{"author_name":"Colthor","cat":"LD #32","comments":[],"epoch":1429312920,"likes":0,"metadata":{"p_key":"20357","p_author":"Colthor","p_authorkey":"37151","p_urlkey":"55693","p_title":"Base code update: basic menu system, Unity 5.","p_cat":"LD #32","p_event":"LD32","p_time":"1429312920","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"37151","us_name":"Colthor","us_username":"colthor","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p>I&#8217;ve updated my <a href=\"https:\/\/github.com\/Colthor\/LudumDareBase\">base code<\/a> to add a basic menu system. It&#8217;s in &#8220;Menu.cs&#8221; and &#8220;menu.unity&#8221; contains a very simple example. The rest has also been auto-ported to Unity 5.<\/p>\n <p>Use the Menu.Add[&#8230;] members to add items, and call Enable\/Disable to, well, enable and disable it. Items can either be &#8220;buttons&#8221;, like &#8220;Quit&#8221; or &#8220;Go Back&#8221;, or they can be a list you scroll through. Think the menus in Doom, but less advanced.<\/p>\n <p>Default keys are arrows, and space to activate button items.<\/p>\n <p>As with the rest of the repo, anyone can use it for anything.<\/p>\n <p>Oh, to view the tile map sample code, load &#8220;tileMap.unity&#8221;; confused me earlier by not being the default. &#8220;test.unity&#8221; adds an overabundance of children to some game objects, which will probably grind everything to a halt if you click play.<\/p>\n <p><b>Update update &#8211; 19th August 2015<\/b><br \/>\n Just in time for LD33 I&#8217;ve updated the base code to add pathfinding and lighting, and tidy it up a little. See the readme on GitHub for details, and a bit of info about things to look out for (don&#8217;t enable Unity&#8217;s anti-aliasing!).<\/p>","time":"April 17th, 2015 6:22 pm","title":"Base code update: basic menu system, Unity 5."}