public Group ( int windowID, int groupID, GUI_Group_type groupType, List <GUI_content> itemsContent, string groupLabel = "", int columns = 1, GUI_Layout layout = GUI_Layout.RightAndDown, int horizontalSpace = 5, int verticalSpace = 5, int itemHeight = 24, int maxShowItems = 1 ) { this.windowID = windowID; this.groupID = groupID; this.groupType = groupType; this.itemsContent = itemsContent; this.groupLabel = groupLabel; this.columns = columns; this.layout = layout; this.horizontalSpace = horizontalSpace; this.verticalSpace = verticalSpace; this.itemHeight = itemHeight; this.maxShowItems = maxShowItems; }
public void Awake() { S = this; this.texto = this.niveles[levelLoad.level - 1]; GUIText gt = this.LevelTxt.GetComponent <GUIText>(); gt.text = "Nivel: " + levelLoad.level; }
/* * public void updatePosition(int newx, int newz, int origx, int origz){ * this.original_x = origx; * this.original_z = origz; * * this.transform.parent = GUI_Layout.S.board[this.original_x, this.original_z].transform; * this.transform.localPosition = new Vector3(0, this.transform.position.y, 0); * } */ /* Devuelve las coordenadas de una casilla que en el siguiente movimiento va a estar en la posición * pasada por parámetro. */ private PairInt getCasillaPosibleDestino(int x1, int z1) { float eps = 0.7f; float x = this.transform.position.x / 2.0f + _x; float z = this.transform.position.z / 2.0f + _z; GUI_Layout S = GUI_Layout.S; PairInt aux = null; //centro aux = S.current_board[x1, z1]; if (aux != null && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().x - x) < eps && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().z - z) < eps) { return(aux); } //norte if (x1 > 0) { aux = S.current_board[x1 - 1, z1]; if (aux != null && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().x - x) < eps && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().z - z) < eps) { return(aux); } } //sur if (x1 + 1 < GUI_Layout.S.MAX_SIZE) { aux = S.current_board[x1 + 1, z1]; if (aux != null && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().x - x) < eps && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().z - z) < eps) { return(aux); } } //este if (z1 > 0) { aux = S.current_board[x1, z1 - 1]; if (aux != null && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().x - x) < eps && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().z - z) < eps) { return(aux); } } //oeste if (z1 + 1 < GUI_Layout.S.MAX_SIZE) { aux = S.current_board[x1, z1 + 1]; if (aux != null && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().x - x) < 0.4f && Mathf.Abs(S.board_def[aux.x, aux.y].getNextPosition().z - z) < 0.4f) { return(aux); } } return(null); }