public void SettingClick() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("Prefabs/setting"); Destroy(gameObject); }
/// <summary> /// 返回建造页面 /// </summary> public void BackToBuild() { ButtonSound.ButtonClickPlay(); GameObject go = PrefabsTwo.LoadUI("Prefabs/Lottery"); Destroy(gameObject); }
private void Update() { if (Input.GetMouseButtonDown(0)) { Vector2 localPos; RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, Input.mousePosition, canvas.worldCamera, out localPos); _particleSystem.Play(); _rect.anchoredPosition = localPos; GameObject obj = EventSystem.current.currentSelectedGameObject; if (obj != null) { Button btn = obj.GetComponent <Button>(); if (btn != null) { ButtonSound bs = obj.GetComponent <ButtonSound>(); if (bs != null) { //如果SoundName没有设置就不播放按钮音频 if (bs.SoundName != null) { btn.PlayButtonEffect(bs.SoundName); } } else { //播放默认音频 btn.PlayButtonEffect(); } } } } }
public static void AddButtonSoundToButtonInPrefab() { UnityEngine.Object[] gos = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets); string resPath = ""; GameObject go = null; for (int i = 0, count = gos.Length; i < count; i++) { go = gos[i] as GameObject; resPath = AssetDatabase.GetAssetPath(go); if (resPath.EndsWith(".prefab")) { Button[] btns = go.transform.GetComponentsInChildren <Button>(true); foreach (var r in btns) { if (r.GetComponent <ButtonSound>() == null) { ButtonSound bs = r.gameObject.AddComponent <ButtonSound>(); bs.type = Logic.Enums.ButtonSoundType.NormalClick; } } EditorUtility.SetDirty(go); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } } }
private void FadeInOutline() { // Setup the color to use for the flash Color color = effectColor; ButtonSound sound = ButtonSound.Hover; // If we have an operation source then instead set the color to the intended operation type color if (OperationInProgress) { color = UISettings.GetOperatorColor(operationSource.MatrixParent.IntendedNextOperationType); sound = ButtonSound.Preview; } // Create the pop effect for hovering PunchSize(sound); // If wer still have an outline then make it invisible if (currentOutline) { currentOutline.Remove(); } // Fade in a new outline currentOutline = OutlineManager.FadeInOutline(transform, effectType, color); }
public void OnEndDrag(PointerEventData data) { isDragging = false; if (selectable.interactable) { // If we don't have the pointer then remove the current outline if (!hasPointer) { RemoveCurrentOutline(); } // If we do have the pointer then make some other outline fade out else { Flash(effectColor); } // By default use the pointer up sound ButtonSound sound = pointerUpSound; // If the matrix has a valid operation then play the confirm sound instead if (operationSource && operationSource.MatrixParent.OperationIsValid) { sound = ButtonSound.Confirm; } // Punch the button with the pointer up sound PunchSize(sound); // If we should delegate to the selectable then do so TryDelegatePointerEvent("EndDrag", data); } }
public static void PlayButtonSound() { Debug.Log("SFX volume: " + soundEffectVolume.ToString()); ButtonSound soundSource = GameObject.FindObjectOfType <ButtonSound>(); soundSource.GetComponent <AudioSource>().volume = soundEffectVolume; soundSource.GetComponent <AudioSource>().Play(); }
/// <summary> /// 返回编队页面 /// </summary> public void BackToFormation() { ButtonSound.ButtonClickPlay(); GameObject go = PrefabsTwo.LoadUI("Prefabs/FormationMain"); go.GetComponent <FormationMenuController>().type = type; Destroy(gameObject); }
public void OpenToRetire() { ButtonSound.ButtonClickPlay(); GameObject go = PrefabsTwo.LoadUI("Prefabs/RetireSelect"); go.GetComponent <FormationSelectController>().pos = 3; Destroy(gameObject); }
private void DisableButtonSounds(Button button) { ButtonSound buttonSound = button.gameObject.GetComponent <ButtonSound>(); if (buttonSound != null) { buttonSound.enabled = false; } }
public void Change() { ButtonSound.ButtonClickPlay(); DetailMain.SetActive(!DetailMain.activeSelf); FormationBottom.SetActive(!FormationBottom.activeSelf); DetailBottom.SetActive(!DetailBottom.activeSelf); type = 1 - type; DisPlay(); }
public void PackegeOpen() { ButtonSound.ButtonClickPlay(); GameObject go = PrefabsTwo.LoadUI("Prefabs/Packege"); go.GetComponent <PackageController>().Choice = 1; go.GetComponent <PackageController>().ShowPackage(); Destroy(gameObject); }
private void DisableSound() { ButtonSound sound = button.gameObject.GetComponent <ButtonSound>(); if (sound != null) { sound.enabled = false; } }
public void OnClick() { ButtonSound.ButtonClickPlay(); if (gameObject.name.Substring(gameObject.name.Length - 2, 1) == "F") { controller.AddFormation(1, 1); } else { controller.AddFormation(0, 1); } }
public void StageC2lick() { ButtonSound.ButtonClickPlay(); if (TeamModel.IsAttack()) { Prefabs.SceneSwitch("BattleField3", null); } else { Prefabs.Alert("编队前后排都要有角色!", null); } }
/// <summary> /// 确认更换或添加英雄 /// </summary> public void OKClick() { ButtonSound.ButtonClickPlay(); if (selectHeroInfo != null) { if (heroInfo == null) { TeamModel.Add(selectHeroInfo); } else { TeamModel.Change(heroInfo, selectHeroInfo); } } BackToFormation(); }
public void Build() { ButtonSound.ButtonClickPlay(); string json = PlayerPrefs.GetString("HeroData"); List <DynamicDate> date = JsonMapper.ToObject <List <DynamicDate> >(json); switch (Random.Range(1, 5)) { case 1: DynamicDate NewOne = new DynamicDate(1001, 1, 4, 10, 0, 0, 0, date[date.Count - 1].PackageID + 1); date.Add(NewOne); break; case 2: DynamicDate NewOne1 = new DynamicDate(1002, 1, 4, 10, 0, 0, 0, date[date.Count - 1].PackageID + 1); date.Add(NewOne1); break; case 3: DynamicDate NewOne2 = new DynamicDate(5001, 1, 3, 10, 0, 0, 0, date[date.Count - 1].PackageID + 1); date.Add(NewOne2); break; case 4: DynamicDate NewOne3 = new DynamicDate(3001, 1, 3, 10, 0, 0, 0, date[date.Count - 1].PackageID + 1); date.Add(NewOne3); break; case 5: DynamicDate NewOne4 = new DynamicDate(4002, 1, 3, 10, 0, 0, 0, date[date.Count - 1].PackageID + 1); date.Add(NewOne4); break; } Prefabs.Alert("Completion of Draw!", null); string NewDate = JsonMapper.ToJson(date); PlayerPrefs.SetString("HeroData", NewDate); }
public static void Alert(string message, UnityAction okCallback) { GameObject page = LoadUI("Prefabs/inform"); //page.transform.Find("infotext").GetComponent<Text>().text = message; page.transform.Find("infotext").GetComponent <TextMeshProUGUI>().text = message; //使用Lambda表达式,先销毁自身对象,再调用传递过来的回调函数 page.transform.Find("exit").GetComponent <Button>().onClick.AddListener(() => { ButtonSound.ButtonClickPlay(); GameObject.Destroy(page); if (okCallback != null) { okCallback(); } }); page.transform.Find("confirm").GetComponent <Button>().onClick.AddListener(() => { ButtonSound.ButtonClickPlay(); GameObject.Destroy(page); if (okCallback != null) { okCallback(); } }); /* * Lambda表达式 * * (aa, bb) => * { * int i = 0; * } */ }
// Start is called before the first frame update void Start() { _rb = GetComponent <Rigidbody2D>(); _anim = GetComponent <Animator>(); _c2D = GetComponent <CapsuleCollider2D>(); if (_c2D == null) { Debug.Log("Collider is NULL"); } _buttonSound = FindObjectOfType <ButtonSound>(); if (_buttonSound == null) { Debug.Log("Button sound NULL"); } _water = GameObject.Find("Water").GetComponent <Collider2D>(); _eventManager = EventManager.Instance != null ? EventManager.Instance : FindObjectOfType <EventManager>(); if (_eventManager == null) { Debug.Log("Event Manager is null"); } }
void Start() { worked = GetComponent <Iniciar>(); bs = GetComponent <ButtonSound>(); }
public void BulidOpen() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("Prefabs/Lottery"); Destroy(gameObject); }
public void Chuanwu() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("Prefabs/chuanwu"); Destroy(gameObject); }
public void BackToMain() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("MainMenu"); Destroy(gameObject); }
public void ButtonClick() { ButtonSound.ButtonClickPlay(); }
public void Info() { ButtonSound.ButtonClickPlay(); Info_DisPlay(Date); }
public void Equip_DisPlay() { ButtonSound.ButtonClickPlay(); this.GetComponent <PlayerInfoEquipView>().DisPlay(Date); }
public void MissionOpen() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("Prefabs/Mission"); Destroy(gameObject); }
public void AttackClick() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("Prefabs/Fight"); Destroy(gameObject); }
public void Formation() { ButtonSound.ButtonClickPlay(); PrefabsTwo.LoadUI("Prefabs/FormationMain"); Destroy(gameObject); }
// Use this for initialization void Awake() { source = GetComponent <AudioSource> (); instance = this; DontDestroyOnLoad(gameObject); }