public override void Awake() { base.Awake(); graphics = GetComponentsInChildren <Graphic>(); canvasGroup = GetComponent <CanvasGroup>(); if (canvasGroup == null && RectTrans != null) { canvasGroup = GO.AddComponent <CanvasGroup>(); } LayoutGroup = GetComponent <LayoutGroup>(); //初始化变化组件 EffectShows.AddRange(PosAnimator); EffectShows.AddRange(ScaleAnimator); foreach (var item in EffectShows) { item.Init(this); } sourceAnchorMax = RectTrans.anchorMax; sourceAnchorMin = RectTrans.anchorMin; sourceLocalScale = RectTrans.localScale; sourceSizeData = RectTrans.sizeDelta; sourceAnchoredPosition = RectTrans.anchoredPosition; sourceAnchoredPosition3D = RectTrans.anchoredPosition3D; sourcePivot = RectTrans.pivot; }
private void OnProcessAssembly() { #if UNITY_EDITOR if (!Application.isPlaying) { return; } foreach (var item in Assembly.GetExecutingAssembly().GetTypes()) { if (item.IsClass) { if (item.IsSubclassOf(typeof(IMUIBase))) { if (item == typeof(IMUIOptions)) { continue; } if (!item.IsAbstract && !item.IsGenericType) { GO.AddComponent(item); } } } } #endif }
public virtual void Run(params object[] param) { if (_isRunning) { CLog.LogError("GameRunner,id=" + _id + " is running,can not run again!"); return; } _isRunning = true; GameCfg gameCfg = GameConfig.GetGameCfg(this._id); if (GO == null) { GO = new GameObject(gameCfg.name); GameObject.DontDestroyOnLoad(GO); } Transform uiTrans = AppManager.Instance.GameStarter.transform.FindChild(gameCfg.ui + "_Template"); if (uiTrans != null) { GameObject ui = GameObject.Instantiate(uiTrans.gameObject); CTLTools.AddChildToParent(ui, GO, false); ui.transform.Find("UICamera").GetComponent <Camera>().depth = gameCfg.uiDepth; ui.SetActive(true); ui.name = "UI"; } else { CLog.LogError("can not find UI template in GameStarter!UI:" + gameCfg.ui); } STContainer = GO.AddComponent <SingletonContainer>(); STContainer.ResourceMgr.Init(GameConfig.IsResourceLoadMode, string.Format("Assets/{0}/Res", gameCfg.rootDir)); STContainer.LuaClient.BindGame(gameCfg.id); STContainer.LuaClient.StartGame(); }
private void killThisNPC() { //do all the calculations/etc here //drop the items here //etc etc if (this.IsNotAFreaking <Player>()) { CreateTextMessage(Name + " is dead!", Color.red); Debug.Log(this.Name + " was killed!"); //time effects need cleared List <Item> itemsToDrop = new List <Item>(); foreach (InventoryCategory ic in Inventory.Values) { foreach (Item i in ic.Values) { Debug.Log("Adding to drop list: " + i.Name); itemsToDrop.Add(i); } } foreach (Item i in itemsToDrop) { Debug.Log("Dropping item: " + i.Name); this.dropItem(i, GridSpace); } JustUnregister(); animator.Play(deathState); GO.AddComponent <TimedAction>().init(1.5f, new Action(() => { JustDestroy(); })); } else { Debug.Log("Player is dead! Uhh, what do we do now?"); } }
public override GameObject Decorate() { WearableProduct WP = GO.AddComponent <WerableProductInstance>(); BindingFlags flags = BindingFlags.GetField | BindingFlags.Instance | BindingFlags.NonPublic; typeof(Product).GetField("displayName", flags).SetValue(WP, Name); AssetManager.Instance.registerObject(WP); switch (BodyLocation) { case bodylocation.head: WP.bodyLocation = WearableProduct.BodyLocation.HEAD; break; case bodylocation.face: WP.bodyLocation = WearableProduct.BodyLocation.FACE; break; case bodylocation.back: WP.bodyLocation = WearableProduct.BodyLocation.BACK; break; default: break; } return(base.Decorate()); }
//确保有LayoutElement public LayoutElement EnsureLayoutElement() { if (LayoutElement == null) { LayoutElement = GO.AddComponent <LayoutElement>(); } return(LayoutElement); }
public override GameObject Decorate() { OngoingEffectProductInstance WP = GO.AddComponent <OngoingEffectProductInstance>(); BindingFlags flags = BindingFlags.GetField | BindingFlags.Instance | BindingFlags.NonPublic; typeof(Product).GetField("displayName", flags).SetValue(WP, Name); AssetManager.Instance.registerObject(WP); WP.duration = duration; return(base.Decorate()); }
public override GameObject Decorate() { ConsumableProduct CP = GO.AddComponent <ConsumableProductInstance>(); BindingFlags flags = BindingFlags.GetField | BindingFlags.Instance | BindingFlags.NonPublic; typeof(Product).GetField("displayName", flags).SetValue(CP, Name); AssetManager.Instance.registerObject(CP); switch (ConsumeAnimation) { case consumeanimation.generic: CP.consumeAnimation = ConsumableProduct.ConsumeAnimation.GENERIC; break; case consumeanimation.drink_straw: CP.consumeAnimation = ConsumableProduct.ConsumeAnimation.DRINK_STRAW; break; case consumeanimation.lick: CP.consumeAnimation = ConsumableProduct.ConsumeAnimation.LICK; break; case consumeanimation.with_hands: CP.consumeAnimation = ConsumableProduct.ConsumeAnimation.WITH_HANDS; break; default: break; } switch (Temprature) { case temprature.none: CP.temperaturePreference = ConsumableProduct.TemperaturePreference.NONE; break; case temprature.cold: CP.temperaturePreference = ConsumableProduct.TemperaturePreference.COLD; break; case temprature.hot: CP.temperaturePreference = ConsumableProduct.TemperaturePreference.HOT; break; default: break; } CP.portions = portions; return(base.Decorate()); }
private void InitCamp(SoldierType soldierType) { GameObject GO; string GOName = ""; string name = ""; string icon = ""; Vector3 position = Vector3.zero; float trainTime = 5; switch (soldierType) { case SoldierType.Rookie: GOName = "SoldierCamp_Rookie"; name = "新手兵营"; icon = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: GOName = "SoldierCamp_Sergeant"; name = "中士兵营"; icon = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: GOName = "SoldierCamp_Captain"; name = "上尉兵营"; icon = "CaptainCamp"; trainTime = 5; break; default: Debug.LogError("无法根据战士类型:" + soldierType + "初始化兵营。"); break; } GO = GameObject.Find(GOName); position = UnityTool.FindChild(GO, "TrainPoint").transform.position; SoldierCamp soldierCamp = new SoldierCamp(GO, name, icon, soldierType, position, trainTime); //CampOnClick campOnclick = GO.AddComponent<CampOnClick>(); //campOnclick.camp = soldierCamp; GO.AddComponent <CampOnClick>().camp = soldierCamp; mSoldierCamps.Add(soldierType, soldierCamp); }
public override void Awake() { base.Awake(); graphics = GetComponentsInChildren <Graphic>(); canvasGroup = GetComponent <CanvasGroup>(); if (canvasGroup == null && RectTrans != null) { canvasGroup = GO.AddComponent <CanvasGroup>(); } sourceAnchorMax = RectTrans.anchorMax; sourceAnchorMin = RectTrans.anchorMin; sourceLocalScale = RectTrans.localScale; sourceSizeData = RectTrans.sizeDelta; sourceAnchoredPosition = RectTrans.anchoredPosition; sourceAnchoredPosition3D = RectTrans.anchoredPosition3D; }
public void Setup(string name, string id, string unit, int layer) { Name = name; ID = id; Unit = unit; GO = Utilities.GetGameObjectByName(Name, new string[] { ">>" }); Layer = layer; GO.transform.localScale = new Vector3(20F, 20F, 20F); GO.GetComponent <Renderer>().material.color = Color.cyan; GO.AddComponent <DataOnClick>(); GO.GetComponent <DataOnClick>().sensor = this; GO.AddComponent <BoxCollider>(); GO.GetComponent <BoxCollider>().bounds.SetMinMax(GO.GetComponent <Renderer>().bounds.min, GO.GetComponent <Renderer>().bounds.max); }
private void OnGUI() { GUILayout.Space(10); GUILayout.Label("Adds chosen material to:"); GUILayout.Space(15); GUILayout.Label("Selected objects"); material1 = EditorGUILayout.ObjectField(material1, typeof(Material), true); GUILayout.Space(10); GUILayout.BeginHorizontal(); EditorGUI.BeginDisabledGroup(simpleDisabled); if (GUILayout.Button("Assign to selected", GUILayout.MaxWidth(150))) { foreach (GameObject GO in Selection.gameObjects) { Renderer rend = GO.GetComponent <Renderer>(); if (rend == null) { GO.AddComponent(typeof(Material)); } else { rend.material = material1 as Material; } } } EditorGUI.EndDisabledGroup(); GUILayout.EndHorizontal(); Repaint(); }
private void InitCamp(EnemyType enemyType) { GameObject GO; string GOName = ""; string name = ""; string icon = ""; Vector3 position = Vector3.zero; float trainTime = 5; switch (enemyType) { case EnemyType.Elf: GOName = "CaptiveCamp_Elf"; name = "小精灵俘兵营"; icon = "CaptiveCamp"; trainTime = 3; break; default: Debug.LogError("无法根据敌人类型:" + enemyType + "初始化兵营。"); break; } GO = GameObject.Find(GOName); position = UnityTool.FindChild(GO, "TrainPoint").transform.position; //SoldierCamp soldierCamp = new SoldierCamp(GO, name, icon, soldierType, position, trainTime); CaptiveCamp camp = new CaptiveCamp(GO, name, icon, enemyType, position, trainTime); //CampOnClick campOnclick = GO.AddComponent<CampOnClick>(); //campOnclick.camp = soldierCamp; GO.AddComponent <CampOnClick>().camp = camp; //mSoldierCamps.Add(soldierType, soldierCamp); mCaptiveCamps.Add(enemyType, camp); }
override public void open() { Debug.Log("Main Open"); GO = (GameObject)GameObject.Instantiate(menu); GO.AddComponent <BoxCollider2D>(); }