void doLoadData()
    {
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // Disable the prefab item
        // don't want it visible when the game is running, as it is in the scene
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // Add a bunch of items to the manual list
        // You will need to parent the object manually and then calculate the step
        float x = 0;
        float w = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).y;

        for (int i = 0; i < lst.Count; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = manualScrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(0, x, 0);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform, (i + 1), lst[i].Name, lst[i].Coin, lst[i].Second);
            x -= w;
        }
    }
    protected override void GetItems(Transform t)
    {
        tk2dUILayout objLayout = t.GetComponent <tk2dUILayout>();

        if (objLayout != null)
        {
            tk2dUILayoutItem curItem = null;
            foreach (var item in My.layoutItems)
            {
                if (t.gameObject == item.gameObj)
                {
                    curItem = item;
                    curItem.inLayoutList = true;
                    break;
                }
            }
            if (curItem == null)
            {
                curItem = new tk2dUILayoutItem();
            }
            itemsList.Add(curItem);
            curItem.layout  = objLayout;
            curItem.gameObj = t.gameObject;
        }

        if (objLayout == null)
        {
            for (int i = 0; i < t.childCount; ++i)
            {
                GetItems(t.GetChild(i));
            }
        }
    }
Ejemplo n.º 3
0
    protected virtual void GetItems(Transform t)
    {
        tk2dBaseSprite objSprite = t.GetComponent <tk2dBaseSprite>();
        tk2dUIMask     objMask   = t.GetComponent <tk2dUIMask>();
        tk2dUILayout   objLayout = t.GetComponent <tk2dUILayout>();

        tk2dUILayoutItem curItem = null;

        foreach (var item in My.layoutItems)
        {
            if (t.gameObject == item.gameObj)
            {
                curItem = item;
                curItem.inLayoutList = true;
                break;
            }
        }
        if (curItem == null)
        {
            curItem = new tk2dUILayoutItem();
        }
        itemsList.Add(curItem);
        curItem.sprite  = objSprite;
        curItem.UIMask  = objMask;
        curItem.layout  = objLayout;
        curItem.gameObj = t.gameObject;

        if (objLayout == null)
        {
            for (int i = 0; i < t.childCount; ++i)
            {
                GetItems(t.GetChild(i));
            }
        }
    }
Ejemplo n.º 4
0
    public void loadTutorial()
    {
        // start setting the beginning position of the objects and the width of them

        // position X that the tutorial will instantiate
        float _xTutorial = 7f,
        // width of the tutorial object. Here it was used Y because the object is with rotation 90
              _wTutorial = (prefabTutorial.GetMaxBounds() - prefabTutorial.GetMinBounds()).y;

        foreach (Item tutorial in this.getTutorials())
        {
            // instantiates the prefabTutorial
            tk2dUILayout _layout = Instantiate(prefabTutorial) as tk2dUILayout;

            // changes the parent
            _layout.transform.parent = scrollableTutorialArea.contentContainer.transform;

            // and changes the position
            _layout.transform.localPosition = new Vector3(_xTutorial, 0, 0);

            // fills the tutorial informations
            _layout.transform.GetChild(0).GetComponent <tk2dSprite>().SetSprite(tutorial.Image);

            _layout.transform.GetChild(0).GetChild(0).GetComponent <tk2dTextMesh>().text = tutorial.Name;

            _layout.transform.GetChild(1).GetComponent <tk2dTextMesh>().text =
                CurrentLanguage.language == LanguageType.Portuguese ? tutorial.DescriptionPT : tutorial.DescriptionEN;

            // sum the position with the width to other item
            _xTutorial += _wTutorial;
        }

        // the ContentLength receive the length of list
        scrollableTutorialArea.ContentLength = _xTutorial;
    }
Ejemplo n.º 5
0
    void Start()
    {
        // Disable the prefab item
        // don't want it visible when the game is running, as it is in the scene
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // How many items do we need to buffer?
        itemStride      = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).x;
        maxVisibleItems = Mathf.CeilToInt(scrollableArea.VisibleAreaLength / itemStride) + 1;

        // Buffer the prefabs that we will need
        float x = 0;

        for (int i = 0; i < maxVisibleItems; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = scrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(x, 0, 0);
            DoSetActive(layout.transform, false);
            unusedContentItems.Add(layout.transform);
            x += itemStride;
        }

        // Add some items to the List
        SetItemCount(100);
    }
    void UpdateChildren()
    {
        tk2dUILayoutContainerSizer sizer = (tk2dUILayoutContainerSizer)target;
        Transform t = sizer.transform;

        allActive = true;

        for (int i = 0; i < t.childCount; ++i)
        {
            Transform    c      = t.GetChild(i);
            tk2dUILayout layout = c.GetComponent <tk2dUILayout>();

            if (layout == null)
            {
                hasNonLayouts = true;
                break;
            }
        }

        foreach (tk2dUILayoutItem item in itemsList)
        {
            if (!item.inLayoutList)
            {
                allActive = false;
            }
        }
    }
Ejemplo n.º 7
0
    private void addClothes(Item item)
    {
        // instantiates the prefabClothesItem
        tk2dUILayout _layout = Instantiate(prefabClothesItem) as tk2dUILayout;

        // changes the parent
        _layout.transform.parent = scrollableClothesArea.contentContainer.transform;

        // and changes the position
        _layout.transform.localPosition = new Vector3(xClothes, 0, 0);

        // fills the clothe informations
        _layout.gameObject.AddComponent <Clothes>().init(item);

        // gets the tk2dUIItem Component to set some informations
        tk2dUIItem _uiItem = _layout.gameObject.AddComponent <tk2dUIItem>();

        // set message target
        _uiItem.sendMessageTarget = _layout.gameObject;

        // set the method that will call
        _uiItem.SendMessageOnClickMethodName = "chooseClothes";

        // set this informations
        _uiItem.InternalSetIsChildOfAnotherUIItem(true);
        _uiItem.isHoverEnabled = true;

        // sum the position with the width to other item
        xClothes += wClothes;
    }
Ejemplo n.º 8
0
    public void loadCharacters()
    {
        // start setting the beginning position of the objects and the width of them

        // position X that the character will instantiate
        float _xCharacter = 5.5f,
        // width of the character object. Here it was used Y because the object is with rotation 90
              _wCharacter = (prefabCharacter.GetMaxBounds() - prefabCharacter.GetMinBounds()).y;

        foreach (Item character in this.getCharacters())
        {
            // instantiates the prefabCharacter
            tk2dUILayout _layout = Instantiate(prefabCharacter) as tk2dUILayout;

            // changes the parent
            _layout.transform.parent = scrollableCharacterArea.contentContainer.transform;

            // and changes the position
            _layout.transform.localPosition = new Vector3(_xCharacter, 0, 0);

            // fills the character informations
            _layout.transform.GetChild(0).GetComponent <tk2dSprite>().SetSprite(character.Image);

            _layout.transform.GetChild(1).GetComponent <tk2dTextMesh>().text =
                CurrentLanguage.language == LanguageType.Portuguese ? character.DescriptionPT : character.DescriptionEN;

            // sum the position with the width to other item
            _xCharacter += _wCharacter;
        }

        // the ContentLength receive the length of list
        scrollableCharacterArea.ContentLength = _xCharacter;
    }
 public void AddLayoutAtIndex(tk2dUILayout layout, tk2dUILayoutItem item, int index)
 {
     item.gameObj = layout.gameObject;
     item.layout = layout;
     base.layoutItems.Insert(index, item);
     layout.gameObject.transform.parent = base.transform;
     base.Refresh();
 }
Ejemplo n.º 10
0
    public void coResizeLayout(tk2dUILayout screenLay)
    {
        Vector3 minFrom = _UICamera.ScreenToWorldPoint(new Vector3(0, 0, -3));
        Vector3 maxFrom = _UICamera.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, -3));

        screenLay.SetBounds(minFrom, maxFrom);
        ///layout.SetBounds( min, max );
    }
 public void AddLayout(tk2dUILayout layout, tk2dUILayoutItem item)
 {
     item.gameObj = layout.gameObject;
     item.layout = layout;
     base.layoutItems.Add(item);
     layout.gameObject.transform.parent = base.transform;
     base.Refresh();
 }
Ejemplo n.º 12
0
    public void loadStoreItems()
    {
        // get items list to buy
        ArrayList _staticItemsList = StaticItemsList.get();

        // used to load the items list bought
        ArrayList _cloakRoomList = new ArrayList();

        // check if there are objects
        if (SaveSystem.hasObject("CloakRoom_List"))
        {
            // if there are, load them
            _cloakRoomList = (ArrayList)SaveSystem.load("CloakRoom_List", typeof(ArrayList));
        }

        float _y = 0.0f;                                                      // position Y that the item will instantiate
        float _h = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).y; // height of the item object

        // pass every item of list
        foreach (Item item in _staticItemsList)
        {
            // it compares if this item was already bought
            if (!compareList(_cloakRoomList, item))
            {
                // instantiates the prefabItem
                tk2dUILayout _layout = Instantiate(prefabItem) as tk2dUILayout;

                // changes the parent
                _layout.transform.parent = scrollableArea.contentContainer.transform;

                // and changes the position
                _layout.transform.localPosition = new Vector3(0, _y, 0);

                // fills the store item informations
                _layout.gameObject.AddComponent <StoreItem>().init(item);

                // add and get the tk2dUIItem Component to set some informations
                tk2dUIItem _uiItem = _layout.transform.FindChild("BlackSquare").FindChild("BuyButton").gameObject.AddComponent <tk2dUIItem>();

                // set message target
                _uiItem.sendMessageTarget = _layout.gameObject;

                // set the method that will call
                _uiItem.SendMessageOnClickMethodName = "buyItem";

                // set this informations
                _uiItem.InternalSetIsChildOfAnotherUIItem(true);
                _uiItem.isHoverEnabled = true;

                // sum the position with the heigth to other item
                _y -= _h;
            }
        }

        // the ContentLength receive the heigth of list
        scrollableArea.ContentLength = Mathf.Abs(_y);
    }
Ejemplo n.º 13
0
    public void AddLayoutAtIndex(tk2dUILayout layout, tk2dUILayoutItem item, int index)
    {
        item.gameObj = layout.gameObject;
        item.layout  = layout;
        layoutItems.Insert(index, item);

        layout.gameObject.transform.parent = transform;

        Refresh();
    }
Ejemplo n.º 14
0
    public void AddLayout(tk2dUILayout layout, tk2dUILayoutItem item)
    {
        item.gameObj = layout.gameObject;
        item.layout  = layout;
        layoutItems.Add(item);

        layout.gameObject.transform.parent = transform;

        Refresh();
    }
Ejemplo n.º 15
0
	public void RemoveLayout(tk2dUILayout layout) {
		foreach (var item in layoutItems) {
			if (item.layout == layout) {
				layoutItems.Remove(item);
				layout.gameObject.transform.parent = null;
				break;
			}
		}

		Refresh();
	}
Ejemplo n.º 16
0
	protected IEnumerator coResizeLayout( tk2dUILayout layout, Vector3 min, Vector3 max, float time ) {
		Vector3 minFrom = layout.GetMinBounds();
		Vector3 maxFrom = layout.GetMaxBounds();
		for (float t = 0; t < time; t += tk2dUITime.deltaTime) {
			float nt = Mathf.SmoothStep(0, 1, Mathf.Clamp01( t / time ));
			Vector3 currMin = Vector3.Lerp( minFrom, min, nt );
			Vector3 currMax = Vector3.Lerp( maxFrom, max, nt );
			layout.SetBounds( currMin, currMax );
			yield return 0;
		}
		layout.SetBounds( min, max );
	}
Ejemplo n.º 17
0
    public void RemoveLayout(tk2dUILayout layout)
    {
        foreach (var item in layoutItems)
        {
            if (item.layout == layout)
            {
                layoutItems.Remove(item);
                layout.gameObject.transform.parent = null;
                break;
            }
        }

        Refresh();
    }
Ejemplo n.º 18
0
    private void addLastClothes()
    {
        // instantiates the prefabWeaponItem
        tk2dUILayout _lastLayout = Instantiate(prefabClothesItem) as tk2dUILayout;

        // changes the parent
        _lastLayout.transform.parent = scrollableClothesArea.contentContainer.transform;

        // and changes the position
        _lastLayout.transform.localPosition = new Vector3(xClothes, 0, 0);

        // sum the position with the width to other item
        xClothes += wClothes;
    }
Ejemplo n.º 19
0
    IEnumerator AddSomeItemsAuto()
    {
        int numToAdd = Random.Range(1, 5);

        for (int i = 0; i < numToAdd; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            autoScrollableArea.ContentLayoutContainer.AddLayoutAtIndex(layout, tk2dUILayoutItem.FixedSizeLayoutItem(), autoScrollableArea.ContentLayoutContainer.ItemCount - 1);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform);

            yield return(new WaitForSeconds(0.2f));
        }
    }
Ejemplo n.º 20
0
    protected IEnumerator coResizeLayout(tk2dUILayout layout, Vector3 min, Vector3 max, float time)
    {
        Vector3 minFrom = layout.GetMinBounds();
        Vector3 maxFrom = layout.GetMaxBounds();

        for (float t = 0; t < time; t += tk2dUITime.deltaTime)
        {
            float   nt      = Mathf.SmoothStep(0, 1, Mathf.Clamp01(t / time));
            Vector3 currMin = Vector3.Lerp(minFrom, min, nt);
            Vector3 currMax = Vector3.Lerp(maxFrom, max, nt);
            layout.SetBounds(currMin, currMax);
            yield return(0);
        }
        layout.SetBounds(min, max);
    }
Ejemplo n.º 21
0
    IEnumerator AddSomeItemsManual()
    {
        float x        = lastListItem.transform.localPosition.x;
        float w        = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).x;
        int   numToAdd = Random.Range(1, 5);

        for (int i = 0; i < numToAdd; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = manualScrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(x, 0, 0);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform);
            x += w;

            lastListItem.transform.localPosition = new Vector3(x, lastListItem.transform.localPosition.y, 0);
            manualScrollableArea.ContentLength   = x + (lastListItem.GetMaxBounds() - lastListItem.GetMinBounds()).x;

            yield return(new WaitForSeconds(0.2f));
        }
    }
Ejemplo n.º 22
0
    void Start()
    {
        // Disable the prefab item
        // don't want it visible when the game is running, as it is in the scene
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // Add a bunch of items to the manual list
        // You will need to parent the object manually and then calculate the step
        float x = 0;
        float w = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).x;

        for (int i = 0; i < 10; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = manualScrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(x, 0, 0);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform);
            x += w;
        }
        lastListItem.transform.localPosition = new Vector3(x, lastListItem.transform.localPosition.y, 0);
        x += (lastListItem.GetMaxBounds() - lastListItem.GetMinBounds()).x;
        manualScrollableArea.ContentLength = x;

        // And some initial entries to the automatic layout list
        // ContentLayoutContainer.AddLayoutAtIndex inserts the layout at a position at the index
        // The main difference is that we don't need to calculate offset correctly - we simply insert
        // as needed and the layout container deals with the rest.
        for (int i = 0; i < 10; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            autoScrollableArea.ContentLayoutContainer.AddLayoutAtIndex(layout, tk2dUILayoutItem.FixedSizeLayoutItem(), autoScrollableArea.ContentLayoutContainer.ItemCount - 1);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform);
        }
    }
Ejemplo n.º 23
0
 void Start()
 {
     _layout = GetComponent <tk2dUILayout>();
 }
Ejemplo n.º 24
0
 public void addPlate(tk2dUILayout element)
 {
     m_plateLayout.AddLayout(element, tk2dUILayoutItem.FixedSizeLayoutItem());
     element.transform.position = m_plateLayout.transform.position;
     m_childs.Add(element);
 }