public static JobComponent ScheduleJobControllerInWorld( WorldComponent worldComponent, Job job) { GameObject entityObject = new GameObject(); JobComponent entityComponent = entityObject.AddComponent <JobComponent>(); entityObject.transform.SetParent(worldComponent.transform); IndicatorBar bar = IndicatorBar.Instantiate(entityObject); bar.GetSizeCallback = new IndicatorBar.GetSize( () => { return(job.CurrentStage().CurrentProgress()); } ); entityObject.name = job.id + "_indicator"; entityComponent.job = job; PolygonCollider2D collider = entityObject.AddComponent <PolygonCollider2D>(); collider.points = new Vector2[] { new Vector2(-0.5f, -0.5f), new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f) }; entityComponent.spriteRenderer = entityObject.AddComponent <SpriteRenderer>(); entityComponent.spriteRenderer.sprite = SpriteLoader.GetSprite("test"); return(entityComponent); }
public void SetupCanvasIcon() { Vector2 anchor = new Vector2(x, y); GameObject canvasSprite = CanvasUtil.CreateImagePanel ( _canvas, SpriteLoader.GetSprite(spriteName), new CanvasUtil.RectData(Vector2.zero, Vector2.zero, anchor, anchor + new Vector2(1f / 15f, 0.1f)) ); // Add a canvas group so we can fade it in and out canvasGroup = canvasSprite.AddComponent <CanvasGroup>(); canvasGroup.blocksRaycasts = false; canvasGroup.interactable = false; if (!BingoUI.globalSettings.alwaysDisplay) { canvasGroup.gameObject.SetActive(false); } GameObject text = CanvasUtil.CreateTextPanel ( canvasSprite, "0", 23, TextAnchor.LowerCenter, new CanvasUtil.RectData(Vector2.zero, Vector2.zero, Vector2.zero, Vector2.one) ); textPanel = text.GetComponent <Text>(); textPanel.color = Color.black; }
public void DoTransition() { if (GameObject.Find("DEMO") != null) { var list = sploader.GetSpritesName(); int idx = Random.Range(0, list.Count); effectName = list[idx]; } else { var wsclient = GameObject.Find("WSClient").GetComponent <WSClient>(); int idx = Random.Range(0, wsclient.arData.EnabledEffects.Count); effectName = wsclient.arData.EnabledEffects[idx]; } Debug.Log(effectName); currentColor = Random.Range(0, 4); Effect.GetComponent <Image>().sprite = sploader.GetSprite(effectName); Effect.GetComponent <Image>().color = colors[currentColor]; isTransition = true; Effect.SetActive(true); Arrow.SetActive(true); effectInitPos = Effect.transform.position; }
public void GetWeaponek(int weaponID) { for (int i = 0; i < weaponSprite.Length; i++) { // if (photonView.isMine) weaponSprite[i].sprite = SpriteLoader.GetSprite(spriteNameID + weaponID.ToString()); Debug.Log(spriteNameID + PlayerPrefs.GetInt("WeaponID").ToString()); } }
public void Spawn(World world, Vector2 position) { name = entity.id; if (entity is EntityAnimated) { name = ((EntityAnimated)entity).name; } spriteRenderer.sprite = SpriteLoader.GetSprite("character", "one"); }
void Start() { gameObject.GetComponent <SpriteRenderer>().sprite = SpriteLoader.GetSprite("Blocks/grass"); Hardness = 0.5f; this.UnlocalizedName = "grass"; Image = GetComponent <SpriteRenderer>().sprite; MaxStackSize = StaticData.DefaultStackMaxSize; InvokeRepeating("UpdateOncePerSecond", 0f, 1.0f); }
public void SetEntitySprite(World world) { if (Emitter is Entity) { SpriteInfo spriteInfo = (Emitter as Entity).spriteInfo; if (spriteInfo.type == "connecting") { spriteRenderer.sprite = SpriteLoader.GetSprite(spriteInfo.id, ((EntityBuilding)Emitter).GetConnectingNeighbours()); } else { spriteRenderer.sprite = SpriteLoader.GetSprite(spriteInfo.id); } } }
public void ChangeColor(int score) { //some default Color // Color m_color = Color.white; //your score color logic stuff herer if (score < 10) { LevelOfSkin = 1.1f; spriteName = "Kot-gladiator_0"; } if (score >= 10) //&& score <= 19) { LevelOfSkin = 1.2f; spriteName = "Kot-gladiator2_0"; } if (score >= 20 && score <= 29) { LevelOfSkin = 1.3f; // spriteName = "HeroParts7_3"; } if (score >= 30 && score <= 39) { LevelOfSkin = 1.4f; // spriteName = "HeroParts2_3"; } if (score >= 40 && score <= 49) { LevelOfSkin = 1.5f; // spriteName = "HeroParts4_3"; } if (score >= 50) { //spriteName = "HeroParts6_3"; LevelOfSkin = 1.6f; } spr = SpriteLoader.GetSprite(spriteName); m_spriteRender[0].sprite = spr; }
public static EntityComponent SpawnEntityControllerInWorld( WorldComponent worldComponent, Entity entity, Vector2 coord) { GameObject entityObject = new GameObject(); EntityComponent entityComponent = entityObject.AddComponent <EntityComponent>(); entityObject.transform.SetParent(worldComponent.transform); //entityComponent.SetPosition(coord); PolygonCollider2D collider = entityObject.AddComponent <PolygonCollider2D>(); collider.points = new Vector2[] { new Vector2(-0.5f, -0.5f), new Vector2(-0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, -0.5f) }; entityComponent.spriteRenderer = entityObject.AddComponent <SpriteRenderer>(); entityComponent.spriteRenderer.sprite = SpriteLoader.GetSprite("test"); return(entityComponent); }
private void Start() { // いいね!スプライトロード sploader = new SpriteLoader(); sploader.Load("LikeEffects"); // 全てのエフェクトのチェックボックスと画像の表示 var parent = this.transform.Find("Viewport").Find("Content"); var effectNames = sploader.GetSpritesName(); Effects = effectNames.ToDictionary(eff => eff, val => true); foreach (var name in effectNames) { var item = Object.Instantiate(Template, parent) as GameObject; item.SetActive(true); var image = item.transform.Find("Image").GetComponent <Image>(); image.sprite = sploader.GetSprite(name); image.color = Color.black; item.transform.Find("Toggle").GetComponent <Toggle>().onValueChanged.AddListener((value) => { Effects[name] = value; }); } }
void Start() { if (PlayerPrefs.GetInt("PlayStyle") == 0) { weaponName = "Sword"; } else if (PlayerPrefs.GetInt("PlayStyle") == 1) { weaponName = "Swords"; } else if (PlayerPrefs.GetInt("PlayStyle") == 2) { weaponName = "Dagger"; } else if (PlayerPrefs.GetInt("PlayStyle") == 3) { weaponName = "BigSword"; } gameObject.GetComponent <Image>().sprite = SpriteLoader.GetSprite(weaponName + PlayerPrefs.GetInt("WeaponID").ToString() + "Ic");; }
// Reminder since I keep forgetting: The UI must be built while in play mode for the buttons to work public void BuildUI() { if (testUI) { return; } treeItems = new List <TreeView.TreeItem> (); foreach (var item in testTreeItems) { treeItems.Add(new TreeView.TreeItem(item, i => (i as TestTreeItem).Name, i => (i as TestTreeItem).Count != 0, 0)); } Window basePanel = UIKit.CreateUI <Window>(appCanvas.transform as RectTransform, "testUI"); testUI = basePanel.gameObject; basePanel .Title("A test") .Vertical() .ControlChildSize(true, true) .ChildForceExpand(false, false) .PreferredSizeFitter(true, true) .Anchor(AnchorPresets.MiddleCenter) .Pivot(PivotPresets.TopLeft) .PreferredWidth(300) .Add <UIButton>() .Text("Button A") .OnClick(ButtonAction) .FlexibleLayout(true, false) .Finish() .Add <Layout>() .Horizontal() .ControlChildSize(true, true) .ChildForceExpand(false, false) .Anchor(AnchorPresets.HorStretchTop) .FlexibleLayout(true, false) .Add <UIEmpty>() .FlexibleLayout(true, true) .Finish() .Add <UIButton>() .Text("B") .OnClick(ButtonAction) .Finish() .Add <UIEmpty>() .FlexibleLayout(true, true) .Finish() .Add <UIButton>() .Text("C") .OnClick(ButtonAction) .Finish() .Add <UIEmpty>() .FlexibleLayout(true, true) .Finish() .Add <UIButton>() .Image(SpriteLoader.GetSprite("KodeUI/Default/toggle_on")) .OnClick(ButtonAction) .Finish() .Finish() .Add <Layout>() .Horizontal() .ControlChildSize(true, true) .ChildForceExpand(false, false) .Anchor(AnchorPresets.HorStretchTop) .FlexibleLayout(true, false) .Add <UIButton>() .Text("Very Long text") .OnClick(ButtonAction) .FlexibleLayout(true, false) .Finish() .Add <UIEmpty>() .FlexibleLayout(true, true) .Finish() .Add <UIButton>() .Text("Is Long") .OnClick(ButtonAction) .FlexibleLayout(true, false) .Finish() .Finish() .Add <UIText>() .Text("A long text that should overflow to the next line") .Alignment(TextAlignmentOptions.TopLeft) .FlexibleLayout(true, false) .Finish() .Add <Layout>() .Horizontal() .ControlChildSize(true, true) .ChildForceExpand(false, false) .Anchor(AnchorPresets.HorStretchTop) .Add <UIText>(out text) .Text("N/A") .Alignment(TextAlignmentOptions.TopLeft) .FlexibleLayout(true, false) .Finish() .Finish() .Add <UIToggle>() .OnValueChanged(Action) .FlexibleLayout(false, true) .PreferredSize(15, 15) .Finish() .Add <UIInputField>() .FlexibleLayout(true, false) .SizeDelta(0, 0) .Finish() .Add <TreeView>(out treeView) .Items(treeItems) .OnClick(OnTreeClicked) .OnStateChanged(OnTreeStateChanged) .PreferredSize(-1, 150) .FlexibleLayout(true, true) .Finish() .Finish(); // needed in the editor to have the proper layout when not in play mode LayoutRebuilder.ForceRebuildLayoutImmediate(basePanel.rectTransform); // TODO: // * LayoutElement sur tout ? Flexible Size H/V en fonction du layout parent ? // * ContentSizeFitter sur tout/certain ? H/V en fonction du layout parent ? }