Ejemplo n.º 1
0
        public int Index;                //the group's Index

        /// <summary>
        /// Create a group.
        /// </summary>
        /// <returns>The group.</returns>
        /// <param name="levelsGroupPrefab">Levels group prefab.</param>
        /// <param name="groupsParent">Groups parent.</param>
        /// <param name="groupIndex">Group index.</param>
        /// <param name="columnsPerGroup">Columns per group.</param>
        public static GameObject CreateGroup(GameObject levelsGroupPrefab, Transform groupsParent, int groupIndex, int columnsPerGroup)
        {
            //Create Levels Group
            GameObject levelsGroup = Instantiate(levelsGroupPrefab, Vector3.zero, Quaternion.identity) as GameObject;

            levelsGroup.transform.SetParent(groupsParent);
            levelsGroup.name = "Group-" + CommonUtil.IntToString(groupIndex + 1);
            levelsGroup.transform.localScale = Vector3.one;
            levelsGroup.GetComponent <RectTransform> ().offsetMax         = Vector2.zero;
            levelsGroup.GetComponent <RectTransform> ().offsetMin         = Vector2.zero;
            levelsGroup.GetComponent <Group> ().Index                     = groupIndex;
            levelsGroup.GetComponent <GridLayoutGroup> ().constraint      = GridLayoutGroup.Constraint.FixedColumnCount;
            levelsGroup.GetComponent <GridLayoutGroup> ().constraintCount = columnsPerGroup;
            return(levelsGroup);
        }
Ejemplo n.º 2
0
        public Group group;                //the group reference

        /// <summary>
        /// Create a pointer.
        /// </summary>
        /// <param name="groupIndex">Group index.</param>
        /// <param name="levelsGroup">Levels group.</param>
        /// <param name="pointerPrefab">Pointer prefab.</param>
        /// <param name="pointersParent">Pointers parent.</param>
        public static void CreatePointer(int groupIndex, GameObject levelsGroup, GameObject pointerPrefab, Transform pointersParent)
        {
            if (levelsGroup == null || pointerPrefab == null || pointersParent == null)
            {
                return;
            }

            //Create Slider Pointer
            GameObject pointer = Instantiate(pointerPrefab, Vector3.zero, Quaternion.identity) as GameObject;

            pointer.transform.SetParent(pointersParent);
            pointer.name = "Pointer-" + CommonUtil.IntToString(groupIndex + 1);
            pointer.transform.localScale = Vector3.one;
            pointer.GetComponent <RectTransform> ().offsetMax = Vector2.zero;
            pointer.GetComponent <RectTransform> ().offsetMin = Vector2.zero;
            pointer.GetComponent <Pointer> ().group           = levelsGroup.GetComponent <Group> ();
            pointer.GetComponent <Button> ().onClick.AddListener(() => GameObject.FindObjectOfType <UIEvents> ().PointerButtonEvent(pointer.GetComponent <Pointer> ()));
        }