public void SetDefaultSelection() { foreach (MenuButtonNavigator child in GetComponentsInChildren <MenuButtonNavigator>()) { if (child.DefaultSelected) { starting_selection = child; return; } } }
void Start() { if (DefaultSelected) { selectedButton = this; selected = true; if (OnSelectFunction.FuncName != "") { SendMessage(OnSelectFunction.FuncName, OnSelectFunction.FuncArg); } } }
void Update() { if (selectedButton == this) { SendMessage("SetColor", MenuColorChanger.getColor(), SendMessageOptions.DontRequireReceiver); if (accept_inputs) { foreach (Player player in ReInput.players.AllPlayers) { if (player.GetButtonDown("Horizontal")) { OnKeyPressed("Right"); break; } if (player.GetNegativeButtonDown("Horizontal")) { OnKeyPressed("Left"); break; } if (player.GetButtonDown("Vertical")) { OnKeyPressed("Up"); break; } if (player.GetNegativeButtonDown("Vertical")) { OnKeyPressed("Down"); break; } if (player.GetButtonDown("Attack")) { OnKeyPressed("Attack"); break; } if (player.GetButtonDown("Special")) { OnKeyPressed("Special"); break; } } } } else { SendMessage("SetColor", Color.white, SendMessageOptions.DontRequireReceiver); } //We have to do this after the button check, or else we get occasional double-moves if (selected) { selectedButton = this; } }
void InstantiateNumberRow(Setting set) { GameObject go = NGUITools.AddChild(gameObject, slider_setting_prefab); go.transform.localPosition = new Vector3(0, -40 * settingCount, 0); MenuButtonNavigator nav = go.GetComponent <MenuButtonNavigator>(); SettingsNumberText snt = go.GetComponent <SettingsNumberText>(); //Set the navigation options //If the first child hasn't been set, set it (we'll use it later to make the last one loop around) if (firstChild == null) { firstChild = nav; previousChild = nav; } else { nav.Up = previousChild; previousChild.Down = nav; previousChild = nav; } //Set the text snt.var_name = set.settingName; snt.display_text = set.displayName; snt.value = int.Parse(set.defaultValue); if (set.isPercent) { snt.percentage = true; snt.after_text = "%"; } else { snt.percentage = false; snt.after_text = ""; } snt.min_value = (int)set.minVal; snt.max_value = (int)set.maxVal; snt.increment = (int)set.increment; settingCount++; }
void InstantiateChoiceRow(Setting set) { GameObject go = NGUITools.AddChild(gameObject, choice_setting_prefab); go.transform.localPosition = new Vector3(0, -40 * settingCount, 0); MenuButtonNavigator nav = go.GetComponent <MenuButtonNavigator>(); SettingsChoiceText sct = go.GetComponent <SettingsChoiceText>(); //Set the navigation options //If the first child hasn't been set, set it (we'll use it later to make the last one loop around) if (firstChild == null) { firstChild = nav; previousChild = nav; } else { nav.Up = previousChild; previousChild.Down = nav; previousChild = nav; } if (set.isBool) { sct.isBool = true; } //Set the text sct.var_name = set.settingName; sct.display_text = set.displayName; foreach (string textvalue in set.options) { sct.text_values.Add(textvalue); } //sct.init(); settingCount++; }
public void SetLast() { Last = selectedButton; }
// Use this for initialization void Start() { nav = GetComponent <MenuButtonNavigator>(); text = GetComponent <UILabel>(); }
// Use this for initialization void Start() { menu = GetComponent <MenuButtonNavigator>(); }