void Awake() { mInstance = this; // Get GUI Screen Values UIRoot mRoot = NGUITools.FindInParents <UIRoot>(gameObject); DontDestroyOnLoad(mRoot); float ratio = (float)mRoot.activeHeight / Screen.height; GUI_WIDTH = (int)Mathf.Ceil(Screen.width * ratio); GUI_HEIGHT = (int)Mathf.Ceil(Screen.height * ratio); mTimeHistoryVisible = 0; mHistoryFadeSpd = 0.75f; mTilesSearchedList = new List <Vector2>(); mMapPlayerSprite = NGUITools.AddSprite(mMapPanel.gameObject, mAtlas, "gui_map_direc"); mMapPlayerSprite.transform.localScale = new Vector3(12, 12, 0); mMapPlayerSprite.transform.localPosition = new Vector3(0, 0, -10); mDmgMarkTopAlpha = mDmgMarkRightAlpha = mDmgMarkBotAlpha = mDmgMarkLeftAlpha = 1; PositionWeaponOnScreen(1.2f, 1); mWeaponAnimationScreenPos = 1.2f; //mWeapon.transform.localPosition = new Vector3(Screen.width, Screen.height, 0); }
public override UISprite createObject(string name = null) { UISprite sp = NGUITools.AddSprite(HUDRoot.go, CLUIInit.self.emptAtlas, name); sp.type = UIBasicSprite.Type.Sliced; return(sp); }
/// <summary> /// 在指定父物体下面添加指定数量的sprite并进行横向排列 /// </summary> /// <param name="count">要生成的sprite的数量</param> /// <param name="parent">挂载sprite的父物体</param> /// <param name="atlas">要生成的sprite所在的图集</param> /// <param name="spritename">要生成的sprite的名字</param> /// <returns></returns> private List <UISprite> addSprites(int count, GameObject parent) { if (count < 1) { count = 1; } List <UISprite> sprites = new List <UISprite>(); UIAtlas atlas = UIDownLoad.Instance.getAtlas(grayStarName); //通过sprite名称获取图集,有可能得到的结果为null/ if (atlas == null) { atlas = Resources.Load("test/UItest/Maps", typeof(UIAtlas)) as UIAtlas; } for (int i = 0; i < count; i++) { UISprite sprite = NGUITools.AddSprite(parent, atlas, grayStarName); //sprite.MakePixelPerfect(); sprite.width = 16; sprite.height = 16; sprite.depth = this.Depth + 1; sprites.Add(sprite); } UIGrid grid = this.gameObject.AddComponent <UIGrid>(); grid.cellWidth = 17; grid.cellHeight = 17; grid.pivot = UIWidget.Pivot.Center; grid.Reposition(); return(sprites); }
public static void Init(GameObject root) { _main = GameObject.Find("Main"); _root = root; uiRoot = root.GetComponent <UIRoot>(); _camera = _root.transform.Find("Camera").GetComponent <UICamera>(); uiSpite = _root.transform.Find("Sprite").GetComponent <UISprite>(); Log.Fatlin("sss"); // uiSpite.name = "C103193"; // uiSpite.spriteName = "C103193"; // atlas = (UIAtlas)Resources.Load("sprite", typeof(UIAtlas)); var sp = new UISprite(); var atlas = FindUIGameObject("Sprite").GetComponent <UISprite>().atlas; UISprite sprite = NGUITools.AddSprite(_root, atlas, "C103193"); sprite.transform.localScale = new Vector3(1, 1, 1); sprite.transform.localPosition = new Vector3(0, 0, 0); sprite.MakePixelPerfect(); //TODO:atlas }
public void createNumber(Transform tr, UIAtlas atlas, string status, string num) { go = new GameObject("number"); go.transform.parent = tr; go.transform.localPosition = new Vector3(0.0f, 0.0f, -10.0f); go.transform.localScale = Vector3.one; goTr = go.transform; go.AddComponent <UIPanel>(); go.layer = LayerMask.NameToLayer("GameUILayer"); char[] cc = num.ToCharArray(); UISprite[] spArrray = new UISprite[cc.Length]; float offsetX = 0; for (int i = 0; i < cc.Length; i++) { spArrray[i] = NGUITools.AddSprite(go, atlas, status + cc[i].ToString()); if (i > 0) { //advice: padding conf all set zero. offsetX += spArrray[i - 1].transform.localScale.x + 1; } spArrray[i].transform.localPosition = new Vector3(go.transform.localPosition.x + offsetX, go.transform.localPosition.y, go.transform.localPosition.z); spArrray[i].MakePixelPerfect(); } }
/// <summary> /// Create a popup list or a menu. /// </summary> public static void CreatePopup(GameObject go, bool isDropDown) { if (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.ambigiousFont != null)) { int depth = 0; //NGUITools.CalculateNextDepth(go); go = NGUITools.AddChild(go); go.name = isDropDown ? "Popup List" : "Popup Menu"; UISpriteData sphl = NGUISettings.atlas.GetSprite(mListHL); UISpriteData spfg = NGUISettings.atlas.GetSprite(mListFG); Vector2 hlPadding = new Vector2(Mathf.Max(4f, sphl.paddingLeft), Mathf.Max(4f, sphl.paddingTop)); Vector2 fgPadding = new Vector2(Mathf.Max(4f, spfg.paddingLeft), Mathf.Max(4f, spfg.paddingTop)); // Background sprite UISprite sprite = NGUITools.AddSprite(go, NGUISettings.atlas, mListFG); sprite.depth = depth; sprite.atlas = NGUISettings.atlas; sprite.pivot = UIWidget.Pivot.Left; sprite.width = Mathf.RoundToInt(150f + fgPadding.x * 2f); sprite.height = Mathf.RoundToInt(NGUISettings.fontSize + fgPadding.y * 2f); sprite.transform.localPosition = Vector3.zero; sprite.MakePixelPerfect(); // Text label UILabel lbl = NGUITools.AddWidget <UILabel>(go); lbl.ambigiousFont = NGUISettings.ambigiousFont; lbl.fontSize = NGUISettings.fontSize; lbl.text = go.name; lbl.pivot = UIWidget.Pivot.Left; lbl.cachedTransform.localPosition = new Vector3(fgPadding.x, 0f, 0f); lbl.MakePixelPerfect(); // Add a collider NGUITools.AddWidgetCollider(go); // Add the popup list UIPopupList list = go.AddComponent <UIPopupList>(); list.atlas = NGUISettings.atlas; list.ambigiousFont = NGUISettings.ambigiousFont; list.backgroundSprite = mListBG; list.highlightSprite = mListHL; list.padding = hlPadding; if (isDropDown) { EventDelegate.Add(list.onChange, lbl.SetCurrentSelection); } for (int i = 0; i < 5; ++i) { list.items.Add(isDropDown ? ("List Option " + i) : ("Menu Option " + i)); } // Add the scripts go.AddComponent <UIButton>().tweenTarget = sprite.gameObject; go.AddComponent <UIPlaySound>(); Selection.activeGameObject = go; } }
private UISprite CreateMapSprite(int x, int y) { UISprite sprite = NGUITools.AddSprite(mMapPanel.gameObject, mAtlas, "gui_map_wall"); sprite.transform.localScale = new Vector3(16, 2, 0); sprite.transform.localPosition = new Vector3(x * 16, y * 16, -10); return(sprite); }
UISprite GetMuteSprite(Vector3 pos) { UISprite mute = NGUITools.AddSprite(gameObject, atlas, "mute"); mute.MakePixelPerfect(); mute.transform.position = pos; return(mute); }
// <summary> /// 给目标添加Collider背景 /// Add Collider Background for target /// </summary> public static GameObject AddColliderBgToTarget(GameObject target, string maskName, UIAtlas altas, bool isTransparent) { // 添加UIPaneldepth最小上面 // 保证添加的Collider放置在屏幕中间 Transform windowBg = FindDeepChild(target, "WindowBg"); if (windowBg == null) { GameObject targetParent = GetPanelDepthMaxMin(target, false, true); if (targetParent == null) { targetParent = target; } windowBg = (new GameObject("WindowBg")).transform; AddChildToTarget(targetParent.transform, windowBg); } Transform bg = FindDeepChild(target, "WindowColliderBg(Cool)"); if (bg == null) { // add sprite or widget to ColliderBg UIWidget widget = null; if (!isTransparent) { widget = NGUITools.AddSprite(windowBg.gameObject, altas, maskName); } else { widget = NGUITools.AddWidget <UIWidget>(windowBg.gameObject); } widget.name = "WindowColliderBg(Cool)"; bg = widget.transform; // fill the screen // You can use the new Anchor system UIStretch stretch = bg.gameObject.AddComponent <UIStretch>(); stretch.style = UIStretch.Style.Both; // set relative size bigger stretch.relativeSize = new Vector2(1.5f, 1.5f); // set a lower depth widget.depth = -5; // set alpha widget.alpha = 0.6f; // add collider NGUITools.AddWidgetCollider(bg.gameObject); } return(bg.gameObject); }
public UIParticle AddParticle() { if (Particles.Count == MaxParticles) { return(null); } GameObject go; if (Particles.Count == 0) { var sprite = NGUITools.AddSprite(this.gameObject, this.Atlas, this.SpriteName); sprite.width = this.width; sprite.height = this.height; sprite.depth = this.depth; go = sprite.gameObject; } else { go = GameObject.Instantiate(Particles[0].gameObject) as GameObject; #if UNITY_EDITOR #if SHOW_HIDDEN_OBJECTS go.hideFlags = HideFlags.DontSave | HideFlags.NotEditable; #else go.hideFlags = HideFlags.HideAndDontSave; #endif #endif var oldParticle = go.GetComponent <UIParticle>(); NGUITools.Destroy(oldParticle); } go.transform.SetParent(this.transform, false); go.transform.localPosition = Vector3.zero; UIParticle particle; switch (EmitterType) { case UIParticleMode.Gravity: particle = go.AddComponent <UIGravityParticle>(); break; case UIParticleMode.Radius: particle = go.AddComponent <UIRadiusParticle>(); break; default: throw new UnityException("emitterType error"); } particle.ParticleSystem = this; Particles.Add(particle); return(particle); }
static int AddSprite(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 3); GameObject arg0 = (GameObject)LuaScriptMgr.GetUnityObject(L, 1, typeof(GameObject)); UIAtlas arg1 = (UIAtlas)LuaScriptMgr.GetUnityObject(L, 2, typeof(UIAtlas)); string arg2 = LuaScriptMgr.GetLuaString(L, 3); UISprite o = NGUITools.AddSprite(arg0, arg1, arg2); LuaScriptMgr.Push(L, o); return(1); }
private static int AddSprite(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 3); GameObject go = (GameObject)LuaScriptMgr.GetUnityObject(L, 1, typeof(GameObject)); UIAtlas atlas = (UIAtlas)LuaScriptMgr.GetUnityObject(L, 2, typeof(UIAtlas)); string luaString = LuaScriptMgr.GetLuaString(L, 3); UISprite obj = NGUITools.AddSprite(go, atlas, luaString); LuaScriptMgr.Push(L, obj); return(1); }
public PlayerInfoVisualizer(Player owner) { m_owner = owner; m_bWithBall = owner.m_bWithBall; m_timerHideName = new GameUtils.Timer4View(4f, OnTimerHideName, 1); if (m_resPlayerInfo == null) { m_resPlayerInfo = ResourceLoadManager.Instance.LoadPrefab("prefab/indicator/playerInfo"); } m_goPlayerInfo = GameObject.Instantiate(m_resPlayerInfo) as GameObject; m_uiName = GameUtils.FindChildRecursive(m_goPlayerInfo.transform, "Name").GetComponentInChildren <UILabel>(); m_nameFadeAway = m_uiName.GetComponent <UITweener>(); m_nameFadeAway.SetOnFinished(OnNameFadeAwayFinished); m_uiName.fontSize = 25; m_uiName.text = owner.m_name; //if( owner.m_team != null ) // m_uiName.color = owner.m_team.m_side == Team.Side.eHome ? Color.red : Color.green; m_uiPosition = GameUtils.FindChildRecursive(m_goPlayerInfo.transform, "Position").GetComponentInChildren <UISprite>(); m_oriPositionPos = m_uiPosition.transform.localPosition; m_uiPosition.spriteName = owner.m_position.ToString(); OnNameFadeAwayFinished(); GameUtils.SetLayerRecursive(m_goPlayerInfo.transform, LayerMask.NameToLayer("GUI")); m_goState = new GameObject(owner.m_id + "_state"); m_goState.layer = LayerMask.NameToLayer("GUI"); GameObject state = new GameObject("sprite"); state.layer = LayerMask.NameToLayer("GUI"); state.transform.parent = m_goState.transform; state.transform.localPosition = Vector3.zero; state.transform.localScale = Vector3.one; m_uiState = NGUITools.AddSprite(state, m_uiPosition.atlas, "none"); m_uiState.MakePixelPerfect(); m_uiState.gameObject.transform.localScale = Vector3.one * 0.3f; m_uiStaminaBar = GameUtils.FindChildRecursive(m_goPlayerInfo.transform, "StaminaBar").GetComponent <UIStaminaBar>(); if (m_uiStaminaBar != null) { m_uiStaminaBar.m_attachedPlayer = m_owner; m_uiStaminaBar.gameObject.SetActive(false); } CreateStrengthBar(); ShowStrengthBar(false); }
private void addTableItem(GameObject item, int w, int h, string text) { UISprite sprite = NGUITools.AddSprite(item, atlas, "Highlight - Shadowed"); sprite.name = "grid"; sprite.width = w + 6; sprite.height = h + 6; sprite.color = Color.black; sprite.centerType = UIBasicSprite.AdvancedType.Invisible; sprite.transform.localPosition = new Vector3(w / 2, -h / 2, 0); addTableText(sprite.transform.gameObject, w, h, text); }
private UISprite CreateBackground() { UISprite bg = NGUITools.AddSprite(this.listRoot, this.atlas, this.listBackgroundSprite); bg.pivot = UIWidget.Pivot.TopLeft; bg.depth = NGUITools.CalculateNextDepth(this.mPanel.gameObject); bg.color = this.listBackgroundColor; bg.transform.localPosition = Vector3.zero; bg.transform.localScale = Vector3.zero; bg.transform.localRotation = Quaternion.identity; return(bg); }
public static void Generator(PsdFile psd, UIAtlas uiAtlas, string rootName) { Debug.Log("Generate Start!"); Debug.Log(psd.BaseLayer.Rect.width + " " + psd.BaseLayer.Rect.height); GameObject root = null; if (rootName == null || (root = GameObject.Find(rootName)) == null) { Debug.LogError("Root not found!"); return; } foreach (Layer layer in psd.Layers) { if (layer.Name != "</Layer set>" && layer.Name != "</Layer group>" && layer.Visible && layer.Rect.width > 0 && layer.Rect.height > 0) { Debug.Log(layer.Name); Debug.Log(layer.Rect.width + " " + layer.Rect.height); string pattern = "label_"; Regex regexInstance = new Regex(pattern); if (regexInstance.IsMatch(layer.Name)) { UILabel label = NGUITools.AddWidget <UILabel>(root, 1); label.pivot = UIWidget.Pivot.TopLeft; Vector3 spritePos = new Vector3(layer.Rect.position.x - psd.BaseLayer.Rect.width / 2, psd.BaseLayer.Rect.height / 2 - layer.Rect.position.y); Debug.Log("before: " + layer.Rect.position + " after: " + spritePos); label.name = layer.Name; label.width = (int)layer.Rect.width; label.height = (int)layer.Rect.height; label.transform.localPosition = spritePos; label.pivot = UIWidget.Pivot.Center; } else { UISprite sprite = NGUITools.AddSprite(root, uiAtlas, layer.Name, 1); sprite.pivot = UIWidget.Pivot.TopLeft; Vector3 spritePos = new Vector3(layer.Rect.position.x - psd.BaseLayer.Rect.width / 2, psd.BaseLayer.Rect.height / 2 - layer.Rect.position.y); Debug.Log("before: " + layer.Rect.position + " after: " + spritePos); sprite.name = layer.Name; sprite.width = (int)layer.Rect.width; sprite.height = (int)layer.Rect.height; sprite.transform.localPosition = spritePos; sprite.pivot = UIWidget.Pivot.Center; sprite.type = UISprite.Type.Sliced; } } } }
private UISprite CreateHightlight() { UISprite hl = NGUITools.AddSprite(this.listRoot, this.atlas, this.listHighlightSprite); hl.pivot = UIWidget.Pivot.TopLeft; hl.type = UISprite.Type.Sliced; hl.depth = NGUITools.CalculateNextDepth(this.mPanel.gameObject); hl.color = this.listHighlightColor; hl.transform.localPosition = Vector3.zero; hl.transform.localScale = Vector3.zero; hl.transform.localRotation = Quaternion.identity; return(hl); }
private UISprite CreateSeparator() { UISprite sep = NGUITools.AddSprite(this.listRoot, this.atlas, this.listSeparatorSprite); sep.pivot = UIWidget.Pivot.Top; sep.depth = NGUITools.CalculateNextDepth(this.mPanel.gameObject); sep.color = Color.white; sep.transform.localPosition = Vector3.zero; sep.transform.localScale = Vector3.zero; sep.transform.localRotation = Quaternion.identity; sep.MakePixelPerfect(); return(sep); }
/// <summary> /// 设置左上角的分数 /// </summary> /// <param name="num"></param> /// <param name="iscontinue"></param> public void SetNum(string str) { if (str.Length == 4) { m_vFistPos = new Vector3(-35, 0, 0); } else if (str.Length == 5) { m_vFistPos = new Vector3(-45, 0, 0); } else { m_vFistPos = new Vector3(0, 0, 0); } // Debug.Log(StrNum + " " + str); if (StrNum.Length != str.Length) { for (int i = 0; i < this.transform.childCount; i++) { Destroy(this.transform.GetChild(i).gameObject); } m_lGameNumlist.Clear(); if (str.Length != 0) { for (int i = 0; i < str.Length; i++) { int temp_iLength = 0; temp_gobj = NGUITools.AddSprite(this.gameObject, m_Atls, m_strTextureName + strname); temp_gobj.transform.name = strname + str.Length; temp_gobj.GetComponent <UIWidget>().width = _iPerNumWidth; temp_gobj.GetComponent <UIWidget>().height = _iPerNumHeight; float temp_X = m_vFistPos.x + i * (_fPerNumDistance + _iPerNumWidth); temp_gobj.transform.localPosition = new Vector3(temp_X, 0, 0); temp_gobj.transform.parent = this.transform; m_lGameNumlist.Add(temp_gobj.gameObject); } } } if (m_lGameNumlist.Count != 0) { for (int i = 0; i < m_lGameNumlist.Count; i++) { m_lGameNumlist[i].GetComponent <UISprite>().spriteName = m_strTextureName + str.Substring(i, 1); } } StrNum = str; }
private void CreateProgressBarSegments() { GameObject gameObject = m_progressBar.FillSprite.transform.parent.gameObject; Vector3 localPosition = m_progressBar.FillSprite.gameObject.transform.localPosition; for (Int32 i = 1; i < 3; i++) { UISprite uisprite = NGUITools.AddSprite(gameObject, m_progressBar.FillSprite.atlas, "BAR_line"); Single num = 223.636368f; uisprite.layer = 0; uisprite.transform.localPosition = new Vector3(localPosition.x + num * i - 1f, localPosition.y, 0f); uisprite.transform.localScale = new Vector3(6f, 16f, 1f); uisprite.depth = 10; } }
//为每一个选项添加指示图标 private void addIcon(UILabel[] labels) { float f = -0.038f; foreach (UILabel label in labels) { f = f - 0.01f; UISprite sprite = NGUITools.AddSprite(label.gameObject, atlas, "Emoticon - Annoyed"); sprite.depth = label.depth + 1; sprite.transform.localScale = new Vector3(0.25f, 0.25f, 0); sprite.transform.localPosition = new Vector3(15, -13.32f, 0); HandleOnLoadIcon(label.text, sprite); sprite.MakePixelPerfect(); } }
public UIParticle AddParticle() { if (Particles.Count == MaxParticles) { return(null); } GameObject go; if (Particles.Count == 0) { var sprite = NGUITools.AddSprite(this.gameObject, this.Atlas, this.SpriteName); sprite.width = this.width; sprite.height = this.height; sprite.depth = this.depth; go = sprite.gameObject; } else { go = GameObject.Instantiate(Particles[0].gameObject) as GameObject; var oldParticle = go.GetComponent <UIParticle>(); GameObject.DestroyImmediate(oldParticle); } go.transform.SetParent(this.transform, false); go.transform.localPosition = Vector3.zero; UIParticle particle; switch (EmitterType) { case UIParticleMode.Gravity: particle = go.AddComponent <UIGravityParticle>(); break; case UIParticleMode.Radius: particle = go.AddComponent <UIRadiusParticle>(); break; default: throw new UnityException("emitterType error"); } particle.ParticleSystem = this; Particles.Add(particle); return(particle); }
private void SetupBarColors(ArticleStrength config) { int y = 0; foreach (ArticleStrength.Section section in config.sections) { UISprite sprite = NGUITools.AddSprite(_bar.gameObject, atlas, "white_bg"); sprite.pivot = UIWidget.Pivot.Bottom; sprite.color = GameSystem.Instance.ArticleStrengthConfig.GetSectionColor(section.section); sprite.depth = 1; sprite.width = _bar.width; sprite.height = (int)((float)section.end_time * _bar.height - y); sprite.transform.localPosition = new Vector3(0, y); y += sprite.height; } }
public UISprite AddSprite(string category, string name, float x, float y, int xSize, int ySize) { UISprite sprite = NGUITools.AddSprite(rootSprite.gameObject, atlas, name); sprite.MakePixelPerfect(); sprite.transform.localPosition = new Vector3(x, y, 0); sprite.SetDimensions(xSize, ySize); if (map.ContainsKey(category)) { } else { map.Add(category, new List <Object>()); } map[category].Add(sprite); return(sprite); }
static int AddSprite(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.GameObject)); UIAtlas arg1 = (UIAtlas)ToLua.CheckUnityObject(L, 2, typeof(UIAtlas)); string arg2 = ToLua.CheckString(L, 3); UISprite o = NGUITools.AddSprite(arg0, arg1, arg2); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
UISprite GetDigitSprite(string suffix, int index) { UISprite sprite; if (index >= digitSprites.Count) { sprite = NGUITools.AddSprite(gameObject, bg.atlas, spritePrefix + suffix); digitSprites.Add(sprite); } else { sprite = digitSprites[index]; } sprite.spriteName = spritePrefix + suffix; sprite.MakePixelPerfect(); return(sprite); }
private void ChangeNum(int num) { string numStr = num.ToString(); int numlength = numStr.Length; int count = transform.childCount; for (int i = 0; i < numlength; i++) { if (i >= count) { char numName = numStr[i]; NGUITools.AddSprite(gameObject, atlas, prefix + numName); } } count = transform.childCount; for (int i = 0; i < count; i++) { var child = transform.GetChild(i); if (i < numlength) { child.gameObject.SetActive(true); UISprite sprite = child.GetComponent <UISprite>(); char numName = numStr[i]; sprite.spriteName = prefix + numName; sprite.color = color; sprite.depth = depth; sprite.MakePixelPerfect(); if (align == AlignmentType.Middle) { sprite.transform.localPosition = new Vector3(-1 * (numlength - 1) * offectWidth / 2 + i * offectWidth, 0, 0); } else if (align == AlignmentType.Right) { sprite.transform.localPosition = new Vector3(i * offectWidth, 0, 0); } else if (align == AlignmentType.Left) { sprite.transform.localPosition = new Vector3(-1 * (numlength - 1 - i) * offectWidth, 0, 0); } } else { child.gameObject.SetActive(false); } } }
static public int AddSprite_s(IntPtr l) { try { UnityEngine.GameObject a1; checkType(l,1,out a1); UIAtlas a2; checkType(l,2,out a2); System.String a3; checkType(l,3,out a3); var ret=NGUITools.AddSprite(a1,a2,a3); pushValue(l,true); pushValue(l,ret); return 2; } catch(Exception e) { return error(l,e); } }
void OnClick() { if (_skill_is_cd) { Debug.Log("技能CD"); } else { Debug.Log("施放技能"); _skill_is_cd = true; _cd_sprite.fillAmount = 1; // 在按钮下面创建sprite UISprite time_sprite = NGUITools.AddSprite(_skill_btn, _altas, _sprite_name[(int)_cd_time + 1]); time_sprite.height = 25; time_sprite.width = 18; } }
/// <summary> /// 给目标添加Collider背景 /// </summary> public static void AddColliderBgTotarget(GameObject target, string maskName, UIAtlas altas, bool isTransparent) { Transform uiBg = GameUtility.FindDeepChild(target, "UIBg"); if (uiBg == null) { GameObject targetParent = GetPanelDepthMaxMin(target, false, true); if (targetParent == null) { targetParent = target; } uiBg = (new GameObject("UIBg")).transform; AddChildToTarget(targetParent.transform, uiBg); } Transform bg = GameUtility.FindDeepChild(target, "UIColliderBg"); if (bg == null) { UIWidget widget = null; if (!isTransparent) { widget = NGUITools.AddSprite(uiBg.gameObject, altas, maskName); } else { widget = NGUITools.AddWidget <UIWidget>(uiBg.gameObject); } widget.name = "UIColliderBg"; bg = widget.transform; UIStretch stretch = bg.gameObject.AddComponent <UIStretch>(); stretch.style = UIStretch.Style.Both; stretch.relativeSize = new Vector2(1.5f, 1.5f); widget.depth = -5; widget.alpha = 0.6f; NGUITools.AddWidgetCollider(bg.gameObject); } }