コード例 #1
0
ファイル: MenuScene.cs プロジェクト: Glewisguy/Unity
    void MainWindow()
    {
        float mx = Input.mousePosition.x;
        float my = Screen.height-Input.mousePosition.y;
        GUI.skin.label.fontSize = 40;
        GUI.skin.label.alignment = TextAnchor.MiddleLeft;

        GUI.DrawTexture(new Rect(Screen.width-500,0,500, 140), GUImgr.gradLeft);
        GUI.DrawTexture(new Rect(Screen.width-400,0,400,128), title);

        float xpos = Screen.width-300;
        float ypos = 200;

        if (mx>xpos && my>ypos && my<ypos+50){
            GUI.DrawTexture(new Rect(xpos,ypos,300, 50), GUImgr.gradLeft);
        }
        GUI.Label(new Rect(xpos, ypos, 2000,50), "Continue");

        xpos+=50; ypos+=50;
        if (mx>xpos && my>ypos && my<ypos+50){
            GUI.DrawTexture(new Rect(xpos,ypos,300, 50), GUImgr.gradLeft);
            if (Input.GetMouseButton(0) && !click){
                newWindow = MenuWindow.New;
                click = true;
            }
        }
        GUI.Label(new Rect(xpos, ypos, 2000,50), "New Game");
    }
コード例 #2
0
        void InitializeControls()
        {
            var menuWindow = new MenuWindow(this);
            menuWindow.Show();

            var startEffectOverlay = new Overlay(this)
            {
                Opacity = 1
            };
            startEffectOverlay.Show();

            var startEffectOverlay_opacityAnimation = new FloatLerpAnimation
            {
                Action = (current) => { startEffectOverlay.Opacity = current; },
                From = 1,
                To = 0,
                Duration = TimeSpan.FromSeconds(0.5d),
                Enabled = true
            };
            startEffectOverlay_opacityAnimation.Completed += (s, e) =>
            {
                startEffectOverlay.Close();
                menuWindow.Activate();
            };
            startEffectOverlay.Animations.Add(startEffectOverlay_opacityAnimation);
        }
コード例 #3
0
ファイル: LevelComplete.cs プロジェクト: Roseluck/AIRTS2
	// Use this for initialization
	void Start () {
        if (!levelWindow) { levelWindow = this.GetComponent<MenuWindow>(); }

        if (levelWindow) {
            for (var i = 0; i < levelWindow.Elements.Length; i++) {
                if (PlayerPrefs.HasKey("UnlockLevel" + i.ToString())) { levelWindow.Elements[i].Locked(false); }
            }
        }
	}
コード例 #4
0
ファイル: MenuScene.cs プロジェクト: Arpit0492/Unity
	void Update(){
		startTime += Time.deltaTime;
		if (!GameObject.Find("MusicBox").audio.isPlaying){
			GameObject.Find("MusicBox").audio.Play();
		}
		if (!Input.GetMouseButton(0))	click = false;

		currentWindow = newWindow;
	}
コード例 #5
0
ファイル: WorkspaceSetter.cs プロジェクト: ethanhs/IronShell
        public WorkspaceSetter(TaskWindow taskWindow, MenuWindow menu, Desktop desktop)
        {
            this.taskWindow = taskWindow;
            this.menu = menu;
            this.desktop = desktop;
            settings = SharedSettings.GetInstance();
            if (settings.TaskbarAlwaysVisible)
                taskWindow.SizeChanged += TaskWindowSizeChanged;
            menu.SizeChanged += TaskWindowSizeChanged;

            DrawWorkSpace();
        }
コード例 #6
0
ファイル: MenuWindow.cs プロジェクト: AndreiMarks/ghost-bird
 static void Init()
 {
     window = (MenuWindow)EditorWindow.GetWindow( typeof(MenuWindow) );
 }
コード例 #7
0
ファイル: MenuScene.cs プロジェクト: Glewisguy/Unity
    void NewWindow()
    {
        float mx = Input.mousePosition.x;
        float my = Screen.height-Input.mousePosition.y;
        GUI.skin.label.fontSize = 40;
        GUI.skin.label.alignment = TextAnchor.MiddleCenter;
        GUI.Label(new Rect(0,00, Screen.width,50), "Select Combat System");

        float xpos = Screen.width/2;
        float ypos = 100;
        if ((mx>xpos && my>ypos && my<ypos+50)){
            GUI.DrawTexture(new Rect(xpos,ypos,Screen.width/2, 50), GUImgr.gradLeft);
            if (Input.GetMouseButton(0) && !click){
                PlayerPrefs.SetInt("CombatSystem", 0);
                Application.LoadLevel("GameStart");
                click = true;
            }
        }
        GUI.Label(new Rect(xpos, ypos, Screen.width/2,50), "NXT Action");

        ypos = Screen.height/2;
        if (mx>xpos && my>ypos && my<ypos+50){
            GUI.DrawTexture(new Rect(xpos,ypos,Screen.width/2, 50), GUImgr.gradLeft);
            if (Input.GetMouseButton(0) && !click){
                PlayerPrefs.SetInt("CombatSystem", 1);
                Application.LoadLevel("GameStart");
                click = true;
            }
        }
        GUI.Label(new Rect(xpos,ypos, Screen.width/2,50), "Classical");

        xpos = 200;
        ypos = Screen.height-50;
        if (mx<xpos && my>ypos){
            GUI.DrawTexture(new Rect(0,ypos,200,50), GUImgr.gradRight);
            if (Input.GetMouseButton(0) && !click){
                newWindow = MenuWindow.Main;
                click = true;
            }
        }
        GUI.Label(new Rect(25, ypos, 175,50), "Cancel");

        GUI.skin.label.fontSize = 15;
        GUI.skin.label.alignment = TextAnchor.UpperLeft;

        GUI.Label(new Rect(Screen.width/2, 150, Screen.width/2-20,500),
                  "Directly control your pokemon in fast pased action combat. Combat is real time and pokemon " +
                  "moves are hotkeyed. This is one of the major additions of Pokemon NXT and how the game is " +
                  "supposed to be played.");

        GUI.Label(new Rect(Screen.width/2, Screen.height/2+50, Screen.width/2-20,500),
                  "Can't get to grips with the new combat system? Not to worry, you can use the classical " +
                  "turn based system. NXT rebalancing and other additions are still implimented but the " +
                  "game will feel more like a classic pokemon game.");

        GUI.skin.label.alignment = TextAnchor.MiddleCenter;
        GUI.Label(new Rect(0, 40, Screen.width,25), "This can be changed at anytime in-game.");
    }
コード例 #8
0
ファイル: MenuElements.cs プロジェクト: Roseluck/AIRTS2
//========================================================================================================
public void SetParent (MenuWindow parent) {
  parentElement = parent;
}