public void ShowHelp() { PlayerPrefsX.SetBool("first-time", false); SetPlayButtonInteractable(false); NavigationPointer mainMenuPointer = new NavigationPointer(screenCategory, mainMenuName); NavigationPointer helpPointer = new NavigationPointer(screenCategory, helpName); NavigationPointer help1Pointer = new NavigationPointer(screenCategory, help1Name); NavigationPointerData data = new NavigationPointerData(true); data.show.Add(helpPointer); data.show.Add(help1Pointer); data.hide.Add(mainMenuPointer); var temp = mainMenu.outAnimations.Copy(); mainMenu.outAnimations = lastOutAnim.Copy(); UINavigation.Show(data.show); UINavigation.Hide(data.hide); UINavigation.AddItemToHistory(data); mainMenu.outAnimations = temp; }
void Awake() { #if !UNITY_EDITOR Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; #endif shortTimer = new Timer(0.2f); uiNavigationInstance = UINavigation.Instance; m_bMenuAnimator = FindObjectOfType <Canvas>().GetComponent <Animator>(); //Add me to the singleton tester //SingletonTester.Instance.AddSingleton(this); SceneManager.sceneLoaded += OnSceneLoad; m_SettingsPanel = GameObject.Find("Options_Panel"); m_CreditsPanel = GameObject.Find("Credits_Panel"); //Currently null; m_CharacterSelectionPanel = GameObject.Find("Character_Selection"); // m_SettingsPanel.SetActive((!m_SettingsPanel)); //instance = FindObjectOfType<UIManager>(); _eventSystem = GameObject.Find("EventSystem").GetComponent <EventSystem>(); selected = _eventSystem.currentSelectedGameObject; menuStatus = new Stack <GameObject>(); if (Instance.gameObject != this.gameObject) { Destroy(this.gameObject); } }
public override void Update(float dt) { // 已打开界面的update,有需求才做 ViewBase curView = UINavigation.GetLastItem(); if (curView != null && curView.isOpen) { curView.Update(); } // 自动回收cache的界面,todo这个是不是可以用个协程做 var curTime = Time.time; if (curTime - m_lastCacheCheckTime > 1) { foreach (var item in m_viewMap) { var view = item.Value; //Debug.Log((view.closeTime - curTime > UIPANEL_CACHE_TIME).ToString()); if (view.closeTime - curTime > UIPANEL_CACHE_TIME && !view.isOpen) { m_viewMap[view.key] = null; view.Dispose(); } } } }
public void HideHelp() { SetPlayButtonInteractable(false); NavigationPointer mainMenuPointer = new NavigationPointer(screenCategory, mainMenuName); NavigationPointer helpPointer = new NavigationPointer(screenCategory, helpName); NavigationPointerData data = new NavigationPointerData(true); data.show.Add(mainMenuPointer); data.hide.Add(helpPointer); var temp = mainMenu.inAnimations.Copy(); mainMenu.inAnimations = firstInAnim.Copy(); UINavigation.Show(data.show, true); UINavigation.Hide(data.hide); UINavigation.AddItemToHistory(data); help1.Hide(true); help2.Hide(true); help3.Hide(true); mainMenu.inAnimations = temp; }
void UpdateTheNavigationHistory() { if (!UIManager.IsNavigationEnabled) { return; } UINavigation.UpdateTheNavigationHistory(navigationPointerData.Copy()); }
public override UIBattleCutNavigation SetAnchor(UINavigation <UIBattleCutNavigation> .Anchor iAnchor) { if (!this.settingModel.GuideDisplay) { return(this); } return(base.SetAnchor(iAnchor)); }
//初始化界面管理器状态 private static void InitView(ViewBase view) { m_viewMap[view.key] = view; UINavigation.AddItem(view); view.Open(); //--抛出界面打开完成事件 //--设置场景摄像机状态 }
private void Start() { instance = this; joystick = FindObjectOfType <Joystick>(); acceptButton.onClick.AddListener(() => { AcceptButton(); }); }
void UpdateTheNavigationHistory() { #if dUI_DoozyUI if (!UIManager.IsNavigationEnabled) { return; } UINavigation.UpdateTheNavigationHistory(navigationPointerData.Copy()); #endif }
public UIModule() { UINavigation.Init(); // 随缘7个 m_viewMap = new Dictionary <ViewID, ViewBase>(7); m_viewRoot = new Dictionary <ViewType, Transform> { { ViewType.MAIN, GameObject.Find("Canvas/Main").transform }, { ViewType.POPUP, GameObject.Find("Canvas/Popup").transform }, { ViewType.FIXED, GameObject.Find("Canvas/Fixed").transform }, }; }
public void Start() { if (Instance) { return; } Instance = this; _uiNav = GetComponent <UINavigation>(); //if (_uiNav.GetElement("VelocityBar")) { // VelocityBar = _uiNav.GetElement("VelocityBar").imgElement; // velocityBarOrigRect = VelocityBar.rectTransform.rect; //} }//Start
// Use this for initialization void Start() { m_UINavRef = GetComponentInParent <UINavigation>(); m_UINavRef.MenuButton = new Button[] { ResumeButton, SettingsButton, ExitButton, QuitButton }; //Array.Reverse(m_UINavRef.MenuButton); ControllerSliderControl.enabled = false; ResumeButton.onClick.AddListener(ResumeButtonEvent); SettingsButton.onClick.AddListener(SettingsButtonEvent); ExitButton.onClick.AddListener(ExitButtonEvent); BackButton.onClick.AddListener(BackButtonEvent); QuitButton.onClick.AddListener(QuitButtonEvent); ConfirmQuitButton.onClick.AddListener(ConfirmQuitButtonEvent); DeclineQuitButton.onClick.AddListener(DeclineQuitButtonEvent); //BackButton.gameObject.SetActive(false); }
// Use this for initialization void Awake() { m_Animator = this.GetComponent <Animator>(); m_AudioSource = this.GetComponent <AudioSource>(); if (!m_AudioSource) { m_AudioSource = this.gameObject.AddComponent <AudioSource>(); m_AudioSource.loop = false; m_AudioSource.playOnAwake = false; m_AudioSource.outputAudioMixerGroup = AudioManager.RequestMixerGroup(SourceType.SFX); } if (transform.childCount > 3 && GameManagerc.Instance.m_bDoLogoTransition) { TeamLogo = this.transform.GetChild(4).GetComponent <Image>(); BlackOut = this.transform.GetChild(5).GetComponent <Image>(); BlackOut2nd = this.transform.GetChild(3).GetComponent <Image>(); //because render order fadingQueue.Enqueue(BlackOut); fadingQueue.Enqueue(TeamLogo); fadingQueue.Enqueue(BlackOut2nd); StartCoroutine(WakeUp()); } else //When the game doesn't want to do the logo transition { if (transform.childCount > 3) { TeamLogo = this.transform.GetChild(4).GetComponent <Image>(); //TODO Need to Re-add to the queue so it Fades in and then fades out. BlackOut = this.transform.GetChild(5).GetComponent <Image>(); BlackOut2nd = this.transform.GetChild(3).GetComponent <Image>(); TeamLogo.enabled = false; BlackOut.enabled = false; BlackOut2nd.enabled = false; } OpenDoor(); } // OpenDoor(); _UINavi = UINavigation.Instance; _eventSystem = FindObjectOfType <EventSystem>(); SceneManager.sceneLoaded += OnSceneLoad; }
public void Start() { if (Instance != null) { DestroyImmediate(this.gameObject); return; } FindAllUiElements(); Instance = this; if (_canvas == null) { _canvas = GetComponent <Canvas>(); } if (_canvas.worldCamera == null) { _canvas.worldCamera = Camera.main; } DontDestroyOnLoad(this.gameObject); }//Start
void AssignGhosts() { // find and assign ghosts clyde = GameObject.Find("clyde"); pinky = GameObject.Find("pinky"); inky = GameObject.Find("inky"); blinky = GameObject.Find("blinky"); if (clyde == null || pinky == null || inky == null || blinky == null) { Debug.Log("One of ghosts are NULL"); } gui = GameObject.FindObjectOfType <UINavigation>(); if (gui == null) { Debug.Log("GUI Handle Null!"); } }
public static void CloseView(ViewID key) { ViewBase view = GetView(key); if (view != null) { if (view.isOpen) { view.Close(); UINavigation.RemoveLastItem(view); } else { GameLog.LogWarning("[UIModule]界面关闭失败,已经关闭!" + key.ToString()); } } else { GameLog.LogError("[UIModule]界面关闭失败,没有找到指定界面!" + key.ToString()); } }
public void ShowScreenAndHideOthers(string group, string screen, bool AddNavStory) { UINavigation.ShowUiElementAndHideAllTheOthers(screen, group, AddNavStory); }
public void ShowScreen(string group, string screen, bool AddNavStory) { UINavigation.ShowUiElement(screen, group, AddNavStory); }
public void SetListeners(UINavigation inputNav, Action <string> autocorrectFunction) { selectable.onClick.AddListener(inputNav.selectable.Select); selectable.onClick.AddListener(() => autocorrectFunction(textField.text)); }
private void Awake() { textField = GetComponentInChildren <TextMeshProUGUI>(); navigation = GetComponent <UINavigation>(); selectable = GetComponent <Button>(); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { //oh fukc //check if the instance is this game object //If the map to load isnt null, load it if (scene.buildIndex == 1) { m_bWinnerFound = false; m_bAllowPause = true; UINavigation LoadInstance = UINavigation.Instance; GetComponent <MusicFader>().FadeIn(); if (!m_bFirstTimeLoading) //if this isn't the first time loading into the scene { if (FindObjectOfType <ScreenTransition>()) { screenTransition = FindObjectOfType <ScreenTransition>(); for (int i = 0; i < screenTransition.transform.childCount; i++) { screenTransition.transform.GetChild(i).GetComponent <Image>().enabled = false; } } if (m_bDoGlitch) { //Reversee glitch StartCoroutine(InterpolateGlitch(true)); m_bPlayedGlitchAudio = false; m_AudioSource.clip = m_LMSDingSound; } } else { m_bFirstTimeLoading = false; } if (MapToLoad) //load the map first { GameObject go = Instantiate(MapToLoad); go.transform.position = Vector3.zero; go.transform.DetachChildren(); mInstance.mbMapLoaded = true; ControllerManager.Instance.FindSpawns(); CharacterSelectionManager.Instance.LoadPlayers(); } //If I found the finished game panel if (GameObject.Find("FinishedGamePanel")) { //Set the UI panel reference to that object FinishUIPanel = GameObject.Find("FinishedGamePanel"); //set the object buttons delegates FinishUIPanel.transform.Find("Rematch").GetComponent <Button>().onClick.AddListener(delegate { Rematch(); }); FinishUIPanel.transform.Find("Main Menu").GetComponent <Button>().onClick.AddListener(delegate { GoToStart(); }); //turn the children off (so this object can still be found if needed be); for (int i = 0; i < FinishUIPanel.transform.childCount; ++i) { FinishUIPanel.transform.GetChild(i).gameObject.SetActive(false); } } MenuPanel = GameObject.Find("PausePanel"); UIManager.Instance.SetDefaultPanel(MenuPanel); //MenuPanel.SetActive(true); //Find the points panel and populate the array. PointsPanel = GameObject.Find("PointsPanel"); InGameScreenAnimator = PointsPanel.GetComponentInParent <Animator>(); PointXPositions = new GameObject[GameObject.Find("PointXPositions").transform.childCount]; for (int i = 0; i < PointXPositions.Length; i++) { PointXPositions[i] = GameObject.Find("PointXPositions").transform.GetChild(i).gameObject; } //Populate the Y positions PointYPositions = new GameObject[GameObject.Find("PointYPositions").transform.childCount]; for (int i = 0; i < PointYPositions.Length; i++) { PointYPositions[i] = GameObject.Find("PointYPositions").transform.GetChild(i).gameObject; } //Populate the array #region Point panel, and point containers PointContainers = new GameObject[PointsPanel.transform.childCount]; GameObject[] ActivePanels = new GameObject[4 - CharacterSelectionManager.Instance.JoinedPlayers]; int ActivePanelIndex = 0; //Move the point containers depending on how many points are required. for (int i = 0; i < PointsPanel.transform.childCount; i++) { PointContainers[i] = PointsPanel.transform.GetChild(i).gameObject; for (int j = 0; j < PointContainers[i].transform.childCount; j++) { if (PointContainers[i].transform.GetChild(j).GetComponent <Animator>()) { switch (m_gameMode) { case Gamemode_type.LAST_MAN_STANDING_DEATHMATCH: PointContainers[i].transform.GetChild(j).GetComponent <Animator>().SetBool("CircuitBreaker", true); break; case Gamemode_type.HEAD_HUNTERS: PointContainers[i].transform.GetChild(j).GetComponent <Animator>().SetBool("HeadHunter", true); break; default: break; } } foreach (Image imagerenderer in PointContainers[i].transform.GetChild(j).GetComponentsInChildren <Image>()) { imagerenderer.enabled = false; } } Vector3 temp = PointContainers[i].transform.position; //Get the last object in container (portrait) PointContainers[i].transform.position = new Vector3(PointXPositions[m_iPointsIndex].transform.position.x, temp.y, temp.z); //For every object after the points neeeded, turn them off since their not required. for (int j = m_iPointsNeeded; j < PointContainers[i].transform.childCount - 1; j++) { PointContainers[i].transform.GetChild(j).gameObject.SetActive(false); } //Turn off the containers so they don't show up. } //Load player portraits. foreach (var item in CharacterSelectionManager.Instance.playerSelectedCharacter) { int playerNumber = (int)item.Key - 1; if (item.Value.GetComponent <BaseAbility>().m_CharacterPortrait) //If the character has a portrait { //Get the last object in point containers (the portrait container), get the first child (the "fill"- what is consitency) and change its sprite to the character's (item.value) sprite found in the base ability. PointContainers[playerNumber].transform.GetChild(PointContainers[playerNumber].transform.childCount - 1).GetChild(0).GetComponent <Image>().sprite = item.Value.GetComponent <BaseAbility>().m_CharacterPortrait; Image portraitOutline = PointContainers[playerNumber].transform.GetChild(PointContainers[playerNumber].transform.childCount - 1).GetChild(1).GetComponent <Image>(); portraitOutline.material.SetColor("_Color", Color.white); Move tempMove = item.Value.GetComponent <Move>(); Database ColorDatabase = Resources.Load("Database") as Database; Dictionary <string, Color> colorDictionary = new Dictionary <string, Color>(); for (int i = 0; i < ColorDatabase.colors.Length; i++) { if (!colorDictionary.ContainsKey(ColorDatabase.colors[i].PlayerType)) { colorDictionary.Add(ColorDatabase.colors[i].PlayerType, ColorDatabase.colors[i].playerColor); } } portraitOutline.color = colorDictionary[tempMove.ColorDatabaseKey]; } } //can also be used for the amount of players in the scene. XboxController[] JoinedXboxControllers = new XboxController[CharacterSelectionManager.Instance.playerSelectedCharacter.Count]; int nextIndex = 0; for (int i = 0; i < 4; i++) { if (CharacterSelectionManager.Instance.playerSelectedCharacter.ContainsKey(XboxController.First + i)) { JoinedXboxControllers[nextIndex] = XboxController.First + i; nextIndex++; } } //Turn every player's UI on. foreach (var item in JoinedXboxControllers) { PointContainers[(int)item - 1].SetActive(true); ActivePanels[ActivePanelIndex] = PointContainers[(int)item - 1]; ActivePanelIndex++; } //for (int i = PointContainers.Length - 1; i > ActivePanelIndex - 1; i--) //{ // PointContainers[i].SetActive(false); //} for (int i = 0; i < PointContainers.Length; i++) { PointContainers[i].SetActive(false); } foreach (var item in JoinedXboxControllers) { PointContainers[(int)item - 1].SetActive(true); for (int j = 0; j < PointContainers[(int)item - 1].transform.childCount; j++) { if (PointContainers[(int)item - 1].transform.GetChild(j).GetComponent <Animator>()) { switch (m_gameMode) { case Gamemode_type.LAST_MAN_STANDING_DEATHMATCH: PointContainers[(int)item - 1].transform.GetChild(j).GetComponent <Animator>().SetBool("CircuitBreaker", true); break; case Gamemode_type.HEAD_HUNTERS: PointContainers[(int)item - 1].transform.GetChild(j).GetComponent <Animator>().SetBool("HeadHunter", true); break; default: break; } } foreach (Image imagerenderer in PointContainers[(int)item - 1].transform.GetChild(j).GetComponentsInChildren <Image>()) { imagerenderer.enabled = false; } } } for (int i = 0; i < 4 - CharacterSelectionManager.Instance.JoinedPlayers; i++) { Vector3 temp = ActivePanels[i].transform.position; ActivePanels[i].transform.position = new Vector3(temp.x, PointYPositions[4 - CharacterSelectionManager.Instance.JoinedPlayers - 2].transform.GetChild(i).position.y, temp.z); } foreach (var Player in InGamePlayers) //For every player in the game. { int iPlayerIndex = XboxControllerPlayerNumbers[Player.GetComponent <ControllerSetter>().mXboxController]; for (int j = 0; j < PlayerWins[Player]; j++) //For every point the player has. { if (PlayerWins[Player] > 0) { if (PointContainers[iPlayerIndex].transform.GetChild(j).GetComponent <Animator>()) { Image temp = PointContainers[iPlayerIndex].transform.GetChild(j).GetComponent <Image>(); PointContainers[iPlayerIndex].transform.GetChild(j).GetComponent <Animator>().SetTrigger("PointGain"); PointContainers[iPlayerIndex].transform.GetChild(j).GetComponent <Image>().color = Color.blue; } } } } #endregion //PointsPanel.SetActive(false); ReadyKillContainer = GameObject.Find("StartScreen"); GameObject KillAudio = ReadyKillContainer.transform.GetChild(0).gameObject; GameObject GetReady = ReadyKillContainer.transform.GetChild(1).gameObject; //if (m_bShowReadyFight) if (m_bDoReadyKill) { StartCoroutine(ReadyKill(ReadyKillContainer)); } //find weapons and add shit to them _rbPausers.Clear(); _rbPausers = new List <RigidbodyPauser>(); foreach (Rigidbody2D item in FindObjectsOfType <Rigidbody2D>()) { if (item.GetComponentInParent <Weapon>()) { if (!item.GetComponent <RigidbodyPauser>()) { RigidbodyPauser rbp = item.gameObject.AddComponent <RigidbodyPauser>(); if (!_rbPausers.Contains(rbp)) { _rbPausers.Add(rbp); } } else { RigidbodyPauser rbp = item.gameObject.GetComponent <RigidbodyPauser>(); if (!_rbPausers.Contains(rbp)) { _rbPausers.Add(rbp); } } } } //m_bRoundReady = true; m_bDoLogoTransition = false; //PointsPanel.SetActive(false); //mInstance.mbLoadedIntoGame = true; } }