public void Ready() { ready = !ready; Client.Instance.Lobby.SetMemberData("Ready", ready.ToString()); readyButton.GetComponent <UnityEngine.UI.Image>().color = ready ? new UnityEngine.Color(0, 0.25f, 0) : new UnityEngine.Color(0.25f, 0, 0); readyButton.GetComponentInChildren <UnityEngine.UI.Text>().text = ready ? "Ready" : "Click to Ready up"; }
public virtual void Assign(string quest, ToggleChangedDelegate trackToggleDelegate) { if (UITextField.IsNull(label)) { label.uiText = button.GetComponentInChildren <UnityEngine.UI.Text>(); } label.text = quest; var canTrack = QuestLog.IsQuestActive(quest) && QuestLog.IsQuestTrackingAvailable(quest); trackToggleTemplate.Assign(canTrack, QuestLog.IsQuestTrackingEnabled(quest), quest, trackToggleDelegate); }
/// <summary> Set the text of an existing button text </summary> /// <param name="button"></param> /// <param name="addedText"></param> public static void SetButtonText(UnityEngine.UI.Button button, string text) { if (button != null) { UnityEngine.UI.Text btnTxt = button.GetComponentInChildren <UnityEngine.UI.Text>(); if (btnTxt != null) { btnTxt.text = text; } } }
void Start() { bool newGame = SaveLoad.instance.data.lastScene.Length == 0; restartButton.gameObject.SetActive(!newGame); startButton.GetComponentInChildren <UnityEngine.UI.Text>().text = newGame ? "Begin" : "Continue"; Game.instance.pauseMenu.FadeOut(true); UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(startButton.gameObject); }
public void OnHitRestart() { UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(null); if (!_confirmRestart) { restartButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "Lose your progress and restart?"; _confirmRestart = true; } else { SaveLoad.instance.data.lastScene = firstScene; SaveLoad.instance.Save(); TransitionManager.instance.TransitionTo(firstScene); } }
private void UpdateBottomPanel(bool animated, float delay, Ease easing, float bottomMargin = 0, float animDuration = 0.6f) { float botPanelYPos = 0; float bgYScale = 1.05f; float moreBTNAlpha = botPanelState == Visibility.Fullscreen ? 0 : 1f; if (botPanelState == Visibility.Mini) { botPanelYPos = botPanelDefaultHeight - bottomMargin; bgYScale = 1f; } else if (botPanelState == Visibility.Hidden) { botPanelYPos = -botPanelRect.sizeDelta.y; bgYScale = 1f; } if (botPanelState == Visibility.Fullscreen) { setScrollRectToTop(); } UnityEngine.CanvasGroup moreBTNCanvasGroup = moreButton.GetComponentInChildren <UnityEngine.CanvasGroup>(); moreButton.interactable = botPanelState == Visibility.Mini; if (!animated) { Vector3 pos = botPanelRect.anchoredPosition3D; pos.y = botPanelYPos; botPanelRect.anchoredPosition3D = pos; whiteBGRect.localScale = new Vector3(1f, bgYScale, 1f); moreBTNCanvasGroup.alpha = moreBTNAlpha; } else { if (delay > 0) { moreBTNCanvasGroup.DOFade(moreBTNAlpha, animDuration).SetDelay(delay); botPanelRect.DOAnchorPos3DY(botPanelYPos, animDuration).SetEase(easing).SetDelay(delay); whiteBGRect.DOScaleY(bgYScale, animDuration).SetEase(easing).SetDelay(delay); } else { moreBTNCanvasGroup.DOFade(moreBTNAlpha, animDuration); botPanelRect.DOAnchorPos3DY(botPanelYPos, animDuration).SetEase(easing); whiteBGRect.DOScaleY(bgYScale, animDuration).SetEase(easing); } } }
public void HandlePlayerChoice( IDictionary <string, string> userVars, string choiceText, IList <BaseConnection> conns, Action <BaseConnection> onChoiceCompleteCallback) { mContinueButton.gameObject.SetActive(false); foreach (BaseConnection c in conns) { UnityEngine.UI.Button button = Instantiate(mChoicePrefabButton, mChoiceGroup.transform, false) .GetComponent <UnityEngine.UI.Button>(); button.GetComponentInChildren <UnityEngine.UI.Text>().text = c.connectionText; BaseConnection connection = c; button.onClick.AddListener(() => HandleChoice(connection, onChoiceCompleteCallback)); } mStatementText.text = choiceText; mCurrentUserVariables = userVars; }
public void LoadWorldHelper() { WorldMaybeLoad[] worlds = GetWorlds(World.ROOT_SAVE_DIR); // Destroy previous elements in the list List <RectTransform> children = new List <RectTransform>(); foreach (RectTransform child in loadWorldList) { children.Add(child); } for (int i = 0; i < children.Count; i++) { GameObject.Destroy(children[i].gameObject); } // Add one button for each world in our save folder foreach (WorldMaybeLoad world in worlds) { UnityEngine.UI.Button loadWorldButton = GameObject.Instantiate(loadWorldButtonPrefab).GetComponent <UnityEngine.UI.Button>(); loadWorldButton.GetComponentInChildren <UnityEngine.UI.Text>().text = world.worldName; loadWorldButton.onClick.AddListener(() => { LoadSpecificWorld(world); }); loadWorldButton.GetComponent <RectTransform>().SetParent(loadWorldList); } // force reload layout so they get pushed accordingly UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(loadWorldList); HideAllMenus(); loadWorldMenu.enabled = true; curMenu = MenuStatus.LoadWorld; }