// Use this for initialization void Start() { selected = MenuLog.Objective; hover = MenuLog.Objective; oldstate = MenuLog.Objective; items = GetComponent <Menu_Flow> ().gamedata.GetComponent <Data_Item> (); Change_Text("No Objective"); menu = GetComponent <Menu_Flow> (); }
void Update_Text(MenuLog state) { oldstate = state; switch (state) { case MenuLog.Objective: Change_Text("No Objective"); break; case MenuLog.ItemSelect: Change_Text("Choose an item to use."); break; case MenuLog.Item: Change_Text("Use a consumable item."); break; case MenuLog.Equip: Change_Text("Change equipped items."); break; case MenuLog.Status: Change_Text("Hover over skills to view them."); break; case MenuLog.Save: Change_Text("Save the game."); break; case MenuLog.Load: Change_Text("Load the last save point."); break; case MenuLog.MainMenu: Change_Text("Return to the main menu. Unsaved progress will be lost."); break; case MenuLog.Story: Change_Text("Review important story events and items."); break; case MenuLog.Options: Change_Text("Change game settings."); break; case MenuLog.PartySelect: Change_Text("Choose a character."); break; case MenuLog.EquipStatus: Change_Text("Click an equipped item to change it."); break; case MenuLog.EquipSelect: Change_Text("Choose a new item to equip."); break; case MenuLog.TargetAll: Change_Text("Left click to use Sleeping Bags."); break; } }
public void Exit_Hover() { hover = MenuLog.None; }
public void Set_Selected(string state) { selected = (MenuLog)System.Enum.Parse(typeof(MenuLog), state); Exit_Hover(); }
public void Set_Hover(string state) { hover = (MenuLog)System.Enum.Parse(typeof(MenuLog), state); }