public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.RoomBrowserUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.UnderBlurEffect, false, true); // Keep track the room count everytime the room list update. m_LastUpdateRoomCount = 0; m_RoomList = GetComponentInChildren <RoomList>(); m_RoomPreview = GetComponentInChildren <RoomPreview>(); m_NoRoomAvailablePopupWindow = GetComponentInChildren <PupupWindowUI>(); m_Animator = GetComponent <Animator>(); #if UNITY_EDITOR if (m_RoomList == null) { Debug.LogError("Couldn't find room list compoment under " + this.gameObject.name); } if (m_RoomPreview == null) { Debug.LogError("Couldn't find room preview compoment under " + this.gameObject.name); } if (m_NoRoomAvailablePopupWindow == null) { Debug.LogError("Couldn't find PopupWindow UI compoment under " + this.gameObject.name); } #endif SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); m_AllInited = false; m_StopUIProcess = false; if (!NetworkManager.IsConnectedToServer) { return; } Instance = this; Properties = new UIProperties(UIframework.UIManager.SceneUIs.GameRoomUI, UIframework.UIManager.DisplayUIMode.NeverHide, UIframework.UIManager.UITypes.UnderBlurEffect, false, true); leaderBoard = GetComponentInChildren <LeaderBoardUI>(); // leaderBoard.Init(GameRoomManager.CurrentGameMode.IsUsingTeamRule()); //GameOpeningUI = GetComponentInChildren<GameOpening>(); //GameOpeningUI.Init(RoomManager.CurrentGameMode.IsUsingTeamRule()); PlayerHUDUI = GetComponentInChildren <PlayerHUD>(); PlayerHUDUI.Init(); MessageCenterUI = GetComponentInChildren <MessageCenter>(); MessageCenterUI.Init(); m_AllInited = true; }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.LobbyNavigationBarUI, UIframework.UIManager.DisplayUIMode.NeverHide, UIframework.UIManager.UITypes.UnderBlurEffect, false, true, false); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIManager.SceneUIs.RespawnCountDownUI, UIManager.DisplayUIMode.Normal, UIManager.UITypes.AboveBlurEffect, false, true); m_RespawnTimer = 0.0f; m_Animator = GetComponent <Animator>(); SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.ExitGameDialogUI, UIframework.UIManager.DisplayUIMode.Dialog, UIframework.UIManager.UITypes.AboveBlurEffect, false, true, true); // Exit game dialog don't need a header. m_DialogHeader.text = ""; SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.GameMenuUI, UIframework.UIManager.DisplayUIMode.HideOthers, UIframework.UIManager.UITypes.AboveBlurEffect, false, true, true); m_Animator = GetComponent <Animator>(); #if UNITY_EDITOR if (!m_ExitRoomButton) { Debug.LogError("m_ExitRoomButton is null"); } if (!m_ExitRoomButtonText) { Debug.LogError("m_ExitRoomButtonText is null"); } if (!m_AboutButton) { Debug.LogError("m_AboutButton is null"); } if (!m_HelpButton) { Debug.LogError("m_HelpButton is null"); } if (!m_SettingsButton) { Debug.LogError("m_SettingsButton is null"); } if (!m_ReturnButton) { Debug.LogError("m_Button is null"); } #endif m_AboutButton.onClick.AddListener(delegate { OnClickedAbout(); }); m_HelpButton.onClick.AddListener(delegate { OnClickedHelp(); }); m_SettingsButton.onClick.AddListener(delegate { OnClickedSettings(); }); m_ReturnButton.onClick.AddListener(delegate { OnClickedReturn(); }); m_ExitRoomButton.onClick.AddListener(delegate { OnClickedExitRoom(); }); SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.DamageHUDUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.UnderBlurEffect, true, true); m_IndicatorList = new List <DamageIndicator>(); m_IndicatorDisplayDuration = 4; m_PerfabInstanceID = 0; // Create a new pool in the object pooling manager for the indicators. ObjectPoolManager.Instance.CreaterPool(IndicatorUIPerfab, IndicatorRoot, 12); m_PerfabInstanceID = IndicatorUIPerfab.GetInstanceID(); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.PlayerHUDUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.AboveBlurEffect, true, true); #if UNITY_EDITOR if (!m_HealthBar) { Debug.Log("m_HealthBar is null"); } if (!m_WeaponInfo) { Debug.Log("m_WeaponInfo is null"); } if (!m_CorssHair) { Debug.Log("m_CorssHair is null"); } if (!GetTimer) { Debug.Log("GetTimer is null"); } if (!m_KillComfirmation) { Debug.Log("m_KillComfirmation is null"); } if (!m_FloatingDamageNumber) { Debug.Log("m_FloatingDamageNumber is null"); } #endif // Maybe i should make a base class for these guys...ummm m_HealthBar.Init(); m_WeaponInfo.Init(); m_CorssHair.Init(); m_Timer.Init(); m_KillComfirmation.Init(); m_FloatingDamageNumber.Init(); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.InGameMessageUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.AboveBlurEffect, true, true); m_Message = ""; m_MessageDisplayDuration = 4.0f; m_CanvasGroup.alpha = 0.0f; m_CanvasGroup.interactable = false; m_CanvasGroup.blocksRaycasts = false; SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.GameOpeningUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.AboveBlurEffect, false, true); #if UNITY_EDITOR if (!m_RoomAndMapName) { Debug.Log("m_RoomAndMapName is null."); } if (!m_RoomDetail) { Debug.Log("m_RoomDetail is null."); } if (!m_ObjectiveHeader) { Debug.Log("m_ObjectiveHeader is null."); } if (!m_ObjectiveDescription) { Debug.Log("m_ObjectiveDescription is null."); } if (!m_StartGameButton) { Debug.Log("m_StartGameButton is null."); } if (!m_StartGameButtonText) { Debug.Log("m_StartGameButtonText is null."); } #endif m_Animator = GetComponent <Animator>(); m_StartGameButton.onClick.AddListener(delegate { OnClickedStartGameButton(); }); SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.MainMenuUI, UIframework.UIManager.DisplayUIMode.NeverHide, UIframework.UIManager.UITypes.UnderBlurEffect, false, true); #if UNITY_EDITOR if (!UserNickNameInputField) Debug.LogError("UserNickNameInputField is null"); if (!LoginButton) Debug.LogError("LoginButton is null"); if (!UserNickNameInputFieldTip) Debug.LogError("UserNickNameInputFieldTip is null"); #endif UserNickNameInputField.onEndEdit.AddListener(value => OnUserNickNameUpdate(value)); LoginButton.onClick.AddListener(delegate { OnClickedLoginButton(); }); LoginButton.interactable = false; SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.LeaderBoardUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.AboveBlurEffect, true, true); // Store all the leaderborad list m_lists.Clear(); foreach (var item in ListRoot.GetComponentsInChildren <LeaderBoradSingleList>()) { item.Init(); m_lists.Add(item); } // Get current room information form the server. Room currentRoom = PhotonNetwork.room; if (RoomProperties.ContantsKey(currentRoom, RoomProperties.MapIndex)) { m_GameMap = GameMapManager.GetGameMap((int)currentRoom.customProperties[RoomProperties.MapIndex]).GameMapName; } if (RoomProperties.ContantsKey(currentRoom, RoomProperties.GameModeIndex)) { m_GameMode = GameModeManager.GetGameModeDetail( (int)currentRoom.customProperties[RoomProperties.GameModeIndex]).GameModeName.ToUpper(); } if (RoomProperties.ContantsKey(currentRoom, RoomProperties.RoundTimeLimit)) { m_TimeLimit = (int)currentRoom.customProperties[RoomProperties.RoundTimeLimit]; } // Initialize the leader board header and the room info. UpdateHeaederText(); }
/// <summary> /// Use this for initialization /// </summary> public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.CreateRoomUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.UnderBlurEffect, false, true); #region Init variables // The user inserted room name. m_RoomName = ""; // The user selected game map scene name. m_GameMapID = 0; // The user selected game mode. m_GameModeID = 0; // The maximun player count limit. m_PlayerLimit = 0; // The time limit pre round. m_TimeLimit = 0; // The health limit for every player pre life. m_HealthLimit = 0; #endregion #region Room name if (RoomNameInput) { RoomNameInput.onValueChanged.AddListener((Value) => SetRoomName(Value)); } #endregion #region Map select if (MapSelect) { for (int index = 0; index < GameMapManager.GetMapCount; index++) { MapSelect.options.Add(new Dropdown.OptionData() { text = GameMapManager.GetGameMap(index).GameMapName }); } // We need this step to refresh the options list. MapSelect.value = 1; MapSelect.value = 0; // Set default values. m_GameMapID = 0; SetMapPreview(0); // Add event listener to the drop down menu. MapSelect.onValueChanged.AddListener((value) => SetGameMap(value)); } #endregion #region Player limit setting if (PlayerLimit) { for (int index = 0; index < CustomRoomOptions.AvaliablePlayerLimitOptions.Length; index++) { PlayerLimit.options.Add(new Dropdown.OptionData() { text = CustomRoomOptions.AvaliablePlayerLimitOptions[index].ToString() + " 人" }); } // We need this step to refresh the options list. PlayerLimit.value = 1; PlayerLimit.value = 0; // Set default value. m_PlayerLimit = CustomRoomOptions.AvaliablePlayerLimitOptions[0]; // Add event listener to the drop down menu. PlayerLimit.onValueChanged.AddListener((value) => SetPlayerLimit(value)); } #endregion #region Game mode setting if (GameMode) { for (int index = 0; index < GameModeManager.GetGameModeCount; index++) { GameMode.options.Add(new Dropdown.OptionData() { text = GameModeManager.GetGameModeDetail(index).GameModeName }); } // We need this step to refresh the options list. GameMode.value = 1; GameMode.value = 0; // Set default value. m_GameModeID = 0; // Add event listener to the drop down menu. GameMode.onValueChanged.AddListener((value) => SetGameMode(value)); } #endregion #region Time limit setting if (TimeLimit) { for (int index = 0; index < CustomRoomOptions.AvaliableTimeLimitOptions.Length; index++) { TimeLimit.options.Add(new Dropdown.OptionData() { text = CustomRoomOptions.AvaliableTimeLimitOptions[index].ToString() + " 分" }); } // We need this step to refresh the options list. TimeLimit.value = 1; TimeLimit.value = 0; // Set default value. m_TimeLimit = CustomRoomOptions.AvaliableTimeLimitOptions[0]; // Add event listener to the drop down menu. TimeLimit.onValueChanged.AddListener((value) => SetTimeLimit(value)); } #endregion #region Health limit setting if (HealthLimit) { for (int index = 0; index < CustomRoomOptions.AvaliableHealthLimitOptions.Length; index++) { HealthLimit.options.Add(new Dropdown.OptionData() { text = CustomRoomOptions.AvaliableHealthLimitOptions[index].ToString() + " ポイント" }); } // We need this step to refresh the options list. HealthLimit.value = 1; HealthLimit.value = 0; // Set default value. m_HealthLimit = CustomRoomOptions.AvaliableHealthLimitOptions[0]; // Add event listener to the drop down menu. HealthLimit.onValueChanged.AddListener((value) => SetHealthLimit(value)); } #endregion #region Create room buttom if (CreateRoomButton) { CreateRoomButton.onClick.AddListener(delegate { OnClikedCreateRoomButton(); }); CreateRoomButton.interactable = false; CreateRoomButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_NeedAName, GameLanguageManager.CurrentLanguage); } #endregion SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.SettingsWindowUI, UIframework.UIManager.DisplayUIMode.HideOthers, UIframework.UIManager.UITypes.AboveBlurEffect, false, true, true); m_Animator = GetComponent <Animator>(); #if UNITY_EDITOR if (!m_Animator) { Debug.LogError("Animator is null."); } if (!m_LanguageSettingHeader) { Debug.LogError("Language settings header is null."); } if (!m_LanguageSetting) { Debug.LogError("Language settings is null."); } if (!m_SettingsWindowHeader) { Debug.LogError("Settings window header is null."); } if (!m_SaveButton) { Debug.LogError("Save button is null"); } if (!m_ReturnButton) { Debug.LogError("Return button is null"); } #endif m_SaveButton.onClick.AddListener(delegate { OnClickedSaveButton(); }); m_ReturnButton.onClick.AddListener(delegate { OnClickedReturnButton(); }); #region language settings dropdown menu if (m_LanguageSetting) { foreach (var item in Enum.GetValues(typeof(GameLanguageManager.SupportedLanguage))) { m_LanguageSetting.options.Add(new Dropdown.OptionData() { text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Sett_LanguageCategory, (GameLanguageManager.SupportedLanguage)item) }); } // We need this step to refresh the options list. m_LanguageSetting.value = 1; m_LanguageSetting.value = 0; // Set default values. // m_LanguageIndex = 0; // Add event listener to the drop down menu. m_LanguageSetting.onValueChanged.AddListener((value) => OnSelectedLanguage(value)); } #endregion SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIManager.SceneUIs.HelperWindowUI, UIManager.DisplayUIMode.HideOthers, UIManager.UITypes.AboveBlurEffect, false, true, true); #region Help info category dropdown menu if (m_HelpInfoCategory) { foreach (var item in Enum.GetValues(typeof(HelperInfoManager.HelpInfoCategory))) { m_HelpInfoCategory.options.Add(new Dropdown.OptionData() { text = HelperInfoManager.GetCategroyText((HelperInfoManager.HelpInfoCategory)item) }); } // We need this step to refresh the options list. m_HelpInfoCategory.value = 1; m_HelpInfoCategory.value = 0; // Set default values. m_CurrentSelectedCategoryIndex = 0; // Add event listener to the drop down menu. m_HelpInfoCategory.onValueChanged.AddListener((value) => OnSeletedHelperCategory(value)); } #endregion #region Help info list // Populate the help info buttons. if (HelpInfoButtonPrefab) { m_ButtonList.Clear(); for (int index = 0; index < m_HelpInfoButtonCount; index++) { HelpInfoButtonUI button = Instantiate(HelpInfoButtonPrefab).GetComponent <HelpInfoButtonUI>(); GameUtility.AddChildToParent(m_HelpInfoListRoot, button.transform); m_ButtonList.Add(button); button.Init(index); } OnUpdateHelperInfoButtonList(m_CurrentSelectedCategoryIndex); } else { #if UNITY_EDITOR Debug.LogError("HelpInfoButtonPrefab is NULL"); #endif } #endregion #region Helper info contents #if UNITY_EDITOR if (!m_HelperInfoHeader) { Debug.LogError("Helper info header is null"); } if (!m_HelperInfoImage) { Debug.LogError("Helper info image is null"); } if (!m_HelperInfoContext) { Debug.LogError("Helper info context is null"); } #endif #endregion #region Window active animation m_Animator = GetComponent <Animator>(); #if UNITY_EDITOR if (!m_Animator) { Debug.LogError("Animator component in " + this.gameObject.name + " is null."); } #endif #endregion if (!m_HelperWindowHeaderText) { Debug.LogError("Header text component in " + this.gameObject.name + " is null."); } if (!m_ReturnButton) { Debug.LogError("Return button component in " + this.gameObject.name + " is null."); } m_ReturnButton.onClick.AddListener(delegate { OnClickReturnButton(); }); SetLanguage(GameLanguageManager.CurrentLanguage); }