Game Development Reference
In-Depth Information
Great! Now, we have three functional buttons on our pop up. When we move over
them, the
PopupButton
script swaps the highlighted and non-highlighted textures
for an additional visual cue.
1. Drag-and-drop this pop up into the
Project
tab to make a Prefab out of it.
Name the Prefab
popup_MainMenu
. We will need to reinstance our main
menu from the Prefab at a later time.
2. Let's create a new Prefab based on this one. It will be used for the
Informa-
tion
tab. To begin, copy and paste the
popup_MainMenu
Prefab. Rename it
popup_Info
.
3. Keeping the dimensions the same, rename the panel to
Info
by changing
the pop-up name parameter in the
popupPanel
script.
4. Delete button 2 and button 3 from the
popup_Info
object; we only need
one button on this panel to return to the main menu. Open the
popupBut-
tonScript
on the single button and ensure that there are two valid actions.
5. Set the first action to
Instantiate
. In the data member for that action, set
the
Obj
to instantiate to a reference to the
popup_MainMenu
Prefab. This
will tell the button to create a copy of the
popup_MainMenu
Prefab when
the button is clicked. To tell the script which GameObject to parent this new
instance to, add the name of the object to the
Name
field and change the
name field to
MainCamera
.