public void SetDoor() { if (m_Soldier != null) { m_Soldier.SetDoor(UnityTool.FindChildGameObject(UnityTool.FindGameObject("Door"), "Point").transform); } }
// 設定特效元件 protected void SetupEffect() { GameObject EffectObj = UnityTool.FindChildGameObject(m_GameObject, "Effect"); // 取得特效使用的元件 m_Line = EffectObj.GetComponent <LineRenderer>(); m_Particles = EffectObj.GetComponent <ParticleSystem>(); m_Audio = EffectObj.GetComponent <AudioSource>(); m_Light = EffectObj.GetComponent <Light>(); }
// 取得集合点 private Vector3 GetTrainPoint(string GameObjectName) { // 取得物件 GameObject theCamp = UnityTool.FindGameObject(GameObjectName); // 取得集合点 GameObject theTrainPoint = UnityTool.FindChildGameObject(theCamp, "TrainPoint"); theTrainPoint.SetActive(false); return(theTrainPoint.transform.position); }
// 查找UI界面,在制定Canvas下 public static GameObject FindUIGameObject(string UIName) { if (m_CanvasObj == null) { m_CanvasObj = UnityTool.FindGameObject("Canvas"); } if (m_CanvasObj == null) { return(null); } return(UnityTool.FindChildGameObject(m_CanvasObj, UIName)); }
public override void Initialize(string s) { m_RootUI = UnityTool.FindGameObject(s); closeBtn = UITool.GetUIComponent <Button>(m_RootUI, "SelectStageCloseBtn"); item = UnityTool.FindChildGameObject(m_RootUI, "Item"); content = UITool.GetUIComponent <Transform>(m_RootUI, "Content"); closeBtn.onClick.AddListener(() => { _ctrl.OnCloseBtnClick(); }); }
public override void Initialize(string s) { m_RootUI = UnityTool.FindGameObject(s); // 查找开始按钮 StartGameBtn = UnityTool.FindChildGameObject(m_RootUI, "StartGameBtn").GetComponent <Button>(); if (StartGameBtn != null) { StartGameBtn.onClick.AddListener(() => _ctrl.OnStartGameBtnClick(StartGameBtn)); } }
public IUserInterfaceManager() { UI_Root = UnityTool.FindGameObject("UIRoot").transform; Normal = UnityTool.FindChildGameObject(UI_Root.gameObject, "Normal").transform; Fixed = UnityTool.FindChildGameObject(UI_Root.gameObject, "Fixed").transform; PopUp = UnityTool.FindChildGameObject(UI_Root.gameObject, "PopUp").transform; uiCache = new Dictionary <Type, IUserInterfaceConfig>(); uiShowCache = new Dictionary <Type, IUserInterface>(); }
public override void Initialize(string s) { m_RootUI = UnityTool.FindGameObject(s); tips = UnityTool.FindChildGameObject(m_RootUI, "Tips"); item = UnityTool.FindChildGameObject(m_RootUI, "CreateRoleItemBtn"); pop = UnityTool.FindChildGameObject(m_RootUI, "Pop"); GoBackBtn = UITool.GetUIComponent <Button>(m_RootUI, "GoBackBtn"); RepeatBtn = UITool.GetUIComponent <Button>(m_RootUI, "RepeatBtn"); ConfirmBtn = UITool.GetUIComponent <Button>(m_RootUI, "ConfirmBtn"); CancelBtn = UITool.GetUIComponent <Button>(m_RootUI, "CancelBtn"); showRole = UITool.GetUIComponent <Image>(m_RootUI, "ShowRole"); input = UITool.GetUIComponent <InputField>(m_RootUI, "InputField"); content = UITool.GetUIComponent <Transform>(m_RootUI, "CreateContent"); pop.SetActive(false); //根据基础信息生成可以创建的角色 List <RoleBasicInfo> roleBasicInfoList = _model.GetRoleBasicInfoConfig(); for (int i = 0; i < roleBasicInfoList.Count; i++) { int k = i; GameObject clone = GameObject.Instantiate(item, content, false); clone.GetComponentInChildren <Text>().text = roleBasicInfoList[k].name; clone.GetComponent <Button>().onClick.AddListener(() => { tips.SetActive(true); showRole.sprite = Resources.Load <Sprite>("RoleShow/" + roleBasicInfoList[k].model); currentType = roleBasicInfoList[k].roleType; }); } currentType = roleBasicInfoList[0].roleType; GoBackBtn.onClick.AddListener(() => { _ctrl.SwitchChooseRolePanel(); }); RepeatBtn.onClick.AddListener(() => { _ctrl.OnRepeatBtnClick(input.text); }); ConfirmBtn.onClick.AddListener(() => { _ctrl.OnConfirmBtnClick(input.text); }); CancelBtn.onClick.AddListener(() => { _ctrl.OnCancelBtnClick(); }); }
public override void Initialize(string s) { m_RootUI = UnityTool.FindGameObject(s); //UITool默认找的是UIRoot下的,刚生成界面的时候,不在Root下 item = UnityTool.FindChildGameObject(m_RootUI, "ChooseRoleItem"); content = UITool.GetUIComponent <Transform>(m_RootUI, "ChooseContent"); CreateRoleBtn = UITool.GetUIComponent <Button>(m_RootUI, "CreateRoleBtn"); CreateRoleBtn.onClick.AddListener(() => { _ctrl.SwitchCreateRolePanel(); }); }
// 取得UI元件 public static T GetUIComponent <T>(GameObject Container, string UIName) where T : UnityEngine.Component { GameObject ChildGameObject = UnityTool.FindChildGameObject(Container, UIName); if (ChildGameObject == null) { return(null); } T tempObj = ChildGameObject.GetComponent <T>(); if (tempObj == null) { Debug.LogWarning("元件[" + UIName + "]不是[" + typeof(T) + "]"); return(null); } return(tempObj); }
// public override void Initialize() { m_RootUI = UITool.FindUIGameObject("GameStateInfo"); //遊戲訊息 m_MsgText = UITool.GetUIComponent <Text>(m_RootUI, "NotifyText"); m_MsgText.text = ""; // 關卡 m_NowStageLvText = UITool.GetUIComponent <Text>(m_RootUI, "NowStageLvText"); ShowNowStageLv(1); // AP訊息 m_APText = UITool.GetUIComponent <Text>(m_RootUI, "APText"); m_ApSlider = UITool.GetUIComponent <Slider>(m_RootUI, "APSlider"); m_ApSlider.maxValue = APSystem.MAX_AP; m_ApSlider.minValue = 0; ShowAP(APSystem.MAX_AP); // 雙方數量 m_SoldierCountText = UITool.GetUIComponent <Text>(m_RootUI, "SoldierCountText");; m_EnemyCountText = UITool.GetUIComponent <Text>(m_RootUI, "EnemyCountText");; // Heart m_HeartImages = new List <Image>(); for (int i = 1; i <= StageSystem.MAX_HEART; ++i) { string name = string.Format("Heart{0}", i); m_HeartImages.Add(UITool.GetUIComponent <Image>(m_RootUI, name)); } ShowHeart(StageSystem.MAX_HEART); // 結束Continue Button btn = UITool.GetUIComponent <Button>(m_RootUI, "ContinueBtn"); btn.onClick.AddListener(() => OnContinueBtnClick()); // 結束 m_GameOverObj = UnityTool.FindChildGameObject(m_RootUI, "GameOver"); m_GameOverObj.SetActive(false); // 暫停 btn = UITool.GetUIComponent <Button>(m_RootUI, "PauseBtn"); btn.onClick.AddListener(() => OnPauseBtnClick()); }
public SpriteRenderer GetWeaponObj() { return(UnityTool.FindChildGameObject(m_GameObject, "weapon01").GetComponent <SpriteRenderer>()); }
public override void Initialize() { tags = UnityTool.FindChildGameObject(RootUI, "img_tags").GetComponent <Image>(); schedule = UnityTool.FindChildGameObject(RootUI, "Slid_schedule").GetComponent <Slider>(); }