//////////////2015/09/17///////////////
/////////////by XBW///////////////
////////////环境 Unity4.6.1/////////
先上图看效果,UI并不好,就是粗略的打个框架
/////////////////////////////////////////////////////////////
//此菜单的思路
//
/////////////////////////////////////////////////////////////
//进入游戏,游戏介绍,退出游戏没什么特别的,只是用了按钮事件,
//来说一下顶部的菜单栏,这个呢可以点击右箭头使几个按钮显示出来,类似抽屉一样
//实现思路:点击右箭头,向右依次显示出几个按钮,同时右箭头变为左箭头
//右上角的声音控制,点一下为整个游戏静音,这是两张声音UI
//一张有音量的,一张没有音量的,在设置中,当音乐与音效都不为关闭时,右上角显示有音量图,
//反之,显示没有音量的图;
//点击设置以及提示按钮,弹出菜单凸显出来,背景变暗,背景上的按钮失效
//实现思路:当点击设置按钮时,我们在GUI函数最顶端显示一张全屏的按钮,同时使用皮肤,
//皮肤的按钮按下与悬停的图案删除,这样我们点击时就不会闪烁了,同时这个按钮没有命令
//发现GUI的覆盖关系有点乱,可能是自己不够理解,之前把全屏按钮写在了GUI函数的末尾,
//结果背景按钮仍然起作用,后来移到最顶端反而使背景按钮失效,不知道谁遮挡了谁;
//设置菜单里的声音的开关也是,什么时候显示off跟on很清楚了;
//再就是这些音乐与音效的分离,
//实现思路:音效呢就是点击的声音片段,我用了AudioClip,
//然后初始化了AudioSource控件,定义一个音效的控件
//public AudioSource music;这个music用来控制音效的,
//因为两个音效是用声音片段AudioClip定义的,我并没有查到他的播放与暂停,
//所以定义了一个声音资源,来总的控制,
//music.PlayOneShot(beep);这样点击发出音效;
//当music.volume = 0;时,音效声音为0,
//实现了音效的关闭,
//而音乐呢,直接拖到了AudioSource的AudioClip上,
//这样呢,当audio.Stop();时,背景音乐停止,放弃了之前的GetComponent
//这样已静音音乐音效都不响了,没法区分开了;
//这次呢,还发现了用皮肤使按钮透明,之前一直用的办法是用贴图遮挡住按钮,每次调整按钮与贴图的位置真是费劲;
//现在好了,把按钮放到合适的位置,不至于完好对齐,用皮肤使按钮透明就好了;
//////////////////////////////////////////////////////////////
看一下代码吧
/////////////////////////////////////////////////////////////
//此菜单的思路
//
/////////////////////////////////////////////////////////////
//进入游戏,游戏介绍,退出游戏没什么特别的,只是用了按钮事件,
//来说一下顶部的菜单栏,这个呢可以点击右箭头使几个按钮显示出来,类似抽屉一样
//实现思路:点击右箭头,向右依次显示出几个按钮,同时右箭头变为左箭头
//右上角的声音控制,点一下为整个游戏静音,这是两张声音UI
//一张有音量的,一张没有音量的,在设置中,当音乐与音效都不为关闭时,右上角显示有音量图,
//反之,显示没有音量的图;
//点击设置以及提示按钮,弹出菜单凸显出来,背景变暗,背景上的按钮失效
//实现思路:当点击设置按钮时,我们在GUI函数最顶端显示一张全屏的按钮,同时使用皮肤,
//皮肤的按钮按下与悬停的图案删除,这样我们点击时就不会闪烁了,同时这个按钮没有命令
//发现GUI的覆盖关系有点乱,可能是自己不够理解,之前把全屏按钮写在了GUI函数的末尾,
//结果背景按钮仍然起作用,后来移到最顶端反而使背景按钮失效,不知道谁遮挡了谁;
//设置菜单里的声音的开关也是,什么时候显示off跟on很清楚了;
//再就是这些音乐与音效的分离,
//实现思路:音效呢就是点击的声音片段,我用了AudioClip,
//然后初始化了AudioSource控件,定义一个音效的控件
//public AudioSource music;这个music用来控制音效的,
//因为两个音效是用声音片段AudioClip定义的,我并没有查到他的播放与暂停,
//所以定义了一个声音资源,来总的控制,
//music.PlayOneShot(beep);这样点击发出音效;
//当music.volume = 0;时,音效声音为0,
//实现了音效的关闭,
//而音乐呢,直接拖到了AudioSource的AudioClip上,
//这样呢,当audio.Stop();时,背景音乐停止,放弃了之前的GetComponent().mute = true;
//这样已静音音乐音效都不响了,没法区分开了;
//这次呢,还发现了用皮肤使按钮透明,之前一直用的办法是用贴图遮挡住按钮,每次调整按钮与贴图的位置真是费劲;
//现在好了,把按钮放到合适的位置,不至于完好对齐,用皮肤使按钮透明就好了;
//////////////////////////////////////////////////////////////
using UnityEngine;
using System.Collections;
public class Menu : MonoBehaviour {
public AudioClip beep;
public AudioClip beep1;
public AudioSource music=null;
public int open = 1;
public int kai = 1;
public int kai1 = 1;
public int kai2 = 1;
public int kai3 = 1;
public int kai4 = 1;
public GUISkin GUIskin;
public GUISkin GUIskin1;
public Texture2D img;
public Texture2D bt1;
public Texture2D bt2;
public Texture2D bt3;
public Texture2D p1;
public Texture2D p2;
public Texture2D p3;
public Texture2D p4;
public Texture2D p5;
public Texture2D p6;
public Texture2D p7;
public Texture2D p8;//问号提示
public Texture2D p9;//设置
public Texture2D p10;//音效开关
// Use this for initialization
void Start () {
music = gameObject.AddComponent();
}
// Update is called once per frame
void Update () {
}
void OnGUI()
{
GUIStyle backGround = new GUIStyle();
backGround.normal.background = img;
GUI.Label(new Rect(0, 0, Screen.width, Screen.height), "", backGround);
//GUIStyle go = new GUIStyle();
//go.fontSize = 35;
//go.normal.textColor = new Color(255, 255, 255);
if (open == 0 && kai1 == 0)
{
GUI.skin = GUIskin;
if (GUI.Button(new Rect(Screen.width * 0.36f, Screen.height * 0.53f, Screen.width * 0.24f, Screen.height * 0.07f), ""))
{
music.PlayOneShot(beep1);
kai1 = 1;
}
if (GUI.Button(new Rect(Screen.width * 0.73f, Screen.height * 0.28f, Screen.width * 0.1f, Screen.height * 0.05f), ""))
{
music.PlayOneShot(beep1);
kai1 = 1;
}
GUI.skin = GUIskin1;
if (GUI.Button(new Rect(0, 0, Screen.width, Screen.height), ""))
{
}
GUI.DrawTexture(new Rect(Screen.width * 0.08f, 0, Screen.width * 0.8f, Screen.height * 0.8f), p8);
}
if (open == 0 && kai2 == 0)
{
GUI.skin = GUIskin;
if (GUI.Button(new Rect(Screen.width * 0.36f, Screen.height * 0.53f, Screen.width * 0.24f, Screen.height * 0.07f), ""))
{
music.PlayOneShot(beep1);
kai2 = 1;
}
if (GUI.Button(new Rect(Screen.width * 0.73f, Screen.height * 0.28f, Screen.width * 0.1f, Screen.height * 0.05f), ""))
{
music.PlayOneShot(beep1);
kai2 = 1;
}
if (GUI.Button(new Rect(Screen.width * 0.45f, Screen.height * 0.355f, Screen.width * 0.266f, Screen.height * 0.07f), ""))
{
music.PlayOneShot(beep1);
if (kai3 == 0)
{
audio.Stop();
kai3 = 1;
}
else
{
audio.Play();
kai3 = 0;
}
}
if (GUI.Button(new Rect(Screen.width * 0.45f, Screen.height * 0.43f, Screen.width * 0.266f, Screen.height * 0.07f), ""))
{
music.PlayOneShot(beep1);
if (kai4 == 0)
{
music.volume = 0;
kai4 = 1;
}
else
{
music.volume = 1;
kai4 = 0;
}
}
GUI.skin = GUIskin1;
if (GUI.Button(new Rect(0, 0, Screen.width, Screen.height), ""))
{
}
GUI.DrawTexture(new Rect(Screen.width * 0.08f, 0, Screen.width * 0.8f, Screen.height * 0.8f), p9);
}
GUI.skin = GUIskin;
if (GUI.Button(new Rect(Screen.width * 0.29f, Screen.height * 0.605f, Screen.width * 0.365f, Screen.height * 0.08f), ""))
{
music.PlayOneShot(beep);
//Application.LoadLevel("Loading");
}
GUI.DrawTexture(new Rect(Screen.width * 0.27f, Screen.height * 0.6f, Screen.width * 0.4f, Screen.height * 0.1f), bt1);
//GUI.Label(new Rect(Screen.width * 0.47f, Screen.height * 0.6f, Screen.width * 0.2f, Screen.height * 0.1f), "进入游戏", go);
if (GUI.Button(new Rect(Screen.width * 0.29f, Screen.height * 0.705f, Screen.width * 0.365f, Screen.height * 0.08f), ""))
{
music.PlayOneShot(beep);
kai1 = 0;
open = 0;
//print("111");
}
GUI.DrawTexture(new Rect(Screen.width * 0.27f, Screen.height * 0.7f, Screen.width * 0.4f, Screen.height * 0.1f), bt2);
if (GUI.Button(new Rect(Screen.width * 0.29f, Screen.height * 0.805f, Screen.width * 0.365f, Screen.height * 0.08f), ""))
{
music.PlayOneShot(beep);
Application.Quit();
}
GUI.DrawTexture(new Rect(Screen.width * 0.27f, Screen.height * 0.8f, Screen.width * 0.4f, Screen.height * 0.1f), bt3);
GUI.skin = GUIskin;
//GUI.Label(new Rect(Screen.width * 0.3f, Screen.height * 0.8f, 100, 100), "Loading.....", go);
if (open == 1)
{
if (GUI.Button(new Rect(0, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
open = 0;
}
GUI.DrawTexture(new Rect(0, 0, Screen.width * 0.15f, Screen.width * 0.15f), p1);
}
if (open == 0)
{
if (GUI.Button(new Rect(0, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
open = 1;
kai1 = 1;
}
GUI.DrawTexture(new Rect(0, 0, Screen.width * 0.15f, Screen.width * 0.15f), p2);
if (GUI.Button(new Rect(Screen.width * 0.15f, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
kai2 = 0;
}
GUI.DrawTexture(new Rect(Screen.width * 0.15f, 0, Screen.width * 0.15f, Screen.width * 0.15f), p3);
if (GUI.Button(new Rect(Screen.width * 0.3f, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
kai1 = 0;
}
GUI.DrawTexture(new Rect(Screen.width * 0.3f, 0, Screen.width * 0.15f, Screen.width * 0.15f), p4);
if (GUI.Button(new Rect(Screen.width * 0.45f, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
Application.Quit();
}
GUI.DrawTexture(new Rect(Screen.width * 0.45f, 0, Screen.width * 0.15f, Screen.width * 0.15f), p5);
}
if(kai3+kai4!=2)
{
kai = 1;
}
if(kai==1)
{
if (GUI.Button(new Rect(Screen.width * 0.85f, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
kai = 0;
//GetComponent().mute = true;
audio.Stop();
music.volume = 0;
kai3 = 1;
kai4 = 1;
//audio.Stop();
}
GUI.DrawTexture(new Rect(Screen.width * 0.85f, 0, Screen.width * 0.15f, Screen.width * 0.15f), p6);
}
if (kai == 0 || (kai3 == 1 && kai4 == 1))
{
if (GUI.Button(new Rect(Screen.width * 0.85f, 0, Screen.width * 0.15f, Screen.width * 0.15f), ""))
{
music.PlayOneShot(beep1);
kai = 1;
//GetComponent().mute = false;
audio.Play();
music.volume = 1;
kai3 = 0;
kai4 = 0;
//audio.Play();
}
//if(kai3!=0||kai4!=0)
GUI.DrawTexture(new Rect(Screen.width * 0.85f, 0, Screen.width * 0.15f, Screen.width * 0.15f), p7);
}
if (open == 0 && kai2 == 0&&kai3 == 0)
{
GUI.DrawTexture(new Rect(Screen.width * 0.45f, Screen.height * 0.355f, Screen.width * 0.266f, Screen.height * 0.07f), p10);
}
if (open == 0 && kai2 == 0&&kai4 == 0)
{
GUI.DrawTexture(new Rect(Screen.width * 0.45f, Screen.height * 0.43f, Screen.width * 0.266f, Screen.height * 0.07f), p10);
}
}
}