private void Awake() { uiFocusPath = GetComponent <UIFocusPath>(); combineTextDic = new Dictionary <int, Texture>(); uiCombineSkillList.ItemClickHandle += CombineSkillList_ItemClickHandle; uiSelectSkillList.ItemClickHandle += SelectSkillList_ItemClickHandle; }
private void OnEnable() { iGameState = GameState.Instance.GetEntity <IGameState>(); //压入状态 iGameState.PushEnumGameRunType(EnumGameRunType.Setting); UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle; if (!uiFocusPath) { uiFocusPath = GetComponent <UIFocusPath>(); } if (uiFocusPath) { nowTabPageFocus = uiFocusPath.GetFirstFocus() as UIFocusTabPage; if (nowTabPageFocus) { nowTabPageFocus.SetForcus(); if (nowTabPageFocus.panel) { nowTabPageFocus.panel.gameObject.SetActive(true); } } } ShowIndex(0); }
private void OnEnable() { fisrtKeyUP = false; uiFocusPath = GetComponent <UIFocusPath>(); nowUIFocus = uiFocusPath.GetFirstFocus(); saveingImage.gameObject.SetActive(false); UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle; }
private void Awake() { uiFocusPath = GetComponent <UIFocusPath>(); UIFocus[] uiFocusArray = uiFocusPath.NewUIFocusArray; foreach (var item in uiFocusArray) { RegistorEventTrigger(item.GetComponent <RectTransform>(), EventTriggerType.PointerClick, ClickFocus); } }
private void Awake() { uiFocusPath = GetComponent <UIFocusPath>(); foreach (UIFocus uiFocus in uiFocusPath.NewUIFocusArray)// uiFocusPath.UIFocuesArray) { IUIItemSelectGoods iUIItmeSelectGoods = uiFocus as IUIItemSelectGoods; if (iUIItmeSelectGoods != null) { iUIItmeSelectGoods.RegistorSelectGoodsID(SelectGoodsID); } } }
private void OnInspectorUpdate() { GameObject selectObj = Selection.activeGameObject; if (selectObj != null) { UIFocusPath uiFocusPath = selectObj.GetComponent <UIFocusPath>(); if (uiFocusPath != null) { this.uiFocusPath = uiFocusPath; } } this.Repaint(); }
private void OnEnable() { playerState = DataCenter.Instance.GetEntity <PlayerState>(); iPlayerState = GameState.Instance.GetEntity <IPlayerState>(); roleOfRaceExplanList = new List <KeyValuePair <RoleOfRace, string> >(); FieldExplanAttribute.SetEnumExplanDic(roleOfRaceExplanList); GameState.Instance.Registor <IPlayerAttributeState>(IPlayerAttributeStateChanged); UpdateText(); UIManager.Instance.KeyPressHandle += Instance_KeyPressHandle; UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle; scrollbar.value = 0; uiFocusPath = GetComponent <UIFocusPath>(); UIFocus[] uiFocusArray = uiFocusPath.NewUIFocusArray; foreach (UIFocus uiFocus in uiFocusArray) { uiFocus.SetForcus(); uiFocus.LostForcus(); } //给任务系统填入状态 INowTaskState iNowTaskState = GameState.Instance.GetEntity <INowTaskState>(); iNowTaskState.CheckNowTask(EnumCheckTaskType.Special, (int)TaskMap.Enums.EnumTaskSpecialCheck.OpenAttributeUI); }
void Awake() { keySettingFocusPath = GetComponent <UIFocusPath>(); if (keySettingFocusPath) { //给每个键位加一个点击事件,处理鼠标点击获取焦点 UIFocus[] uiKeySettingLatticeArray = keySettingFocusPath.NewUIFocusArray;//keySettingFocusPath.UIFocuesArray; foreach (UIFocus uiKeySettingLattice in uiKeySettingLatticeArray) { if (!uiKeySettingLattice) { continue; } EventTrigger eventTrigger = uiKeySettingLattice.gameObject.AddComponent <EventTrigger>(); eventTrigger.triggers = new List <EventTrigger.Entry>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerClick; entry.callback = new EventTrigger.TriggerEvent(); entry.callback.AddListener(KeySettingLatticeClick); eventTrigger.triggers.Add(entry); } } uiKeySettingList.ItemClickHandle += UiList_ItemClickHandle; }
void Awake() { uiFocusPath = GetComponent <UIFocusPath>(); }
private void Awake() { equipentsLatticePath = GetComponent <UIFocusPath>(); allLttices = equipentsLatticePath.NewUIFocusArray.Select(temp => temp as UIFocusItemEquipmentLattice).ToArray();// equipentsLatticePath.UIFocuesArray.Select(temp => temp as UIFocusItemEquipmentLattice).ToArray(); }
private void Awake() { uiFocusPath = GetComponent <UIFocusPath>(); uiMapControl.ClickOnMap += UiMapControl_ClickOnMap; }