// Use this for initialization void Awake() { if (instance == null) { instance = this; } }
void Start() { closeButton.onClick.AddListener(delegate() { Destroy(gameObject); }); panel.gameObject.SetActive(false); m_Flip = m_Book.GetComponent <AutoFlip>(); }
private void InitAutoFlipCheckBoxes(AutoFlip flip) { _autoFlipVert = (flip & AutoFlip.VertFlip) != 0; _autoFlipHorz = (flip & AutoFlip.HorzFlip) != 0; _autoFlipVertHorz = (flip & AutoFlip.BothFlip) != 0; _autoRotateLeft = (flip & AutoFlip.RotateLeft) != 0; _autoRotateLeftFlip = (flip & AutoFlip.LeftHorzFlip) != 0; _autoRotateRight = (flip & AutoFlip.RotateRight) != 0; _autoRotateRightFlip = (flip & AutoFlip.RightHorzFlip) != 0; }
void Start() { closeButton.onClick.AddListener(delegate() { panel.gameObject.SetActive(false); }); panel.gameObject.SetActive(false); m_Flip = m_Book.GetComponent <AutoFlip>(); openBtn.onClick.AddListener(ShowBook); pdfViewr = GetComponent <PdfViewer>(); InitBook(); }
/// <summary> /// 得到UI组件 /// </summary> protected override void GetUIComponent() { base.GetUIComponent(); Button_Close = GetUI <Button>("Button_Close"); Button_Catalog = GetUI <Button>("Button_Catalog"); BookPro = GetUI <BookPro>("BookPro"); AutoFlip = GetUI <AutoFlip>("BookPro"); FirstPage = GetUI <UIPageItem>("FirstPage"); Button_LeftPage = GetUI <Button>("Button_LeftPage"); Button_RigthPage = GetUI <Button>("Button_RigthPage"); Toggle_CatalogPeople = GetUI <Toggle>("Toggle_CatalogPeople"); Toggle_CatalogThing = GetUI <Toggle>("Toggle_CatalogThing"); Toggle_CatalogRecord = GetUI <Toggle>("Toggle_CatalogRecord"); Panel_Catalog = GetUI <CanvasGroup>("Panel_Catalog"); }
// Use this for initialization void Start() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } if (!ControledBook) { ControledBook = GetComponent <Book>(); } if (AutoStartFlip) { StartFlipping(); } ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped)); }
public void Awake() { autoFlip = GameObject.Find("Book").GetComponent <AutoFlip>(); print(autoFlip); }
public void LoadGame() { isgameready = true; btnshow(); GameObject tempObj; Vector2 pos; // define center position center = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, Camera.main.nearClipPlane)); showHint = false; // Instantiate parent object for other game objects parentObj = Instantiate(parentObject, transform.position, Quaternion.identity) as GameObject; // randomize the words in our list... //Shuffle(words); // ...pick one word... mDiaryflip = Dairy_book[wordcount].GetComponent <AutoFlip>(); word = words[wordcount++];//words[UnityEngine.Random.Range(0, words.Length)]; // ...and split to the array _word = word.ToCharArray(); Shuffle(_word); // spacing between tiles can never be below 1 spacing = Mathf.Clamp(spacing, 1, float.MaxValue); // center field elements as much as possible bool left = false; int leftv = 0, rightv = 1; Dictionary <GameObject, float> fields = new Dictionary <GameObject, float>(); for (int i = 0; i < _word.Length; i++) { left = !left; if (left) { tempObj = Instantiate(letterHolder, Camera.main.ScreenToWorldPoint(new Vector3(((Screen.width / 2)) - (leftv * Screen.width / 24 * letterHolder.transform.localScale.x * spacing), center.y + Screen.height / 8, 200)), Quaternion.identity) as GameObject; leftv++; } else { tempObj = Instantiate(letterHolder, Camera.main.ScreenToWorldPoint(new Vector3(((Screen.width / 2)) + (rightv * Screen.width / 24 * letterHolder.transform.localScale.x * spacing), center.y + Screen.height / 8, 200)), Quaternion.identity) as GameObject; rightv++; } fields.Add(tempObj, tempObj.transform.position.x); } // sort field elements fields = fields.OrderBy(x => x.Value).ToDictionary(x => x.Key, x => x.Value); leftv = 0; foreach (KeyValuePair <GameObject, float> targ in fields) { targ.Key.GetComponent <HolderValue>().SetOrder(leftv); targ.Key.name = holderName + leftv.ToString(); targ.Key.transform.parent = parentObj.transform; Vector3 p = Camera.main.WorldToScreenPoint(targ.Key.transform.position); leftv++; } tempValues = new string[_word.Length]; // finnaly, instantiate letters for (int i = 0; i < _word.Length; i++) { pos = new Vector2(UnityEngine.Random.Range(Screen.width / 6 + i * (Screen.width * 2 / 3 / _word.Length) + Screen.width / 20, Screen.width * 5 / 6 - (_word.Length - i - 1) * (Screen.width * 2 / 3 / _word.Length) - Screen.width / 20), UnityEngine.Random.Range(Screen.height * 5 / 6, Screen.height / 2)); tempObj = Instantiate(letterTile, Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, 10)), Quaternion.identity) as GameObject; tempObj.GetComponent <LetterValue>().SetValue(_word[i].ToString()); tempObj.name = tileName + i.ToString(); tempObj.transform.parent = parentObj.transform; if (rotateTiles) { tempObj.transform.eulerAngles = new Vector3(0, UnityEngine.Random.Range(0, 360), 0); } } }