void OnGUI() { if (DisplayDebug) { float screenScale = Screen.width / 360.0f; Matrix4x4 scaledMatrix = Matrix4x4.identity * Matrix4x4.Scale(new Vector3(screenScale, screenScale, screenScale)); GUI.matrix = scaledMatrix; GUI.Label(new Rect(10, 0, 1000, 90), $"Timer: {timer.DebugTimeLeftCurrentScanline()}"); if (field.DebugCurrentPick()) { GUI.Label(new Rect(10, 46, 1000, 90), "Current Pick: " + field.DebugCurrentPick().id); } if (field.DebugCurrentPick()) { GUI.Label(new Rect(10, 56, 1000, 90), "Current Type: " + field.DebugCurrentPick().ToString()); } if (field.DebugPossibleDropId() != -1) { GUI.Label(new Rect(10, 66, 1000, 90), "Possible drop: " + field.DebugPossibleDropId()); } GUI.Label(new Rect(10, 77, 1000, 90), "Dots : " + field.DebugCountDots() + "/" + (field.DebugColumns() * field.DebugRows())); GUI.Label(new Rect(10, 87, 1000, 90), "Dots(empty): " + field.DebugCountDots(true) + "/" + (field.DebugColumns() * field.DebugRows())); GUI.Label(new Rect(10, 97, 1000, 90), "Score: " + gameplay.DebugScore()); if (field.DebugbMouseCoordsOnClick()) { GUI.Label(new Rect(10, 106, 1000, 90), "Mouse onClick: " + field.DebugvMouseCoordsOnClick().ToString()); } if (field.DebugbMouseCoordsNow()) { GUI.Label(new Rect(10, 116, 1000, 90), "Mouse now: " + field.DebugvMouseCoordsNow().ToString()); } if (tutorial.DebugShouldDisplayTutorial()) { GUI.Label(new Rect(10, 126, 1000, 90), "Tutorial: " + tutorial.DebugCurrentPhase()); } if (gameplay.DebugIsGameOver()) { GUI.Label(new Rect(10, 136, 1000, 90), "GAME OVER"); } if (GUI.Button(new Rect(10, 156, 100, 20), "Spawn Dots")) { field.DebugDropNewDots(); } if (GUI.Button(new Rect(10, 176, 100, 20), "Toggle Timer")) { timer.DebugPauseResume(); } if (GUI.Button(new Rect(10, 196, 100, 20), "Clear dots")) { field.DebugClearDots(); } if (GUI.Button(new Rect(10, 216, 100, 20), "Set Pattern")) { field.DebugSetPattern(); } if (GUI.Button(new Rect(10, 236, 100, 20), "Reset Game")) { app.DebugResetGame(); } if (GUI.Button(new Rect(10, 256, 100, 20), "Game Over")) { gameplay.DebugGameOver(); } } }