protected override void OnInit() { base.OnInit(); m_title_root = this.Make <GameUIComponent>("Image"); m_title_txt = m_title_root.Make <GameLabel>("Text"); m_title_txt.Text = string.Format("{0}!", LocalizeModule.Instance.GetString("recharge_title").ToUpper()); m_title_effect = m_title_root.Make <GameUIEffect>("UI_dengjishengji_01"); m_title_effect.EffectPrefabName = "UI_dengjishengji_01.prefab"; m_lvl_root = this.Make <GameUIComponent>("Lvl_Root"); m_from_lvl_txt = m_lvl_root.Make <GameLabel>("Panel:Text (1)"); m_to_lvl_txt = m_lvl_root.Make <GameLabel>("Panel:Text (2)"); m_lvl_slider = m_lvl_root.Make <GameProgressBar>("Image_energy:Slider"); m_cur_vit_txt = m_lvl_root.Make <GameLabel>("Image_energy:Text_number"); m_max_vit_txt = m_lvl_root.Make <GameLabel>("Image_energy:Text_number_max"); m_lvl_bar_effect = m_lvl_root.Make <GameUIEffect>("Image_energy:UI_tili_zengjia"); m_lvl_bar_effect.EffectPrefabName = "UI_tili_zengjia.prefab"; m_lvl_effect = m_lvl_root.Make <GameUIEffect>("Panel:UI_dengjishengji_02"); m_lvl_effect.EffectPrefabName = "UI_dengjishengji_02.prefab"; m_grid = this.Make <GameUIContainer>("Scroll View:Viewport"); m_ok_btn = this.Make <GameButton>("btnSure"); m_btn_title = m_ok_btn.Make <GameLabel>("Text"); }
// Start is called before the first frame update void Start() { if (!bar) { bar = GetComponentInChildren <GameProgressBar>(); } }
protected override void OnInit() { m_slider = this.Make <GameProgressBar>("Slider_1"); m_icon = m_slider.Make <GameImage>("Image"); m_cur_num_txt = m_slider.Make <GameLabel>("Text"); m_total_num_txt = m_slider.Make <GameLabel>("Text (2)"); }
protected override void OnInit() { base.OnInit(); this.AutoDestroy = false; this.m_Slider = Make <GameProgressBar>("Slider"); this.m_Effect = Make <GameUIEffect>("UI_jindutiao"); this.NeedUpdateByFrame = true; }
protected override void OnInit() { base.OnInit(); m_lvl_icon = Make <GameImage>("Panel_level:Image"); m_lvl_name = Make <GameLabel>("Panel_level:Text"); m_lvl_exp_slider = Make <GameProgressBar>("Panel_level:Slider"); m_lvl_exp_txt = Make <GameLabel>("Panel_level:Text (1)"); }
public static void EffectProgressbarValueSync(GameProgressBar bar_, GameUIEffect effect_) { Vector3 topRightConner = bar_.FillRectangleWorldConners[2]; Vector3 bottomRightConner = bar_.FillRectangleWorldConners[3]; Vector3 centerPos = new Vector3(topRightConner.x, (topRightConner.y + bottomRightConner.y) / 2, topRightConner.z); effect_.Position = centerPos; }
protected override void OnInit() { base.OnInit(); this.AutoDestroy = false; this.m_Slider = Make <GameProgressBar>("Animation:Slider"); this.m_Effect = Make <GameUIEffect>("Animation:Slider:UI_jindutiao"); this.m_loadingTexture = Make <GameTexture>("Animation:RawImage"); this.NeedUpdateByFrame = true; this.m_tipLab = Make <GameLabel>("Animation:Text"); }
protected override void OnInit() { base.OnInit(); this.m_titleLab = Make <GameLabel>("Text"); this.m_progressBar = Make <GameProgressBar>("Slider"); this.m_lineGrid = this.m_progressBar.Make <GameUIContainer>("lineGrid"); this.m_fillEffect = this.m_progressBar.Make <GameImage>("fillEffect"); this.m_tweenAlpha = this.m_fillEffect.GetComponent <TweenAlpha>(); this.m_sucessEffect = this.m_progressBar.Make <GameUIEffect>("UI_fanbo_chenggong"); this.m_failEffect = this.m_progressBar.Make <GameUIEffect>("UI_fanbo_shibai"); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this.gameObject); return; } }
protected override void OnInit() { base.OnInit(); //IsFullScreen = true; this.m_play_mode_img = this.Make <GameImage>("Panel_down:Image_sence:Image_mode"); this.m_scene_name_label = this.Make <GameLabel>("Panel_down:Image_sence:Text"); this.m_scene_tex = this.Make <GameTexture>("Panel_down:Image_sence:Image:RawImage"); this.m_cost_time_num_label = m_play_mode_img.Make <GameLabel>("Text"); this.m_cost_vit_root = this.Make <GameUIComponent>("Panel_down:Vit_Root"); m_vit_tweenalpha = m_cost_vit_root.GetComponent <TweenAlpha>(); m_vit_tweenscale = m_cost_vit_root.GetComponent <TweenScale>(); m_vit_tweenscale.AddTweenCompletedCallback(OnVitTweenFinished); this.m_cost_VIT_num_label = m_cost_vit_root.Make <GameLabel>("Text2"); m_outputs_scroll = this.Make <GameScrollView>("Panel_down:Panel_reward:ScrollView"); m_outputs_grid = this.Make <GameUIContainer>("Panel_down:Panel_reward:ScrollView:Viewport"); m_drop_scroll = this.Make <GameScrollView>("Panel_down:Panel_drop:ScrollView"); this.m_drop_grid = this.Make <GameUIContainer>("Panel_down:Panel_drop:ScrollView:Viewport"); this.m_action_btn = this.Make <GameButton>("Panel_down:Button_action"); this.m_infinity_vit_icon = m_action_btn.Make <GameImage>("Image_free"); m_action_btn_effect = m_action_btn.Make <GameUIEffect>("UI_tongyong_anniu"); m_action_btn_effect.EffectPrefabName = "UI_tongyong_anniu.prefab"; m_difficult_icon = Make <GameImage>("Panel_down:Panel_level:Image"); m_difficlut_step = this.Make <GameLabel>("Panel_down:Panel_level:Text"); m_exp_progress = Make <GameProgressBar>("Panel_down:Panel_level:Slider"); m_exp_txt = this.Make <GameLabel>("Panel_down:Panel_level:Text (1)"); m_exp_reward_icon = Make <GameImage>("Panel_down:Panel_level:Image_gift"); this.SetCloseBtnID("Panel_down:Button_close"); m_bg_img = Make <GameImage>("RawImage"); //m_bg_alpha = m_bg_img.GetComponent<TweenAlpha>(); m_tween_root = Make <GameUIComponent>("Panel_down"); //m_show_tween_scale = m_tween_root.GetComponent<TweenScale>(); //m_show_tween_scale.AddTweenCompletedCallback(ShowTweenScaleFinished); //var show_tween_poses = m_tween_root.GetComponents<TweenPosition>().Where((i) => UITweenerBase.TweenTriggerType.Manual == i.m_triggerType); //m_show_tween_pos = show_tween_poses.First(); //var show_tween_alphas = m_tween_root.GetComponents<TweenAlpha>().Where((i) => UITweenerBase.TweenTriggerType.OnShow == i.m_triggerType); //m_show_tween_alpha = show_tween_alphas.First(); var show_tween_poses = m_tween_root.GetComponents <TweenPosition>().Where((i) => UITweenerBase.TweenTriggerType.OnShow == i.m_triggerType); m_show_tween_pos = show_tween_poses.First(); m_show_tween_pos.AddTweenCompletedCallback(ShowTweenPosFinished); }
private void Awake() { if (!label) { label = GetComponentInChildren <TextMeshProUGUI>(); } if (!subscriber) { subscriber = GetComponentInChildren <TextMeshProUGUI>(); } if (!timeProgressBar) { timeProgressBar = GetComponentInChildren <GameProgressBar>(); } }
protected override void OnInit() { base.OnInit(); this.m_cashLab = Make <GameLabelExtend>("Panel_top:Image_cash:Text_number"); this.m_coinLab = Make <GameLabelExtend>("Panel_top:Image_coin:Text_number"); this.m_currentEnergyLab = Make <GameLabelExtend>("Panel_top:Image_energy:Text_number"); this.m_totalEnergyLab = this.m_currentEnergyLab.Make <GameLabel>("totalNumber"); this.m_progressBar = Make <GameProgressBar>("Panel_top:Image_energy:Slider"); this.m_VitBG = Make <GameImage>("Panel_top:Image_energy"); this.m_VitEffect = Make <GameUIEffect>("Panel_top:Image_energy:Image_icon:UI_tili"); NeedUpdateByFrame = true; }
protected override void OnInit() { base.OnInit(); this.m_personItem = new SkyeyePersonItem[10]; for (int i = 0; i < 10; i++) { this.m_personItem[i] = Make <SkyeyePersonItem>("Panel_down:Panel_head:head_" + (i + 1)); } this.m_totalProgress = Make <GameProgressBar>("Panel_down:totalProgress"); this.m_lockCom = Make <GameUIComponent>("Panel_down:Text_lock"); this.m_startUpBtn = Make <GameButton>("Panel_down:Button"); this.m_quitBtn = Make <GameButton>("RawImage:Button_close"); this.m_bgImg = Make <GameImage>("Panel_down:Panel:bg"); this.m_detailUI = Make <SkyEyePropDetail>("Panel_icondetail"); this.m_personDetail = Make <SkyeyePersonDetailComponent>("Panel_detail"); this.m_totalProgressLab = Make <GameLabel>("Panel_down:num"); }
protected override void OnInit() { base.OnInit(); m_type_icon = this.Make <GameImage>("Panel_top:Image"); m_cur_score_num = this.Make <GameLabel>("Panel_top:Text (1)"); m_score_progress = this.Make <GameProgressBar>("Panel_top:Slider"); m_score_effect = this.Make <GameUIEffect>("Panel_top:Slider:UI_fenshutiao"); m_score_effect.EffectPrefabName = "UI_fenshutiao.prefab"; m_score_effect.Visible = false; m_normal_img = this.Make <GameImage>("Panel_top:Image_normal"); m_officer_tex = this.Make <GameTexture>("Panel_Talk:RawImage"); m_desc_root = this.Make <GameUIComponent>("Panel_Talk"); m_desc_txt = this.Make <GameLabel>("Panel_Talk:Text:content"); m_case_root = this.Make <GameUIComponent>("Image_enemy"); m_case_txt = this.Make <GameLabel>("Image_enemy:Text"); }
protected override void OnInit() { base.OnInit(); this.m_personImg = Make <GameTexture>("Panel:RawImage"); this.m_personName = Make <GameLabel>("Text"); this.m_tipsLab = this.m_personName.Make <GameLabel>("tips"); this.m_progressBar = Make <GameProgressBar>("Slider"); this.m_progressFillImg = this.m_progressBar.Make <GameImage>("Fill Area:Fill"); this.m_lockCom = Make <GameUIComponent>("Image_unlock"); this.m_personCom = Make <GameUIComponent>("Panel"); this.m_root = Make <GameUIComponent>(gameObject); //this.m_alphaTweener = GetComponent<TweenAlpha>(); this.m_scaleTweener = GetComponent <TweenScale>(); this.m_alphaText = this.m_personName.GetComponent <TweenAlpha>(); this.m_posText = this.m_personName.GetComponent <TweenPosition>(); }
protected override void OnInit() { base.OnInit(); this.m_playerInfoComponent = Make <PlayerInfoUIComponent>("Panel_top:person"); this.m_health_lab = Make <GameLabelExtend>("Panel_top:Image_energy:Text_number"); this.m_totalVit_lab = this.m_health_lab.Make <GameLabel>("totalNumber"); this.m_addHealth_btn = Make <GameButton>("Panel_top:Image_energy:Button_add"); this.m_coinImg = Make <GameImage>("Panel_top:Image_coin"); this.m_gold_lab = Make <GameLabelExtend>("Panel_top:Image_coin:Text_number"); this.m_btnGold_btn = Make <GameButton>("Panel_top:Image_coin:Button_add"); this.m_cashImg = Make <GameImage>("Panel_top:Image_cash"); this.m_dollar_lab = Make <GameLabelExtend>("Panel_top:Image_cash:Text_number"); this.m_btnDollar_btn = Make <GameButton>("Panel_top:Image_cash:Button_add"); this.m_dollar_effect = Make <GameUIEffect>("Panel_top:Image_cash:Image_icon:UI_chaopiao_jiemian"); this.m_dollar_effect.EffectPrefabName = "UI_chaopiao_jiemian.prefab"; this.m_dollar_effect.Visible = true; this.m_vitImg = Make <GameImage>("Panel_top:Image_energy"); this.m_CountDownVit_Root = Make <GameImage>("Panel_top:Image_energy:Background"); this.m_ProgressVit = this.m_CountDownVit_Root.Make <GameFilledImage>("Fill"); this.m_CountDownVit_Lab = this.m_CountDownVit_Root.Make <GameLabel>("countDown"); this.m_vitFreeImg = this.m_vitImg.Make <GameImage>("Image_free"); this.m_VitEffect = Make <GameUIEffect>("Panel_top:Image_energy:Image_icon:UI_tili"); this.m_VitEffect.EffectPrefabName = "UI_tili.prefab"; m_VitEffect.Visible = false; this.m_VitBG = Make <GameImage>("Panel_top:Image_energy"); this.m_vit_progress = Make <GameProgressBar>("Panel_top:Image_energy:Slider"); this.m_tiliEffect = Make <GameUIEffect>("Panel_top:Image_energy:Image_icon:UI_tili"); this.m_tiliEffect.EffectPrefabName = "UI_tili.prefab"; this.m_jinbiEffect = Make <GameUIEffect>("Panel_top:Image_coin:Image_icon:UI_jinbi"); this.m_jinbiEffect.EffectPrefabName = "UI_jinbi.prefab"; this.m_panelTop = Make <GameUIComponent>("Panel_top"); this.m_paneTopTweener = m_panelTop.GetComponent <TweenPosition>(); NeedUpdateByFrame = true; }
public static void UpdateEffectPosByProgressbar(GameProgressBar bar_, GameUIEffect effect_, float interval_, float duration_) { TimeModule.Instance.SetTimeInterval(() => EffectProgressbarValueSync(bar_, effect_), interval_, duration_).OnComplete(() => effect_.Visible = false); TimeModule.Instance.SetTimeout(() => { effect_.Visible = false; effect_.Visible = true; }, 0.01f); }