Beispiel #1
0
  public static void Init()
  {
    root = Assets.Load("Prefabs/ui/ui_root");
    Error.Verify(root != null);

    windows_container = root.GetChild("windows")?.transform;
    Error.Verify(windows_container != null);
  }
Beispiel #2
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  public static T Open<T>() where T : UIWindow
  {
    string prefab = GetPrefab(typeof(T));
    var ui_window_go = Assets.Load(prefab, windows_container.transform);
    var window = ui_window_go.AddComponentOnce<T>();
    if(window != null)
      windows.Add(window);

    return window as T;
  }
Beispiel #3
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  //TODO: Use assets pool for loading objects
  static UIWindow LoadWindowSync(string name)
  {
    var prefab = Assets.Load($"Prefabs/ui/windows/{name}", parent: windows_container.transform);
    var window = prefab.GetComponent<UIWindow>();

    Error.Assert(window != null, $"Failed to load UI window ({name}). UIWindow component not found.");

    window.SetNameHash(Hash.CRC32(name));

    return window;
  }
Beispiel #4
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        public void DefineHPBar(uint unit_id)
        {
            var unit = battleground.GetUnit(unit_id);

            if (unit == null)
            {
                return;
            }

            var bar_go = Assets.Load("Prefabs/ui/hp_bar", canvas_go.transform);

            var bar = bar_go.GetComponent <Scrollbar>();

            Error.Assert(bar != null, "Cannot define hp bar: missing scrollbar component.");
            hp_bars.Add(unit_id, bar);
        }
Beispiel #5
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  public static void Init()
  {
    root = Assets.Load("UI/ui_root");
    Error.Verify(root != null);

    loading_go = root.GetChild("loading");
    loading_go.SetActive(false);

    windows_container = root.GetChild("windows");

    camera = root.GetChild("camera").GetComponent<Camera>();
    Error.Verify(camera != null);
    camera.GetComponent<AudioListener>().enabled = false;
    
    event_system = root.GetComponent<EventSystem>();
    Error.Verify(event_system != null);
    event_system.pixelDragThreshold = EVENT_SYSTEM_DRAG_THRESHOLD;
  }