public void Update() { GL_DRAW.RESET_SKEW(); MX = Input.mousePosition.x / Screen.width; MY = Input.mousePosition.y / Screen.height; MX_EASED += (MX - MX_EASED) / M_EASE; MY_EASED += (MY - MY_EASED) / M_EASE; currentScreen.SetMouse(MX, MY, MX_EASED, MY_EASED); mat.SetPass(0); GL.LoadOrtho(); screenTimer -= Time.fixedDeltaTime; if (screenTimer < 0) { GotoNextScreen(); } CheckKeys(); Draw(); }
public void Draw() { GL_DRAW.RESET_SKEW(); currentScreen.Draw(); Palette _P = currentScreen.P; Color _COL = _P.Get(4); GL_DRAW.RESET_SKEW(); // screen name GL_TXT.Txt(currentScreen.title, SCREEN_TITLE_X, SCREEN_TITLE_Y, DEFAULT_TXT_CELL_HEIGHT, _COL); string _PAGE_STR = (currentScreen_index + 1) + "/" + totalScreens; // screen index status GL_TXT.Txt(_PAGE_STR, 1f - (((_PAGE_STR.Length + 2) * 3) * DEFAULT_TXT_CELL_HEIGHT), SCREEN_TITLE_Y, DEFAULT_TXT_CELL_HEIGHT, _COL); // time remaining line currentScreen.timeRemaining = 1f - (screenTimer / currentScreen.duration); GL_DRAW.Draw_RECT_FILL(0f, 0f, 0.005f, currentScreen.timeRemaining, _COL); }