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Menu Functionality #24

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Cheeseness opened this issue Feb 12, 2014 · 12 comments
Open

Menu Functionality #24

Cheeseness opened this issue Feb 12, 2014 · 12 comments

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@Cheeseness
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Implement menus (#16) and other out-of-game "screens".

@ErikBehar
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I'll sign up for this. throwing in some quick programmer art

@Cheeseness
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Sweet. I believe that @Goldenheaven has done some work on this too.

@Goldenheaven
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  • Changes to clickable script:

    Commented Update Section ( To be Uncommented if
    Input.simulateMouseWithTouches doesn't allow touch to call mouse events
    ).

    When mouse is over avaible options will turn text color red.

    When mouse is no longer over the text will change color back to white.

  • Changes to GameControl script:

    Changed Application.LoadLevelAdditive to make it load from selected
    menu level.

    Commented Update Section as it wasn't doing anything.

  • Changed intro object and object that holds current level text to
    allow:

    Added Tag "Intro" to intro object

    Added Tag "LevelID" to current level object

    changed the name of current level object to levelID

@ghost
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ghost commented Feb 20, 2014

There was so much going on in the main scene, I started anew in another scene I'm calling main_skinned.

I'm using Unitys built-in GUI functionality as much as I can, to keep it somewhat scalable between resolutions etc. My plan is to apply a skin to it later, change font sizes, colors, backgrounds etc etc. I haven't gotten that far yet, so I don't know how much customization is possible, we shall see!

Here's a video of what I've got going so far: http://www.youtube.com/watch?v=yODKvNPUJeQ

@Cheeseness
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@lightsoda Looks like a good start! From a cursory look makes it seems like Unity's normal UI stuff can do auto corner/edge slicing, which is sweet.

Just be sure to use the fonts that are in the repo (I'd like to swap them out for something with appropriate licencing), since the fonts athat Unity uses by default aren't on all operating systems.

Are you aiming to have the camera slowly orbit the hole?

@ghost
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ghost commented Feb 20, 2014

@Cheeseness sure we could have the camera orbit the hole. No problem.

@ghost
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ghost commented Feb 20, 2014

@Cheeseness For fonts, I added georgia, but we can figure out what we can and can't use, and replace with appropriate fonts down the line.

As for the skinning, it's kinda funky, I downloaded the source files for the built-in skin, which has helped. They are basically textures, which include the rounded corners, basic colors and some shading. It seems very limited to the shape of the elements, and the source bitmaps are too small to for instance add texture work to the button backgrounds.

But instead of going down the rabbit hole of too much work, I guess we can compromise and work within the limits of the current Unity UI system.

Cheeseness added a commit that referenced this issue Feb 21, 2014
#24: Basic GUI layout and skinning
@Cheeseness
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but we can figure out what we can and can't use, and replace with appropriate fonts down the line.

The only problem with that approach is that we're distributing the entire git history, not just the current head.

It seems very limited to the shape of the elements, and the source bitmaps are too small to for instance add texture work to the button backgrounds.

What I briefly looked over seemed to be saying that you specify in pixels how much of the edges to use and then whatever's left from the source image is tiled as the background (so your source could be huge or small).

Cheeseness added a commit that referenced this issue Feb 21, 2014
#24: Camera orbit and Po2 logo
@ghost
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ghost commented Feb 24, 2014

We need to look at keeping variables between scenes for settings. As it stands right now, for main_skinned at least, the settings for music/sound are just kept within that script.

@Cheeseness
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I'd like to see @Goldenheaven's configuration handler start to look at being the storage mechanism for that sort of stuff eventually (with user preferences type stuff optionally being pushed out to file so that they can be remembered for next run).

@Cheeseness Cheeseness added this to the Bare, Bare Bones milestone Feb 27, 2014
@ghost
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ghost commented Feb 27, 2014

@ErikBehar I'm gonna go ahead and start cleaning up the "main" scene and the UI you've been working on. Short term I think it's best if we get that working and looking half decent, I hope you don't mind! I'll throw in some of the mockup art and stuff.

Hit me up on IRC if you want to sync.

@ErikBehar
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@lightsoda that would be awesome, let me know if you need clarification of how anything works, and if you need additional code to make it work ( my thinking is that we might need an anchor to any other gameobject, or a scale proportional anchor ) not sure.

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