Game Development Reference
In-Depth Information
component to
levelLoad
, which then performs the
Applica-
tion.LoadLevelAdditive
call.
25. The case for
Instantiate
will dereference the
GameObj
object in the
popupData sideData
member, and perform a
GameOb-
ject.Instantiate
call on it to duplicate that Prefab. It will then set the
parent to the GameObject that has the name
'name'
from the
sideData
field. Lastly, it will set the position and orientation to
post
and rotation of the
Prefab after it is initialized (the
pos
and
rot
values of the Prefab at the time
it is created).
26. The
HideObject
and
ShowObject
actions will set the object referenced by
the
sideData
to either
active =true
or
active=false
. This has the
effect of disabling or enabling the renderer as well as the rest of the game
logic/components on this object.
27. The self-destruct method will call
Destroy()
on the parent object of the but-
ton. This has the effect of destroying the pop up and all the children buttons
and such. Of course, this assumes that buttons are a 1-layer child of the main
pop-up root! Whether you decide to destroy or hide an object, it will depend
on the specific needs of your game. Destroying an object will of course free
up more memory; however, this should be done for every frame. If a light-
weight way to hide and unhide an object is required, consider just disabling
and enabling the renderer with
HideObject
and
ShowObject
.
Congratulations! We have an implemented
popupButtonScript
attached to our
NEW
button. Let's configure it:
1. On the
NEW
button, open up the
popupButtonScript
and set the number
of actions to
2
(by manually setting
size = 2
). This will correspond to two
actions that will be invoked, one at a time, on mouse click.
2. Set the action of
Element 0
to be
LoadLevel1
. Open up the
Data
field as-
sociated with this action and set the name to
LEVEL1
(to match the scene
file name).
3. For
Element 1
, set the action to
SelfDestruct
. By putting this second,
we guarantee the button will load the new level and then destroy the pop up
(which is what we want!).
4. Set the
On
texture to a light blue-colored texture and the
Off
texture to a
dark blue variation. Set the
ButtonState
to
Off
by default.