private void DrawSelection() { GUI.skin = ResourceManager.SelectBoxSkin; Rect selectBox = WorkManager.CalculateSelectionBox(selectionBounds, playingArea); GUI.BeginGroup(playingArea); DrawSelectionBox(selectBox); GUI.EndGroup(); }
private void DrawSelection() { GUI.skin = ResourceManager.SelectBoxSkin; Rect selectBox = WorkManager.CalculateSelectionBox(selectionBounds, playingArea); //Draw the selection box around the currently selected object, within the bounds of the playing area GUI.BeginGroup(playingArea); DrawSelectionBox(selectBox); GUI.EndGroup(); }
/*** Private Methods ***/ private void DrawBuildProgress() { GUI.skin = ResourceManager.SelectBoxSkin; Rect selectBox = WorkManager.CalculateSelectionBox(selectionBounds, playingArea); //Draw the selection box around the currently selected object, within the bounds of the main draw area GUI.BeginGroup(playingArea); CalculateCurrentHealth(0.5f, 0.99f); DrawHealthBar(selectBox, "Building ..."); }
private void DrawBuildProgress() { GUI.skin = ResourceManager.SelectBoxSkin; Rect selectBox = WorkManager.CalculateSelectionBox(selectionBounds, playingArea); GUI.BeginGroup(playingArea); CalculateCurrentHealth(0.5f, 0.99f); DrawHealthBar(selectBox, "Building ..."); GUI.EndGroup(); }
private void DrawSelection() { //draw selection only when player camera is active if (GameObject.FindWithTag("MapCamera").GetComponent <Camera>().depth != 1) ///yess it works { GUI.skin = ResourceManager.SelectBoxSkin; Rect selectBox = WorkManager.CalculateSelectionBox(selectionBounds, playingArea); //Draw the selection box around the currently selected object, within the bounds of the playing area GUI.BeginGroup(playingArea); DrawSelectionBox(selectBox); GUI.EndGroup(); } }