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Question by Gilead7 · Aug 10, 2012 at 03:47 PM · c#texture2dguitexturebool

Enabling and Disabling GUI Textures

In my game, I have a "Peace Mode" and a "Combat Mode." While in Peace mode, I want to have the combat textures disabled and greyed out. Do I need to make separate "greyed-out" versions? While I have the textures showing on and off when clicked, I can't quite get it working right.

void OnMouseDown() { if(PeaceButton) Mode ();

 if(AttackHackButton)
 HackAttack();
 ...etc

} void Mode() { if(!CombatMode) //bool { guiTexture.texture=CombatButton; CombatMode=true; //AttackHackButton=enabled; (Should this be a bool?) Debug.Log("Combat Mode" +CombatMode); } else { guiTexture.texture=PeaceButton; CombatMode=false; Debug.Log("Peace Mode" +CombatMode); } }

What am I missing? Thanks!

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Answer by ScroodgeM · Aug 10, 2012 at 11:17 PM

best way at least in performance reason is to have two sets of textures.

on draw controls, just check the Combatode and use texture that shows the activity

  • can't quite get it working right.* what exactly working wrong?

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avatar image Gilead7 · Aug 11, 2012 at 08:14 PM 0
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I wasn't quite able to wrap my brain around what needed to happen. I've since worked out one thing, but the rest is still elusive. I added this to on$$anonymous$$ouseDown: if (Combat$$anonymous$$ode=true) { if(RangedButton) RangedAttack$$anonymous$$ode();

if(AttackHackButton) HackAttack();

if(AttackSlashButton) SlashAttack();

if(AttackThrustButton) ThrustAttack();

if(AttackUppercutButton) UppercutAttack(); }

But if I try more than one texture in the $$anonymous$$ode function(which switches between peace and combat modes) it's blank. Need some way to differentiate the different pieces. Will draw controls work for this?

avatar image ScroodgeM · Aug 13, 2012 at 09:51 PM 0
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show sources of both textures declaration and implementation.

avatar image Gilead7 · Aug 16, 2012 at 08:34 PM 0
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Finally got it working!

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