void RandomizeGender() { int rn = Random.Range(0, 1); if (rn == 0) { //player.gender = Gender.MALE; player.SetGender(Gender.MALE); } else { //player.gender = Gender.FEMALE; player.SetGender(Gender.FEMALE); } }
void OnGUI() { //Do GUI stuff. if (state == 0) //transition to gender select { GUI.Button(m_gender_male, "Male"); GUI.Button(m_gender_female, "Female"); } if (state == 1) //gender select { if (GUI.Button(m_gender_male, "Male")) { //set player gender to male player_core.SetGender(Gender.MALE); state = 2; } if (GUI.Button(m_gender_female, "Female")) { //set player gender to female player_core.SetGender(Gender.FEMALE); state = 2; } } if (state == 2) //transition -> look select { //fade out state 1 stuff. GUI.Button(m_hair, "Hair"); GUI.Button(m_eyes, "Eyes"); GUI.Button(m_look_confirm, "OK"); } if (state == 3) //look select { if (GUI.Button(m_look_confirm, "OK")) { state = 4; } } if (state == 4) //transition -> class select { //fade out look stuff GUI.Button(m_class_melee, "Melee"); GUI.Button(m_class_mid, "Mid"); GUI.Button(m_class_ranged, "Ranged"); } if (state == 5) //class select { if (GUI.Button(m_class_melee, "Melee")) { //set class to melee player_core.character_class = CharacterClass.MELEE; state = 6; } if (GUI.Button(m_class_mid, "Mid")) { //set class to mid player_core.character_class = CharacterClass.MID; state = 6; } if (GUI.Button(m_class_ranged, "Ranged")) { //set class to ranged player_core.character_class = CharacterClass.RANGED; state = 6; } } if (state == 6) //transition -> relic select { //Fade out stuff from state 5 GUI.Button(m_relic_shield, "Shield"); GUI.Button(m_relic_boots, "Boots"); GUI.Button(m_relic_berserk, "Berserk"); } if (state == 7) //relic select { if (GUI.Button(m_relic_shield, "Shield")) { //set relic to shield player_core.relic = Relic.SHIELD; state = 8; } if (GUI.Button(m_relic_boots, "Boots")) { //set relic to boots player_core.relic = Relic.BOOTS; state = 8; } if (GUI.Button(m_relic_berserk, "Berserk")) { //set relic to berserk player_core.relic = Relic.BERSERK; state = 8; } } if (state == 8) { //EXIT } }