void OnGUI() { float width = Screen.width / 10; float height = Screen.height / 12; if (GUI.Button(new Rect(0, 0, width, height), "Start")) { action.GameStart(); } string mode = ""; if (action.GetMode()) { if (GUI.Button(new Rect(0, height, width, height), "ChangeMode")) { action.UseKin(); } mode = "Physis"; } else { if (GUI.Button(new Rect(0, height, width, height), "ChangeMode")) { action.UsePhy(); } mode = "Kinematic"; } GUI.TextArea(new Rect(0, height * 2, width, height), "Mode: " + mode); if (action.GetStatus()) { GUI.Window(0, new Rect(Screen.width / 2 - 100, Screen.height / 2 - 50, 200, 70), Restart, "Game Result\n" + "Your Record is " + action.GetRecord().ToString()); } GUI.TextArea(new Rect(0, height * 3, width, height), "Record: " + action.GetRecord().ToString()); }
void OnGUI() { ScoreText.text = "Score: " + score.getScore().ToString(); GUI.Label(new Rect(4 * Screen.width / 5, 2 * Screen.height / 5, Screen.width / 8, Screen.height / 2), "巡逻兵在设定范围内感知到玩家,会自动追击玩家计分:玩家每次甩掉一个巡逻兵计一分,与巡逻兵碰撞游戏结束;"); if (!actions.GameStart()) { if (GUI.Button(new Rect(4 * Screen.width / 5, Screen.height / 5, Screen.width / 9, Screen.width / 16), "Start")) { actions.StartGame(); } } if (actions.GameOver() && actions.GameStart()) { if (GUI.Button(new Rect(4 * Screen.width / 5, Screen.height / 5, Screen.width / 9, Screen.width / 16), "Restart")) { actions.Restart(); } } }
void OnGUI() { GUI.Label(new Rect(20, 20, 120, 25), "score: " + scoreCtrl.getScore()); if (state == STATE.STOP) { if (GUI.Button(new Rect(Screen.width / 2 - 50, Screen.height / 2 - 25, 100, 50), "Start", style2)) { action.Reset(); scoreCtrl.reset(); action.GameStart(); state = STATE.RUNNING; } } }
void OnGUI() { if (action.getState() == 0) { GUI.Label(new Rect(20, 20, 120, 25), "score: " + ((FirstController)SSDirector.GetInstance().CurrentSceneController).scoreCtrl.score, style1); return; } if (action.getState() == 1) { if (GUI.Button(new Rect(Screen.width / 2 - 50, Screen.height / 2 - 25, 100, 50), "Start", style2)) { action.Reset(); action.GameStart(); } } }