/// <summary> /// 1行パネルを作成する /// </summary> /// <returns></returns> public Image CreateRowPanel_200(GameObject Content, float offsetY) { Image panel = UICreator.CreatePanel(Content); //サイズ調整 RectTransform rectTransform = panel.GetComponent <RectTransform>(); rectTransform.anchorMin = new Vector2(0, 1); rectTransform.anchorMax = new Vector2(1, 1); rectTransform.pivot = new Vector2(0.5f, 1); rectTransform.anchoredPosition = Vector2.zero; rectTransform.offsetMax = new Vector2(0, offsetY * -180); rectTransform.offsetMin = new Vector2(0, -180f); rectTransform.sizeDelta = new Vector2(0, 180f); return(panel); }
/// <summary> /// 記事パネルを生成する /// </summary> /// <param name="parent"></param> /// <returns></returns> public IEnumerator CreateNewsPanel_200(GameObject parent, float offsetMinX, MsgBaseNewsData news) { //パネルを生成する Image panel = UICreator.CreatePanel(parent); //サイズ調整 RectTransform rectTransform = panel.GetComponent <RectTransform>(); rectTransform.anchorMin = new Vector2(0.5f, 0); rectTransform.anchorMax = new Vector2(0.5f, 1); rectTransform.pivot = new Vector2(0.5f, 0.5f); rectTransform.anchoredPosition = Vector2.zero; rectTransform.offsetMax = Vector2.zero; rectTransform.offsetMin = new Vector2(offsetMinX, 0); rectTransform.sizeDelta = new Vector2(638, 0); //コンテンツを生成 CreateNewsImage_200(panel.gameObject, news); StartCoroutine(CreateNewsText200(panel.gameObject, news.TITLE)); yield return(panel); }
void InitUI() { // 主Canvs 开关 #region MainCanvas mainCanvas = UICreator.CreateCanvas(name: "IllustratedHandbookCanvas"); #if UNITY_EDITOR mainCanvas.GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceCamera; mainCanvas.GetComponent <Canvas>().worldCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); #else mainCanvas.GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceOverlay; #endif mainCanvas.GetComponent <Canvas>().sortingLayerName = "GUI"; mainCanvas.GetComponent <Canvas>().sortingOrder = 998; // ShowTips 的 sortingorder 为1000 DontDestroyOnLoad(mainCanvas); mainPanel = UICreator.CreatePanel(mainCanvas.gameObject, "MainPanel"); mainPanel.sprite = Resources.Load("Graphics/BaseUI/GUI_Window_Big_Black_NoColor", typeof(Sprite)) as Sprite; mainPanel.color = new Color32(100, 100, 100, 255); SetAnchor(mainPanel.gameObject, v3(1), v2(0.5f), v2(0.5f), Vector2.zero, Vector2.zero).sizeDelta = v2(700, 600); #endregion // 主面板 #region MainPanel handbookPanel = UICreator.CreatePanel(mainPanel.gameObject, "IllustratedHandbookPanel"); SetAnchor(handbookPanel.gameObject, v3(1), v2(0), v2(1), v2(10), v2(-10, -25)); titlePanel = UICreator.CreatePanel(handbookPanel.gameObject, "TitlePanel"); SetAnchor(titlePanel.gameObject, v3(1), v2(0.5f, 1), v2(0.5f, 1), v2(0), v2(0)).sizeDelta = v2(680, 50); titlePanel.rectTransform.anchoredPosition3D = v3(0, -25, 0); titlePanel.gameObject.AddComponent(typeof(EventTrigger)); titlePanelOndrag = titlePanel.GetComponent <EventTrigger>(); EventTrigger.Entry eventEntry = new EventTrigger.Entry(); eventEntry.eventID = EventTriggerType.Drag; eventEntry.callback.AddListener((data) => { OnDragDelegate((PointerEventData)data); }); titlePanelOndrag.triggers.Add(eventEntry); titleText = CreateText("TitleText", titlePanel.gameObject, "<b>图鉴/添加物品 1.0.2</b>", Color.white, 27, v2(0.5f, 1), v2(0.5f, 1), v2(680, 30), v2(0, -25)); #endregion // 加载中面板 #region LoadingPanel loadingPanel = UICreator.CreatePanel(handbookPanel.gameObject, "LoadingPanel"); SetAnchor(loadingPanel.gameObject, v3(1), v2(0), v2(1), v2(0), v2(0, -50)); // 加载中文字区域 loadingTextPanel = UICreator.CreatePanel(loadingPanel.gameObject, "LoadingTextPanel"); loadingTextPanel.sprite = Resources.Load("Graphics/BaseUI/GUI_BarBack", typeof(Sprite)) as Sprite; loadingTextPanel.color = new Color32(255, 255, 255, 44); SetAnchor(loadingTextPanel.gameObject, v3(1), v2(0), v2(1), v2(20, 130), v2(-20, 0)); tipText = CreateText("TipText", loadingTextPanel.gameObject, "游戏未开始 尚未加载数据\n\n请先开始游戏~\n\n\n" + "<size=16><color=white><b>Tips:</b>\n Ctrl + F11开关窗口\n<b>拖动标题</b>可以移动窗口哦\n" + "获取书籍会随机残页、无法查看促织\n" + "获取物品后需重新打开背包才看的到\n推荐配合《功法书籍显示》MOD使用\n<color=red>NEW</color> 在人物菜单切换到同道可以将物品直接添加到同道背包(不会影响亲密)\n" + "<b>工具无错</b> 请<b>自觉</b>平衡游戏体验</color></size>", new Color32(0, 255, 213, 255), 28, v2(0.5f), v2(0.5f), v2(600, 400), v2(0) ); aboutText = CreateText("AboutText", loadingPanel.gameObject, "By: yyuueexxiinngg", Color.white, 14, v2(0), v2(0), v2(160, 30), v2(128.8f, 13.9f)); aboutText.GetComponent <Text>().alignment = TextAnchor.UpperLeft; NGAButton = CreateButton("NGAButton", loadingPanel.gameObject, "点此打开本MOD NGA发布地址", Color.white, "Graphics/BaseUI/GUI_Base", Color.black, v2(0.5f, 0), v2(0.5f, 0), v2(500, 31), v2(0, 100)); NGAButton.GetComponent <Button>().onClick.AddListener(() => { Application.OpenURL("https://nga.178.com/read.php?tid=15239374"); }); GithubButton = CreateButton("GithubBotton", loadingPanel.gameObject, "点此打开MOD开源项目Github地址", Color.white, "Graphics/BaseUI/GUI_Base", Color.black, v2(0.5f, 0), v2(0.5f, 0), v2(500, 31), v2(0, 55)); GithubButton.GetComponent <Button>().onClick.AddListener(() => { Application.OpenURL("https://github.com/yyuueexxiinngg/Taiwu_mods"); }); #endregion // 过滤面板 #region FilterPanel filterPanel = UICreator.CreatePanel(handbookPanel.gameObject, "FilterPanel"); SetAnchor(filterPanel.gameObject, v3(1), v2(0), v2(1), v2(50, 50), v2(-50, -50)); itemTypePanel = UICreator.CreatePanel(filterPanel.gameObject, "ItemTypeGrid"); SetAnchor(itemTypePanel.gameObject, v3(1), v2(0), v2(1), v2(0, 100), v2(0, -50)); itemTypePanel.gameObject.AddComponent <GridLayoutGroup>(); itemTypePanel.GetComponent <GridLayoutGroup>().cellSize = v2(110, 30); itemTypePanel.GetComponent <GridLayoutGroup>().spacing = v2(6, 3); CreateText("FilterTypeLabel", filterPanel.gameObject, "当前选择种类:", Color.white, 14, v2(0, 1), v2(0, 1), v2(160, 30), v3(50, -30, 0)); filterTypeCurrent = CreateText("FilterTypeCurrent", filterPanel.gameObject, "未初始化", Color.white, 20, v2(0, 1), v2(0, 1), v2(160, 30), v3(120, -30, 0)); itemLevelPanel = UICreator.CreatePanel(filterPanel.gameObject, "ItemLevelGrid"); SetAnchor(itemLevelPanel.gameObject, v3(1), v2(0), v2(1), v2(0), v2(0, -370)); itemLevelPanel.gameObject.AddComponent <GridLayoutGroup>(); itemLevelPanel.GetComponent <GridLayoutGroup>().cellSize = v2(140, 30); itemLevelPanel.GetComponent <GridLayoutGroup>().spacing = v2(6, 3); CreateText("FilterLevelLabel", filterPanel.gameObject, "当前选择品级:", Color.white, 14, v2(0, 1), v2(0, 1), v2(160, 30), v3(300, -30, 0)); filterLevelCurrent = CreateText("FilterLevelCurrent", filterPanel.gameObject, itemLevel[selectedLevel].Split('|')[0], Color.white, 20, v2(0, 1), v2(0, 1), v2(160, 30), v3(380, -30, 0)); var filterCancelBtn = CreateButton("FilterCancelBtn", filterPanel.gameObject, "取消", Color.white, "Graphics/BaseUI/GUI_ValuBack", Color.white, v2(0), v2(0), v2(200, 30), v2(160, -25)); var filterRefreshBtn = CreateButton("FilterRefreshBtn", filterPanel.gameObject, "刷新物品列表", Color.white, "Graphics/BaseUI/GUI_ValuBack", Color.white, v2(1, 0), v2(1, 0), v2(200, 30), v2(-160, -25)); filterCancelBtn.GetComponent <Button>().onClick.AddListener(() => { filterPanel.gameObject.SetActive(false); loadedPanel.gameObject.SetActive(true); }); filterRefreshBtn.GetComponent <Button>().onClick.AddListener(() => { selectedType = selectedTypeUnsaved; selectedLevel = selectedLevelUnsaved; // 清空物品列表 itemList = new Dictionary <int, Dictionary <int, string> >(); if (selectedType != 0) // 如果选择不是全部 { foreach (var item in dataInstance.presetitemDate) { // item.Value[5]即为物品种类 item.Value[8]即为物品品级 if (int.Parse(item.Value[5]) == selectedType && (selectedLevel == 0 || int.Parse(item.Value[8]) == selectedLevel)) { itemList[item.Key] = item.Value; } } } else // 如果是全部 { if (selectedLevel == 0) // 如果品级是全部 { itemList = dataInstance.presetitemDate; } else { foreach (var item in dataInstance.presetitemDate) { if (int.Parse(item.Value[8]) == selectedLevel) { itemList[item.Key] = item.Value; } } } } DrawItems(); filterPanel.gameObject.SetActive(false); loadedPanel.gameObject.SetActive(true); }); #endregion // 加载完成后面板 #region LoadedPanel loadedPanel = UICreator.CreatePanel(handbookPanel.gameObject, "LoadedPanel"); SetAnchor(loadedPanel.gameObject, v3(1), v2(0), v2(1), v2(0, 50), v2(0, -50)); itemPanel = UICreator.CreatePanel(loadedPanel.gameObject, "ItemPanel"); itemPanel.sprite = Resources.Load("Graphics/BaseUI/GUI_BarBack", typeof(Sprite)) as Sprite; itemPanel.color = new Color32(255, 255, 255, 44); SetAnchor(itemPanel.gameObject, v3(1), v2(0), v2(1), v2(20, 0), v2(-20, 0)); var selectionPanel = UICreator.CreatePanel(itemPanel.gameObject, "SelectionPanel"); SetAnchor(selectionPanel.gameObject, v3(1), v2(0), v2(1), v2(30, 415), v2(-30, -15)); var itemFilterButton = CreateButton("ItemFilterButton", selectionPanel.gameObject, "过滤", Color.white, "Graphics/BaseUI/GUI_ValuBack", Color.white, v2(0.5f), v2(0.5f), v2(160, 30), v3(0)); itemFilterButton.GetComponent <Button>().onClick.AddListener(() => { string[] itemTypes = itemType.Split('|'); filterTypeCurrent.GetComponent <Text>().text = itemTypes[selectedType]; filterLevelCurrent.GetComponent <Text>().text = itemLevel[selectedLevel].Split('|')[0]; loadedPanel.gameObject.SetActive(false); filterPanel.gameObject.SetActive(true); }); // 物品栏 itemGrid = new GameObject("ItemGrid", typeof(GridLayoutGroup)); itemGrid.transform.SetParent(itemPanel.transform); var itemGridComponent = itemGrid.GetComponent <GridLayoutGroup>(); itemGridComponent.cellSize = v2(65, 65); itemGridComponent.startCorner = GridLayoutGroup.Corner.UpperLeft; itemGridComponent.startAxis = GridLayoutGroup.Axis.Horizontal; SetAnchor(itemGrid.gameObject, v3(1), v2(0), v2(1), v2(30, 0), v2(0, -50)); itemBack = Resources.LoadAll <Sprite>("Graphics/ItemIcon/ItemIconBack"); itemIcon = Resources.LoadAll <Sprite>("Graphics/ItemIcon/ItemIcon"); EventTrigger.Entry itemSlotOnMouseEnterEntry = new EventTrigger.Entry(); itemSlotOnMouseEnterEntry.eventID = EventTriggerType.PointerEnter; itemSlotOnMouseEnterEntry.callback.AddListener((data) => { OnMouseEnterDelegate((PointerEventData)data); }); EventTrigger.Entry itemSlotOnMouseExitEntry = new EventTrigger.Entry(); itemSlotOnMouseExitEntry.eventID = EventTriggerType.PointerExit; itemSlotOnMouseExitEntry.callback.AddListener((data) => { OnMouseExitDelegate((PointerEventData)data); }); // 物品槽 for (int i = 0; i < 54; i++) { var itemSlot = new GameObject("ItemSlot|" + i, typeof(RectTransform)); itemSlot.transform.SetParent(itemGrid.transform); itemSlot.transform.localScale = v3(1); itemSlot.AddComponent(typeof(Button)); itemSlot.GetComponent <Button>().onClick.AddListener( () => { if (itemSlot.name.Split('|')[1] != "10000") { if (DateFile.instance.GetItem(ActorMenu.instance.actorMenu.activeInHierarchy ? ActorMenu.instance.acotrId : DateFile.instance.MianActorID(), int.Parse(itemSlot.name.Split('|')[1]), 1, true) > 0) { TipsWindow.instance.SetTips(5007, new string[] { dataInstance.GetActorName(ActorMenu.instance.actorMenu.activeInHierarchy ? ActorMenu.instance.acotrId : DateFile.instance.MianActorID()), itemList[int.Parse(itemSlot.name.Split('|')[1])][0], "" }, 100); } else { TipsWindow.instance.SetTips(0, new string[] { "无法添加此物品~" }, 100); } } else { TipsWindow.instance.SetTips(0, new string[] { "无法添加促织~" }, 100); } } ); itemSlot.AddComponent(typeof(EventTrigger)); var itemSlotOnHover = itemSlot.GetComponent <EventTrigger>(); itemSlotOnHover.triggers.Add(itemSlotOnMouseEnterEntry); itemSlotOnHover.triggers.Add(itemSlotOnMouseExitEntry); var itemBackObj = new GameObject("ItemBack", typeof(Image)); itemBackObj.transform.SetParent(itemSlot.transform); itemBackObj.GetComponent <Image>().sprite = itemBack[4]; itemBackObj.GetComponent <Image>().color = new Color32(254, 47, 17, 255); itemBackObj.transform.localScale = v3(1); itemBackObj.GetComponent <RectTransform>().sizeDelta = v2(60, 60); itemBackObj.GetComponent <Image>().preserveAspect = true; var itemIconObj = new GameObject("ItemIcon", typeof(Image)); itemIconObj.transform.SetParent(itemBackObj.transform); itemIconObj.GetComponent <Image>().sprite = itemIcon[i]; itemIconObj.transform.localScale = v3(1); itemIconObj.GetComponent <RectTransform>().sizeDelta = v2(40, 40); // 物品下标文字 i.e. 0/0 本MOD未使用到所以没有赋值 CreateText("ItemText", itemBackObj, "", Color.white, 14, v2(0), v2(1, 0.3f), v2(1), v3(0)); itemIconObj.GetComponent <Image>().preserveAspect = true; // itemSlot.SetActive(false); Vector3 position = itemSlot.transform.localPosition; position.z = 0; itemSlot.transform.localPosition = position; itemSlots.Add(itemSlot); } prePageButton = CreateButton("PrePageBotton", loadedPanel.gameObject, "上一页", Color.white, "Graphics/BaseUI/GUI_ValuBack", Color.white, v2(0), v2(0), v2(200, 30), v2(160, -25)); nextPageButton = CreateButton("PrePageBotton", loadedPanel.gameObject, "下一页", Color.white, "Graphics/BaseUI/GUI_ValuBack", Color.white, v2(1, 0), v2(1, 0), v2(200, 30), v2(-160, -25)); var itemPageTextObj = CreateText("ItemPageText", loadedPanel.gameObject, "0/0", Color.white, 20, v2(0.5f, 0), v2(0.5f, 0), v2(80, 30), v3(0, -25, 0)); itemPageText = itemPageTextObj.GetComponent <Text>(); // 初始化页标 itemPageText.text = "1/1"; prePageButton.GetComponent <Button>().onClick.AddListener( () => { if (itemSlotPage > 0) { // 如果到达过最后一页 遍历一遍itemSlots全部激活 if (finalPageReached) { foreach (var itemSlot in itemSlots) { itemSlot.SetActive(true); } } --itemSlotPage; // 用以获取当前循环对应的itemSlot int index = 0; foreach (var item in itemList.Skip(itemSlotPage * 54).Take(54)) { itemSlots[index].name = "ItemSlot|" + item.Key; itemSlots[index].transform.GetChild(0).GetChild(0).GetComponent <Image>().sprite = itemIcon[int.Parse(item.Value[98])]; itemSlots[index].transform.GetChild(0).GetComponent <Image>().sprite = itemBack[int.Parse(item.Value[4])]; itemSlots[index].transform.GetChild(0).GetChild(1).GetComponent <Text>().text = item.Value[0]; Color backgroundColor = Color.white; ColorUtility.TryParseHtmlString(itemLevel[int.Parse(item.Value[8])].Split('|')[1], out backgroundColor); itemSlots[index].transform.GetChild(0).GetComponent <Image>().color = backgroundColor; index++; } itemPageText.text = string.Format("{0}/{1}", itemSlotPage + 1, itemList.Count % 54 == 0 ? itemList.Count / 54 : (itemList.Count / 54) + 1); } } ); nextPageButton.GetComponent <Button>().onClick.AddListener( () => { if (itemSlotPage < itemList.Count / 54) { ++itemSlotPage; int index = 0; foreach (var item in itemList.Skip(itemSlotPage * 54).Take(54)) { if (itemSlotPage * 54 <= itemList.Count - 54) { finalPageReached = false; } else { finalPageReached = true; } itemSlots[index].name = "ItemSlot|" + item.Key; itemSlots[index].transform.GetChild(0).GetChild(0).GetComponent <Image>().sprite = itemIcon[int.Parse(item.Value[98])]; itemSlots[index].transform.GetChild(0).GetComponent <Image>().sprite = itemBack[int.Parse(item.Value[4])]; itemSlots[index].transform.GetChild(0).GetChild(1).GetComponent <Text>().text = item.Value[0]; Color backgroundColor = Color.white; ColorUtility.TryParseHtmlString(itemLevel[int.Parse(item.Value[8])].Split('|')[1], out backgroundColor); itemSlots[index].transform.GetChild(0).GetComponent <Image>().color = backgroundColor; index++; } itemPageText.text = string.Format("{0}/{1}", itemSlotPage + 1, itemList.Count % 54 == 0 ? itemList.Count / 54 : (itemList.Count / 54) + 1); if (finalPageReached) { for (int i = 53; i >= index; i--) { itemSlots[i].SetActive(false); } } } } ); #endregion loadedPanel.gameObject.SetActive(false); loadingPanel.gameObject.SetActive(true); filterPanel.gameObject.SetActive(false); }