ForceUpdate() public method

Force-update the slider. Useful if you've changed the properties and want it to update visually.
public ForceUpdate ( ) : void
return void
Ejemplo n.º 1
0
 public static void SetSliderValue(UISlider obj, float val)
 {
     if (obj != null)
     {
         obj.sliderValue = val;
         obj.ForceUpdate();
     }
 }
Ejemplo n.º 2
0
 void UpdateTime()
 {
     valueTimer -= Time.deltaTime;
     timer.value = valueTimer / startTimer;
     timer.ForceUpdate();
     if (valueTimer > 0)
     {
         Invoke("UpdateTime", Time.deltaTime);
     }
     else
     {
         CancelInvoke("UpdateTime");
     }
 }
Ejemplo n.º 3
0
    public override void Init()
    {
        base.Init();

        if (PlayerPrefs.HasKey("Account"))
        {
            string account = PlayerPrefs.GetString("Account", "Input ID...");
            string info    = account;
            IdInput.value = info;
        }
        else
        {
            IdInput.value = DefaultID;
        }

        ServerListObj.SetActive(false);
        IdInput.transform.parent.gameObject.SetActive(false);
        BtnShowServerList.gameObject.SetActive(false);
        Objs[1].SetActive(true);
        Objs[0].SetActive(false);
        LogoEff.SetActive(false);
        transform.FindChild("Login/logoEff").gameObject.transform.localPosition = transform.FindChild("Login/logo").gameObject.transform.localPosition;
        UIHelper.CreateEffectInGame(transform.FindChild("Login/logoEff"), "Fx_UI_BI_glow" + SystemDefine.LocalEff);

        ClauseGo.SetActive(false);

        transform.FindChild("Login/Clause").gameObject.SetActive(false);
        ClauseCheckPop.SetActive(false);

        EventBtnHandler();

        EventDelegate.Set(IdInput.onChange, OnIdInputChange);
        //EventDelegate.Set(IdInput.onSubmit, OnIdInputSubmit );

        CheckLoadText.text = string.Format(SystemDefine.LocalLoadingPer, 0);
        Slider.value       = 0;
        BarEff.transform.SetLocalScaleX(0); //일단영
        Slider.ForceUpdate();

#if UNITY_EDITOR
        BtnLoginAlter.gameObject.SetActive(true);
#else
        BtnLoginAlter.gameObject.SetActive(false);

        if (Debug.isDebugBuild)
        {
            BtnLoginAlter.gameObject.SetActive(true);
        }
#endif
    }
    void SetupOptions()
    {
        GameObjectTracker go = GameObjectTracker.instance;

        if (go == null)
        {
            return;
        }

        //Grab the slider values from player data and set it.
        MusicSlider.sliderValue = (go._PlayerData.Options.Music);
        SFXSlider.sliderValue   = (go._PlayerData.Options.SoundFX);

        MusicSlider.ForceUpdate();
        SFXSlider.ForceUpdate();

        setup = true;
    }
Ejemplo n.º 5
0
    public void UpdateAudioValues()
    {
        float effectsVolume = (float)GameProfiles.Current.GetAudioEffectsVolume();
        float musicVolume   = (float)GameProfiles.Current.GetAudioMusicVolume();

        if (sliderMusicVolume != null)
        {
            sliderMusicVolume.sliderValue = musicVolume;
            sliderMusicVolume.ForceUpdate();

            GameAudio.SetProfileEffectsVolume(musicVolume);
        }

        if (sliderEffectsVolume != null)
        {
            sliderEffectsVolume.sliderValue = effectsVolume;
            sliderEffectsVolume.ForceUpdate();

            GameAudio.SetProfileAmbienceVolume(effectsVolume);
        }
    }
    void UpdateSliders()
    {
        if (closed)
        {
            return;
        }


        //Set the position of the sliders accordingly.
        //We will currently use X only, making the ranges uniforn for now.
        float dx = DZValue.x;
        float ax = RValue.x;
        float dv = (dx - Deadzone_Min) / DZRange;
        float av = (ax - Range_Min) / RangeR;

        //Debug.LogError("dx: " +dx + " ax: " + ax + " dv: " + dv + " av: " + av);

        sliderDeadzone.sliderValue = dv;


        //Set the range value.
        sliderRange.sliderValue = av;


        //loadedControls.gameObject.SetActive(true);
        sliderShield.sliderValue = loadedControls.Shield.localScale.x / ScaleRange;
        sliderShoot.sliderValue  = loadedControls.Shoot.localScale.x / ScaleRange;


        //Update all sliders.
        sliderDeadzone.ForceUpdate();
        sliderRange.ForceUpdate();
        sliderShield.ForceUpdate();
        sliderShoot.ForceUpdate();
//

        //	Debug.LogError("Update Slider FInish");
    }
Ejemplo n.º 7
0
 // Update is called once per frame
 void Update()
 {
     print("player health: " + PlayerCollision.health);
     slider.sliderValue = PlayerCollision.health / 100f;
     slider.ForceUpdate();
 }
Ejemplo n.º 8
0
    public override void OnInspectorGUI()
    {
        EditorGUIUtility.LookLikeControls(80f);
        UISlider slider = target as UISlider;

        NGUIEditorTools.DrawSeparator();

        float sliderValue = EditorGUILayout.Slider("Value", slider.sliderValue, 0f, 1f);

        if (slider.sliderValue != sliderValue)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.sliderValue = sliderValue;
            UnityEditor.EditorUtility.SetDirty(slider);
        }

        int steps = EditorGUILayout.IntSlider("Steps", slider.numberOfSteps, 0, 11);

        if (slider.numberOfSteps != steps)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.numberOfSteps = steps;
            slider.ForceUpdate();
            UnityEditor.EditorUtility.SetDirty(slider);
        }

        NGUIEditorTools.DrawSeparator();

        Transform fg = EditorGUILayout.ObjectField("Foreground", slider.foreground, typeof(Transform), true) as Transform;
        Transform tb = EditorGUILayout.ObjectField("Thumb", slider.thumb, typeof(Transform), true) as Transform;

        UISlider.Direction dir = (UISlider.Direction)EditorGUILayout.EnumPopup("Direction", slider.direction);

        // If we're using a sprite for the foreground, ensure it's using a proper pivot.
        ValidatePivot(fg, "Foreground sprite", dir);

        NGUIEditorTools.DrawSeparator();

        GameObject er = EditorGUILayout.ObjectField("Event Recv.", slider.eventReceiver, typeof(GameObject), true) as GameObject;

        GUILayout.BeginHorizontal();
        string fn = EditorGUILayout.TextField("Function", slider.functionName);

        GUILayout.Space(18f);
        GUILayout.EndHorizontal();

        if (slider.foreground != fg ||
            slider.thumb != tb ||
            slider.direction != dir ||
            slider.eventReceiver != er ||
            slider.functionName != fn)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.foreground    = fg;
            slider.thumb         = tb;
            slider.direction     = dir;
            slider.eventReceiver = er;
            slider.functionName  = fn;

            if (slider.thumb != null)
            {
                slider.thumb.localPosition = Vector3.zero;
                slider.sliderValue         = -1f;
                slider.sliderValue         = sliderValue;
            }
            else
            {
                slider.ForceUpdate();
            }

            UnityEditor.EditorUtility.SetDirty(slider);
        }
    }
    public override void OnInspectorGUI()
    {
        EditorGUIUtility.LookLikeControls(80f);
        UISlider slider = target as UISlider;

        NGUIEditorTools.DrawSeparator();

        float sliderValue = EditorGUILayout.Slider("Value", slider.sliderValue, 0f, 1f);

        if (slider.sliderValue != sliderValue)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.sliderValue = sliderValue;
            UnityEditor.EditorUtility.SetDirty(slider);
        }

        int steps = EditorGUILayout.IntSlider("Steps", slider.numberOfSteps, 0, 11);

        if (slider.numberOfSteps != steps)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.numberOfSteps = steps;
            slider.ForceUpdate();
            UnityEditor.EditorUtility.SetDirty(slider);
        }

        NGUIEditorTools.DrawSeparator();

        Vector2 size = slider.fullSize;

        GUILayout.Label(" Size");
        GUILayout.Space(-36f);
        GUILayout.BeginHorizontal();
        GUILayout.Space(66f);
        size = EditorGUILayout.Vector2Field("", size);
        GUILayout.Space(18f);
        GUILayout.EndHorizontal();

        if (mShowWarning && slider.foreground != null)
        {
            UIWidget widget = slider.foreground.GetComponent <UIWidget>();

            if (widget != null && !(widget is UIFilledSprite))
            {
                GUI.color = new Color(1f, 0.7f, 0f);
                GUILayout.Label("Don't forget to adjust the background as well");
                GUILayout.Label("(the slider doesn't know what it is)");
                GUI.color = Color.white;
            }
        }

        Transform fg = EditorGUILayout.ObjectField("Foreground", slider.foreground, typeof(Transform), true) as Transform;
        Transform tb = EditorGUILayout.ObjectField("Thumb", slider.thumb, typeof(Transform), true) as Transform;

        UISlider.Direction dir = (UISlider.Direction)EditorGUILayout.EnumPopup("Direction", slider.direction);

        // If we're using a sprite for the foreground, ensure it's using a proper pivot.
        ValidatePivot(fg, "Foreground sprite", dir);

        NGUIEditorTools.DrawSeparator();

        GameObject er = EditorGUILayout.ObjectField("Event Recv.", slider.eventReceiver, typeof(GameObject), true) as GameObject;

        GUILayout.BeginHorizontal();
        string fn = EditorGUILayout.TextField("Function", slider.functionName);

        GUILayout.Space(18f);
        GUILayout.EndHorizontal();

        if (slider.foreground != fg ||
            slider.thumb != tb ||
            slider.direction != dir ||
            slider.fullSize != size ||
            slider.eventReceiver != er ||
            slider.functionName != fn)
        {
            if (slider.fullSize != size)
            {
                mShowWarning = true;
            }

            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.foreground    = fg;
            slider.thumb         = tb;
            slider.direction     = dir;
            slider.fullSize      = size;
            slider.eventReceiver = er;
            slider.functionName  = fn;

            if (slider.thumb != null)
            {
                slider.thumb.localPosition = Vector3.zero;
                slider.sliderValue         = -1f;
                slider.sliderValue         = sliderValue;
            }
            else
            {
                slider.ForceUpdate();
            }

            UnityEditor.EditorUtility.SetDirty(slider);
        }
    }
Ejemplo n.º 10
0
    public override void OnInspectorGUI()
    {
        NGUIEditorTools.SetLabelWidth(80f);
        UISlider slider = target as UISlider;

        GUILayout.Space(3f);

        float sliderValue = EditorGUILayout.Slider("Value", slider.value, 0f, 1f);

        if (slider.value != sliderValue)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.value = sliderValue;
            UnityEditor.EditorUtility.SetDirty(slider);
        }

        int steps = EditorGUILayout.IntSlider("Steps", slider.numberOfSteps, 0, 11);

        if (slider.numberOfSteps != steps)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.numberOfSteps = steps;
            slider.ForceUpdate();
            UnityEditor.EditorUtility.SetDirty(slider);
        }

        //GUILayout.Space(6f);
        Transform fg = slider.foreground;
        Transform tb = slider.thumb;

        UISlider.Direction dir = slider.direction;

        if (NGUIEditorTools.DrawHeader("Appearance"))
        {
            NGUIEditorTools.BeginContents();

            GUILayout.BeginHorizontal();
            dir = (UISlider.Direction)EditorGUILayout.EnumPopup("Direction", slider.direction);
            GUILayout.Space(18f);
            GUILayout.EndHorizontal();

            fg = EditorGUILayout.ObjectField("Foreground", slider.foreground, typeof(Transform), true) as Transform;
            tb = EditorGUILayout.ObjectField("Thumb", slider.thumb, typeof(Transform), true) as Transform;

            // If we're using a sprite for the foreground, ensure it's using a proper pivot.
            ValidatePivot(fg, "Foreground sprite", dir);
            NGUIEditorTools.EndContents();
        }
        //GUILayout.Space(3f);

        if (slider.foreground != fg ||
            slider.thumb != tb ||
            slider.direction != dir)
        {
            NGUIEditorTools.RegisterUndo("Slider Change", slider);
            slider.foreground = fg;
            slider.thumb      = tb;
            slider.direction  = dir;

            if (slider.thumb != null)
            {
                slider.thumb.localPosition = Vector3.zero;
                slider.value = -1f;
                slider.value = sliderValue;
            }
            else
            {
                slider.ForceUpdate();
            }

            UnityEditor.EditorUtility.SetDirty(slider);
        }

        NGUIEditorTools.DrawEvents("On Value Change", slider, slider.onChange);
    }