Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by AusAndrew19 · Jun 01, 2012 at 03:17 AM · fpsquit

How to add a quit button to this script.

Hi Guys, I have this script (Will Be Bellow) It Works 100% But it doesnt have a quit button. Could someone possibly help me add one bellow the credits bar. here is a screenshot. alt text

But how to add another button with a function to quit the game when i press it?

 //@script ExecuteInEditMode()

var skin:GUISkin; private var gldepth = -0.5; private var startTime = 0.1; var nativeVerticalResolution = 1200.0; var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width; var mat:Material; private var tris = 0; private var verts = 0; private var savedTimeScale:float; private var pauseFilter; private var showfps:boolean; private var showtris:boolean; private var showvtx:boolean; private var showfpsgraph:boolean; var lowFPSColor = Color.red; var highFPSColor = Color.green; var lowFPS = 30; var highFPS = 50; //var start : GameObject; var url = "WebPlayer.html"; var statColor:Color = Color.yellow; var GuiColor:Color = Color.white;

var crediticons:Texture[];

enum Page { None,Main,Options,Credits }

var currentPage:Page; private var fpsarray:int[]; private var fps:float;

function Start() {

 fpsarray = new int[scaledResolutionWidth];
 Time.timeScale = 1.0;
 PauseGame();

}

function 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 (var x=0; x<fpsarray.length; ++x) {

             GL.Vertex3(x,fpsarray[x],gldepth);

         }

     GL.End();

     }

     GL.PopMatrix();
     ScrollFPS();
 }

}

function ScrollFPS() {

 for (var x=1; x<fpsarray.length; ++x) {
     fpsarray[x-1]=fpsarray[x];
 }

 if (fps < 1000) {
     fpsarray[fpsarray.length-1] = fps;
 }

}

static function IsDashboard() {

 return Application.platform == RuntimePlatform.OSXDashboardPlayer;

}

static function IsBrowser() {

 return (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer);

}

function LateUpdate () {

 if (showfps || showfpsgraph) {
     FPSUpdate();
 }

 if (Input.GetKeyDown("escape")) {

     switch (currentPage) {

         case Page.None: PauseGame(); break;

         //case Page.Main: UnPauseGame(); break;

         default: currentPage = Page.Main;

     }
 }

}

function OnGUI () {

 if (skin != null) {
     GUI.skin = skin;
 }

 //Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
 GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1)); 

 ShowStatNums();

 if (IsGamePaused()) {
     GUI.color = GuiColor;

     switch (currentPage) {
         case Page.Main: PauseMenu(); break;

         case Page.Options: ShowToolbar(); break;

         case Page.Credits: ShowCredits(); break;
 
     }
 }   

}

private var toolbarInt:int=0; private var toolbarStrings: String[]= ["Audio","Graphics","Stats","System"];

function ShowToolbar() {

 BeginPage(800,250);
 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();

}

function ShowCredits() {

 BeginPage(600,600);

 for (var credit in credits) {
     GUILayout.Label(credit);
 }

 for (var credit in crediticons) {
     GUILayout.Label(credit);
 }

 EndPage();

}

function ShowBackButton() {

 if (GUI.Button(Rect(10,10,150,80),"Back")) {
     currentPage = Page.Main;
 }

}

function ShowDevice() {

 GUILayout.Label ("Unity player version "+Application.unityVersion);

 GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+

 SystemInfo.graphicsMemorySize+"MB    "+

 SystemInfo.graphicsDeviceVersion+"   "+

 SystemInfo.graphicsDeviceVendor);

 GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);

 GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);

 GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
 

}

function Qualities() {

 switch (QualitySettings.currentLevel) {

     case QualityLevel.Fastest:

     GUILayout.Label("Fastest");

     break;

     case QualityLevel.Fast:

     GUILayout.Label("Fast");

     break;

     case QualityLevel.Simple:

     GUILayout.Label("Simple");

     break;

     case QualityLevel.Good:

     GUILayout.Label("Good");

     break;

     case QualityLevel.Beautiful:

     GUILayout.Label("Beautiful");

     break;

     case QualityLevel.Fantastic:

     GUILayout.Label("Fantastic");

     break;
 }

}

function QualityControl() {

 GUILayout.BeginHorizontal();

 if (GUILayout.Button("Decrease")) {
     QualitySettings.DecreaseLevel();
 }

 if (GUILayout.Button("Increase")) {
     QualitySettings.IncreaseLevel();
 }
 GUILayout.EndHorizontal();

}

function VolumeControl() {

 GUILayout.Label("Volume");
 AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);

}

function 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();

}

function FPSUpdate() {

 var delta = Time.smoothDeltaTime;
 if (!IsGamePaused() && delta !=0.0) {
     fps = 1 / delta;
 }

}

function ShowStatNums() {

 GUILayout.BeginArea(Rect(scaledResolutionWidth-200,20,scaledResolutionWidth/4,nativeVerticalResolution/4));

 if (showfps) {
     var 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();

}

function BeginPage(width,height) { scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width; GUILayout.BeginArea(Rect(scaledResolutionWidth/2 - (width/2), nativeVerticalResolution/2 - (height/2),width,height)); }

function EndPage() {

 GUILayout.EndArea();
 if (currentPage != Page.Main) {
     ShowBackButton();
 }

}

/*function IsBeginning() {

 return Time.time < startTime;

}*/

function PauseMenu() {

 BeginPage(500,300);
 
 if (GUILayout.Button ("Continue")) {
     UnPauseGame();
 }

 if (GUILayout.Button ("Options")) {
     currentPage = Page.Options;
 }

 if (GUILayout.Button ("Credits")) {
     currentPage = Page.Credits;
 }

 if (IsBrowser() && GUILayout.Button ("Restart")) {
     Application.OpenURL(url);
 }

 EndPage();

}

function GetObjectStats() {

 verts = 0;
 tris = 0;
 var ob = FindObjectsOfType(GameObject);
 for (var obj in ob) {
     GetObjectStats(obj);

 }

}

function GetObjectStats(object) {

 var filters : Component[];
 filters = object.GetComponentsInChildren(MeshFilter);
 for( var f : MeshFilter in filters ){
     tris += f.sharedMesh.triangles.Length/3;
     verts += f.sharedMesh.vertexCount;
 }

}

function PauseGame() {

 savedTimeScale = Time.timeScale;

 Time.timeScale = 0;

 AudioListener.pause = true;

 if (pauseFilter) pauseFilter.enabled = true;

 currentPage = Page.Main;
 
 transform.position = new Vector3(0, 1, 0);
 Screen.lockCursor = false;

}

function UnPauseGame() {

 Time.timeScale = savedTimeScale;

 AudioListener.pause = false;

 if (pauseFilter) pauseFilter.enabled = false;

 currentPage = Page.None;

 transform.position = Vector3.zero;
 Screen.lockCursor = true;

}

function IsGamePaused() { return Time.timeScale == 0; }

function OnApplicationPause(pause:boolean) {

 if (IsGamePaused()) {
     AudioListener.pause = true;
 }

}

Untitled.png (401.6 kB)
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image kolban · Jun 01, 2012 at 03:20 AM 1
Share

I am assu$$anonymous$$g you are not familiar with Script program$$anonymous$$g. That is really a prerequisite to understanding an answer that someone might provide. I think you are asking "Hi ... can someone spend their time and code up a script for me?". The chances are someone will help you ... but I do recommend that you spend time yourself studying scripting.

For someone to assist you with the script code, you will have to supply the current script code you are using.

avatar image AusAndrew19 · Jun 01, 2012 at 03:40 AM 0
Share

Do you know of some good beginner scripting tutorials for unity? Would love to learn

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by GutoThomas · Jun 01, 2012 at 03:28 AM

Make a button to quit your game is quite simple, here's what you'll need:

    //Javascript
         
         function OnGUI () {
         
         // another code above...
         
         var quitGame: boolean = GUI.Button(Rect(Screen.width/2 - 100, Screen.height - 200, 200, 20), "Quit Game");
         
         if(quitGame) {
         
         Application.Quit(); // As far as I know, this only works in the compiled game (.exe)
         
         }
 }


  //C#
     
     void OnGUI () {
     
     // another code above...
     
     bool quitGame = GUI.Button(new Rect(Screen.width/2 - 100, Screen.height - 200, 200, 20), "Quit Game");
     
     if(quitGame) {
     
     Application.Quit(); // As far as I know, this only works in the compiled game (.exe)
     
     }
     
  }

You should consider make some changes in the rectangle to make the button where you want it to be.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AusAndrew19 · Jun 01, 2012 at 03:35 AM 0
Share

Added my script because i forgot to upload it.

avatar image AusAndrew19 · Jun 04, 2012 at 03:40 PM 0
Share

Thank you kind sir :) Worked perfectly

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

unlocking weapon (fps) 1 Answer

Terrain with lots of objects 1 Answer

Ammo collection problem/re enabiling a script 0 Answers

Please help me with this shooting script. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges