void Start() { // IMPORTANT: depth is 1 on top higher numbers on the bottom. This means the lower the number is the closer it gets to the camera. var playButton = UIButton.create("playUp.png", "playDown.png", 0, 0); playButton.highlightedTouchOffsets = new UIEdgeOffsets(30); // Scores button var scores = UIContinuousButton.create("scoresUp.png", "scoresDown.png", 0, 0); scores.highlightedTouchOffsets = new UIEdgeOffsets(30); scores.touchDownSound = scoresSound; // Options button var optionsButton = UIButton.create("optionsUp.png", "optionsDown.png", 0, 0); optionsButton.touchDownSound = optionsSound; // Knob var knob = UIKnob.create("knobUp.png", "knobDown.png", 0, 0); knob.highlightedTouchOffsets = new UIEdgeOffsets(30); knob.value = 0.3f; // Toggle Button var toggleButton = UIToggleButton.create("cbUnchecked.png", "cbChecked.png", "cbDown.png", 0, 0); toggleButton.selected = true; // HorizontalLayout var hBox = new UIHorizontalLayout(20); hBox.addChild(playButton, scores, optionsButton); // VerticalLayout var vBox = new UIVerticalLayout(20); vBox.addChild(knob, toggleButton); vBox.matchSizeToContentSize(); vBox.positionFromTopRight(0, 0); // Layouts can be animated like any UIObject StartCoroutine(animatePanel(hBox)); }
void Start() { // IMPORTANT: depth is 1 on top higher numbers on the bottom. This means the lower the number is the closer it gets to the camera. var playButton = UIButton.create("playUp.png", "playDown.png", 0, 0); playButton.positionFromTopLeft(0.05f, 0f); playButton.highlightedTouchOffsets = new UIEdgeOffsets(30); playButton.onTouchUpInside += (sender) => Debug.Log("clicked the button: " + sender); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WEBPLAYER // hover state example for illustration purposes. the playButton will get the scoresDown image when hovered over playButton.hoveredUVframe = UI.firstToolkit.uvRectForFilename("scoresDown.png"); #endif // Scores button var scores = UIContinuousButton.create("scoresUp.png", "scoresDown.png", 0, 0); scores.positionFromTopLeft(.24f, .02f); scores.centerize(); // centerize the button so we can scale it from the center scores.highlightedTouchOffsets = new UIEdgeOffsets(30); scores.onTouchUpInside += onTouchUpInsideScoresButton; scores.onTouchIsDown += (sender) => Debug.Log("touch is down: " + Time.time); scores.touchDownSound = scoresSound; scores.autoRefreshPositionOnScaling = false; // Options button var optionsButton = UIButton.create("optionsUp.png", "optionsDown.png", 0, 0); optionsButton.positionFromTopLeft(.43f, .02f); optionsButton.onTouchUpInside += onTouchUpInsideOptionsButton; optionsButton.touchDownSound = optionsSound; // Knob var knob = UIKnob.create("knobUp.png", "knobDown.png", 0, 0); knob.positionFromTopLeft(.39f, .5f); knob.normalTouchOffsets = new UIEdgeOffsets(10); // give the knob a bit extra touch area knob.highlightedTouchOffsets = new UIEdgeOffsets(30); knob.onKnobChanged += onKnobChanged; knob.value = 0.3f; // Horizontal Slider var hSlider = UISlider.create("sliderKnob.png", "hSlider.png", 0, 0, UISliderLayout.Horizontal); hSlider.positionFromTopLeft(.7f, .02f); hSlider.highlightedTouchOffsets = new UIEdgeOffsets(30, 20, 30, 20); hSlider.onChange += (sender, val) => Debug.Log(val); hSlider.value = 0.6f; // Vertical Slider var vSlider = UISlider.create("vSliderKnob.png", "vSlider.png", 0, 0, UISliderLayout.Vertical); vSlider.positionFromTopRight(.17f, .05f); vSlider.highlightedTouchOffsets = new UIEdgeOffsets(20, 30, 20, 30); vSlider.continuous = true; vSlider.onChange += (sender, val) => Debug.Log(val); vSlider.value = 0.3f; // Toggle Button var toggleButton = UIToggleButton.create("cbUnchecked.png", "cbChecked.png", "cbDown.png", 0, 0); toggleButton.positionFromTopRight(.3f, .2f); toggleButton.onToggle += (sender, newValue) => hSlider.hidden = !newValue; toggleButton.selected = true; // Progress/Health bar var progressBar = UIProgressBar.create("progressBar.png", 0, 0); progressBar.positionFromBottomLeft(.05f, .02f); progressBar.resizeTextureOnChange = true; progressBar.value = 0.4f; // animated sprite var animatedSprite = UI.firstToolkit.addSprite("Gai_1.png", 0, 0, 1); var anim = animatedSprite.addSpriteAnimation("anim", 0.15f, "Gai_1.png", "Gai_2.png", "Gai_3.png", "Gai_4.png", "Gai_5.png", "Gai_6.png", "Gai_7.png", "Gai_8.png", "Gai_9.png", "Gai_10.png", "Gai_11.png", "Gai_12.png"); animatedSprite.positionFromBottomRight(.0f, .25f); anim.loopReverse = true; // optinally loop in reverse animatedSprite.playSpriteAnimation("anim", 5); // Test movement StartCoroutine(marqueePlayButton(playButton)); StartCoroutine(animateProgressBar(progressBar)); StartCoroutine(pulseOptionButton(optionsButton)); // UIObjects can be used like panels to group other UIObjects var panel = new UIObject(); scores.parentUIObject = panel; optionsButton.parentUIObject = panel; StartCoroutine(animatePanel(panel)); }