/// <summary> /// Displays the GUI for the player. /// Creates: /// Prev and Next Buttons. /// Stat Screen and Preview Screen. /// </summary> void OnGUI() { style = new GUIStyle("TextArea"); style.richText = true; /*if (GUI.Button (new Rect (10, 100, 100, 30), "Save")) { * Game_Controller.controller.Save(); * } * if (GUI.Button (new Rect (10, 140, 100, 30), "Load")) { * Game_Controller.controller.Save(); * }*/ if (GUI.Button(new Rect(10, Screen.height - 160, 50, 30), "Prev")) { Game_Controller.controller.curr_scenario.Prev_Player(); } if (GUI.Button(new Rect(70, Screen.height - 160, 50, 30), "Next")) { Game_Controller.controller.curr_scenario.Next_Player(); } //print (controller.curr_scenario.curr_player.GetComponent<Character_Script> ().character_name); if (controller.curr_scenario.curr_player.Count > 0) { if (!curr_player.Equals(controller.curr_scenario.curr_player.Peek().GetComponent <Character_Script>())) { curr_player = controller.curr_scenario.curr_player.Peek().GetComponent <Character_Script>(); Update_Turn_Order(); } //Debug.Log("Current player " + curr_player.name + " action count " + curr_player.curr_action.Count); if (curr_player.curr_action.Count > 0) { //Debug.Log(curr_player.curr_action.Peek().name); Current_Character_Preview(); } } Turn_Order_Preview(); Current_Tile_Preview(); if (controller.curr_scenario.selected_tile.GetComponent <Tile>() != null) { //Debug.Log("Selecting"); Current_Target_Preview(); } }
/// <summary> /// Change the current turn order string being held by the camera. /// </summary> public void Update_Turn_Order() { string text = ""; foreach (GameObject obj in Game_Controller.controller.curr_scenario.turn_order) { Character_Script chara = obj.GetComponent <Character_Script>(); if (chara.Equals(curr_player)) { text = text + "<color=red>" + chara.name + " " + chara.character_num + "</color> \n"; } else { text = text + chara.name + " " + chara.character_num + "\n"; } } turn_order = text; }