protected override void Start() { blinkingText = GetComponent <BlinkingText>(); isBlinking = false; string minutes = (((int)timeLeft) / 60).ToString(); float secondsFloat = (timeLeft % 60); string seconds = secondsFloat.ToString("f2"); timerText.text = minutes + ". " + seconds; }
public TitleScreen(int x, int y, int width, int height) : base(x, y, width, height, false) { this.background = SeasideScramble.self.textureUtils.getExtendedTexture("SSCMaps", "TitleScreenBackground"); this.menuText = new BlinkingText("Sea Side Scramble: Lite Edition" + System.Environment.NewLine + "Click or press A to start.", 1000); }
public MultiLanguageTextInput() { this.InitializeComponent(); // The CoreTextEditContext processes text input, but other keys are // the apps's responsibility. _coreWindow = CoreWindow.GetForCurrentThread(); _coreWindow.KeyDown += CoreWindow_KeyDown; _coreWindow.PointerPressed += CoreWindow_PointerPressed; // Create a CoreTextEditContext for our custom edit control. CoreTextServicesManager manager = CoreTextServicesManager.GetForCurrentView(); _editContext = manager.CreateEditContext(); // Get the Input Pane so we can programmatically hide and show it. _inputPane = InputPane.GetForCurrentView(); // For demonstration purposes, this sample sets the Input Pane display policy to Manual // so that it can manually show the software keyboard when the control gains focus and // dismiss it when the control loses focus. If you leave the policy as Automatic, then // the system will hide and show the Input Pane for you. Note that on Desktop, you will // need to implement the UIA text pattern to get expected automatic behavior. _editContext.InputPaneDisplayPolicy = CoreTextInputPaneDisplayPolicy.Manual; // Set the input scope to Text because this text box is for any text. // This also informs software keyboards to show their regular // text entry layout. There are many other input scopes and each will // inform a keyboard layout and text behavior. _editContext.InputScope = CoreTextInputScope.Text; // The system raises this event to request a specific range of text. _editContext.TextRequested += EditContext_TextRequested; // The system raises this event to request the current selection. _editContext.SelectionRequested += EditContext_SelectionRequested; // The system raises this event when it wants the edit control to remove focus. _editContext.FocusRemoved += EditContext_FocusRemoved; // The system raises this event to update text in the edit control. _editContext.TextUpdating += EditContext_TextUpdating; // The system raises this event to change the selection in the edit control. _editContext.SelectionUpdating += EditContext_SelectionUpdating; // The system raises this event when it wants the edit control // to apply formatting on a range of text. _editContext.FormatUpdating += EditContext_FormatUpdating; // The system raises this event to request layout information. // This is used to help choose a position for the IME candidate window. _editContext.LayoutRequested += EditContext_LayoutRequested; // The system raises this event to notify the edit control // that the string composition has started. _editContext.CompositionStarted += EditContext_CompositionStarted; // The system raises this event to notify the edit control // that the string composition is finished. _editContext.CompositionCompleted += EditContext_CompositionCompleted; // The system raises this event when the NotifyFocusLeave operation has // completed. Our sample does not use this event. // _editContext.NotifyFocusLeaveCompleted += EditContext_NotifyFocusLeaveCompleted; // Set our initial UI. UpdateTextUI(); UpdateFocusUI(); BlinkingText.Begin(); }
// Use this for initialization void Start() { audioSource = GetComponent<AudioSource> (); blinkingText = GameObject.Find("Blink").GetComponent<BlinkingText> (); musicManager = GameObject.FindObjectOfType<MusicManager> (); }