Inheritance: UnityEngine.EventSystems.UIBehaviour, ILayoutController, ILayoutSelfController
Beispiel #1
0
 static public int set_verticalFit(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.UI.ContentSizeFitter         self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         UnityEngine.UI.ContentSizeFitter.FitMode v;
         v = (UnityEngine.UI.ContentSizeFitter.FitMode)LuaDLL.luaL_checkinteger(l, 2);
         self.verticalFit = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Beispiel #2
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 static public int get_horizontalFit(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.horizontalFit);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
        public override void CollectViews()
        {
            base.CollectViews();

            root.name = "SharedFitter";

            CSF             = root.gameObject.AddComponent <UnityEngine.UI.ContentSizeFitter>();
            CSF.verticalFit = UnityEngine.UI.ContentSizeFitter.FitMode.PreferredSize;

            // Scale with the viewport's width. Height unscaled
            root.anchorMin = Vector2.zero;
            root.anchorMax = new Vector2(1f, 0f);

            // Middle-Center pivot to grow downwards on resizing
            root.pivot = new Vector2(.5f, 1f);

            // Place it way below the viewport, so it won't be visible. The ScrollView's mask should not allow it to be visible anyway.
            // Height doesn't matter, because it'll constantly change
            float height = 1234f;

            root.SetInsetAndSizeFromParentBottomEdgeWithCurrentAnchors(-30000f, height);

            // Correctly set its left and right padding according to the parameters, just like the regular items will be placed.
            // Since this VH is parented to the Viewport, you may wonder why we can use the paddings used for the Content:
            // In an OSA, the Content and the Viewport always have the same size and position,
            // so their children will be identically placed if the same insets and sizes are used
            var padding = _Params.ContentPadding;

            root.SetInsetAndSizeFromParentLeftEdgeWithCurrentAnchors(padding.left, _Params.Content.rect.width - padding.right);
        }
Beispiel #4
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        private void CreateLabelText(string label, Transform parent)
        {
            // Prepare the text game object
            GameObject textGo = new GameObject("Text", typeof(RectTransform));

            textGo.layer = this.gameObject.layer;

            // Prepare the text rect
            RectTransform textRt = textGo.transform as RectTransform;

            textRt.SetParent(parent, false);
            textRt.pivot            = new Vector2(0.5f, 0.5f);
            textRt.anchorMin        = new Vector2(0f, 0.5f);
            textRt.anchorMax        = new Vector2(0f, 0.5f);
            textRt.localScale       = new Vector3(1f, 1f, 1f);
            textRt.localPosition    = Vector3.zero;
            textRt.anchoredPosition = Vector2.zero;

            // Prepare the text
            Text text = textGo.AddComponent <Text>();

            text.text     = label;
            text.font     = this.m_TextFont;
            text.fontSize = this.m_TextSize;
            text.color    = this.m_TextColor;

            // Prepare the content size fitter
            ContentSizeFitter textCsf = textGo.AddComponent <ContentSizeFitter>();

            textCsf.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
            textCsf.verticalFit   = ContentSizeFitter.FitMode.PreferredSize;
        }
Beispiel #5
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 static public int set_verticalFit(IntPtr l)
 {
     UnityEngine.UI.ContentSizeFitter         o = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
     UnityEngine.UI.ContentSizeFitter.FitMode v;
     checkEnum(l, 2, out v);
     o.verticalFit = v;
     return(0);
 }
        public override void CollectViews()
        {
            base.CollectViews();

            contentSizeFitter         = root.GetComponent <UnityEngine.UI.ContentSizeFitter>();
            contentSizeFitter.enabled = false;             // the content size fitter should not be enabled during normal lifecycle, only in the "Twin" pass frame
            root.GetComponentAtPath("TitlePanel/TitleText", out titleText);
            root.GetComponentAtPath("Icon1Image", out icon1Image);
        }
Beispiel #7
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        public static GameObject CreateLoopHorizontalScrollRect(DefaultControls.Resources resources)
        {
            GameObject root = CreateUIElementRoot("LoopHorizontalScrollRect", new Vector2(200, 200));

            root.GetAddComponent <Image>().color = Color.gray;
            GameObject viewPort = CreateViewPort(root.transform);
            GameObject content  = CreateUIObject("Content", viewPort);

            RectTransform contentRT = content.GetComponent <RectTransform>();

            contentRT.anchorMin = new Vector2(0, 1f);
            contentRT.anchorMax = new Vector2(1, 1f);
            contentRT.sizeDelta = new Vector2(0, 200);
            contentRT.pivot     = new Vector2(0, 1f);

            // Setup UI components.

            LoopHorizontalScrollRect scrollRect = root.AddComponent <LoopHorizontalScrollRect>();

            scrollRect.content                       = contentRT;
            scrollRect.viewport                      = null;
            scrollRect.horizontalScrollbar           = null;
            scrollRect.verticalScrollbar             = null;
            scrollRect.horizontal                    = true;
            scrollRect.vertical                      = false;
            scrollRect.horizontalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
            scrollRect.verticalScrollbarVisibility   = LoopScrollRect.ScrollbarVisibility.Permanent;
            scrollRect.horizontalScrollbarSpacing    = 0;
            scrollRect.verticalScrollbarSpacing      = 0;

            CreateHorizontalDefaultScrollBar(root.transform, scrollRect);
            CreateVerticalDefaultScrollBar(root.transform, scrollRect);


            Image img = viewPort.AddComponent <Image>();

            img.raycastTarget = true;
            Mask mask = viewPort.AddComponent <Mask>();

            mask.showMaskGraphic = false;


            HorizontalLayoutGroup layoutGroup = content.AddComponent <HorizontalLayoutGroup>();

            layoutGroup.childAlignment         = TextAnchor.MiddleLeft;
            layoutGroup.childForceExpandWidth  = false;
            layoutGroup.childForceExpandHeight = true;

            ContentSizeFitter sizeFitter = content.AddComponent <ContentSizeFitter>();

            sizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
            sizeFitter.verticalFit   = ContentSizeFitter.FitMode.Unconstrained;

            return(root);
        }
 static public int get_verticalFit(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         pushEnum(l, (int)self.verticalFit);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetLayoutHorizontal(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         self.SetLayoutHorizontal();
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #10
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        /// <inheritdoc/>
        public override void CollectViews()
        {
            base.CollectViews();

            // Since the group views holder is created at runtime internally, we also need to add the CSF by code
            contentSizeFitterComponent             = root.gameObject.AddComponent <UnityEngine.UI.ContentSizeFitter>();
            contentSizeFitterComponent.verticalFit = UnityEngine.UI.ContentSizeFitter.FitMode.PreferredSize;

            // Keeping the CSF always enabled is easier to manage. We'll trigger a Twin pass very frequently, anyway
            contentSizeFitterComponent.enabled = true;
        }
 static public int get_horizontalFit(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.horizontalFit);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #12
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 static public int SetLayoutVertical(IntPtr l)
 {
     try{
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         self.SetLayoutVertical();
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int get_horizontalFit(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         pushEnum(l, (int)self.horizontalFit);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int SetLayoutVertical(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         self.SetLayoutVertical();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_verticalFit(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter         self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         UnityEngine.UI.ContentSizeFitter.FitMode v;
         checkEnum(l, 2, out v);
         self.verticalFit = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #16
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 static int QPYX_SetLayoutVertical_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 1);
         UnityEngine.UI.ContentSizeFitter QPYX_obj_YXQP = (UnityEngine.UI.ContentSizeFitter)ToLua.CheckObject <UnityEngine.UI.ContentSizeFitter>(L_YXQP, 1);
         QPYX_obj_YXQP.SetLayoutVertical();
         return(0);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
Beispiel #17
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 static int SetLayoutVertical(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.UI.ContentSizeFitter obj = (UnityEngine.UI.ContentSizeFitter)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.ContentSizeFitter));
         obj.SetLayoutVertical();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static public int set_horizontalFit(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter         self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         UnityEngine.UI.ContentSizeFitter.FitMode v;
         checkEnum(l, 2, out v);
         self.horizontalFit = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Beispiel #19
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        protected virtual void Awake()
        {
            // Save instance reference
            mInstance = this;

            // Get the rect transform
            this.m_Rect = this.gameObject.GetComponent <RectTransform>();

            // Get the canvas group
            this.m_CanvasGroup = this.gameObject.GetComponent <CanvasGroup>();

            // Get the content size fitter
            this.m_SizeFitter = this.gameObject.GetComponent <ContentSizeFitter>();
        }
 static public int set_horizontalFit(IntPtr l)
 {
     try {
         UnityEngine.UI.ContentSizeFitter         self = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
         UnityEngine.UI.ContentSizeFitter.FitMode v;
         checkEnum(l, 2, out v);
         self.horizontalFit = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #21
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        /// <summary>
        /// Rebuilds the options.
        /// </summary>
        protected void RebuildOptions()
        {
            if (!this.HasOptions())
            {
                return;
            }

            // Make sure we have the options container
            if (this.m_OptionsContGameObject == null)
            {
                this.CreateOptionsContainer();
            }

            // Clear out the current options
            this.DestroyOptions();

            // Loop through the options
            int i = 0;

            foreach (string option in this.m_Options)
            {
                GameObject optionObject = new GameObject("Option " + i.ToString(), typeof(RectTransform), typeof(Image));
                optionObject.layer = this.gameObject.layer;
                optionObject.transform.SetParent(this.m_OptionsContGameObject.transform, false);

                // Create the text game object
                GameObject textObject = new GameObject("Text", typeof(RectTransform));
                textObject.layer = this.gameObject.layer;
                textObject.transform.SetParent(optionObject.transform, false);

                // Add the text component and set the text
                Text text = textObject.AddComponent <Text>();
                text.text = option;

                // Add content size fitter
                ContentSizeFitter fitter = textObject.AddComponent <ContentSizeFitter>();
                fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
                fitter.verticalFit   = ContentSizeFitter.FitMode.PreferredSize;

                // Add to the game objects list
                this.m_OptionGameObjects.Add(optionObject);

                // Increase the indexer
                i++;
            }

            // Update the option properties
            this.UpdateOptionsProperties();
        }
Beispiel #22
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        /// <inheritdoc/>
        public override void CollectViews()
        {
            base.CollectViews();

            // Since the group views holder is created at runtime internally, we also need to add the CSF by code
            contentSizeFitterComponent             = root.gameObject.AddComponent <UnityEngine.UI.ContentSizeFitter>();
            contentSizeFitterComponent.verticalFit = UnityEngine.UI.ContentSizeFitter.FitMode.PreferredSize;

            // Keeping the CSF always enabled is easier to manage. We'll trigger a Twin pass very frequently, anyway
            contentSizeFitterComponent.enabled = true;

            // Each group has a header that's initially hidden
            root.GetComponentAtPath("HeaderPanel", out _HeaderPanel);
            _HeaderPanel.GetComponentAtPath("HeaderPanelFit/HeaderText", out _HeaderText);
        }
Beispiel #23
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    void SetSize()
    {
        if (rectTransform == null)
            rectTransform = GetComponent<RectTransform>();
        if (contentSizeFitter == null)
            contentSizeFitter = GetComponent<ContentSizeFitter>();

        if (rectTransform.sizeDelta.x > maxWidth) {
            contentSizeFitter.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
            rectTransform.sizeDelta = new Vector2 (maxWidth , rectTransform.sizeDelta.y);

        } else {
            contentSizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;

        }
    }
Beispiel #24
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    static int set_horizontalFit(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ContentSizeFitter         obj  = (UnityEngine.UI.ContentSizeFitter)o;
            UnityEngine.UI.ContentSizeFitter.FitMode arg0 = (UnityEngine.UI.ContentSizeFitter.FitMode)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.UI.ContentSizeFitter.FitMode> .type);
            obj.horizontalFit = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index horizontalFit on a nil value"));
        }
    }
Beispiel #25
0
        public static GameObject CreateLoopHorizontalScrollRect(DefaultControls.Resources resources)
        {
            GameObject root = CreateUIElementRoot("Loop Horizontal Scroll Rect", new Vector2(200, 200));

            GameObject content = CreateUIObject("Content", root);

            RectTransform contentRT = content.GetComponent <RectTransform>();

            contentRT.anchorMin = new Vector2(0, 0.5f);
            contentRT.anchorMax = new Vector2(0, 0.5f);
            contentRT.sizeDelta = new Vector2(0, 200);
            contentRT.pivot     = new Vector2(0, 0.5f);

            // Setup UI components.

            LoopHorizontalScrollRect scrollRect = root.AddComponent <LoopHorizontalScrollRect>();

            scrollRect.content                       = contentRT;
            scrollRect.viewport                      = null;
            scrollRect.horizontalScrollbar           = null;
            scrollRect.verticalScrollbar             = null;
            scrollRect.horizontal                    = true;
            scrollRect.vertical                      = false;
            scrollRect.horizontalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
            scrollRect.verticalScrollbarVisibility   = LoopScrollRect.ScrollbarVisibility.Permanent;
            scrollRect.horizontalScrollbarSpacing    = 0;
            scrollRect.verticalScrollbarSpacing      = 0;

            root.AddComponent <RectMask2D>();
            root.AddComponent <YYEmpty4RaycastBtn>(); //为了在任何view的位置都可以拖动

            HorizontalLayoutGroup layoutGroup = content.AddComponent <HorizontalLayoutGroup>();

            layoutGroup.childAlignment         = TextAnchor.MiddleLeft;
            layoutGroup.childControlHeight     = true;
            layoutGroup.childControlWidth      = true;
            layoutGroup.childForceExpandWidth  = false;
            layoutGroup.childForceExpandHeight = false;

            ContentSizeFitter sizeFitter = content.AddComponent <ContentSizeFitter>();

            sizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
            sizeFitter.verticalFit   = ContentSizeFitter.FitMode.Unconstrained;

            return(root);
        }
    IEnumerator GetRefresh()
    {
        foreach (var mm in technologyBlocks.transform.GetComponentsInChildren<BlockController>())
        {
            StartCoroutine(RefreshBlock(mm));
        }

        yield return new WaitForSeconds(1f);
        scrnM.ShowCurrentPanel();
        loadingPanel.SetActive(false);
        vlG = technologyBlocks.transform.GetComponent<VerticalLayoutGroup>();
        csF = technologyBlocks.transform.GetComponent<ContentSizeFitter>();
        le = technologyBlocks.transform.GetComponentInChildren<LayoutElement>();
        vlG.enabled = false;
        csF.enabled = false;
        le.enabled = false;
    }
Beispiel #27
0
    static int get_horizontalFit(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ContentSizeFitter         obj = (UnityEngine.UI.ContentSizeFitter)o;
            UnityEngine.UI.ContentSizeFitter.FitMode ret = obj.horizontalFit;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index horizontalFit on a nil value" : e.Message));
        }
    }
Beispiel #28
0
    static int set_verticalFit(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.UI.ContentSizeFitter         obj  = (UnityEngine.UI.ContentSizeFitter)o;
            UnityEngine.UI.ContentSizeFitter.FitMode arg0 = (UnityEngine.UI.ContentSizeFitter.FitMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.UI.ContentSizeFitter.FitMode));
            obj.verticalFit = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index verticalFit on a nil value" : e.Message));
        }
    }
Beispiel #29
0
        public void ConstructCompass()
        {
            // Destroy the content
            this.DestroyContent();

            // Create the content rect
            GameObject contentGo = new GameObject("Content", typeof(RectTransform));

            contentGo.layer = this.gameObject.layer;

            // Prepare the rect
            this.m_ContentRect = contentGo.transform as RectTransform;
            this.m_ContentRect.SetParent(this.transform, false);
            this.m_ContentRect.pivot         = new Vector2(0f, 0.5f);
            this.m_ContentRect.localScale    = new Vector3(1f, 1f, 1f);
            this.m_ContentRect.localPosition = Vector3.zero;
            this.m_ContentRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, this.rectTransform.rect.height);
            this.m_ContentRect.anchoredPosition = new Vector2(this.headingRectWidth * -1f, 0f);

            // Prepare the horizontal layout group
            HorizontalLayoutGroup hlg = contentGo.AddComponent <HorizontalLayoutGroup>();

            hlg.childForceExpandWidth  = false;
            hlg.childForceExpandHeight = false;
            hlg.childControlWidth      = true;
            hlg.childControlHeight     = false;

            // Prepare the content size fitter
            ContentSizeFitter csf = contentGo.AddComponent <ContentSizeFitter>();

            csf.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;

            // Create the last heading before the first one
            this.CreateHeading(this.m_HeadingLabels[3]);

            // Create the headings
            for (int i = 0; i < 4; i++)
            {
                this.CreateHeading(this.m_HeadingLabels[i]);
            }

            // Create the first heading after the last
            this.CreateHeading(this.m_HeadingLabels[0]);
        }
        public static GameObject CreateListViewVertical(DefaultControls.Resources resources)
        {
            GameObject root = CreateUIElementRoot("ListView", new Vector2(200, 200));

            GameObject content = CreateUIObject("Content", root);

            RectTransform contentRT = content.GetComponent <RectTransform>();

            contentRT.anchorMin = new Vector2(0.5f, 1);
            contentRT.anchorMax = new Vector2(0.5f, 1);
            contentRT.sizeDelta = new Vector2(200, 0);
            contentRT.pivot     = new Vector2(0.5f, 1);

            // Setup UI components.

            ListView scrollRect = root.AddComponent <ListView>();

            scrollRect.content                       = contentRT;
            scrollRect.viewport                      = null;
            scrollRect.horizontalScrollbar           = null;
            scrollRect.verticalScrollbar             = null;
            scrollRect.direction                     = LoopScrollRect.eDirection.kVertical;
            scrollRect.horizontal                    = false;
            scrollRect.vertical                      = true;
            scrollRect.horizontalScrollbarVisibility = LoopScrollRect.ScrollbarVisibility.Permanent;
            scrollRect.verticalScrollbarVisibility   = LoopScrollRect.ScrollbarVisibility.Permanent;
            scrollRect.horizontalScrollbarSpacing    = 0;
            scrollRect.verticalScrollbarSpacing      = 0;

            root.AddComponent <RectMask2D>();

            VerticalLayoutGroup layoutGroup = content.AddComponent <VerticalLayoutGroup>();

            layoutGroup.childAlignment         = TextAnchor.UpperCenter;
            layoutGroup.childForceExpandWidth  = true;
            layoutGroup.childForceExpandHeight = false;

            ContentSizeFitter sizeFitter = content.AddComponent <ContentSizeFitter>();

            sizeFitter.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
            sizeFitter.verticalFit   = ContentSizeFitter.FitMode.PreferredSize;

            return(root);
        }
 //private RectTransform canvasRT;
 public void Awake()
 {
     if (text == null) {
         text = GetComponentInChildren<Text>();
     }
     if (rt == null) {
         rt = text.GetComponent<RectTransform>();
     }
     if (csf == null) {
         csf = text.GetComponent<ContentSizeFitter>();
     }
     if (canvas == null) {
         canvas = GetComponent<Canvas>();
         //canvasRT = canvas.GetComponent<RectTransform>();
         if (canvas.renderMode != RenderMode.WorldSpace) {
             Debug.LogWarning(string.Format("To use ScoreFlash with Unity UI in 3D space, you need a canvas with render mode World Space!"), this.gameObject);
         }
     }
 }
        protected virtual void Awake()
        {
            // Save instance reference
            mInstance = this;

            // Get the rect transform
            this.m_Rect = this.gameObject.GetComponent <RectTransform>();

            // Get the canvas group
            this.m_CanvasGroup = this.gameObject.GetComponent <CanvasGroup>();

            // Make sure the tooltip does not block raycasts
            this.m_CanvasGroup.blocksRaycasts = false;
            this.m_CanvasGroup.interactable   = false;

            // Get the content size fitter
            this.m_SizeFitter = this.gameObject.GetComponent <ContentSizeFitter>();

            // Prepare the content size fitter
            this.m_SizeFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;

            // Prepare the vertical layout group
            VerticalLayoutGroup vlg = this.gameObject.GetComponent <VerticalLayoutGroup>();

            vlg.childControlHeight = true;
            vlg.childControlWidth  = true;

            // Make sure we have the always on top component
            UIAlwaysOnTop aot = this.gameObject.GetComponent <UIAlwaysOnTop>();

            if (aot == null)
            {
                aot       = this.gameObject.AddComponent <UIAlwaysOnTop>();
                aot.order = UIAlwaysOnTop.TooltipOrder;
            }

            // Hide
            this.SetAlpha(0f);
            this.m_VisualState = VisualState.Hidden;
            this.InternalOnHide();
        }
Beispiel #33
0
 static public int get_verticalFit(IntPtr l)
 {
     UnityEngine.UI.ContentSizeFitter o = (UnityEngine.UI.ContentSizeFitter)checkSelf(l);
     pushEnum(l, (int)o.verticalFit);
     return(1);
 }
        public void Awake()
        {
            if (text == null) {
                text = GetComponent<Text>();
            }
            if (rt == null) {
                rt = GetComponent<RectTransform>();
            }
            if (csf == null) {
                csf = GetComponent<ContentSizeFitter>();
            }

            coloredGraphicsOrigColor.Clear();
            foreach (Graphic graphic in coloredGraphics) {
                coloredGraphicsOrigColor.Add(graphic.color);
            }
        }
 /// <summary>
 /// Sets the horizontal fit mode of the tooltip.
 /// </summary>
 /// <param name="mode">Mode.</param>
 protected void Internal_SetHorizontalFitMode(ContentSizeFitter.FitMode mode)
 {
     this.m_SizeFitter.horizontalFit = mode;
 }
 /// <summary>
 /// Sets the horizontal fit mode of the tooltip.
 /// </summary>
 /// <param name="mode">Mode.</param>
 public static void SetHorizontalFitMode(ContentSizeFitter.FitMode mode)
 {
     if (mInstance != null)
         mInstance.Internal_SetHorizontalFitMode(mode);
 }
        protected virtual void Awake()
        {
            // Save instance reference
            mInstance = this;

            // Get the rect transform
            this.m_Rect = this.gameObject.GetComponent<RectTransform>();

            // Get the canvas group
            this.m_CanvasGroup = this.gameObject.GetComponent<CanvasGroup>();

            // Get the content size fitter
            this.m_SizeFitter = this.gameObject.GetComponent<ContentSizeFitter>();
        }
 public void Start()
 {
     m_rect = transform.GetComponent<RectTransform>();
     m_fitter = gameObject.GetComponent<ContentSizeFitter>();
 }