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Question by
Skyfall106_Gaming · May 22, 2017 at 03:35 AM ·
c#unity 5uibutton backround
Changing Button sprite using OnGui method
Hey! So I have a code which reates a pause menu but want to change the button look so that it isnt that blank transparent thing. How am I supposed to do this?
Here is my code:
using UnityEngine;
using System.Collections;
public class PauseMenu : MonoBehaviour
{
public GUISkin skin;
private float gldepth = -0.5f;
private float startTime = 0.1f;
public Material mat;
private long tris = 0;
private long verts = 0;
private float savedTimeScale;
private bool showfps;
private bool showtris;
private bool showvtx;
private bool showfpsgraph;
public Color lowFPSColor = Color.red;
public Color highFPSColor = Color.green;
public int lowFPS = 30;
public int highFPS = 50;
public GameObject start;
public string url = "unity.html";
public Color statColor = Color.yellow;
public string[] credits= {
"A Fugu Games Production",
"Programming by Phil Chu",
"Fugu logo by Shane Nakamura Designs",
"Copyright (c) 2007-2008 Technicat, LLC"} ;
public Texture[] crediticons;
public enum Page {
None,Main,Options,Credits
}
private Page currentPage;
private float[] fpsarray;
private float fps;
private int toolbarInt = 0;
private string[] toolbarstrings = {"Audio","Graphics","Stats","System"};
void Start() {
fpsarray = new float[Screen.width];
Time.timeScale = 1;
//Comment the next line out if you don't want it to pause right at the beginning
//PauseGame();
}
void OnPostRender() {
if (showfpsgraph && mat != null) {
GL.PushMatrix ();
GL.LoadPixelMatrix();
for (var i = 0; i < mat.passCount; ++i)
{
mat.SetPass(i);
GL.Begin( GL.LINES );
for (int x=0; x < fpsarray.Length; ++x) {
GL.Vertex3(x, fpsarray[x], gldepth);
}
GL.End();
}
GL.PopMatrix();
ScrollFPS();
}
}
void ScrollFPS() {
for (int x = 1; x < fpsarray.Length; ++x) {
fpsarray[x-1]=fpsarray[x];
}
if (fps < 1000) {
fpsarray[fpsarray.Length - 1]=fps;
}
}
static bool IsDashboard() {
return Application.platform == RuntimePlatform.OSXDashboardPlayer;
}
static bool IsBrowser() {
return (Application.platform == RuntimePlatform.WindowsWebPlayer ||
Application.platform == RuntimePlatform.OSXWebPlayer);
}
void LateUpdate () {
if (showfps || showfpsgraph) {
FPSUpdate();
}
if (Input.GetKeyDown("escape"))
{
switch (currentPage)
{
case Page.None:
PauseGame();
break;
case Page.Main:
if (!IsBeginning())
UnPauseGame();
break;
default:
currentPage = Page.Main;
break;
}
}
}
void OnGUI () {
if (skin != null) {
GUI.skin = skin;
}
ShowStatNums();
ShowLegal();
if (IsGamePaused()) {
GUI.color = statColor;
switch (currentPage) {
case Page.Main: MainPauseMenu(); break;
case Page.Options: ShowToolbar(); break;
case Page.Credits: ShowCredits(); break;
}
}
}
void ShowLegal() {
if (!IsLegal()) {
GUI.Label(new Rect(Screen.width-100,Screen.height-20,90,20),
"jdonavan.com");
}
}
bool IsLegal() {
return !IsBrowser() ||
Application.absoluteURL.StartsWith("http://www.jdonavan.com/") ||
Application.absoluteURL.StartsWith("http://jdonavan.com/");
}
void ShowToolbar() {
BeginPage(300,300);
toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarstrings);
switch (toolbarInt) {
case 0: VolumeControl(); break;
case 3: ShowDevice(); break;
case 1: Qualities(); QualityControl(); break;
case 2: StatControl(); break;
}
EndPage();
}
void ShowCredits() {
BeginPage(300,300);
foreach(string credit in credits) {
GUILayout.Label(credit);
}
foreach( Texture credit in crediticons) {
GUILayout.Label(credit);
}
EndPage();
}
void ShowBackButton() {
if (GUI.Button(new Rect(20, Screen.height - 50, 50, 20),"Back")) {
currentPage = Page.Main;
}
}
void ShowDevice() {
GUILayout.Label("Unity player version "+Application.unityVersion);
GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+
SystemInfo.graphicsMemorySize+"MB\n"+
SystemInfo.graphicsDeviceVersion+"\n"+
SystemInfo.graphicsDeviceVendor);
GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);
GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);
GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
}
void Qualities() {
switch (QualitySettings.GetQualityLevel())
{
case 0:
GUILayout.Label("Fastest");
break;
case 1:
GUILayout.Label("Fast");
break;
case 2:
GUILayout.Label("Simple");
break;
case 3:
GUILayout.Label("Good");
break;
case 4:
GUILayout.Label("Beautiful");
break;
default:
GUILayout.Label("Fantastic");
break;
}
}
void QualityControl() {
GUILayout.BeginHorizontal();
if (GUILayout.Button("Decrease")) {
QualitySettings.DecreaseLevel();
}
if (GUILayout.Button("Increase")) {
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
void VolumeControl() {
GUILayout.Label("Volume");
AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume, 0, 1);
}
void StatControl() {
GUILayout.BeginHorizontal();
showfps = GUILayout.Toggle(showfps,"FPS");
showtris = GUILayout.Toggle(showtris,"Triangles");
showvtx = GUILayout.Toggle(showvtx,"Vertices");
showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
GUILayout.EndHorizontal();
}
void FPSUpdate() {
float delta = Time.smoothDeltaTime;
if (!IsGamePaused() && delta !=0.0) {
fps = 1 / delta;
}
}
void ShowStatNums() {
GUILayout.BeginArea( new Rect(Screen.width - 100, 10, 100, 200));
if (showfps) {
string fpsstring= fps.ToString ("#,##0 fps");
GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
GUILayout.Label (fpsstring);
}
if (showtris || showvtx) {
GetObjectStats();
GUI.color = statColor;
}
if (showtris) {
GUILayout.Label (tris+"tri");
}
if (showvtx) {
GUILayout.Label (verts+"vtx");
}
GUILayout.EndArea();
}
void BeginPage(int width, int height) {
GUILayout.BeginArea( new Rect((Screen.width - width) / 2, (Screen.height - height) / 2, width, height));
}
void EndPage() {
GUILayout.EndArea();
if (currentPage != Page.Main) {
ShowBackButton();
}
}
bool IsBeginning() {
return (Time.time < startTime);
}
void MainPauseMenu() {
BeginPage(200,200);
if (GUILayout.Button (IsBeginning() ? "Play" : "Continue")) {
UnPauseGame();
}
if (GUILayout.Button ("Options")) {
currentPage = Page.Options;
}
if (GUILayout.Button ("Credits")) {
currentPage = Page.Credits;
}
if (IsBrowser() && !IsBeginning() && GUILayout.Button ("Restart")) {
Application.OpenURL(url);
}
EndPage();
}
void GetObjectStats() {
verts = 0;
tris = 0;
GameObject[] ob = FindObjectsOfType(typeof(GameObject)) as GameObject[];
foreach (GameObject obj in ob) {
GetObjectStats(obj);
}
}
void GetObjectStats(GameObject obj) {
Component[] filters;
filters = obj.GetComponentsInChildren<MeshFilter>();
foreach( MeshFilter f in filters )
{
tris += f.sharedMesh.triangles.Length/3;
verts += f.sharedMesh.vertexCount;
}
}
void PauseGame() {
savedTimeScale = Time.timeScale;
Time.timeScale = 0;
AudioListener.pause = true;
currentPage = Page.Main;
}
void UnPauseGame() {
Time.timeScale = savedTimeScale;
AudioListener.pause = false;
currentPage = Page.None;
if (IsBeginning() && start != null) {
start.SetActive(true);
}
}
bool IsGamePaused() {
return (Time.timeScale == 0);
}
void OnApplicationPause(bool pause) {
if (IsGamePaused()) {
AudioListener.pause = true;
}
}
}
Comment
Please just let OnGUI die and be relegated to Editor extensions... The new UI is powerful, efficient, and incredibly easy to use.
If you must know, you can't use Sprites technically, you have to use Texture2D. The code would look like this.
public Texture2D tex;
void OnGUI()
{
GUISkin skin = new GUISkin();
skin.button.normal.background = tex;
}
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