GUI Menu Setup
Posted: 22 Jan 2014, 17:37
Hi.
I'm currently in the works of making a pretty GUI-heavy game with NoesisGUI for Unity. I've got the basics down, but I'm still wondering how to best switch between different menus/submenus in the game.
Say, for instance, I have a Main Menu, consisting of multiple buttons. The Settings-button opens the Settings-menu, and the Profile-button opens the Profile-menu, etc. Each submenu (Profile, Settings, etc.) also has buttons to go back to the Main Menu, as well as to other specific menu-screens.
So my questions is: How would one go about to best implement switching between menus/views taking up the whole screen with NoesisGUI in Unity?
What should the triggered Button-click do? Switch to a separate .xaml-file? Enable/disable buttons (would be a lot of buttons to handle, so maybe enabling/disabling menu-states)?
Hope it's not too much of a silly questions, but I'm kind of unsure of how to go about this.
Thanks!
I'm currently in the works of making a pretty GUI-heavy game with NoesisGUI for Unity. I've got the basics down, but I'm still wondering how to best switch between different menus/submenus in the game.
Say, for instance, I have a Main Menu, consisting of multiple buttons. The Settings-button opens the Settings-menu, and the Profile-button opens the Profile-menu, etc. Each submenu (Profile, Settings, etc.) also has buttons to go back to the Main Menu, as well as to other specific menu-screens.
So my questions is: How would one go about to best implement switching between menus/views taking up the whole screen with NoesisGUI in Unity?
What should the triggered Button-click do? Switch to a separate .xaml-file? Enable/disable buttons (would be a lot of buttons to handle, so maybe enabling/disabling menu-states)?
Hope it's not too much of a silly questions, but I'm kind of unsure of how to go about this.
Thanks!