protected override void OnInit()
        {
            base.OnInit();

            m_title_root     = this.Make <GameUIComponent>("Image");
            m_title_txt      = m_title_root.Make <GameLabel>("Text");
            m_title_txt.Text = string.Format("{0}!", LocalizeModule.Instance.GetString("recharge_title").ToUpper());
            m_title_effect   = m_title_root.Make <GameUIEffect>("UI_dengjishengji_01");
            m_title_effect.EffectPrefabName = "UI_dengjishengji_01.prefab";


            m_lvl_root       = this.Make <GameUIComponent>("Lvl_Root");
            m_from_lvl_txt   = m_lvl_root.Make <GameLabel>("Panel:Text (1)");
            m_to_lvl_txt     = m_lvl_root.Make <GameLabel>("Panel:Text (2)");
            m_lvl_slider     = m_lvl_root.Make <GameProgressBar>("Image_energy:Slider");
            m_cur_vit_txt    = m_lvl_root.Make <GameLabel>("Image_energy:Text_number");
            m_max_vit_txt    = m_lvl_root.Make <GameLabel>("Image_energy:Text_number_max");
            m_lvl_bar_effect = m_lvl_root.Make <GameUIEffect>("Image_energy:UI_tili_zengjia");
            m_lvl_bar_effect.EffectPrefabName = "UI_tili_zengjia.prefab";
            m_lvl_effect = m_lvl_root.Make <GameUIEffect>("Panel:UI_dengjishengji_02");
            m_lvl_effect.EffectPrefabName = "UI_dengjishengji_02.prefab";

            m_grid = this.Make <GameUIContainer>("Scroll View:Viewport");

            m_ok_btn    = this.Make <GameButton>("btnSure");
            m_btn_title = m_ok_btn.Make <GameLabel>("Text");
        }
Beispiel #2
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 // Start is called before the first frame update
 void Start()
 {
     if (!bar)
     {
         bar = GetComponentInChildren <GameProgressBar>();
     }
 }
        protected override void OnInit()
        {
            m_slider = this.Make <GameProgressBar>("Slider_1");

            m_icon          = m_slider.Make <GameImage>("Image");
            m_cur_num_txt   = m_slider.Make <GameLabel>("Text");
            m_total_num_txt = m_slider.Make <GameLabel>("Text (2)");
        }
 protected override void OnInit()
 {
     base.OnInit();
     this.AutoDestroy       = false;
     this.m_Slider          = Make <GameProgressBar>("Slider");
     this.m_Effect          = Make <GameUIEffect>("UI_jindutiao");
     this.NeedUpdateByFrame = true;
 }
        protected override void OnInit()
        {
            base.OnInit();

            m_lvl_icon       = Make <GameImage>("Panel_level:Image");
            m_lvl_name       = Make <GameLabel>("Panel_level:Text");
            m_lvl_exp_slider = Make <GameProgressBar>("Panel_level:Slider");
            m_lvl_exp_txt    = Make <GameLabel>("Panel_level:Text (1)");
        }
Beispiel #6
0
        public static void EffectProgressbarValueSync(GameProgressBar bar_, GameUIEffect effect_)
        {
            Vector3 topRightConner    = bar_.FillRectangleWorldConners[2];
            Vector3 bottomRightConner = bar_.FillRectangleWorldConners[3];

            Vector3 centerPos = new Vector3(topRightConner.x, (topRightConner.y + bottomRightConner.y) / 2, topRightConner.z);

            effect_.Position = centerPos;
        }
 protected override void OnInit()
 {
     base.OnInit();
     this.AutoDestroy       = false;
     this.m_Slider          = Make <GameProgressBar>("Animation:Slider");
     this.m_Effect          = Make <GameUIEffect>("Animation:Slider:UI_jindutiao");
     this.m_loadingTexture  = Make <GameTexture>("Animation:RawImage");
     this.NeedUpdateByFrame = true;
     this.m_tipLab          = Make <GameLabel>("Animation:Text");
 }
 protected override void OnInit()
 {
     base.OnInit();
     this.m_titleLab     = Make <GameLabel>("Text");
     this.m_progressBar  = Make <GameProgressBar>("Slider");
     this.m_lineGrid     = this.m_progressBar.Make <GameUIContainer>("lineGrid");
     this.m_fillEffect   = this.m_progressBar.Make <GameImage>("fillEffect");
     this.m_tweenAlpha   = this.m_fillEffect.GetComponent <TweenAlpha>();
     this.m_sucessEffect = this.m_progressBar.Make <GameUIEffect>("UI_fanbo_chenggong");
     this.m_failEffect   = this.m_progressBar.Make <GameUIEffect>("UI_fanbo_shibai");
 }
Beispiel #9
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 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(this.gameObject);
         return;
     }
 }
        protected override void OnInit()
        {
            base.OnInit();

            //IsFullScreen = true;

            this.m_play_mode_img    = this.Make <GameImage>("Panel_down:Image_sence:Image_mode");
            this.m_scene_name_label = this.Make <GameLabel>("Panel_down:Image_sence:Text");
            this.m_scene_tex        = this.Make <GameTexture>("Panel_down:Image_sence:Image:RawImage");

            this.m_cost_time_num_label = m_play_mode_img.Make <GameLabel>("Text");

            this.m_cost_vit_root = this.Make <GameUIComponent>("Panel_down:Vit_Root");
            m_vit_tweenalpha     = m_cost_vit_root.GetComponent <TweenAlpha>();
            m_vit_tweenscale     = m_cost_vit_root.GetComponent <TweenScale>();
            m_vit_tweenscale.AddTweenCompletedCallback(OnVitTweenFinished);
            this.m_cost_VIT_num_label = m_cost_vit_root.Make <GameLabel>("Text2");

            m_outputs_scroll = this.Make <GameScrollView>("Panel_down:Panel_reward:ScrollView");
            m_outputs_grid   = this.Make <GameUIContainer>("Panel_down:Panel_reward:ScrollView:Viewport");
            m_drop_scroll    = this.Make <GameScrollView>("Panel_down:Panel_drop:ScrollView");
            this.m_drop_grid = this.Make <GameUIContainer>("Panel_down:Panel_drop:ScrollView:Viewport");

            this.m_action_btn                    = this.Make <GameButton>("Panel_down:Button_action");
            this.m_infinity_vit_icon             = m_action_btn.Make <GameImage>("Image_free");
            m_action_btn_effect                  = m_action_btn.Make <GameUIEffect>("UI_tongyong_anniu");
            m_action_btn_effect.EffectPrefabName = "UI_tongyong_anniu.prefab";

            m_difficult_icon  = Make <GameImage>("Panel_down:Panel_level:Image");
            m_difficlut_step  = this.Make <GameLabel>("Panel_down:Panel_level:Text");
            m_exp_progress    = Make <GameProgressBar>("Panel_down:Panel_level:Slider");
            m_exp_txt         = this.Make <GameLabel>("Panel_down:Panel_level:Text (1)");
            m_exp_reward_icon = Make <GameImage>("Panel_down:Panel_level:Image_gift");

            this.SetCloseBtnID("Panel_down:Button_close");

            m_bg_img = Make <GameImage>("RawImage");
            //m_bg_alpha = m_bg_img.GetComponent<TweenAlpha>();
            m_tween_root = Make <GameUIComponent>("Panel_down");
            //m_show_tween_scale = m_tween_root.GetComponent<TweenScale>();
            //m_show_tween_scale.AddTweenCompletedCallback(ShowTweenScaleFinished);
            //var show_tween_poses = m_tween_root.GetComponents<TweenPosition>().Where((i) => UITweenerBase.TweenTriggerType.Manual == i.m_triggerType);
            //m_show_tween_pos = show_tween_poses.First();

            //var show_tween_alphas = m_tween_root.GetComponents<TweenAlpha>().Where((i) => UITweenerBase.TweenTriggerType.OnShow == i.m_triggerType);
            //m_show_tween_alpha = show_tween_alphas.First();

            var show_tween_poses = m_tween_root.GetComponents <TweenPosition>().Where((i) => UITweenerBase.TweenTriggerType.OnShow == i.m_triggerType);

            m_show_tween_pos = show_tween_poses.First();
            m_show_tween_pos.AddTweenCompletedCallback(ShowTweenPosFinished);
        }
Beispiel #11
0
 private void Awake()
 {
     if (!label)
     {
         label = GetComponentInChildren <TextMeshProUGUI>();
     }
     if (!subscriber)
     {
         subscriber = GetComponentInChildren <TextMeshProUGUI>();
     }
     if (!timeProgressBar)
     {
         timeProgressBar = GetComponentInChildren <GameProgressBar>();
     }
 }
Beispiel #12
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        protected override void OnInit()
        {
            base.OnInit();
            this.m_cashLab = Make <GameLabelExtend>("Panel_top:Image_cash:Text_number");
            this.m_coinLab = Make <GameLabelExtend>("Panel_top:Image_coin:Text_number");

            this.m_currentEnergyLab = Make <GameLabelExtend>("Panel_top:Image_energy:Text_number");
            this.m_totalEnergyLab   = this.m_currentEnergyLab.Make <GameLabel>("totalNumber");
            this.m_progressBar      = Make <GameProgressBar>("Panel_top:Image_energy:Slider");

            this.m_VitBG = Make <GameImage>("Panel_top:Image_energy");

            this.m_VitEffect = Make <GameUIEffect>("Panel_top:Image_energy:Image_icon:UI_tili");

            NeedUpdateByFrame = true;
        }
Beispiel #13
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 protected override void OnInit()
 {
     base.OnInit();
     this.m_personItem = new SkyeyePersonItem[10];
     for (int i = 0; i < 10; i++)
     {
         this.m_personItem[i] = Make <SkyeyePersonItem>("Panel_down:Panel_head:head_" + (i + 1));
     }
     this.m_totalProgress    = Make <GameProgressBar>("Panel_down:totalProgress");
     this.m_lockCom          = Make <GameUIComponent>("Panel_down:Text_lock");
     this.m_startUpBtn       = Make <GameButton>("Panel_down:Button");
     this.m_quitBtn          = Make <GameButton>("RawImage:Button_close");
     this.m_bgImg            = Make <GameImage>("Panel_down:Panel:bg");
     this.m_detailUI         = Make <SkyEyePropDetail>("Panel_icondetail");
     this.m_personDetail     = Make <SkyeyePersonDetailComponent>("Panel_detail");
     this.m_totalProgressLab = Make <GameLabel>("Panel_down:num");
 }
        protected override void OnInit()
        {
            base.OnInit();

            m_type_icon      = this.Make <GameImage>("Panel_top:Image");
            m_cur_score_num  = this.Make <GameLabel>("Panel_top:Text (1)");
            m_score_progress = this.Make <GameProgressBar>("Panel_top:Slider");
            m_score_effect   = this.Make <GameUIEffect>("Panel_top:Slider:UI_fenshutiao");
            m_score_effect.EffectPrefabName = "UI_fenshutiao.prefab";
            m_score_effect.Visible          = false;
            m_normal_img  = this.Make <GameImage>("Panel_top:Image_normal");
            m_officer_tex = this.Make <GameTexture>("Panel_Talk:RawImage");
            m_desc_root   = this.Make <GameUIComponent>("Panel_Talk");
            m_desc_txt    = this.Make <GameLabel>("Panel_Talk:Text:content");
            m_case_root   = this.Make <GameUIComponent>("Image_enemy");
            m_case_txt    = this.Make <GameLabel>("Image_enemy:Text");
        }
Beispiel #15
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        protected override void OnInit()
        {
            base.OnInit();
            this.m_personImg  = Make <GameTexture>("Panel:RawImage");
            this.m_personName = Make <GameLabel>("Text");
            this.m_tipsLab    = this.m_personName.Make <GameLabel>("tips");

            this.m_progressBar     = Make <GameProgressBar>("Slider");
            this.m_progressFillImg = this.m_progressBar.Make <GameImage>("Fill Area:Fill");
            this.m_lockCom         = Make <GameUIComponent>("Image_unlock");
            this.m_personCom       = Make <GameUIComponent>("Panel");
            this.m_root            = Make <GameUIComponent>(gameObject);
            //this.m_alphaTweener = GetComponent<TweenAlpha>();
            this.m_scaleTweener = GetComponent <TweenScale>();

            this.m_alphaText = this.m_personName.GetComponent <TweenAlpha>();
            this.m_posText   = this.m_personName.GetComponent <TweenPosition>();
        }
Beispiel #16
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        protected override void OnInit()
        {
            base.OnInit();

            this.m_playerInfoComponent = Make <PlayerInfoUIComponent>("Panel_top:person");
            this.m_health_lab          = Make <GameLabelExtend>("Panel_top:Image_energy:Text_number");
            this.m_totalVit_lab        = this.m_health_lab.Make <GameLabel>("totalNumber");
            this.m_addHealth_btn       = Make <GameButton>("Panel_top:Image_energy:Button_add");

            this.m_coinImg     = Make <GameImage>("Panel_top:Image_coin");
            this.m_gold_lab    = Make <GameLabelExtend>("Panel_top:Image_coin:Text_number");
            this.m_btnGold_btn = Make <GameButton>("Panel_top:Image_coin:Button_add");

            this.m_cashImg       = Make <GameImage>("Panel_top:Image_cash");
            this.m_dollar_lab    = Make <GameLabelExtend>("Panel_top:Image_cash:Text_number");
            this.m_btnDollar_btn = Make <GameButton>("Panel_top:Image_cash:Button_add");
            this.m_dollar_effect = Make <GameUIEffect>("Panel_top:Image_cash:Image_icon:UI_chaopiao_jiemian");
            this.m_dollar_effect.EffectPrefabName = "UI_chaopiao_jiemian.prefab";
            this.m_dollar_effect.Visible          = true;


            this.m_vitImg                     = Make <GameImage>("Panel_top:Image_energy");
            this.m_CountDownVit_Root          = Make <GameImage>("Panel_top:Image_energy:Background");
            this.m_ProgressVit                = this.m_CountDownVit_Root.Make <GameFilledImage>("Fill");
            this.m_CountDownVit_Lab           = this.m_CountDownVit_Root.Make <GameLabel>("countDown");
            this.m_vitFreeImg                 = this.m_vitImg.Make <GameImage>("Image_free");
            this.m_VitEffect                  = Make <GameUIEffect>("Panel_top:Image_energy:Image_icon:UI_tili");
            this.m_VitEffect.EffectPrefabName = "UI_tili.prefab";
            m_VitEffect.Visible               = false;

            this.m_VitBG        = Make <GameImage>("Panel_top:Image_energy");
            this.m_vit_progress = Make <GameProgressBar>("Panel_top:Image_energy:Slider");

            this.m_tiliEffect = Make <GameUIEffect>("Panel_top:Image_energy:Image_icon:UI_tili");
            this.m_tiliEffect.EffectPrefabName = "UI_tili.prefab";
            this.m_jinbiEffect = Make <GameUIEffect>("Panel_top:Image_coin:Image_icon:UI_jinbi");
            this.m_jinbiEffect.EffectPrefabName = "UI_jinbi.prefab";

            this.m_panelTop       = Make <GameUIComponent>("Panel_top");
            this.m_paneTopTweener = m_panelTop.GetComponent <TweenPosition>();


            NeedUpdateByFrame = true;
        }
Beispiel #17
0
        public static void UpdateEffectPosByProgressbar(GameProgressBar bar_, GameUIEffect effect_, float interval_, float duration_)
        {
            TimeModule.Instance.SetTimeInterval(() => EffectProgressbarValueSync(bar_, effect_), interval_, duration_).OnComplete(() => effect_.Visible = false);

            TimeModule.Instance.SetTimeout(() => { effect_.Visible = false; effect_.Visible = true; }, 0.01f);
        }