public void OnGUI()
    {
        GUI.skin = guiSkin;
        GUIStyle backgroundStyle = new GUIStyle();

        backgroundStyle.normal.background = background;
        GUI.Label(new Rect(0, 0, Screen.width, Screen.height), "", backgroundStyle);
        GUIStyle menuButton = new GUIStyle(guiSkin.button);

        menuButton.fontSize = (int)(originalFontSize * (Screen.height / nativeResY));

        //Credtis
        if (Credits != null)
        {
            TitlePos.width  = Credits.width * CreditsScale;
            TitlePos.height = Credits.height * CreditsScale;
            TitlePos.x      = Screen.width / 2 - TitlePos.width / 2;
            TitlePos.y      = CreditsHeight;
            GUI.DrawTexture(TitlePos, Credits);
        }

        float buttonWidth  = Screen.width * buttonWidthPercent;
        float buttonHeight = Screen.height * buttonHeightPercent;

        if (FirstLaunch)
        {
            alpha = MenuFade.FadeIn(fadeSpeed, fadeTexture, alpha);
            if (alpha <= 0)
            {
                FirstLaunch = false;
            }
        }

        else if (GUI.Button(new Rect(Screen.width * buttonDisplacementPercentX,
                                     Screen.height * buttonDisplacementPercent, buttonWidth, buttonHeight), "Go Back", menuButton))
        {
            pushedGoBack = true;
        }

        if (pushedGoBack)
        {
            alpha = MenuFade.FadeOut(fadeSpeed, fadeTexture, alpha);
            if (alpha >= 1)
            {
                SceneManager.LoadScene(backButtonIndex);
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        // a bool inicializada começa como falsa.
        bool test = false;

        //Os gameobjects a seguir sao inicializados para conseguir componentes de outros scripts utilizando
        //as variaveis ja declaradas.
        GameObject n = GameObject.Find ("NovoJogo");
        novojogo = n.GetComponent<ScriptNovoJogo> ();

        GameObject f = GameObject.Find ("screenfader");
        Fade = f.GetComponent<MenuFade> ();

        //tudo que pertence ao loading e inativo no inicio do jogo.
        background.SetActive (false);
        text1.renderer.enabled = false;
        progressbar.SetActive (false);
    }
    private int LoadProgress = 0;    //Por onde começa o progresso do loading.



    // Use this for initialization
    void Start()
    {
        // a bool inicializada começa como falsa.
        bool test = false;

        //Os gameobjects a seguir sao inicializados para conseguir componentes de outros scripts utilizando
        //as variaveis ja declaradas.
        GameObject n = GameObject.Find("NovoJogo");

        novojogo = n.GetComponent <ScriptNovoJogo> ();

        GameObject f = GameObject.Find("screenfader");

        Fade = f.GetComponent <MenuFade> ();

        //tudo que pertence ao loading e inativo no inicio do jogo.
        background.SetActive(false);
        text1.renderer.enabled = false;
        progressbar.SetActive(false);
    }
    void OnGUI()
    {
        GUI.skin = guiSkin;
        GUIStyle backgroundStyle = new GUIStyle();

        backgroundStyle.normal.background = background;
        GUI.Label(new Rect(0, 0, Screen.width, Screen.height), "", backgroundStyle);
        GUIStyle menuButton = new GUIStyle(guiSkin.button);

        menuButton.fontSize = (int)(originalFontSize * (Screen.height / nativeResY));

        //Title
        if (title != null)
        {
            TitlePos.width  = title.width * TitleScale;
            TitlePos.height = title.height * TitleScale;
            TitlePos.x      = Screen.width / 2 - TitlePos.width / 2;
            TitlePos.y      = TitleHeight;
            GUI.DrawTexture(TitlePos, title);
        }

        float buttonWidth  = Screen.width * buttonWidthPercent;
        float buttonHeight = Screen.height * buttonHeightPercent;

        if (GUI.Button(new Rect(Screen.width * horizontalButtonDisp - buttonWidth / 2,
                                Screen.height * verticalButtonDisp + buttonHeight * 1 + spacing,
                                buttonWidth, buttonHeight), "New Game", menuButton))
        {
            if (NoOtherButtonsPushed())
            {
                pushedNewGame = true;
            }
        }

        if (GUI.Button(new Rect(Screen.width * horizontalButtonDisp - buttonWidth / 2,
                                Screen.height * verticalButtonDisp + buttonHeight * 2 + 2 * spacing,
                                buttonWidth, buttonHeight), "Credits", menuButton))
        {
            if (NoOtherButtonsPushed())
            {
                creditsPushed = true;
            }
        }

        if (GUI.Button(new Rect(Screen.width * horizontalButtonDisp - buttonWidth / 2,
                                Screen.height * verticalButtonDisp + buttonHeight * 3 + 3 * spacing,
                                buttonWidth, buttonHeight), "Quit", menuButton))
        {
            if (NoOtherButtonsPushed())
            {
                pushedQuit = true;
            }
        }

        if (pushedNewGame)
        {
            alpha = MenuFade.FadeOut(fadeOutSpeed, fadeTexture, alpha);
            if (alpha >= 1)
            {
                SceneManager.LoadScene(newGameIndex);
            }
        }

        if (creditsPushed)
        {
            alpha = MenuFade.FadeOut(fadeOutSpeed, fadeTexture, alpha);
            if (alpha >= 1)
            {
                SceneManager.LoadScene(creditsIndex);
            }
        }

        if (pushedQuit)
        {
            Application.Quit();
            pushedQuit = false;
        }
    }