diff --git a/Assets.Scripts.UI.Choice/ChoiceController.cs b/Assets.Scripts.UI.Choice/ChoiceController.cs index 1c8f922f..f6aeb66c 100644 --- a/Assets.Scripts.UI.Choice/ChoiceController.cs +++ b/Assets.Scripts.UI.Choice/ChoiceController.cs @@ -1,4 +1,5 @@ using Assets.Scripts.Core; +using Assets.Scripts.Core.Buriko; using System; using System.Collections.Generic; using UnityEngine; @@ -28,6 +29,13 @@ private void FinishChoice() public void Create(List optstrings, int count) { + // The text X offset is only necessary when in 16:9 mode - when in 4:3 mode just use an offset of 0 + float GUIXOffset = GameSystem.Instance.GetGUIOffset(); + if(BurikoMemory.Instance.GetGlobalFlag("GRyukishiMode").IntValue() == 1) + { + GUIXOffset = 0; + } + GameObject gameObject = GameObject.FindGameObjectWithTag("PrimaryUIPanel"); for (int i = 0; i < count; i++) { @@ -44,21 +52,21 @@ public void Create(List optstrings, int count) float x; if (i == count - 1 && count % 2 == 1) { - x = GameSystem.Instance.GetGUIOffset(); + x = GUIXOffset; } else if (i % 2 == 0) { - x = GameSystem.Instance.GetGUIOffset() - 300f; + x = GUIXOffset - 300f; } else { - x = GameSystem.Instance.GetGUIOffset() + 300f; + x = GUIXOffset + 300f; } gameObject2.transform.localPosition = new Vector3(x, (float)(-75 * (i / 2) + 27 * count - 50), 0f); } else { - gameObject2.transform.localPosition = new Vector3(GameSystem.Instance.GetGUIOffset(), (float)(-75 * i + 27 * count + 50), 0f); + gameObject2.transform.localPosition = new Vector3(GUIXOffset, (float)(-75 * i + 27 * count + 50), 0f); } ChoiceButton component = gameObject2.GetComponent(); component.ChangeText(optstrings[i]);