public void Move(ScrollRect scrollR = null)
 {
     //I need move it on next frame
     if (sr.IsActive())
     {
         StartCoroutine(MoveE());
     }
 }
Example #2
0
    static int IsActive(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        ScrollRect obj = LuaScriptMgr.GetUnityObject <ScrollRect>(L, 1);
        bool       o   = obj.IsActive();

        LuaScriptMgr.Push(L, o);
        return(1);
    }
 //открыть список улиц
 public void OpenStreetsList()
 {
     if (openedStreets == 0)
     {
         MineTogle.SetActive(true);
         if (!ScrollRectFirst.IsActive())
         {
             ChooseScrollView(ScrollRectFirst, 1, -1);
             openedStreets = 1;
         }
         else if (!ScrollRectSecond.IsActive())
         {
             ChooseScrollView(ScrollRectSecond, 1, -1);
             openedStreets = 2;
         }
         else if (!ScrollRectThird.IsActive())
         {
             ChooseScrollView(ScrollRectThird, 1, -1);
             openedStreets = 3;
         }
     }
     else
     {
         MineTogle.SetActive(false);
         if (openedStreets == 1)
         {
             ChooseScrollView(ScrollRectFirst, 1, -1);
             openedStreets = 0;
         }
         else if (openedStreets == 2)
         {
             ChooseScrollView(ScrollRectSecond, 1, -1);
             openedStreets = 0;
         }
         else if (openedStreets == 3)
         {
             ChooseScrollView(ScrollRectThird, 1, -1);
             openedStreets = 0;
         }
     }
 }
Example #4
0
        protected virtual bool IsValidDrag(PointerEventData eventData)
        {
            if (!gameObject.activeInHierarchy)
            {
                return(false);
            }
            if (eventData.button != PointerEventData.InputButton.Left)
            {
                return(false);
            }

            if (!ScrollRect.IsActive())
            {
                return(false);
            }

            return(true);
        }
Example #5
0
        protected override JSONObject ToJSON(WXHierarchyContext context)
        {
            entity.components.Add(context.AddComponent(new WXUGUITouchInputComponent(gameObject, entity), null));
            entity.components.Add(context.AddComponent(new WXUIUGraphic(0), null));

            JSONObject json = new JSONObject(JSONObject.Type.OBJECT);

            json.AddField("type", getTypeName());


            JSONObject subJSON = new JSONObject(JSONObject.Type.OBJECT);

            subJSON.AddField("movement", scrollRect.horizontal ? 0 : 1); //引擎只支持一个方向的滚动


            subJSON.AddField("autoFix", true);

            subJSON.AddField("active", scrollRect.IsActive());
            json.AddField("data", subJSON);

            return(json);
        }
Example #6
0
 public void OnClickOpenChatPanel()
 {
     _chatPanel.gameObject.SetActive(!_chatPanel.IsActive());
 }
    //выбор ещё не активной вьюхи для отображения информации
    private void ChooseScrollView(ScrollRect scroll, int type, int idPath)
    {
        //idPath для зданий, для остальных он -1

        if (!scroll.IsActive())
        {
            scroll.gameObject.SetActive(true);
            //тип 1 - улицы
            switch (type)
            {
            case 1:
                CreateStreetsButtons();
                for (int index = 1; index < streetsPathsRectTransforms.Length; index++)
                {
                    RectTransform rectTransform = streetsPathsRectTransforms[index];
                    rectTransform.SetParent(scroll.content, false);

                    Debug.Log(rectTransform.GetSiblingIndex() + "     " + _dBwork.GetPathById(rectTransform.GetSiblingIndex()).NamePath);
                }

                //тип 2 - игроки
                break;

            case 2:
                CreatePlayersButtons();
                for (int index = 1; index < playersRectTransforms.Length; index++)
                {
                    RectTransform rectTransform = playersRectTransforms[index];
                    rectTransform.SetParent(scroll.content, false);
                }

                //тип 3 - здания
                break;

            case 3:
                CreateBuildsButtons(idPath);
                foreach (RectTransform rectTransform in buildsRectTransforms)
                {
                    rectTransform.SetParent(scroll.content, false);
                }

                break;
            }
        }
        else
        {
            if (type == 3 && currentPathB != idPath)
            {
                for (int i = scroll.content.childCount - 1; i >= 0; i--)
                {
                    Destroy(scroll.content.GetChild(i).gameObject);
                }

                CreateBuildsButtons(idPath);
                foreach (RectTransform rectTransform in buildsRectTransforms)
                {
                    rectTransform.SetParent(scroll.content, false);
                }
            }
            else
            {
                scroll.gameObject.SetActive(false);
                for (int i = scroll.content.childCount - 1; i >= 0; i--)
                {
                    Destroy(scroll.content.GetChild(i).gameObject);
                }
                //пока что корявнько так
                if (type == 1)
                {
                    ImportantInfoAboutStreetText.gameObject.SetActive(false);
                    ImportantInfoAboutStreetText.transform.parent.gameObject.SetActive(false);
                    buildsButton.gameObject.SetActive(false);
                }
            }


            CheckScrolls();
        }
    }