void OnGUI() { GUI.skin = this.CustomGUISkin; CommonMenuUtilities.drawCenterBoxHeader(this.CustomGUISkin, this._title, this._boxWidth, this._boxHeight); CommonMenuUtilities.drawSingleLabelLine("BATTLE REPORT"); GUILayout.FlexibleSpace(); CommonMenuUtilities.drawSingleLabelLine("Days Fought\t\t" + (this._LevelInformations.getBattleTime() / 1440) + 1); GUILayout.FlexibleSpace(); CommonMenuUtilities.drawSingleLabelLine("Soldiers Remaining\t\t" + this._LevelInformations.getNumSoldiers()); CommonMenuUtilities.drawSingleLabelLine("Soldiers Lost\t\t" + this._LevelInformations.getNumSoldiersKilled()); GUILayout.FlexibleSpace(); CommonMenuUtilities.drawSingleLabelLine("Enemies Remaining\t\t" + this._LevelInformations.getNumEnemies()); CommonMenuUtilities.drawSingleLabelLine("Enemies Killed\t\t" + this._LevelInformations.getNumEnemiesKilled()); GUILayout.FlexibleSpace(); if (GUILayout.Button("Continue")) { this.GuiAudioSource.PlayOneShot(this.Click1); this._ContinueResponseFunction(); } GUILayout.FlexibleSpace(); CommonMenuUtilities.endCenterBox(); }
void OnGUI() { GUI.skin = this.CustomGUISkin; //Replace "briefing" with the name of the map or something (should be in the intro text file) CommonMenuUtilities.drawCenterBoxHeader(this.CustomGUISkin, "", this._boxWidth, this._boxHeight); GUILayout.FlexibleSpace(); this._drawPicture(); GUILayout.FlexibleSpace(); this._drawText(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Continue")) { this.GuiAudioSource.PlayOneShot(this.Click1); this._ContinueResponseFunction(); } ; GUILayout.FlexibleSpace(); CommonMenuUtilities.endCenterBox(); }
public static void drawOptionsMenu(GUISkin CustomGuiSkin) { CommonMenuUtilities.drawCenterBoxHeader(CustomGuiSkin, "OPTIONS", CommonMenuUtilities._mainMenuWidth, CommonMenuUtilities._mainMenuHeight); CommonMenuUtilities.drawButton("Back", exitOptions); CommonMenuUtilities.endCenterBox(); }
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(); }