinDamage.ToString());
            EditorGUILayout.LabelField("Max Damage", tempWeapon.MaxDamage.ToString());
            EditorGUILayout.LabelField("Max Durability", tempWeapon.MaxDurability.ToString());

            DisplayWeaponType (false, tempWeapon);

            GUILayout.BeginHorizontal ();
            if(tempWeapon.TwoHanded)
            {
                EditorGUILayout.LabelField("Attack type", "Two-handed " + DisplayAttackType (false, tempWeapon));
            }
            else
            {
                EditorGUILayout.LabelField("Attack type", "One-handed " + DisplayAttackType (false, tempWeapon));
            }
            GUILayout.EndHorizontal ();

            if(_tempWeapon.Ranged)
            {
                EditorGUILayout.LabelField("Range", tempWeapon.Range.ToString());
            }

            if(_tempWeapon.Prefab == null)
            {
                EditorGUILayout.LabelField ("Prefab", "Empty");
            }
            else
            {
                EditorGUILayout.LabelField ("Prefab", tempWeapon.Prefab.name);
            }
        }
コード例 #5
0
        void EditWeapon(ISWeapon tempWeapon)
        {
            EditCommonItem (tempWeapon);

            tempWeapon.MinDamage 		= EditorGUILayout.IntField("Min Damage", tempWeapon.MinDamage);
            if(tempWeapon.MinDamage < 0) tempWeapon.MinDamage = 0;

            tempWeapon.MaxDamage 		= EditorGUILayout.IntField("Max Damage", tempWeapon.MaxDamage);
            if(tempWeapon.MaxDamage < 0) tempWeapon.MaxDamage = 0;

            tempWeapon.MaxDurability 	= EditorGUILayout.IntField("Max Durability", tempWeapon.MaxDurability);
            if(tempWeapon.MaxDurability < 1) tempWeapon.MaxDurability = 1;

            DisplayWeaponType (true, tempWeapon);
            DisplayAttackType (true, tempWeapon);

            tempWeapon.TwoHanded		= EditorGUILayout.Toggle("Two-Handed weapon?", tempWeapon.TwoHanded);
            tempWeapon.Ranged			= EditorGUILayout.Toggle("Ranged weapon?", tempWeapon.Ranged);

            if(tempWeapon.Ranged)
            {
                tempWeapon.Range 		= EditorGUILayout.IntField("Range", tempWeapon.Range);
                if(tempWeapon.Range < 1) tempWeapon.Range = 1;
            }

            tempWeapon.Prefab 			= EditorGUILayout.ObjectField ("Prefab", tempWeapon.Prefab, typeof(GameObject), false) as GameObject;
        }
コード例 #6
0
        void DisplayButton()
        {
            if (!toggleNewWeaponDetails)
            {
                if (GUILayout.Button("Create New Weapon"))
                {
                    tempWeapon             = new ISWeapon();
                    toggleNewWeaponDetails = true;
                }
            }
            else
            {
                if (GUILayout.Button("Save"))
                {
                    toggleNewWeaponDetails = false;

                    database.Add(tempWeapon);
                    tempWeapon = null;
                }

                if (GUILayout.Button("Cancel"))
                {
                    toggleNewWeaponDetails = true;
                    tempWeapon             = null;
                }
            }
        }
コード例 #7
0
        void DisplayButtons()
        {
            if (!showNewWeapon)
            {
                if (GUILayout.Button("Create Weapon"))
                {
                    tempWeapon    = new ISWeapon();
                    showNewWeapon = true;
                    State         = DisplyState.WEAPONDETAILS;
                }
            }
            else
            {
                GUI.SetNextControlName("SaveButton");
                if (GUILayout.Button("Save"))
                {
                    if (_selectedIndex == -1)
                    {
                        database.Add(tempWeapon);
                    }
                    else
                    {
                        database.Replace(_selectedIndex, tempWeapon);
                    }
                    showNewWeapon = false;
                    //   item.Add(tempWeapon);
                    tempWeapon     = null;
                    _selectedIndex = -1;
                    State          = DisplyState.NONE;
                    GUI.FocusControl("SaveButton");
                }
                if (_selectedIndex != -1)
                {
                    if (GUILayout.Button("Delete"))
                    {
                        if (EditorUtility.DisplayDialog("Delete" + database.Get(_selectedIndex).Name + "?",
                                                        "Do you want to Delete " + database.Get(_selectedIndex).Name + " from the data?",
                                                        "Delete (Yes)",
                                                        "Cancel (no)"))
                        {
                            database.Remove(_selectedIndex);
                            showNewWeapon  = false;
                            tempWeapon     = null;
                            _selectedIndex = -1;
                            State          = DisplyState.NONE;
                            GUI.FocusControl("SaveButton");
                        }
                    }
                }

                if (GUILayout.Button("Cancel"))
                {
                    showNewWeapon  = false;
                    tempWeapon     = null;
                    _selectedIndex = -1;
                    State          = DisplyState.NONE;
                    GUI.FocusControl("SaveButton");
                }
            }
        }
コード例 #8
0
        string DisplayAttackType(bool isModifiable, ISWeapon tempWeapon)
        {
            string returnString = "";

            if(!_attackTypeOptionsLoaded && isModifiable)
            {
                return null;
            }

            int itemIndex = 0;

            if(tempWeapon.AttackType != null)
            {
                itemIndex = _attackTypeDatabase.GetIndex(tempWeapon.AttackType.Name);
            }

            if(itemIndex == -1)
            {
                itemIndex = 0;
            }

            if(isModifiable)
            {
                _attackTypeSelectedIndex = EditorGUILayout.Popup ("Attack Type", itemIndex, _attackTypeOptions);
                tempWeapon.AttackType = _attackTypeDatabase.Get (_attackTypeSelectedIndex);
            }
            else
            {
                returnString = tempWeapon.AttackType.Name.ToString();
            }

            return returnString;
        }
コード例 #9
0
        void DisplayButtons()
        {
            if (!showNewWeaponDetails)
            {
                if (GUILayout.Button("Create Weapon"))
                {
                    tempWeapon           = new ISWeapon();
                    showNewWeaponDetails = true;
                }
            }
            else
            {
                if (GUILayout.Button("Save"))
                {
                    showNewWeaponDetails = false;

//                    string DATABASE_NAME = @"eiaQualityDatabase.asset";
//                    string DATABASE_PATH = @"Database";
//                    ISQualityDatabase qdb;
//                    qdb = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME);
//
//                   tempWeapon.Quality = qdb.Get(tempWeapon.SelectedQualityID);

                    database.Add(tempWeapon);
                    tempWeapon = null;
                }

                if (GUILayout.Button("Cancel"))
                {
                    showNewWeaponDetails = false;
                    tempWeapon           = null;
                }
            }
        }
コード例 #10
0
 void DisplayButtons()
 {
     if (!showNewWeaponDetails)
     {
         if (GUILayout.Button(" Create Weapon"))
         {
             tempWeapon = new ISWeapon();
             Debug.Log("Create new Weapon");
             showNewWeaponDetails = true;
         }
     }
     else
     {
         if (GUILayout.Button("Save"))
         {
             Debug.Log("Save");
             showNewWeaponDetails = false;
             tempWeapon           = null;
         }
         if (GUILayout.Button("Cancel"))
         {
             Debug.Log("Cancel");
             showNewWeaponDetails = false;
             tempWeapon           = null;
         }
     }
 }
コード例 #11
0
        void DisplayButtons()
        {
            if (!ShowNewWeaponDetails) {
                if (GUILayout.Button("Create Weapon")) {
                    tempWeapon = new ISWeapon();
                    ShowNewWeaponDetails = true;
                    state = DisplayState.DETAILS;
                }
            }
            else {
                GUI.SetNextControlName("SaveButton");
                if (GUILayout.Button("Save")) {
                    if(_selectedIndex == -1)
                        database.Add(tempWeapon);
                    else
                        database.Replace(_selectedIndex, tempWeapon);

                    ShowNewWeaponDetails = false;
                    tempWeapon = null;
                    _selectedIndex = -1;
                    state = DisplayState.NONE;
                    GUI.FocusControl("SaveButton");
                }

                if(_selectedIndex != -1) {
                    if (GUILayout.Button("Delete")) {

                        if (EditorUtility.DisplayDialog("Delete Weapon",
                                                        "Are you sure that you want to delete " + database.Get(_selectedIndex).Name + " from the database?",
                                                        "Delete",
                                                        "Cancel")) {

                            database.Remove(_selectedIndex);

                            ShowNewWeaponDetails = false;
                            tempWeapon = null;
                            _selectedIndex = -1;
                            state = DisplayState.NONE;

                            GUI.FocusControl("DeleteButton");
                        }
                    }
                }

                if (GUILayout.Button("Cancel")) {
                    ShowNewWeaponDetails = false;
                    tempWeapon = null;
                    _selectedIndex = -1;
                    state = DisplayState.NONE;
                    GUI.FocusControl("CancelButton");
                }
            }
        }
コード例 #12
0
        bool IsWeaponFormComplete(ISWeapon tempWeapon)
        {
            IsItemFormComplete (tempWeapon);
            if(tempWeapon.InventorySprite == null)
            {
                EditorUtility.DisplayDialog("Weapon not given an inventory sprite",
                                            "You must give the weapon an inventory sprite before saving.",
                                            "Okay");
                return false;
            }

            return true;
        }
コード例 #13
0
ファイル: AlphaMenu.cs プロジェクト: Kagamins/ProjectV
    void Update()
    {
        Time.timeScale = 1;
        ISWeapon W1 = WDB.Get(cnt1);

        X1 = W1.Name;
        ISWeapon W2 = WDB.Get(cnt2);

        X2 = W2.Name;
        ISWeapon W3 = WDB.Get(cnt3);

        X3 = W3.Name;
//		if (Input.GetMouseButtonDown (0)) {
//			Instantiate (x, MenuCubes.cube_pos.position, MenuCubes.cube_pos.rotation);
//		}
    }
コード例 #14
0
    void Spawn(int index)
    {
        ISWeapon   isw    = database.Get(index);
        GameObject weapon = Instantiate(isw.Prefab);

        weapon.name = isw.Name;
        Weapon myWeapon = weapon.AddComponent <Weapon>();

        myWeapon.Icon         = isw.Icon;
        myWeapon.Value        = isw.Value;
        myWeapon.Quality      = isw.Quality.Icon;
        myWeapon.MinDamage    = isw.MinDamage;
        myWeapon.MaxDurabilty = isw.MaxDurability;
        myWeapon.Durability   = isw.Durability;
        //    myWeapon.EquipmentSlot = isw.Equipment_Slot;
        myWeapon.Equipment_Slot = isw.equipmentSlot;
    }
コード例 #15
0
        void ListView()
        {
            if(state != DisplayState.NONE)
                return;

            _scrollPos = GUILayout.BeginScrollView(_scrollPos, "Box", GUILayout.ExpandHeight(true), GUILayout.Width(_listViewWidth));

            for(int cnt = 0; cnt < database.Count; cnt++) {
                if(GUILayout.Button(database.Get(cnt).Name, "box", GUILayout.Width(_listViewButtonWidth), GUILayout.Height(_listViewButtonHeight))) {
                    _selectedIndex = cnt;
                    tempWeapon = new ISWeapon(database.Get(cnt));
                    ShowNewWeaponDetails = true;
                    state = DisplayState.DETAILS;
                }
            }

            GUILayout.EndScrollView();
        }
コード例 #16
0
        void ListView()
        {
            if (state != DisplayState.NONE)
            {
                return;                                                                                         //dont show the rest of the things in listView
            }
            _scrollPos = GUILayout.BeginScrollView(_scrollPos, "Box", GUILayout.ExpandHeight(true), GUILayout.Width(_listViewWidth));

            for (int cnt = 0; cnt < database.Count; cnt++)
            {
                if (GUILayout.Button(database.Get(cnt).Name, "box", GUILayout.Width(_listWiewButtonWidth), GUILayout.Height(_listWiewButtonHeight)))
                {
                    _selectedIndex       = cnt;
                    tempWeapon           = new ISWeapon(database.Get(cnt));
                    showNewWeaponDetails = true;
                    state = DisplayState.DETAILS;
                }
            }

            GUILayout.EndScrollView();
        }
コード例 #17
0
    public static void Loot(int id)
    {
        bool wep = false;
        int  y   = 6;

//		for (int cnt = 0; cnt < x; cnt++) {
//			GUILayout.BeginHorizontal ();
        if (!wep)
        {
            if (GUILayout.Button(PauseMenu.WDB.Get(TreasureChest.W_ItemID).Name))
            {
                ISWeapon isw = PauseMenu.WDB.Get(TreasureChest.W_ItemID);
                Weapon   Wep = new Weapon();
                Wep.Name              = isw.Name;
                Wep.ItemID            = TreasureChest.W_ItemID;
                Wep.Burden            = isw.ISBurden;
                Wep.Equipment_Slot    = isw.EquipmentSlot;
                Wep.Min_Damage        = isw.MinDamage;
                Wep.Durability        = isw.Durability;
                Wep.Max_Durability    = isw.MaxDurability;
                Wep.Value             = isw.ISValue;
                Wep.Equipment_Element = isw.EQElement;
                Wep.Equipment_Type    = isw.EquipmentType;
                Wep.Equipment_Range   = isw.EquipmentRange;
                GameInformation.InventoryWeapons.Add(Wep);
                wep = true;
            }
        }
        GUILayout.Button(PauseMenu.ADB.Get(TreasureChest.A_ItemID).Name);
        GUILayout.Button(PauseMenu.PDB.Get(TreasureChest.P_ItemID).Name);

//			}GUILayout.EndHorizontal ();}

        if (GUILayout.Button("X"))
        {
            loot_enabled = false;
            wep          = false;
        }
        GUI.DragWindow();
    }
コード例 #18
0
        void ListView()
        {
            if (State != DisplyState.NONE)
            {
                return;
            }

            _scrollPos = GUILayout.BeginScrollView(_scrollPos, "Box", GUILayout.ExpandHeight(true), GUILayout.Width(_listViewWidth));

            for (int i = 0; i < database.Count; i++)
            {
                if (GUILayout.Button(database.Get(i).Name, "box", GUILayout.Width(_listViewWidth - 10)))
                {
                    _selectedIndex = i;
                    tempWeapon     = new ISWeapon(database.Get(i));


                    showNewWeapon = true;
                    State         = DisplyState.WEAPONDETAILS;
                }
            }

            EditorGUILayout.EndScrollView();
        }
コード例 #19
0
        void DisplayButtons()
        {
            if (!showNewWeaponDetails)
            {
                if (GUILayout.Button("Create Weapon"))
                {
                    tempWeapon           = new ISWeapon();
                    showNewWeaponDetails = true;
                    state = DisplayState.DETAILS;
                }
            }
            else
            {
                GUI.SetNextControlName("Save Button");
                if (GUILayout.Button("Save"))
                {
                    if (_selectedIndex == -1)
                    {
                        database.Add(tempWeapon);
                    }
                    else
                    {
                        database.Replace(_selectedIndex, tempWeapon);
                    }
                    showNewWeaponDetails = false;
                    tempWeapon           = null;
                    _selectedIndex       = -1;
                    state = DisplayState.NONE;
                    GUI.FocusControl("Save Button");
                }

                if (_selectedIndex != -1)
                {
                    if (GUILayout.Button("Delete"))
                    {
                        if (EditorUtility.DisplayDialog("Delete Weapon",
                                                        "Are you sure you want to delete " + database.Get(_selectedIndex).Name + " from the database",
                                                        "Delete",
                                                        "Cancel"))
                        {
                            database.Remove(_selectedIndex);

                            showNewWeaponDetails = false;
                            tempWeapon           = null;
                            _selectedIndex       = -1;
                            state = DisplayState.NONE;

                            GUI.FocusControl("Save Button");
                        }
                    }
                }

                if (GUILayout.Button("Cancel"))
                {
                    showNewWeaponDetails = false;
                    tempWeapon           = null;
                    _selectedIndex       = -1;
                    state = DisplayState.NONE;
                    GUI.FocusControl("Save Button");
                }
            }
        }
コード例 #20
0
ファイル: AlphaMenu.cs プロジェクト: Kagamins/ProjectV
    void OnGUI()
    {
        GUI.skin = StyleTest;
        GUILayout.BeginArea(new Rect(Screen.width / 2, Screen.height / 6, Screen.width / 6, Screen.height / 2), "-", "Box");
        GUILayout.Label("MainMenu");

        if (BGUIEnabled)
        {
            if (GUILayout.Button("NewGame"))
            {
                MGUIEnabled = true;
                BGUIEnabled = false;
            }
        }
        if (MGUIEnabled)
        {
            Name = GUILayout.TextField(Name, 20);
            if (GUILayout.Button("Start"))
            {
                NewGame = true;
                GameInformation.Stat_Points          = Alloted_points;
                newPlayer.PlayerLevel                = 1;
                newPlayer.RequiredXp                 = 100;
                newPlayer.PlayerName                 = Name;
                GameInformation.Max_Expertise_Points = 1500;
                for (int cnt = 0; cnt < 3; cnt++)
                {
                    ISWeapon isw      = WDB.Get(cnt);
                    Weapon   myweapon = new Weapon();
                    myweapon.ItemID            = cnt;
                    myweapon.Name              = isw.Name;
                    myweapon.Burden            = isw.ISBurden;
                    myweapon.Equipment_Slot    = isw.EquipmentSlot;
                    myweapon.Min_Damage        = isw.MinDamage;
                    myweapon.Durability        = isw.Durability;
                    myweapon.Max_Durability    = isw.MaxDurability;
                    myweapon.Value             = isw.ISValue;
                    myweapon.Equipment_Element = isw.EQElement;
                    myweapon.Equipment_Type    = isw.EquipmentType;
                    myweapon.Equipment_Range   = isw.EquipmentRange;
                    GameInformation.InventoryWeapons.Add(myweapon);
                }

                Store();
//				Debug.Log ("PlayerClass" + newPlayer.PlayerClass.CharacterClassName);
                CameraManipulation.pause = false;
                Application.LoadLevel("SchoolLevel");
            }
            GUILayout.Label("Alloted Points : " + Alloted_points);

            GUILayout.BeginVertical( );
            if (Alloted_points > 0)
            {
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Vitality : " + newPlayer.Vitality);
                if (GUILayout.Button("+"))
                {
                    newPlayer.Vitality++;
                    Alloted_points--;
                }
                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Vitality > 0)
                    {
                        newPlayer.Vitality--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Endurance : " + newPlayer.Endurance);
                if (GUILayout.Button("+"))
                {
                    newPlayer.Endurance++;
                    Alloted_points--;
                }
                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Endurance > 0)
                    {
                        newPlayer.Endurance--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Dexetry : " + newPlayer.Dexetry);
                if (GUILayout.Button("+"))
                {
                    newPlayer.Dexetry++;
                    Alloted_points--;
                }
                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Dexetry > 0)
                    {
                        newPlayer.Dexetry--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Intellect : " + newPlayer.Intellect);
                if (GUILayout.Button("+"))
                {
                    newPlayer.Intellect++;
                    Alloted_points--;
                }
                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Intellect > 0)
                    {
                        newPlayer.Intellect--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Strenght : " + newPlayer.Strength);
                if (GUILayout.Button("+"))
                {
                    newPlayer.Strength++;
                    Alloted_points--;
                }
                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Strength > 0)
                    {
                        newPlayer.Strength--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Aim : " + newPlayer.Aim);
                if (GUILayout.Button("+"))
                {
                    newPlayer.Aim++;
                    Alloted_points--;
                }
                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Aim > 0)
                    {
                        newPlayer.Aim--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.EndVertical();
            }


            GUILayout.BeginVertical( );
            if (Alloted_points == 0)
            {
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Vitality : " + newPlayer.Vitality);

                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Vitality > 0)
                    {
                        newPlayer.Vitality--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Endurance : " + newPlayer.Endurance);

                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Endurance > 0)
                    {
                        newPlayer.Endurance--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Dexetry : " + newPlayer.Dexetry);

                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Dexetry > 0)
                    {
                        newPlayer.Dexetry--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Intellect : " + newPlayer.Intellect);

                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Intellect > 0)
                    {
                        newPlayer.Intellect--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Strength : " + newPlayer.Strength);

                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Strength > 0)
                    {
                        newPlayer.Strength--;
                        Alloted_points++;
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal( );
                GUILayout.Label("Aim : " + newPlayer.Aim);

                if (GUILayout.Button("-"))
                {
                    if (newPlayer.Aim > 0)
                    {
                        if (newPlayer.Aim > 0)
                        {
                            newPlayer.Aim--;
                            Alloted_points++;
                        }
                    }
                }
                GUILayout.EndHorizontal();
                GUILayout.EndVertical();
            }
            GUILayout.BeginHorizontal();

//			for (int cnt = 0; cnt < 3; cnt++) {
//				ISWeapon isw = WDB.Get (cnt);
//				Weapon myweapon = new Weapon ();
//				myweapon.ItemID = cnt;
//				myweapon.Name = isw.Name;
//				myweapon.Burden = isw.ISBurden;
//				myweapon.Equipment_Slot = isw.EquipmentSlot;
//				myweapon.Min_Damage = isw.MinDamage;
//				myweapon.Durability = isw.Durability;
//				myweapon.Max_Durability = isw.MaxDurability;
//				myweapon.Value = isw.ISValue;
//				myweapon.Equipment_Element = isw.EQElement;
//				myweapon.Equipment_Type = isw.EquipmentType;
//				myweapon.Equipment_Range = isw.EquipmentRange;
//				GameInformation.InventoryWeapons.Add (myweapon);
//			}

            GUILayout.EndHorizontal();
            if (GUILayout.Button("Back"))
            {
                MGUIEnabled = false;
                BGUIEnabled = true;
            }
        }

        if (BGUIEnabled)
        {
//			if(GUILayout.Button("Connect"))
//			{
//				BGUIEnabled = false;
//				CGUIEnabled = true;
////				Application.LoadLevel("");
//			}
            if (GUILayout.Button("Load Game"))
            {
                HaveLoaded = true;
                LoadInformation.Load();

                Application.LoadLevel("SchoolLevel");
            }
            if (GUILayout.Button("Options"))
            {
                OGUIEnabled = true;
                BGUIEnabled = false;
            }
        }
        if (OGUIEnabled)
        {
            GUILayout.Label("Music");
            if (!AGUIEnabled)
            {
                if (GUILayout.Button("Off"))
                {
                    AudioListener.pause = true;
                    AGUIEnabled         = true;
                }
            }
            if (AGUIEnabled)
            {
                if (GUILayout.Button("On"))
                {
                    AudioListener.pause = false;
                    AGUIEnabled         = false;
                }
            }
            GUILayout.Label("Music Volume");
            GUILayout.BeginHorizontal("Box");
            if (GUILayout.Button("+"))
            {
                AudioListener.volume += 0.1f;
            }
            if (GUILayout.Button("-"))
            {
                AudioListener.volume -= 0.1f;
            }
            GUILayout.EndHorizontal();
            if (GUILayout.Button("Back"))
            {
                BGUIEnabled = true;
                OGUIEnabled = false;
            }
        }
        //Associated with the MainMenu
        if (BGUIEnabled)
        {
            if (GUILayout.Button("Wipe Save"))
            {
                PlayerPrefs.DeleteAll();
            }
            if (GUILayout.Button("Quit"))
            {
                Application.Quit();
            }
        }
        //Associated with the Connect Button
//		if (CGUIEnabled)
//		{
//			Name = GUILayout.TextField(Name,20);
//			if (GUILayout.Button ("Warrior")) {
//				ISWarrior ();
//				newPlayer.PlayerLevel = 1;
//				newPlayer.RequiredXp = 100;
//				newPlayer.PlayerName = Name;
//				Store ();
//				Debug.Log ("PlayerClass" + newPlayer.PlayerClass.CharacterClassName);
//				Application.LoadLevel ("SchoolNetworkingTest");
//
//
//			}
//			if (GUILayout.Button ("Mage")) {
//				ISMage ();
//				newPlayer.PlayerLevel = 1;
//				newPlayer.RequiredXp = 100;
//				newPlayer.PlayerName = Name;
//				Store ();
//				Debug.Log ("PlayerClass" + newPlayer.PlayerClass.CharacterClassName);
//				Application.LoadLevel ("SchoolNetworkingTest");
//
//			}
//			if (GUILayout.Button ("Ranger")) {
//				ISRanger ();
//				newPlayer.PlayerLevel = 1;
//				newPlayer.RequiredXp = 100;
//				newPlayer.PlayerName = Name;
//				Store ();
//				Debug.Log ("PlayerClass" + newPlayer.PlayerClass.CharacterClassName);
//				Application.LoadLevel ("SchoolNetworkingTest");
//			}
//			if (GUILayout.Button ("Brawler")) {
//				ISBrawler ();
//				newPlayer.RequiredXp = 100;
//				newPlayer.PlayerLevel = 1;
//				newPlayer.PlayerName = Name;
//				Store ();
//				Debug.Log ("PlayerClass" + newPlayer.PlayerClass.CharacterClassName);
//				Application.LoadLevel ("SchoolNetworkingTest");
//
//			}
//
//			if (GUILayout.Button ("Load Game"))
//			{
//				HaveLoaded = true;
//				LoadInformation.Load ();
//
//				Application.LoadLevel ("SchoolLevel");
//			}
//
//			if(GUILayout.Button("Back"))
//			{
//				CGUIEnabled = false;
//				BGUIEnabled = true;
//			}
//		}
        GUILayout.EndArea();
    }
コード例 #21
0
        void DisplayWeaponType(bool isModifiable, ISWeapon tempWeapon)
        {
            if(!_weaponTypeOptionsLoaded && isModifiable)
            {
                return;
            }

            int itemIndex = 0;

            if(tempWeapon.WeaponType != null)
            {
                itemIndex = _weaponTypeDatabase.GetIndex(tempWeapon.WeaponType.Name);
            }

            if(itemIndex == -1)
            {
                itemIndex = 0;
            }

            if(isModifiable)
            {
                _weaponTypeSelectedIndex = EditorGUILayout.Popup ("Weapon Type", itemIndex, _weaponTypeOptions);
                tempWeapon.WeaponType = _weaponTypeDatabase.Get (_weaponTypeSelectedIndex);
            }
            else
            {
                EditorGUILayout.LabelField("Weapon Type", tempWeapon.WeaponType.Name);
            }
        }
コード例 #22
0
        void NullTempEntries()
        {
            _tempWeapon 					= null;
            _tempArmor						= null;
            _tempItem						= null;

            _tempQuality					= null;
            _tempQualityOld					= null;

            _tempWeaponType					= null;
            _tempWeaponTypeOld				= null;

            _tempAttackType					= null;
            _tempAttackTypeOld				= null;

            _tempArmorType					= null;
            _tempArmorTypeOld				= null;

            _tempArmorLocation				= null;
            _tempArmorLocationOld			= null;
        }
コード例 #23
0
 void ListWeapons()
 {
     for(int i = 0; i < _weaponDatabase.Count; i++)
     {
         if(GUILayout.Button(_weaponDatabase.Get(i).Name, GUILayout.Width(_listViewButtonWidth), GUILayout.Height(_listViewButtonHeight)))
         {
             _selectedIndex = i;
             _tempWeapon  = new ISWeapon(_weaponDatabase.Get(i));
             displayState = DisplayState.DisplayDatabaseEntry;
         }
     }
 }
コード例 #24
0
ファイル: PauseMenu.cs プロジェクト: Kagamins/ProjectV
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Pause_Toggle"))
        {
            if (!CameraManipulation.x)
            {
                CameraManipulation.z     = false;
                CameraManipulation.pause = false;
            }
            if (CameraManipulation.x)
            {
                CameraManipulation.z = true;
            }
        }


        if (AlphaMenu.HaveLoaded)
        {
            for (int cnt = 1; cnt < GameInformation.Inv_A_T; cnt++)
            {
                ISArmor isa     = ADB.Get(GameInformation.Inventory_A_IDs[cnt]);
                Armor   myArmor = new Armor();
                myArmor.Name           = isa.Name;
                myArmor.ItemID         = I_A_ID;
                myArmor.Burden         = isa.ISBurden;
                myArmor.Equipment_Slot = isa.EquipmentSlot;
                myArmor.Min_Armor_Rate = (int)isa.Armor.x;
                myArmor.Max_Armor_Rate = (int)isa.Armor.y;
                myArmor.Durability     = isa.Durability;
                myArmor.Max_Durability = isa.MaxDurability;
                myArmor.Value          = isa.ISValue;
                GameInformation.InventoryArmors.Add(myArmor);
                inv_t++;
            }
            for (int cnt = 1; cnt < GameInformation.Inv_W_T; cnt++)
            {
                ISWeapon isw      = WDB.Get(GameInformation.Inventory_W_IDs[cnt]);
                Weapon   myWeapon = new Weapon();
                myWeapon.ItemID            = I_W_ID;
                myWeapon.Name              = isw.Name;
                myWeapon.Burden            = isw.ISBurden;
                myWeapon.Equipment_Slot    = isw.EquipmentSlot;
                myWeapon.Min_Damage        = isw.MinDamage;
                myWeapon.Durability        = isw.Durability;
                myWeapon.Max_Durability    = isw.MaxDurability;
                myWeapon.Value             = isw.ISValue;
                myWeapon.Equipment_Element = isw.EQElement;
                myWeapon.Equipment_Type    = isw.EquipmentType;
                myWeapon.Equipment_Range   = isw.EquipmentRange;
                GameInformation.InventoryWeapons.Add(myWeapon);
                inv_t++;
            }
            for (int cnt = 1; cnt < GameInformation.Inv_P_T; cnt++)
            {
                ISPotion isp      = PDB.Get(GameInformation.Inventory_P_IDs[cnt]);
                Potion   myPotion = new Potion();
                myPotion.Item_ID   = I_P_ID;
                myPotion.Value     = isp.ISValue;
                myPotion.Cool_Down = isp.CoolDownTime;
                myPotion.Max_Stack = isp.MaxStack;
                myPotion.Name      = isp.Name;
                GameInformation.InventoryPotions.Add(myPotion);
                inv_t++;
            }
            AlphaMenu.HaveLoaded = false;
        }
    }
コード例 #25
0
ファイル: PauseMenu.cs プロジェクト: Kagamins/ProjectV
    void OnGUI()
    {
//			GUI.skin = PlayerUI;
//		GUI.Box (new Rect (Screen.width - 100,Screen.height - 50,100,50),"Body Count : " + GameInformation.BodyCount.ToString());


        // Variables
        bool IsDestruction_Magic  = false;
        bool IsDebuff_Magic       = false;
        bool IsSupport_Magic      = false;
        bool IsDefensive_Magic    = false;
        bool IsMelee_Offence      = false;
        bool IsMelee_Defence      = false;
        bool IsSurvival_Instincts = false;
        bool IsRanged_Offence     = false;
        bool IsRanged_Support     = false;
        bool IsExpertiseMenu      = true;

        //		//GuiFunctions inside the Expertise Menu
        GUILayout.BeginHorizontal("Box");
        GUILayout.BeginVertical( );

        GUILayout.Label("Max Expertise Points : " + GameInformation.Max_Expertise_Points.ToString());


        //Magic
        GUILayout.BeginHorizontal();
        GUILayout.Label("Destructive Magic : " + GameInformation.Magic_Offense.ToString());
        if (GUILayout.Button("+"))
        {
            if (!IsDestruction_Magic)
            {
                IsDestruction_Magic = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();

        GUILayout.Label("Debuff Magic : " + GameInformation.Magic_Debuff.ToString());

        if (GUILayout.Button("+"))
        {
            if (!IsDebuff_Magic)
            {
                IsDebuff_Magic = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Defensive Magic : " + GameInformation.Magic_Deffence.ToString());
        if (GUILayout.Button("+"))
        {
            if (!IsDefensive_Magic)
            {
                IsDefensive_Magic = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Support Magic : " + GameInformation.Magic_Support.ToString());

        if (GUILayout.Button("+"))
        {
            if (!IsSupport_Magic)
            {
                IsSupport_Magic = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();


        //Melee

        GUILayout.Label("Melee Tacttics : " + GameInformation.Melee_Offence.ToString());
        if (GUILayout.Button("+"))
        {
            if (!IsMelee_Offence)
            {
                IsMelee_Offence = true;
            }
            else
            {
                IsMelee_Offence = false;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Defensive Techniques : " + GameInformation.Melee_Defence.ToString());
        if (GUILayout.Button("+"))
        {
            if (!IsMelee_Defence)
            {
                IsMelee_Defence = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        //Ranged
        GUILayout.Label("Ranged Techniques : " + GameInformation.Ranged_Offence.ToString());

        if (GUILayout.Button("+"))
        {
            if (!IsRanged_Offence)
            {
                IsRanged_Offence = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Ranged Support : " + GameInformation.Ranged_Support.ToString());
        if (GUILayout.Button("+"))
        {
            if (!IsRanged_Support)
            {
                IsRanged_Support = true;
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.EndVertical();

        if (IsMelee_Offence)
        {
            GUILayout.BeginHorizontal( );
            GUILayout.Label("1st Strike ");
            if (GameInformation.Melee_Offence == 200)
            {
                GUILayout.Button("/");
            }
            else
            {
                GUILayout.Button("X");
            }
            GUILayout.EndHorizontal();
        }
        GUILayout.EndHorizontal();



        if (GUI.Button(new Rect(225, 175, Screen.width / 8, 20), "IncreaseLevel"))
        {
            AddExperience.AddExp();
        }

        if (GUI.Button(new Rect(225, 205, Screen.width / 8, 20), "Additem A"))
        {
            I_A_ID = Random.Range(0, ADB.Count);
            ISArmor    isa = ADB.Get(I_A_ID);
            GameObject A   = new GameObject();
            A.name = isa.Name;
            Armor myArmor = A.AddComponent <Armor>();
            myArmor.Name           = isa.Name;
            myArmor.ItemID         = I_A_ID;
            myArmor.Burden         = isa.ISBurden;
            myArmor.Equipment_Slot = isa.EquipmentSlot;
            myArmor.Min_Armor_Rate = (int)isa.Armor.x;
            myArmor.Max_Armor_Rate = (int)isa.Armor.y;
            myArmor.Durability     = isa.Durability;
            myArmor.Max_Durability = isa.MaxDurability;
            myArmor.Value          = isa.ISValue;
            GameInformation.InventoryArmors.Add(myArmor);
            inv_t++;
        }

        if (GUI.Button(new Rect(225, 225, Screen.width / 8, 20), "Additem W"))
        {
            I_W_ID = Random.Range(0, WDB.Count);
            ISWeapon isw      = WDB.Get(I_W_ID);
            Weapon   myweapon = new Weapon();
            myweapon.ItemID            = I_W_ID;
            myweapon.Name              = isw.Name;
            myweapon.Burden            = isw.ISBurden;
            myweapon.Equipment_Slot    = isw.EquipmentSlot;
            myweapon.Min_Damage        = isw.MinDamage;
            myweapon.Durability        = isw.Durability;
            myweapon.Max_Durability    = isw.MaxDurability;
            myweapon.Value             = isw.ISValue;
            myweapon.Equipment_Element = isw.EQElement;
            myweapon.Equipment_Type    = isw.EquipmentType;
            myweapon.Equipment_Range   = isw.EquipmentRange;
            GameInformation.InventoryWeapons.Add(myweapon);
            inv_t++;
        }
        if (GUI.Button(new Rect(225, 245, Screen.width / 8, 20), "Additem P"))
        {
            I_P_ID = Random.Range(0, PDB.Count);
            ISPotion isp      = PDB.Get(I_P_ID);
            Potion   myPotion = new Potion();
            myPotion.Item_ID   = I_P_ID;
            myPotion.Value     = isp.ISValue;
            myPotion.Cool_Down = isp.CoolDownTime;
            myPotion.Max_Stack = isp.MaxStack;
            myPotion.Name      = isp.Name;
            GameInformation.InventoryPotions.Add(myPotion);
            inv_t++;
        }
        GUILayout.BeginHorizontal();
        GUILayout.Space(150);
        GUILayout.Label("Inv");
        GUILayout.EndHorizontal();

        //PlayerStats
        GUILayout.BeginVertical("Box");
        if (GameInformation.Stat_Points > 0)
        {
            GUILayout.Label("Player Name : " + GameInformation.PlayerName);
            GUILayout.Label("Player Level : " + GameInformation.PlayerLevel.ToString());
            GUILayout.Label("Stat Points : " + GameInformation.Stat_Points.ToString());
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Vitality : " + GameInformation.Vitality);

            if (GUILayout.Button("-"))
            {
                GameInformation.Vitality--;
                GameInformation.Stat_Points++;
                if (GameInformation.Vitality < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Vitality++;
//							PlayerUIManager.StatAdjustment ();
                }
            }
            if (GUILayout.Button("+"))
            {
                GameInformation.Vitality++;
                GameInformation.Stat_Points--;
//						PlayerUIManager.StatAdjustment ();
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Endurance : " + GameInformation.Endurance);

            if (GUILayout.Button("-"))
            {
                GameInformation.Endurance--;
                GameInformation.Stat_Points++;
                if (GameInformation.Endurance < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Endurance++;
//							PlayerUIManager.StatAdjustment ();
                }
            }
            if (GUILayout.Button("+"))
            {
                GameInformation.Endurance++;
                GameInformation.Stat_Points--;
//						PlayerUIManager.StatAdjustment ();
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Dexetry : " + GameInformation.Dexetry);

            if (GUILayout.Button("-"))
            {
                GameInformation.Dexetry--;
                GameInformation.Stat_Points++;
                if (GameInformation.Dexetry < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Dexetry++;
                }
            }
            if (GUILayout.Button("+"))
            {
                GameInformation.Dexetry++;
                GameInformation.Stat_Points--;
            }

            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Intellect : " + GameInformation.Intellect);

            if (GUILayout.Button("-"))
            {
                GameInformation.Intellect--;
                GameInformation.Stat_Points++;
                if (GameInformation.Intellect < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Intellect++;
//							PlayerUIManager.StatAdjustment ();
                }
            }
            if (GUILayout.Button("+"))
            {
                GameInformation.Intellect++;
                GameInformation.Stat_Points--;
//						PlayerUIManager.StatAdjustment ();
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Strenght : " + GameInformation.Strength);

            if (GUILayout.Button("-"))
            {
                GameInformation.Strength--;
                GameInformation.Stat_Points++;
                if (GameInformation.Strength < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Strength++;
                }
            }
            if (GUILayout.Button("+"))
            {
                GameInformation.Strength++;
                GameInformation.Stat_Points--;
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Aim : " + GameInformation.Aim);

            if (GUILayout.Button("-"))
            {
                GameInformation.Aim--;
                GameInformation.Stat_Points++;
                if (GameInformation.Aim < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Aim++;
                }
            }
            if (GUILayout.Button("+"))
            {
                GameInformation.Aim++;
                GameInformation.Stat_Points--;
            }
            GUILayout.EndHorizontal();
            GUILayout.Label("Money : " + GameInformation.Currency.ToString());
            GUILayout.Label("RequiredXp : " + GameInformation.RequiredXP.ToString());
            GUILayout.Label("Current Xp : " + GameInformation.CurrentXp.ToString());
            GUILayout.EndVertical();
        }


        //Statpoints Controls if stat points reach zero
        if (GameInformation.Stat_Points == 0)
        {
            GUILayout.Label("Player Name : " + GameInformation.PlayerName);
            GUILayout.Label("Player Level : " + GameInformation.PlayerLevel.ToString());
            GUILayout.Label("Stat Points : " + GameInformation.Stat_Points.ToString());
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Vitality : " + GameInformation.Vitality);

            if (GUILayout.Button("-"))
            {
                GameInformation.Vitality--;
                GameInformation.Stat_Points++;
                if (GameInformation.Vitality < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Vitality++;
                }
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Endurance : " + GameInformation.Endurance);

            if (GUILayout.Button("-"))
            {
                GameInformation.Endurance--;
                GameInformation.Stat_Points++;

                if (GameInformation.Endurance < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Endurance++;
                }
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Dexetry : " + GameInformation.Dexetry);

            if (GUILayout.Button("-"))
            {
                GameInformation.Dexetry--;
                GameInformation.Stat_Points++;
                if (GameInformation.Dexetry < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Dexetry++;
                }
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Intellect : " + GameInformation.Intellect);

            if (GUILayout.Button("-"))
            {
                GameInformation.Intellect--;
                GameInformation.Stat_Points++;
                if (GameInformation.Intellect < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Intellect++;
                }
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Strength : " + GameInformation.Strength);

            if (GUILayout.Button("-"))
            {
                GameInformation.Strength--;
                GameInformation.Stat_Points++;
                if (GameInformation.Strength < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Strength++;
                }
            }
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal( );
            GUILayout.Label("Aim : " + GameInformation.Aim);

            if (GUILayout.Button("-"))
            {
                GameInformation.Aim--;
                GameInformation.Stat_Points++;
                if (GameInformation.Aim < 0)
                {
                    GameInformation.Stat_Points--;
                    GameInformation.Aim++;
                }
            }
            GUILayout.EndHorizontal();
            GUILayout.Label("Money : " + GameInformation.Currency.ToString());
            GUILayout.Label("RequiredXp : " + GameInformation.RequiredXP.ToString());
            GUILayout.Label("Current Xp : " + GameInformation.CurrentXp.ToString());

            GUILayout.EndVertical();
        }
        //PauseMenu Controls
        if (GUI.Button(new Rect(225, 305, Screen.width / 8, 20), "Resume"))
        {
            if (!CameraManipulation.x)
            {
                CameraManipulation.z     = false;
                CameraManipulation.pause = false;
            }
            if (CameraManipulation.x)
            {
                CameraManipulation.z = true;
            }
            PlayerUIManager.StatAdjustment();
        }
        if (GUI.Button(new Rect(225, 325, Screen.width / 8, 20), "Exit"))
        {
            Time.timeScale = 1;
            Application.LoadLevel("MainMenu");
            DestroyObject(gameObject);
        }
        if (GUI.Button(new Rect(225, 350, Screen.width / 8, 20), "Save"))
        {
            SaveInformation.Save();
            Debug.Log(GameInformation.RequiredXP);
        }

        WindowPlaceHolder = GUILayout.Window(WindowID, WindowPlaceHolder, _inventory, "Inventory");
    }