Multiplayer better adapts to the screen size
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1 changed files with 17 additions and 4 deletions
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@ -104,6 +104,11 @@ public class MultiplayerUI : SRSingleton<MultiplayerUI>
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//if yes draw the window for the given state
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if (SceneManager.GetActiveScene().buildIndex >= 2)
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{
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//check to make sure the panel is taking less than 25% of the screen if possible
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float width = 300;
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if(Screen.width/ 4 < width) width = Screen.width/4;
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windowRect.width = width;
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//check to see if the windows needs to move due to it being off the screen from size change
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//also prevent the user from dragging it off the screen
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if (windowRect.x + 20 + windowRect.width > Screen.width) windowRect.x = Screen.width - windowRect.width - 20;
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@ -111,6 +116,8 @@ public class MultiplayerUI : SRSingleton<MultiplayerUI>
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if (windowRect.x < 20) windowRect.x = 20;
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if (windowRect.y < 20) windowRect.y = 20;
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//drawn in the window
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switch (menuOpen)
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{
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@ -133,7 +140,10 @@ public class MultiplayerUI : SRSingleton<MultiplayerUI>
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}
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private void FunctionKeys()
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{
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GUILayout.Label("Press Button or Key To Change Style");
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if (menuOpen != 0)
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{
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GUILayout.Label("Press Button or Key To Change Style");
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}
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GUILayout.BeginHorizontal();
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if (GUILayout.Button(menuOpen == 1 ? "F3 - Full" : "F3 - Mini"))
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{
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@ -178,11 +188,14 @@ public class MultiplayerUI : SRSingleton<MultiplayerUI>
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if (Globals.IsServer)
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{
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GUILayout.Label("Connection Status: Host");
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GUILayout.Label("Status: Host");
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}
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else if (Globals.IsClient)
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{
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GUILayout.Label("Connection Status: Client");
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GUIStyle green = new GUIStyle(GUI.skin.label);
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green.normal.textColor = Color.green;
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GUILayout.Label("Status: Client", green);
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}
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else
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{
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@ -194,7 +207,7 @@ public class MultiplayerUI : SRSingleton<MultiplayerUI>
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}
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GUILayout.BeginHorizontal();
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GUILayout.Label("Connection Status: Disconnected", red);
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GUILayout.Label("Status: Disconnected", red);
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GUILayout.FlexibleSpace();
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if (canHost)
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