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https://github.com/ConjureETS/OuijaMTLGJ2016.git
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Beard UI
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parent
7664e645d1
commit
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Assets/art/Resources/blackbeard.png
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Assets/art/Resources/blackbeard.png
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Assets/art/Resources/blackbeard.png.meta
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Assets/art/Resources/redbeard.png
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Assets/art/Resources/redbeard.png
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Assets/art/Resources/redbeard.png.meta
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guid: 283dd5710bea31e4abd88773113173c8
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timeCreated: 1454256725
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licenseType: Free
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serializedVersion: 2
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enableMipMap: 1
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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cubemapConvolutionSteps: 8
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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textureFormat: -1
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textureSettings:
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spritePixelsToUnits: 100
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BIN
Assets/art/Resources/yellowbeard.png
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BIN
Assets/art/Resources/yellowbeard.png
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After Width: | Height: | Size: 12 KiB |
56
Assets/art/Resources/yellowbeard.png.meta
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Assets/art/Resources/yellowbeard.png.meta
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guid: 581ffab6d8ad5c74f9f1c0e84a396a1b
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timeCreated: 1454256725
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licenseType: Free
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normalMapFilter: 0
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filterMode: -1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spritePixelsToUnits: 100
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alphaIsTransparency: 1
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@ -2,7 +2,8 @@
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using System.Collections;
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using System.Collections;
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public class GUIGameplay : MonoBehaviour {
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public class GUIGameplay : MonoBehaviour {
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public const int boxHeight=90,boxWidth=50;
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public const int offset = 10;
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// Use this for initialization
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// Use this for initialization
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void Start () {
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void Start () {
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@ -14,33 +15,37 @@ public class GUIGameplay : MonoBehaviour {
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}
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}
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void OnGUI()
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void OnGUI()
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{
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{
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int x = 0;
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// Make the first button. If it is pressed, Application.Loadlevel (1) will be executed
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// Make the first button. If it is pressed, Application.Loadlevel (1) will be executed
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for(int i = 0; i<GameState.Instance.players.Length;++i)
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for (int i = 0; i<GameState.Instance.players.Length;++i)
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{
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{
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Color temp = GUI.color;
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Player p = GameState.Instance.players[i];
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GUIStyle boxStyle = new GUIStyle();
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string playerName = "";
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string playerName = "";
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Texture2D beardTex = null;
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switch (i)
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switch (i)
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{
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{
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case 0:
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case 0:
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GUI.color = new Color(1, 1, 0, 0.5f);
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playerName = "Yellow beard";
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playerName = "Yellow beard";
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beardTex = Resources.Load<Texture2D>("yellowbeard");
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break;
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break;
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case 1:
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case 1:
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GUI.color = new Color(1,0 , 0, 0.5f);
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playerName = "Red beard";
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playerName = "Red beard";
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beardTex = Resources.Load<Texture2D>("redbeard");
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break;
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break;
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case 2:
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case 2:
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GUI.color = new Color(0, 0, 1, 0.5f);
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playerName = "Black beard";
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playerName = "Black beard";
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beardTex = Resources.Load<Texture2D>("blackbeard");
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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//beardTex.Resize(10, 10);
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int offset =(int) ((Screen.width - 3 * boxWidth) / 4f);
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x += offset ;
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GUI.Box(new Rect(x , 0, boxWidth, 90), beardTex, boxStyle);
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GUI.Box(new Rect(10+ Screen.width /3 * i , 10, 200, 90), playerName);
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GUI.color = temp;
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Player p = GameState.Instance.players[i];
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for (int j = 0;j< p.letters.Length;++j)
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for (int j = 0;j< p.letters.Length;++j)
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{
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{
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@ -50,20 +55,20 @@ public class GUIGameplay : MonoBehaviour {
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// Debug.Log(p.score);
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// Debug.Log(p.score);
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if (j+1 > p.index)
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if (j+1 > p.index)
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{
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{
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Color temp = GUI.color ;
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temp = GUI.color ;
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GUI.color = new Color(1f, 1f, 1f, 0.50f);
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GUI.color = new Color(1f, 1f, 1f, 0.50f);
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GUI.DrawTexture(new Rect(20 + Screen.width / 3 * i + j * 30 + 20, 40, 30, 30), rune);
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GUI.DrawTexture(new Rect(x + j * 30 + 20 , 40, 30, 30), rune);
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GUI.color = temp;
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GUI.color = temp;
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}
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}
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else
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else
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{
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{
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GUI.DrawTexture(new Rect(20 + Screen.width / 3 * i + j * 30 + 20, 40, 30, 30), rune);
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GUI.DrawTexture(new Rect(x + j * 30 + 20 , 40, 30, 30), rune);
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}
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}
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}
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}
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x += boxWidth;
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}
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}
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}
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}
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