void Start()
    {
        //设置展示数据内容
        int total = 10;

        for (int i = 0; i < total; i++)
        {
            GameObject obj = Instantiate(btnPrefab) as GameObject;
            obj.transform.SetParent(gameObject.transform);
            ButtonSelect btn = obj.GetComponent <ButtonSelect>();
            btn.SetTweenDelay(tweenDelay);

            btn.item.title        = "File" + (i + 1);
            btn.item.beanCost     = 50;
            btn.item.conType      = ContentType.GameWithPad;
            btn.item.introduction = "束带结发开始叫对方考虑,阿萨德发奖励卡加速度卡。洛手机打发了空间啊爱神,的箭法拉克加快速度就,付了款安静的弗兰克阿克苏的解放了看见卡上的副经理级!";
            btn.item.texture      = new GUITexture();

            btn.rectTrans.anchoredPosition = new Vector2(i * offset, 0f);
            btn.SetNotCurrent();
            buttons.Add(btn);
        }

        curIndex = 0;
        buttons[curIndex].SetCurrent();

        imgLeftMask.transform.SetParent(gameObject.transform);
        imgCenterMask.transform.SetParent(gameObject.transform);
        imgRightMask.transform.SetParent(gameObject.transform);
        imgLeftMask.enabled = false;
    }
 void Start()
 {
     buttonSelectRef        = GetComponent <ButtonSelect>();
     mouseSelectedPrimitive = gameObject;
     rotateSpeed            = 35f;
     scaleMultipler         = 1.015f;
 }
    void MoveLeftOrRight(bool isLeft)
    {
        float flag = 1f;

        if (isLeft)
        {
            if (curIndex <= 0)
            {
                return;
            }
            curIndex -= 1;
        }
        else
        {
            if (curIndex >= buttons.Count - 1)
            {
                return;
            }
            flag      = -1f;
            curIndex += 1;
        }

        //调整显示左右遮罩
        imgLeftMask.enabled = true;
        if (curIndex <= 0)
        {
            imgLeftMask.enabled = false;
        }
        imgRightMask.enabled = true;
        if (curIndex >= buttons.Count - 1)
        {
            imgRightMask.enabled = false;
        }

        //渐变遮罩
        TweenMaskAlpha(imgLeftMask, 0.7f, 0.5f);
        TweenMaskAlpha(imgCenterMask, 0.85f, 2.0f);
        TweenMaskAlpha(imgRightMask, 0.7f, 0.5f);

        for (int i = 0; i < buttons.Count; i++)
        {
            ButtonSelect btn = buttons[i];
            btn.TweenTo(btn.rectTrans.anchoredPosition.x + offset * flag);
            if (i == curIndex)
            {
                btn.SetCurrent();
            }
            else
            {
                if (btn.isCurrent)
                {
                    btn.SetNotCurrent();
                }
            }
        }
    }
Beispiel #4
0
 public CommandItem_ButtonSelection Play(List <string> values, Action <int> _OnClick)
 {
     m_ButtonGrid.Clear();
     values.Traversal((int index, string temp) =>
     {
         ButtonSelect btn = m_ButtonGrid.AddItem(index);
         btn.Init(temp, _OnClick);
     });
     return(this);
 }
Beispiel #5
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 // Start is called before the first frame update
 void Start()
 {
     if (m_FadeObject)
     {
         m_Fade = m_FadeObject.GetComponent <FadeManager>();
     }
     m_eSelect = ButtonSelect.BUTTON_GAME;
     m_ePhase  = TitlePhase.TITLEPHASE_INIT;
     m_bFlag   = false;
     SoundObj  = GameObject.Find("SoundManager");
     SoundObj.GetComponent <SoundManager>().State();
 }
Beispiel #6
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        // Method: 버튼 상태를 Enable 하거나 Disable 한다.
        private void ChangeButtonStatus(ButtonSelect iButton, bool idef)
        {
            switch (iButton)
            {
            case ButtonSelect.New:          btnNew.Enabled = idef;          break;

            case ButtonSelect.Save:         btnSave.Enabled = idef;         break;

            case ButtonSelect.Cancel:       btnCancel.Enabled = idef;       break;

            case ButtonSelect.Delete:       btnDelete.Enabled = idef;       break;
            }
        }
Beispiel #7
0
 // Скрыть все кнопки
 private void HiddenButtons()
 {
     ButtonSelect.SetActive(false);
     ButtonBuy.SetActive(false);
     ButtonUpgrade.SetActive(false);
 }
Beispiel #8
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 //Показать кнопку "выбрать"
 private void ShowSelect()
 {
     ButtonSelect.SetActive(true);
     ButtonBuy.SetActive(false);
     ButtonUpgrade.SetActive(false);
 }
Beispiel #9
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 public ButtonControl(string text, ButtonSelect selectEvent)
 {
     ButtonSelectEvent += selectEvent;
     ButtonText         = text;
 }
Beispiel #10
0
 // Use this for initialization
 void Start()
 {
     buttonRef = GetComponent <ButtonSelect>();
     logoutBtn.onClick.AddListener(Logout);
     labelLogout = logoutBtn.GetComponentInChildren <Text>();
 }
    IEnumerator RaycastEvent()
    {
        while (uiCanvas.gameObject.activeSelf)
        {
            if (!isSlide)
            {
                currTime += 1f * Time.deltaTime;
                if (currTime >= maxTime)
                {
                    isSlide  = true;
                    currTime = 0f;
                }
            }
            isButton = Physics.Raycast(fingerTr.position
                                       , fingerTr.forward
                                       , out hitButton
                                       , dist
                                       , buttonMask);

            if (isButton)                                                //레이에 맞았을 때
            {
                currButton = hitButton.collider.gameObject;              //현재 버튼

                buttonSelect = currButton.GetComponent <ButtonSelect>(); //현재 버튼 스크립트 받아옮
                buttonSelect.PanelOn();

                if (currButton != prevButton) //현재 버튼과 이전 버튼이 다를 때
                {
                    if (prevButton != null)
                    {
                        buttonSelect = prevButton.GetComponent <ButtonSelect>(); //이전 버튼 스크립트를 받아옮
                        buttonSelect.PanelOff();
                    }
                    prevButton = currButton; //현재 버튼을 이전버튼에 저장
                }


                PointerEventData data = new PointerEventData(EventSystem.current);              //이벤트 시스템

                if (ClimbAction.GetStateDown(inputSource))                                      //바이브 트리거 클릭
                {
                    ExecuteEvents.Execute(currButton, data, ExecuteEvents.pointerClickHandler); //클릭 이벤트
                }
            }
            else //레이에 맞지 않았을 때
            {
                if (buttonSelect != null)
                {
                    buttonSelect.PanelOff();
                    buttonSelect = null; //버튼 스크립트 삭제
                }

                if (prevButton != null)
                {
                    prevButton = null; //이전 버튼 삭제
                }
                if (currButton != null)
                {
                    currButton = null; //현재 버튼 삭제
                }
            }
            //Debug.DrawRay(fingerTr.position, fingerTr.forward * hit.distance, Color.green);

            /*if (Physics.Raycast(ray, out hit, dist, 1<<16))
             * {
             *
             *  ButtonPlay();
             *  //print(hit.collider.gameObject.layer);
             * }
             * else
             *  ReleaseButton();*/
            //Debug.DrawRay(fingerTr.position, -fingerTr.up, Color.green);
            yield return(null);
        }
    }
 private void ButtonSelect_GotFocus(object sender, RoutedEventArgs e)
 {
     ButtonSelect.MoveFocus(new TraversalRequest(FocusNavigationDirection.Next));
 }
 public ButtonControl(string text, ButtonSelect selectEvent)
 {
     ButtonSelectEvent += selectEvent;
     ButtonText = text;
 }
Beispiel #14
0
 // Start is called before the first frame update
 void Start()
 {
     g_image                = GetComponent <Image>();
     g_image_Array          = GetComponent <ImageArray>();
     g_button_select_Script = GameObject.Find("Stageparent").GetComponent <ButtonSelect>();
 }
Beispiel #15
0
    // Update is called once per frame
    void Update()
    {
        bool  bFlag    = false;
        float Vertical = Input.GetAxisRaw("Vertical");

        switch (m_ePhase)
        {
        case TitlePhase.TITLEPHASE_INIT:

            m_ePhase = TitlePhase.TITLEPHASE_FADEIN;
            break;

        case TitlePhase.TITLEPHASE_FADEIN:

            bFlag = m_Fade.isFadeIn(m_fFadeSpeed);
            if (bFlag)
            {
                m_ePhase = TitlePhase.TITLEPHASE_RUN;
            }
            break;

        case TitlePhase.TITLEPHASE_RUN:

            if (!m_bFlag)
            {
                switch (m_eSelect)
                {
                case ButtonSelect.BUTTON_GAME:

                    Rurle.GetComponent <TextHilight>().None();
                    Exit.GetComponent <TextHilight>().None();
                    Game.GetComponent <TextHilight>().Flash();
                    if (Vertical < -0.5f)
                    {
                        m_eSelect = ButtonSelect.BUTTON_RULE;
                        m_bFlag   = true;
                    }
                    else if (Vertical > 0.5f)
                    {
                        m_eSelect = ButtonSelect.BUTTON_EXIT;
                        m_bFlag   = true;
                    }
                    break;

                case ButtonSelect.BUTTON_RULE:

                    Game.GetComponent <TextHilight>().None();
                    Exit.GetComponent <TextHilight>().None();
                    Rurle.GetComponent <TextHilight>().Flash();
                    if (Vertical < -0.5f)
                    {
                        m_eSelect = ButtonSelect.BUTTON_EXIT;
                        m_bFlag   = true;
                    }
                    else if (Vertical > 0.5f)
                    {
                        m_eSelect = ButtonSelect.BUTTON_GAME;
                        m_bFlag   = true;
                    }
                    break;

                case ButtonSelect.BUTTON_EXIT:

                    Rurle.GetComponent <TextHilight>().None();
                    Game.GetComponent <TextHilight>().None();
                    Exit.GetComponent <TextHilight>().Flash();
                    if (Vertical < -0.5f)
                    {
                        m_eSelect = ButtonSelect.BUTTON_GAME;
                        m_bFlag   = true;
                    }
                    else if (Vertical > 0.5f)
                    {
                        m_eSelect = ButtonSelect.BUTTON_RULE;
                        m_bFlag   = true;
                    }
                    break;
                }
            }
            else
            {
                if (Vertical < 0.5f && Vertical > -0.5f)
                {
                    m_bFlag = false;
                }
            }
            if (Input.GetButtonDown("GamePad1_buttonA") || Input.GetButtonDown("GamePad1_buttonB"))
            {
                m_ePhase = TitlePhase.TITLEPHASE_FADEOUT;
            }

            break;

        case TitlePhase.TITLEPHASE_FADEOUT:

            bFlag = m_Fade.isFadeOut(m_fFadeSpeed);
            if (bFlag)
            {
                m_ePhase = TitlePhase.TITLEPHASE_DONE;
            }
            break;

        case TitlePhase.TITLEPHASE_DONE:

            switch (m_eSelect)
            {
            case ButtonSelect.BUTTON_GAME:

                SceneManager.LoadScene("MainScene");
                break;

            case ButtonSelect.BUTTON_RULE:

                SceneManager.LoadScene("RurleScene");
                break;

            case ButtonSelect.BUTTON_EXIT:

                Quit();
                break;
            }
            break;
        }
    }