diff --git a/Assets/Prefabs/PC.prefab b/Assets/Prefabs/PC.prefab
index 0d37c0e..8ac1750 100644
--- a/Assets/Prefabs/PC.prefab
+++ b/Assets/Prefabs/PC.prefab
@@ -11,6 +11,25 @@ Prefab:
m_ParentPrefab: {fileID: 0}
m_RootGameObject: {fileID: 1297568499365208}
m_IsPrefabParent: 1
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m_Layer: 0
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m_LocalRotation: {x: -0, y: -0.7071056, z: -0, w: 0.7071081}
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m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
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m_GameObject: {fileID: 1355516313789472}
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m_Father: {fileID: 4236387573765288}
m_RootOrder: 3
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m_Children: []
m_Father: {fileID: 4236387573765288}
m_RootOrder: 4
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m_PrefabParentObject: {fileID: 0}
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m_GameObject: {fileID: 1822302617919868}
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m_Father: {fileID: 4236387573765288}
m_RootOrder: 5
- m_LocalEulerAnglesHint: {x: 90, y: 0, z: 90}
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m_GameObject: {fileID: 1660701953044296}
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m_Father: {fileID: 4236387573765288}
m_RootOrder: 6
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m_Children: []
m_Father: {fileID: 4236387573765288}
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@@ -681,6 +714,38 @@ MeshRenderer:
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1355516313789472}
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m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1660701953044296}
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m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1373682370141446}
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m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1822302617919868}
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m_Name:
m_EditorClassIdentifier:
profile: {fileID: 11400000, guid: 9b37d8da88a424e7b89894da2e5ce5b4, type: 2}
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m_Name:
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diff --git a/Assets/Scenes/TestMap.unity b/Assets/Scenes/TestMap.unity
index 3415dc4..df4a641 100644
--- a/Assets/Scenes/TestMap.unity
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diff --git a/Assets/Scripts/Controls/InventoryInterface.cs b/Assets/Scripts/Controls/InventoryInterface.cs
index 16b2b9a..a711483 100644
--- a/Assets/Scripts/Controls/InventoryInterface.cs
+++ b/Assets/Scripts/Controls/InventoryInterface.cs
@@ -20,6 +20,31 @@ namespace Cyber.Controls {
///
public Hologram Hologram;
+ ///
+ /// The icon for the inventory.
+ ///
+ public MeshRenderer IconInventory;
+
+ ///
+ /// The icon for the status.
+ ///
+ public MeshRenderer IconStatus;
+
+ ///
+ /// The icon for the social.
+ ///
+ public MeshRenderer IconSocial;
+
+ ///
+ /// The icon for the map.
+ ///
+ public MeshRenderer IconMap;
+
+ ///
+ /// The text that describes the selected icon.
+ ///
+ public TextTextureApplier IconExplainerText;
+
///
/// The text that contains the item list.
///
@@ -28,7 +53,7 @@ namespace Cyber.Controls {
///
/// How many items can be shown on the screen at the same time.
///
- public int ItemsPerScreen;
+ public float ItemsPerScreen;
private CursorHandler CursorHandler;
private bool InventoryOpen = false;
@@ -36,9 +61,19 @@ namespace Cyber.Controls {
private int ScrollingIndex = 0;
private int SelectedIndex = -1;
+ private Color IconInventoryColor;
+ private Color IconStatusColor;
+ private Color IconSocialColor;
+ private Color IconMapColor;
+
private void Start() {
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent();
RebuildItemList(-1);
+
+ IconInventoryColor = IconInventory.material.GetColor("_EmissionColor");
+ IconStatusColor = IconStatus.material.GetColor("_EmissionColor");
+ IconSocialColor = IconSocial.material.GetColor("_EmissionColor");
+ IconMapColor = IconMap.material.GetColor("_EmissionColor");
}
private void Update() {
@@ -51,6 +86,7 @@ namespace Cyber.Controls {
RaycastHit LookedAt = CameraUtil.GetLookedAtHit(Camera, 1f, true);
if (LookedAt.collider != null) {
TextTextureApplier Text = LookedAt.collider.GetComponent();
+ MeshRenderer Mesh = LookedAt.collider.GetComponent();
if (Text != null && Text == ItemListText) {
// Interacting with the item list
// Calculate the index
@@ -70,6 +106,35 @@ namespace Cyber.Controls {
// Rebuild the list
RebuildItemList(CurrentIndex);
+ } else if (Mesh != null) {
+ float InvBrightness = 1f;
+ float StsBrightness = 1f;
+ float SclBrightness = 1f;
+ float MapBrightness = 1f;
+ string SelectedIcon = "";
+
+ if (Mesh == IconInventory) {
+ InvBrightness = 1.2f;
+ SelectedIcon = "Inventory";
+ } else if (Mesh == IconStatus) {
+ StsBrightness = 1.2f;
+ SelectedIcon = "Status";
+ } else if (Mesh == IconSocial) {
+ SclBrightness = 1.2f;
+ SelectedIcon = "Social";
+ } else if (Mesh == IconMap) {
+ MapBrightness = 1.2f;
+ SelectedIcon = "Map";
+ }
+
+ TextTextureProperties Props = IconExplainerText.TextProperties;
+ Props.Text = SelectedIcon;
+ IconExplainerText.SetTextProperties(Props);
+
+ IconInventory.material.SetColor("_EmissionColor", IconInventoryColor * InvBrightness);
+ IconStatus.material.SetColor("_EmissionColor", IconStatusColor * StsBrightness);
+ IconSocial.material.SetColor("_EmissionColor", IconSocialColor * SclBrightness);
+ IconMap.material.SetColor("_EmissionColor", IconMapColor * MapBrightness);
}
} else {
// Outside of the inventory, clicking will unselect
diff --git a/Assets/Scripts/Util/TextTextureProperties.cs b/Assets/Scripts/Util/TextTextureProperties.cs
index 850f9c1..76584b9 100644
--- a/Assets/Scripts/Util/TextTextureProperties.cs
+++ b/Assets/Scripts/Util/TextTextureProperties.cs
@@ -25,6 +25,11 @@ namespace Cyber.Util {
///
public int OffsetY;
+ ///
+ /// Whether the text is centered or not.
+ ///
+ public bool Centered;
+
///
/// The offset on the y-axis in pixels.
///
@@ -50,18 +55,21 @@ namespace Cyber.Util {
/// for usage.
///
/// Text.
- /// X offset.
- /// Y offset.
+ /// Offset x.
+ /// Offset y.
+ /// If set to true centered.
/// Background.
/// Font size.
/// Width.
/// Height.
public TextTextureProperties(string text, int offsetX = 0,
- int offsetY = 0, Color background = new Color(),
- int fontSize = 32, int width = 256, int height = 256) {
+ int offsetY = 0, bool centered = false,
+ Color background = new Color(), int fontSize = 32,
+ int width = 256, int height = 256) {
Text = text;
OffsetX = offsetX;
OffsetY = offsetY;
+ Centered = centered;
Background = background;
FontSize = fontSize;
Width = width;
diff --git a/Assets/Scripts/Util/TextTextureRenderer.cs b/Assets/Scripts/Util/TextTextureRenderer.cs
index e34f5b9..1c165f7 100644
--- a/Assets/Scripts/Util/TextTextureRenderer.cs
+++ b/Assets/Scripts/Util/TextTextureRenderer.cs
@@ -41,6 +41,12 @@ namespace Cyber.Util {
float OffsetX = -text.Width / 2f;
float OffsetY = -text.Height / 2f;
+ if (text.Centered) {
+ OffsetX = 0;
+ Text.anchor = TextAnchor.UpperCenter;
+ } else {
+ Text.anchor = TextAnchor.UpperLeft;
+ }
Camera.orthographicSize = 1.0f * text.Height / text.Width;
Camera.targetTexture = TextTexture;
Camera.backgroundColor = text.Background;