/// <summary> /// Create a slider at the specified position, assign it to a parent <c>Component</c> and return it. /// </summary> /// <remarks> /// Uses <c>STANDARD_UI_ELEMENT_HEIGHT</c> to determine the /// width and height of this object. Using other values might lead to weird results. /// </remarks> /// <param name="parent">The sliders's supposed parent.</param> /// <param name="name">The Unity name of the slider.</param> /// <param name="value">The default value of the slider.</param> /// <param name="min">The minimum value the slider can be set to.</param> /// <param name="min">The maximum value the slider can be set to.</param> /// <param name="x">The x-position of the slider, relative to the container's upper left corner.</param> /// <param name="y">The y-position of the slider, relative to the container's upper left corner.</param> /// <param name="width">The width of the slider. Note that this includes the label at the side.</param> /// <returns>The created slider.</returns> public static SelectableSliderHelper AddSliderToComponent(Component parent, string name, int value, int min, int max, float x, float y, float width) { SelectableSliderHelper slider = GameObject.Instantiate(sliderTemplate, parent.transform); slider.Set(value, min, max); (slider.transform as RectTransform).anchorMin = new Vector2(0, 1); (slider.transform as RectTransform).anchorMax = new Vector2(0, 1); (slider.transform as RectTransform).offsetMin = new Vector2(x, -y - 50); (slider.transform as RectTransform).offsetMax = new Vector2(x + width, -y); return(slider); }
private void UpdateProgressFilter() { progressMinSlider.Set(progressFilter.MinValue, 1, 9); progressMaxSlider.Set(progressFilter.MaxValue, 1, 9); }
// If UI elements can be changed by other UI elements, implement Update functions (in this case, // make sure that the max value is always >= the min value). private void UpdateCovenantFilter() { covenantMinSlider.Set(covenantFilter.MinValue, 0, 25); covenantMaxSlider.Set(covenantFilter.MaxValue, 0, 25); }