private void _drawPauseMenu() { if (CommonMenuUtilities.showOptions) { CommonMenuUtilities.drawOptionsMenu(GUI.skin); return; } CommonMenuUtilities.drawMainMenuHeader(GUI.skin); CommonMenuUtilities.drawButton("Resume Game", unpauseGame); CommonMenuUtilities.drawCommonMainMenuItems(); CommonMenuUtilities.endCenterBox(); }
void OnGUI() { GUI.skin = this.CustomGUISkin; if (CommonMenuUtilities.showOptions) { CommonMenuUtilities.drawOptionsMenu(GUI.skin); return; } CommonMenuUtilities.drawMainMenuHeader(GUI.skin); CommonMenuUtilities.drawButton("Start Game", startGame); CommonMenuUtilities.drawCommonMainMenuItems(); CommonMenuUtilities.endCenterBox(); }
private void _drawPotentialSelectableUnitsBox() { CommonMenuUtilities.drawMainMenuHeader(GUI.skin, "Select Unit"); foreach (GameObject SelectableUnit in this._Player.PotentialSelectedUnits) { GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); //Just display the first squaddie info for now //In reality we should display the leader stuff Unit UnitInfo = SelectableUnit.GetComponent <Unit>(); SquadMember FirstSquaddie = UnitInfo.SquadMembers[0] as SquadMember; GUILayout.Label(FirstSquaddie.SquadViewTexture); GUILayout.Space(10.0f); if (GUILayout.Button(FirstSquaddie.name)) //Player selected one of these guys { this.GuiAudioSource.PlayOneShot(this.Click1); Time.timeScale = 1; this._Player.PotentialSelectedUnits.RemoveRange(0, this._Player.PotentialSelectedUnits.Count); this._Player.SelectedUnit = SelectableUnit; //Unit.displaySelectSprite() should already handle deselecting previously-selected unit this._Player.displaySelectSprite(); break; } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); //For vertical space GUILayout.FlexibleSpace(); } CommonMenuUtilities.endCenterBox(); }