Example #1
0
    private GameObject CreateCreationUnitButton(Vector2 center, UnitTypes type, int position)
    {
        GameObject canvasObject = new GameObject("UnitCreationButtonCanvas");
        Canvas     canvas       = canvasObject.AddComponent <Canvas>();

        canvas.tag = "UnitCreationButton";
        canvasObject.AddComponent <GraphicRaycaster>();
        canvas.renderMode = RenderMode.ScreenSpaceOverlay;

        GameObject buttonObject = new GameObject("CreationUnitImage");
        Image      image        = buttonObject.AddComponent <Image>();

        image.transform.parent        = canvas.transform;
        image.rectTransform.sizeDelta = creationQueueButtonSize * 0.9f;
        image.rectTransform.position  = center;
        Sprite buttonImage = GetImageForType(type);

        if (buttonImage != null)
        {
            image.sprite = buttonImage;
        }
        else
        {
            image.color = new Color(1f, 1f, 1f, 1f);
        }

        Button button = buttonObject.AddComponent <Button>();

        button.targetGraphic = image;
        button.onClick.AddListener(() =>
        {
            if (position == 0)
            {
                if (currentResource != null)
                {
                    currentResource.cancelUnitQueue();
                }
                else if (currentBarrack != null)
                {
                    currentBarrack.cancelUnitQueue();
                }

                ShowCreationQueue();
            }
        });


        GameObject shadowObject = new GameObject("UnitCreationShadow");
        Image      shadow       = shadowObject.AddComponent <Image>();

        shadow.transform.parent        = canvas.transform;
        shadow.rectTransform.sizeDelta = creationQueueButtonSize * 0.9f;
        shadow.rectTransform.position  = center;
        shadow.type       = Image.Type.Filled;
        shadow.fillMethod = Image.FillMethod.Radial360;
        shadow.transform.Rotate(180, 0, 0);
        Texture2D shadowTexture = (Texture2D)Resources.Load("creationUnitShadow");

        if (shadowTexture)
        {
            shadow.sprite = Sprite.Create(shadowTexture, new Rect(0, 0, shadowTexture.width, shadowTexture.height), new Vector2(0.5f, 0.5f));
        }
        return(canvasObject);
    }