Beispiel #1
0
 public UI3DFrame(Rect rect, Vector3 pos)
 {
     m_UIMove      = new UIMove();
     m_UIMove.Rect = rect;
     m_Pos         = pos;
     this.Add(m_UIMove);
     this.SetUIHandler(this);
 }
        public LSAnimation CreatMove(GameObject go, Transform targetPos, float time)
        {
            UIMove ani = new UIMove();

            ani.gameObject  = go;
            ani.targetTrans = targetPos;
            ani.gap         = time;
            return(ani);
        }
Beispiel #3
0
 protected override void Awake()
 {
     base.Awake();
     if (ui == null)
     {
         ui = UIMove.instance;
     }
     score = forward ? 15 : 10;
 }
Beispiel #4
0
    // Use this for initialization
    void Awake()
    {
        Input.backButtonLeavesApp = true;
        self        = this;
        colorMap[0] = Color.green;
        colorMap[1] = Color.blue;
        colorMap[2] = new Color(0f, 1f, 1f);
        colorMap[3] = Color.black;
        colorMap[4] = Color.red;
        colorMap[5] = new Color(1f, 0f, 1f);
        colorMap[6] = new Color(1f, 1f, 0f);
        Mesh tileMesh = TilePrefab.GetComponent <MeshFilter>().sharedMesh;

        baseMainVerts = tileMesh.vertices;
        convertToSides(tileMesh, baseMainVerts, ref sideVerts);
        tileMesh.vertices = baseMainVerts;
        sideView          = false;
        inventory         = new Inventory(GameObject.FindGameObjectWithTag("inventory"), false);
        equipment         = new Inventory(GameObject.FindGameObjectWithTag("equipS"), true);

        myCam   = GameObject.FindGameObjectWithTag("Cam2").GetComponent <Camera> ();
        mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> ();

        soundUI    = myCam.transform.GetChild(1).GetComponent <AudioSource> ();
        soundEquip = myCam.transform.GetChild(2).GetComponent <AudioSource> ();

        playerLocation = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform> ();
        //playerAnim = playerLocation.GetComponent<Animator> ();
        //playerFollowL = GameObject.FindGameObjectWithTag ("PlayerFollow").GetComponent<Transform> ();
        UIInventory.SetActive(false);
        UINormal.SetActive(false);
        UIEdit.SetActive(false);
        UIMove.SetActive(false);
        UIChat.SetActive(false);
        UIStats.SetActive(false);
        UIHaS.SetActive(false);
        UICompass.SetActive(false);
        UIOptions.SetActive(false);
        chCam         = chatCam.GetComponent <Camera> ();
        chCam.enabled = false;
        //chatCam.SetActive (false);
        selBox  = GameObject.FindGameObjectWithTag("selectBox");
        selCirc = GameObject.FindGameObjectWithTag("selectCircle");
        selBox.SetActive(false);
        selCirc.SetActive(false);
        selectBox = selBox;
        foreach (EnemyType type in Enum.GetValues(EnemyType.archer.GetType()))
        {
            GameObject prefab = Resources.Load <GameObject>("Prefabs/enemy/" + type.ToString());
            enemyPrefabs.Add(type, prefab);
        }
    }
Beispiel #5
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    UIMove gen_ret = new UIMove();
                    translator.Push(L, gen_ret);

                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UIMove constructor!"));
        }
Beispiel #6
0
    public void HandleEvent(UIControl control, int command, float wparam, float lparam)
    {
        for (int i = 0; i < m_dragIcons.Count; i++)
        {
            UIMove  uiMove  = m_dragIcons[i].m_UIMove;
            UIImage uiImage = m_dragIcons[i].m_Image;

            if (control == uiMove)
            {
                if (command == (int)(UIMove.Command.MovePos))
                {
                    uiImage.Rect = new Rect(wparam - 0.5f * m_IconRect.width, lparam - 0.5f * m_IconRect.height, m_IconRect.width, m_IconRect.height);
                    //m_Parent.SendEvent(this, (int)Command.DragMove, wparam, lparam);
                }
                else if (command == (int)(UIMove.Command.End))
                {
                    uiImage.Rect = uiMove.Rect;
                    int inGrid = -1;
                    for (int j = 0; j < m_dragIcons.Count; j++)
                    {
                        if (m_dragIcons[j].m_UIMove.Rect.Contains(new Vector2(wparam, lparam)))
                        {
                            inGrid = j;
                        }
                    }

                    if (inGrid == -1)
                    {
                        uiImage.Rect = new Rect(-1000, -1000, 200, 200);
                        m_Parent.SendEvent(this, (int)Command.DragOutSide, i, 0);
                    }
                    else
                    {
                        uiImage.Rect = m_dragIcons[inGrid].m_UIMove.Rect;
                        m_Parent.SendEvent(this, (int)Command.DragExchange, i, inGrid);
                    }
                }
                else if (command == (int)(UIMove.Command.Begin))
                {
                    //m_Parent.SendEvent(this, (int)Command.DragBegin, wparam, lparam);
                }
            }
        }
    }
Beispiel #7
0
        static int _m_OnDrag(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UIMove gen_to_be_invoked = (UIMove)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.EventSystems.PointerEventData _eventData = (UnityEngine.EventSystems.PointerEventData)translator.GetObject(L, 2, typeof(UnityEngine.EventSystems.PointerEventData));

                    gen_to_be_invoked.OnDrag(_eventData);



                    return(0);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Beispiel #8
0
 /// <summary>Begins a new window! This will push a pose onto the transform stack, and all UI
 /// elements will be relative to that new pose. The pose is actually the top-center
 /// of the window. Must be finished with a call to UI.WindowEnd().</summary>
 /// <param name="text">Text to display on the window title, should be unique as it
 /// will be used as the window's id.</param>
 /// <param name="pose">The pose state for the window! If showHeader is true, the user
 /// will be able to grab this header and move it around.</param>
 /// <param name="size">Physical size of the window! Should be set to a non-zero value, otherwise
 /// it'll default to 32mm. If y is zero, it'll expand to contain all elements within it.</param>
 /// <param name="showHeader">Should the window show a header bar? Header bar includes a title,
 /// and is grabbable when it's visible.</param>
 /// <param name="moveType">Describes how the affordance will move when dragged around.</param>
 public static void WindowBegin(string text, ref Pose pose, Vec2 size, bool showHeader = true, UIMove moveType = UIMove.FaceUser)
 => NativeAPI.ui_window_begin(text, ref pose, size, showHeader, moveType);
Beispiel #9
0
 /// <summary>This begins a new UI group with its own layout! Much like a window, except
 /// with a more flexible handle, and no header. You can draw the handle, but it will have
 /// no text on it.</summary>
 /// <param name="id">Id of the affordance group.</param>
 /// <param name="pose">The pose state for the affordance! The user will be able to grab
 /// this affordance and move it around.</param>
 /// <param name="handle">Size and location of the affordance handle, relative to the pose.</param>
 /// <param name="drawHandle">Should this function draw the handle for you, or will you
 /// draw that yourself?</param>
 /// <param name="moveType">Describes how the affordance will move when dragged around.</param>
 /// <returns>Returns true for every frame the user is grabbing the handle.</returns>
 public static bool AffordanceBegin(string id, ref Pose pose, Bounds handle, bool drawHandle = false, UIMove moveType = UIMove.Exact)
 => NativeAPI.ui_affordance_begin(id, ref pose, handle, drawHandle, moveType);
Beispiel #10
0
 /// <summary>Begins a new window! This will push a pose onto the
 /// transform stack, and all UI elements will be relative to that new
 /// pose. The pose is actually the top-center of the window. Must be
 /// finished with a call to UI.WindowEnd(). This override omits the
 /// size value, so the size will be auto-calculated based on the
 /// content provided during the previous frame.</summary>
 /// <param name="text">Text to display on the window title, should be
 /// unique as it will be used as the window's id.</param>
 /// <param name="pose">The pose state for the window! If showHeader
 /// is true, the user will be able to grab this header and move it
 /// around.</param>
 /// <param name="windowType">Describes how the window should be drawn,
 /// use a header, a body, neither, or both?</param>
 /// <param name="moveType">Describes how the window will move when
 /// dragged around.</param>
 public static void WindowBegin(string text, ref Pose pose, UIWin windowType = UIWin.Normal, UIMove moveType = UIMove.FaceUser)
 => NativeAPI.ui_window_begin(text, ref pose, Vec2.Zero, windowType, moveType);
Beispiel #11
0
        /// <summary>This begins and ends a handle so you can just use  its
        /// grabbable/moveable functionality! Behaves much like a window,
        /// except with a more flexible handle, and no header. You can draw
        /// the handle, but it will have no text on it. Returns true for
        /// every frame the user is grabbing the handle.</summary>
        /// <param name="id">Id of the handle group.</param>
        /// <param name="pose">The pose state for the handle! The user will
        /// be able to grab this handle and move it around.</param>
        /// <param name="handle">Size and location of the handle, relative to
        /// the pose.</param>
        /// <param name="drawHandle">Should this function draw the handle for
        /// you, or will you draw that yourself?</param>
        /// <param name="moveType">Describes how the handle will move when
        /// dragged around.</param>
        /// <returns>Returns true for every frame the user is grabbing the
        /// handle.</returns>
        public static bool Handle(string id, ref Pose pose, Bounds handle, bool drawHandle = false, UIMove moveType = UIMove.Exact)
        {
            bool result = NativeAPI.ui_handle_begin(id, ref pose, handle, drawHandle, moveType);

            NativeAPI.ui_handle_end();
            return(result);
        }
Beispiel #12
0
 private void Start()
 {
     uiMove = GetComponent <UIMove>();
 }