public SelectableTask(CanvasGroup group, Task task) : base(group) { this.group = group; this._task = task; Init (); }
public static UMLAssociation CreateNew( CanvasGroup group, DI.Diagram ownerDiagram, UML.Association associationModel ) { return null; }
public UMLSelector(CanvasGroup group) { _selected_elements =new ArrayList(); _rectangle = new CanvasRect(group); _rectangle.FillColorRgba = DefaultFillColor; _rectangle.OutlineColor = DefaultOutlineColor; }
public TimeTable(CanvasGroup group, TaskArea taskArea) : base(group) { this.group = group; this.taskArea = taskArea; Pixbuf = Gdk.Pixbuf.LoadFromResource ("Coolgrey-squared.png"); CanvasEvent += OnCanvasEvent; }
public CanvasGroupAlphaToAction(CanvasGroup _canvasGroup, float _desiredAlpha, float _actionDuration) { mCanvasGroup = _canvasGroup; SetGraph(Graph.Linear); SetDesiredAlpha(_desiredAlpha); SetActionDuration(_actionDuration); SetupAction(); }
public UMLOpenArrow(CanvasGroup group) : base(group) { _arrowhead = new CanvasLine (group); _arrowhead.WidthUnits= 1.0; _arrowhead.FillColorGdk = UMLEdge.OUTLINE_COLOR; _arrowhead.Lower (1); Redraw (); _arrowhead.Show (); }
public UMLTriangularEnd(CanvasGroup group, FillKind kind) : base(group) { _kind = kind; _triangle = new CanvasPolygon (group); _triangle.WidthUnits= 1.0; _triangle.FillColorGdk = (kind == FillKind.Filled ? UMLEdge.OUTLINE_COLOR : UMLEdge.WHITE); _triangle.OutlineColorGdk = UMLEdge.OUTLINE_COLOR; _triangle.RaiseToTop (); Redraw (); _triangle.Show (); }
public UMLControlPoint(CanvasGroup group) : base(group) { if (_movable == true) { CPFillColor = DEFAULT_FILL_COLOR; } else { CPFillColor = DEFAULT_STATIC_FILL_COLOR; } OutlineColor = DEFAULT_OUTLINE_COLOR; WidthUnits = 1.0; CapStyle = Gdk.CapStyle.Round; CanvasEvent += CanvasEventCb; _container = null; Show (); }
public UMLEntry( UMLElement owner, DI.GraphNode graphNode, CanvasGroup group, bool isMovable, string text, string fontModifier ) : base(group) { _graphNode = graphNode; Movable = isMovable; _owner = owner; _text = new CanvasText (this); _text.Text = (text == null ? System.String.Empty : text); _text.FillColor = "black"; _text.CanvasEvent += EntryEvents; _text.Justification = Gtk.Justification.Left; _text.Anchor = Gtk.AnchorType.NorthWest; this.FontModifier = fontModifier; _root = group; X = _movable ? _graphNode.GlobalPosition.X : _graphNode.Position.X; Y = _movable ? _graphNode.GlobalPosition.Y : _graphNode.Position.Y; Show (); }
private void Awake() { this.canvasGroup = GetComponent <CanvasGroup>(); this.IsOpen = false; }
/// <summary> /// 界面栈初始化的时候被调用的方法 /// </summary> /// <param name="param">需要传进来的参数</param> public virtual void OnEnter(object param = null) { _canvasGroup = GetComponent <CanvasGroup>(); OnShow(param); }
void ShowUI(CanvasGroup can) { can.alpha = 1f; can.blocksRaycasts = true; }
// Use this for initialization void Start() { my_group = GetComponent <CanvasGroup> (); }
public UMLWidget(CanvasGroup group) : base(group) { InitializeRoot (); CanvasEvent += TriggerEvents; }
// Use this for initialization void Start() { cg = GetComponent <CanvasGroup>(); StartCoroutine(DoIntro()); }
public Tween FadeOut(CanvasGroup cg) { cg.DOKill(); cg.blocksRaycasts = false; return(cg.DOFade(0, CANVAS_FADE_TIME)); }
//--------------------------------------------------------------------- // Messages //--------------------------------------------------------------------- private void Awake() { _snackbarCanvasGroup = _snackbar.GetComponent <CanvasGroup>(); }
// Use this for initialization void Start() { canvasGroup = GetComponent <CanvasGroup>(); fadeIn = true; }
public Tween FadeIn(CanvasGroup cg) { cg.DOKill(); cg.blocksRaycasts = true; return(cg.DOFade(1, CANVAS_FADE_TIME)); }
private void Awake() => _group = GetComponent <CanvasGroup>();
void Awake() { cg = GetComponent <CanvasGroup>(); }
void Start() { m_CurrentCanvas = m_CanvasList[m_CurrentCanvasID]; }
private void InitFrontGroup () { _front_group = new CanvasGroup (_canvas.Root ()); _front_group.X = 0; _front_group.Y = 0; }
/// <summary> /// Creates the list and it's options. /// </summary> protected void CreateList() { // Reset the last list size this.m_LastListSize = Vector2.zero; // Clear the option texts list this.m_OptionObjects.Clear(); // Create the list game object with the necessary components this.m_ListObject = new GameObject("UISelectField - List", typeof(RectTransform)); // Change the parent of the list this.m_ListObject.transform.SetParent(this.transform, false); // Get the select field list component UISelectField_List listComp = this.m_ListObject.AddComponent <UISelectField_List>(); // Get the list canvas group component this.m_ListCanvasGroup = this.m_ListObject.AddComponent <CanvasGroup>(); // Change the anchor and pivot of the list RectTransform rect = (this.m_ListObject.transform as RectTransform); rect.anchorMin = Vector2.zero; rect.anchorMax = Vector2.zero; rect.pivot = new Vector2(0f, 1f); // Prepare the position of the list rect.anchoredPosition = new Vector3((float)this.listMargins.left, ((float)this.listMargins.top * -1f), 0f); // Prepare the width of the list rect.sizeDelta = new Vector2((this.targetGraphic.rectTransform.sizeDelta.x - (this.listMargins.left + this.listMargins.right)), 0f); // Hook the Dimensions Change event listComp.onDimensionsChange.AddListener(ListDimensionsChanged); // Apply the background sprite Image image = this.m_ListObject.AddComponent <Image>(); if (this.listBackgroundSprite != null) { image.sprite = this.listBackgroundSprite; } image.type = this.listBackgroundSpriteType; image.color = this.listBackgroundColor; // Prepare the vertical layout group VerticalLayoutGroup layoutGroup = this.m_ListObject.AddComponent <VerticalLayoutGroup>(); layoutGroup.padding = this.listPadding; layoutGroup.spacing = this.listSpacing; // Prepare the content size fitter ContentSizeFitter fitter = this.m_ListObject.AddComponent <ContentSizeFitter>(); fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize; // Get the list toggle group ToggleGroup toggleGroup = this.m_ListObject.AddComponent <ToggleGroup>(); // Create the options for (int i = 0; i < this.options.Count; i++) { // Create the option this.CreateOption(i, toggleGroup); // Create a separator if this is not the last option if (i < (this.options.Count - 1)) { this.CreateSeparator(i); } } // Prepare the list for the animation if (this.listAnimationType == ListAnimationType.None || this.listAnimationType == ListAnimationType.Fade) { // Starting alpha should be zero this.m_ListCanvasGroup.alpha = 0f; } else if (this.listAnimationType == ListAnimationType.Animation) { // Attach animator component Animator animator = this.m_ListObject.AddComponent <Animator>(); // Set the animator controller animator.runtimeAnimatorController = this.listAnimatorController; // Set the animation triggers so we can use them to detect when animations finish listComp.SetTriggers(this.listAnimationOpenTrigger, this.listAnimationCloseTrigger); // Hook a callback on the finish event listComp.onAnimationFinish.AddListener(OnListAnimationFinish); } }
private void Awake() { rectTransform = GetComponent <RectTransform>(); canvasGroup = GetComponent <CanvasGroup>(); }
private void AlphaFadeList(float duration, float alpha) { CanvasGroup group = m_Dropdown.GetComponent <CanvasGroup>(); AlphaFadeList(duration, group.alpha, alpha); }
void HideUI(CanvasGroup canvasGroup) { canvasGroup.alpha = 0f; //this makes everything transparent canvasGroup.blocksRaycasts = false; //this prevents the UI element to receive input events }
public static void Hide(this CanvasGroup mcanvasGroup) { MHide(mcanvasGroup); }
void hideUI(CanvasGroup can) { can.alpha = 0f; can.blocksRaycasts = false; }
private static void MShow(this CanvasGroup mcanvasGroup) { mcanvasGroup.alpha = 1; mcanvasGroup.interactable = true; mcanvasGroup.blocksRaycasts = true; }
IEnumerator randHelper() { if (dm.cpa == null) { dm.callSwitch(); yield return(null); } yield return(null); while (dm.cpa == null) { yield return(null); } while (dm.load.loaddd) { yield return(null); } if (dm.cpa != null) { dm.cpa.gameObject.SetActive(false); } int length = UnityEngine.Random.Range(0, itemType.GetNames(typeof(itemType)).Length - 10); length /= 2; HashSet <int> enums = new HashSet <int>(); enums.Add((int)itemType.ebrow); enums.Add((int)itemType.bh_air); enums.Add((int)itemType.b_ngs); enums.Add((int)itemType.e_ye); enums.Add((int)itemType.bg); enums.Add((int)itemType.t_clothes); for (int i = 0; i < length; i++) { enums.Add(UnityEngine.Random.Range(5, (int)itemType.particle_snow)); } enums.Add((int)itemType.skin); /* * bugs: * cpa not loaded in time * * randomize * * * test save/load * */ List <UndoInfo> uiArr = new List <UndoInfo>(); itemType[][] BadMatches = new itemType[][] { new itemType[] { itemType.msk, itemType.b0odnos, itemType.bood, itemType.JBandage, itemType.lippiercing, itemType.bubble }, new itemType[] { itemType.bood, itemType.starfreckles }, new itemType[] { itemType.BOW, itemType.chneckwear }, new itemType[] { itemType.bronzer, itemType.UEye }, new itemType[] { itemType.glasses, itemType.EPatch, itemType.scar }, new itemType[] { itemType.harts, itemType.flower }, new itemType[] { itemType.freckles, itemType.starfreckles, itemType.bDaid }, new itemType[] { itemType.hesidehorn, itemType.unicorn, itemType.eear, itemType.flower }, }; foreach (itemType[] iList in BadMatches) { itemType i1 = iList[0]; foreach (itemType i2 in iList) { if (enums.Contains((int)i1) && enums.Contains((int)i2)) { enums.Remove((UnityEngine.Random.value > 0.5f) ? (int)i1 : (int)i2); } } } Color bg = dm.fm.bg.color; HashSet <string> s = new HashSet <string>(new string[] { "b_", "ir", "w_", "ey", "bh", "e_", "eb", "l_", "n_", "bg", "BY", "CH", "HD", "t_", }); Button check = dm.cpa.transform.parent.GetChild(1).GetComponent <Button>(); check.onClick.RemoveAllListeners(); foreach (var i in Enum.GetValues(typeof(itemType))) { itemType it = (itemType)i; Sprite newT = getRandomSprite(it); string key = it.ToString().Substring(0, 2); if (newT != null && !s.Contains(key) && dm.fm.XtraStuff.ContainsKey(key)) { if (dm.fm.XtraStuff[key] != null) { dm.fm.XtraStuff[key].gameObject.SetActive(false); //make remove undoable if (dm.fm.XtraStuff.ContainsKey(key + "2")) { dm.fm.XtraStuff[key + "2"].gameObject.SetActive(false); dm.x.onClick.AddListener(() => { dm.fm.XtraStuff[key].gameObject.SetActive(true); dm.fm.XtraStuff[key + "2"].gameObject.SetActive(true); }); } else { dm.x.onClick.AddListener(() => { dm.fm.XtraStuff[key].gameObject.SetActive(true); }); } check.onClick.AddListener(() => { dm.fm.Remove(key); }); } } else if (enums.Contains((int)i)) { uiArr.Add(dm.fm.faceSet(newT, it)); //if heart.. if (it == itemType.harts && GameObject.FindGameObjectWithTag("Finish").transform.Find("hartic") == null) { dm.setUpParticles(dm.xtra[16], 1, Color.white, true); } // else if (it == itemType.particles) dm.setUpParticles(uiArr[count].before, 0); } } dm.colorPick(uiArr); randomizeParams(dm.fm, dm.x); yield return(null); CanvasGroup cp = dm.cpa.transform.root.GetComponent <CanvasGroup>(); check.onClick.AddListener(() => { dm.TurnOffEnd(cp); }); dm.x.onClick.AddListener(() => { check.onClick.RemoveAllListeners(); check.onClick.AddListener(() => dm.TurnOffEnd(cp)); }); RandomizeColors(uiArr, bg); }
// Start is called before the first frame update void Start() { canvasGroup = GetComponent <CanvasGroup>(); StartCoroutine(FadeOutCoroutine()); }
public CUIManager(CToolkitUI Toolkit, CGameUIStyle Style) { _ui = Toolkit; _style = Style; _uiRes = CGame.UIResources; mPoseRT = new RenderTexture(512, 512, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); mPoseRT.antiAliasing = 8; gameUI = _ui.CreateElement(_ui.Canvas, "gameUI"); _ui.SetRectFillParent(gameUI); gameUI.transform.SetAsFirstSibling(); underlayLayer = _ui.CreateElement(gameUI, "underlayLayer"); _ui.SetRectFillParent(underlayLayer); CanvasGroup cgroup = underlayLayer.AddComponent <CanvasGroup>(); cgroup.blocksRaycasts = false; primaryLayer = _ui.CreateElement(gameUI, "primaryLayer"); mPrimaryLayerGroup = primaryLayer.AddComponent <CanvasGroup>(); mPrimaryLayerGroup.alpha = 1.0f; _ui.SetRectFillParent(primaryLayer); overlayLayer = _ui.CreateElement(gameUI, "overlayLayer"); _ui.SetRectFillParent(overlayLayer); cgroup = overlayLayer.AddComponent <CanvasGroup>(); cgroup.blocksRaycasts = false; cutsceneLayer = _ui.CreateElement(gameUI, "cutsceneLayer"); _ui.SetRectFillParent(cutsceneLayer); GameObject letterBox = _ui.CreateElement(cutsceneLayer); _ui.SetAnchors(letterBox, new Vector2(0, 1), new Vector2(1, 1), new Vector2(0, 1)); _ui.AddImage(letterBox, _style.ThemeColorC); _ui.SetTransform(letterBox, 0, 0, 0, 54); letterBox = _ui.CreateElement(cutsceneLayer); _ui.SetAnchors(letterBox, new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 0)); _ui.AddImage(letterBox, _style.ThemeColorC); _ui.SetTransform(letterBox, 0, 0, 0, 54); mCutsceneLayerGroup = cutsceneLayer.AddComponent <CanvasGroup>(); mCutsceneLayerGroup.alpha = 0.0f; mCutsceneLayerGroup.blocksRaycasts = false; /* * fadeOverLayer = _ui.CreateElement(gameUI, "fadeOverLayer"); * _ui.SetRectFillParent(fadeOverLayer); * _ui.AddImage(fadeOverLayer, Color.black); */ contextMenuLayer = _ui.CreateElement(gameUI, "contextMenuLayer"); _ui.SetRectFillParent(contextMenuLayer); mMenuLayer = _ui.CreateElement(gameUI, "menuLayer"); _ui.SetRectFillParent(mMenuLayer); GameObject productText = _ui.CreateTextElement(overlayLayer, CGame.PRODUCT_NAME + " (" + CGame.VERSION_MAJOR + "." + CGame.VERSION_MINOR + ") " + CGame.VERSION_NAME, "productText", CToolkitUI.ETextStyle.TS_HEADING); _ui.SetAnchors(productText, new Vector2(0, 1), new Vector2(1, 1), new Vector2(0, 1)); _ui.SetTransform(productText, 5, 0, -10, 20); productText.GetComponent <Text>().alignment = TextAnchor.MiddleRight; mContextMenu = new CContextMenu(Toolkit, Style, contextMenuLayer); mTooltip = new CTooltip(Toolkit, Style, overlayLayer); SetupForGameSession(); }
// Use this for initialization void Start() { Instance = this; topoTreeGroup = topoTree.transform.GetComponent <CanvasGroup>(); }
private void Awake() { grupo = GetComponent <CanvasGroup>(); }
public BoardPiece (CanvasGroup group, BoardPiece [] board, int x, int y, int i) : base (group, CanvasGroup.GType) { this.X = (x * PIECE_SIZE); this.Y = (y * PIECE_SIZE); this.Board = board; this.Number = i; this.Position = i; CanvasRect rect = new CanvasRect (this); rect.X1 = 0.0; rect.Y2 = 0.0; rect.X2 = PIECE_SIZE; rect.Y2 = PIECE_SIZE; rect.FillColor = Color; rect.OutlineColor = "black"; rect.WidthPixels = 0; CanvasText text = new CanvasText (this); text.Text = (i + 1).ToString (); text.X = PIECE_SIZE / 2.0; text.Y = PIECE_SIZE / 2.0; text.Font = "Sans Bold 24"; text.Anchor = AnchorType.Center; text.FillColor = "black"; this.Text = text; this.CanvasEvent += new Gnome.CanvasEventHandler (Piece_Event); }
public UMLEntry( UMLElement owner, DI.GraphNode graphNode, CanvasGroup group, bool isMovable, string text ) : this(owner, graphNode, group, isMovable, text, null) { }
public static void Show(this CanvasGroup cg, bool value) { cg.alpha = value.ToInt(); cg.interactable = value; cg.blocksRaycasts = value; }
private void InitBackGroup () { _back_group = new CanvasGroup (_canvas.Root ()); _back_group.X = 0; _back_group.Y = 0; //Nicer appearence with a drawn background _bg = new CanvasRect (_back_group); _bg.X1 = _bg.Y1 = 0; /*_bg.X2 = _canvas.Width; _bg.Y2 = _canvas.Height;*/ _bg.FillColor = DEFAULT_FILL_COLOR; _grid = false; _snap_to_grid = false; _grid_components = new ArrayList (); }
public void SetCanvasFadeReference(CanvasGroup fadecanvas) { this.fadecanvas = fadecanvas; }
private static void MHide(this CanvasGroup mcanvasGroup) { mcanvasGroup.alpha = 0; mcanvasGroup.interactable = false; mcanvasGroup.blocksRaycasts = false; }
/// <summary> /// Prepare the RectTransform to fit the Slot properly.</summary> void Awake() { _rect = GetComponent <RectTransform>(); _canvasGroup = GetComponent <CanvasGroup>(); FitIntoSlot(); }
public MyBPath(CanvasGroup cg) : base(cg) { }
public static void Show(this CanvasGroup mcanvasGroup) { MShow(mcanvasGroup); }
protected UMLEdgeEnd(CanvasGroup group) : base(group) { }
void Awake() { theRectTransform = screenSpace.GetComponent <RectTransform>(); theCanvasGroup = screenSpace.GetComponent <CanvasGroup>(); screenDimensions = new Vector2(Screen.width, Screen.height); }