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using UnityEngine;
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using System.Collections;
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namespace Fungus
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{
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/**
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* Draws a GUI button at a consistent size regardless of screen resolution.
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* The button can be positioned anywhere on the screen using normalized screen coords.
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* Vertical and horizontal padding can be applied to offset the button away from the screen edge.
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* Several options are available for handling the player click action.
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*/
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public class GUIButton : MonoBehaviour
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{
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/// Texture to draw on the screen.
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public Texture2D texture;
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/// Fraction of screen height (for resolution independent sizing).
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public float verticalScale = 0.2f;
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/// Texture position on screen in localized screen coords ([0..1], [0..1])
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public Vector2 screenPosition;
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/// Vertical and horizontal space between edge of screen and texture (in pixels).
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public Vector2 padding;
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/// Supported actions to perform when player clicks the button.
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public enum ClickAction
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{
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/// Perform no action, useful when you just want to display a sprite in screen space.
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None,
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/// Open the URL specified in actionParameter in the browser
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OpenURL,
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/// Call a method specified by actionParameter on all Room objects in the scene.
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SendMessage
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};
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/// Action to perform when player clicks the button.
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public ClickAction clickAction;
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/// Parameter associated with the click action.
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public string actionParameter;
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void OnGUI()
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{
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if (texture == null)
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{
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return;
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}
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// Calc initial center point
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float x = screenPosition.x * Screen.width;
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float y = screenPosition.y * Screen.height;
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// Height is calculated as a fraction of screen height for resolution independent sizing.
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// Width is then calculated so as to maintain the original aspect ratio of the texture.
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float height = Screen.height * verticalScale;
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float width = texture.width * (height / texture.height);
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// Calc initial rect for rendering texture
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float x1 = x - width / 2f;
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float y1 = y - height / 2f;
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float x2 = x + width / 2f;
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float y2 = y + height / 2f;
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// Adjust rect to fit on screen, and apply vertical & horizontal padding
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if (x1 < padding.x)
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{
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x1 = padding.x;
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x2 = x1 + width;
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}
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if (x2 > Screen.width - padding.x)
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{
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x2 = Screen.width - padding.x;
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x1 = x2 - width;
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}
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if (y1 < padding.y)
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{
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y1 = padding.y;
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y2 = y1 + height;
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}
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if (y2 > Screen.height - padding.y)
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{
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y2 = Screen.height - padding.y;
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y1 = y2 - height;
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}
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// Draw the texture
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Rect textureRect = new Rect(x1, y1, x2 - x1, y2 - y1);
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if (GUI.Button(textureRect, texture, new GUIStyle()))
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{
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switch (clickAction)
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{
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case ClickAction.OpenURL:
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Application.OpenURL(actionParameter);
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break;
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case ClickAction.SendMessage:
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// Send the message to all Room objects in the scene
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Room[] allRooms = GameObject.FindObjectsOfType<Room>();
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foreach (Room room in allRooms)
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{
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room.SendMessage(actionParameter, SendMessageOptions.DontRequireReceiver);
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}
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break;
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}
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}
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}
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}
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}
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