public GameObject createUIImage(GameObject parent, Sprite BgSprite) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.background = BgSprite; log.LogMessage(" Creating UI Image"); GameObject uiImage = UIControls.CreateImage(uiResources); uiImage.transform.SetParent(parent.transform, false); return(uiImage); }
public GameObject createUIScrollbar(GameObject parent, Sprite ScrollbarSprite) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.background = ScrollbarSprite; log.LogMessage(" Creating UI Scrollbar"); GameObject uiScrollbar = UIControls.CreateScrollbar(uiResources); uiScrollbar.transform.SetParent(parent.transform, false); return(uiScrollbar); }
public GameObject createUIButton(GameObject parent, Sprite NewSprite) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.standard = NewSprite; log.LogMessage(" Creating UI Button"); GameObject uiButton = UIControls.CreateButton(uiResources); uiButton.transform.SetParent(parent.transform, false); return(uiButton); }
public GameObject createUIToggle(GameObject parent, Sprite BgSprite, Sprite customCheckmarkSprite) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.standard = BgSprite; uiResources.checkmark = customCheckmarkSprite; log.LogMessage(" Creating UI Toggle"); GameObject uiToggle = UIControls.CreateToggle(uiResources); uiToggle.transform.SetParent(parent.transform, false); return(uiToggle); }
public GameObject createUISlider(GameObject parent, Sprite BgSprite, Sprite FillSprite, Sprite KnobSprite) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.background = BgSprite; uiResources.standard = FillSprite; uiResources.knob = KnobSprite; log.LogMessage(" Creating UI Slider"); GameObject uiSlider = UIControls.CreateSlider(uiResources); uiSlider.transform.SetParent(parent.transform, false); return(uiSlider); }
public GameObject createUIText(GameObject parent, Sprite BgSprite, Il2CppSystem.String textColor) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.background = BgSprite; log.LogMessage(" Creating UI Text"); GameObject uiText = UIControls.CreateText(uiResources); uiText.transform.SetParent(parent.transform, false); Text text = uiText.GetComponent <Text>(); //uiText.transform.GetChild(0).GetComponent<Text>().font = (Font)Resources.GetBuiltinResource(Font.Il2CppType, "Arial.ttf"); // Invalid Cast text.color = HTMLString2Color(textColor).Unbox <Color32>(); return(uiText); }
public GameObject createUIScrollView(GameObject parent, Sprite BgSprite, Sprite customMaskSprite, Sprite customScrollbarSprite) { UIControls.Resources uiResources = new UIControls.Resources(); // These 2 all need to be the same for some reason, I think due to scrollview automation. uiResources.background = BgSprite; uiResources.knob = BgSprite; uiResources.standard = customScrollbarSprite; uiResources.mask = customMaskSprite; log.LogMessage(" Creating UI ScrollView"); GameObject uiScrollView = UIControls.CreateScrollView(uiResources); uiScrollView.transform.SetParent(parent.transform, false); return(uiScrollView); }
public GameObject createUIInputField(GameObject parent, Sprite BgSprite, Il2CppSystem.String textColor) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.inputField = BgSprite; log.LogMessage(" Creating UI InputField"); GameObject uiInputField = UIControls.CreateInputField(uiResources); uiInputField.transform.SetParent(parent.transform, false); var textComps = uiInputField.GetComponentsInChildren <Text>(); foreach (var text in textComps) { text.color = HTMLString2Color(textColor).Unbox <Color32>(); } return(uiInputField); }
public GameObject createUIDropDown(GameObject parent, Sprite BgSprite, Sprite ScrollbarSprite, Sprite DropDownSprite, Sprite CheckmarkSprite, Sprite customMaskSprite) { UIControls.Resources uiResources = new UIControls.Resources(); // Set the Background and Handle Image uiResources.standard = BgSprite; // Set the Scrollbar Background Image uiResources.background = ScrollbarSprite; // Set the Dropdown Handle Image uiResources.dropdown = DropDownSprite; // Set the Checkmark Image uiResources.checkmark = CheckmarkSprite; // Set the Viewport Mask uiResources.mask = customMaskSprite; log.LogMessage(" Creating UI DropDown"); var uiDropdown = UIControls.CreateDropdown(uiResources); uiDropdown.transform.SetParent(parent.transform, false); return(uiDropdown); }
public GameObject createUIPanel(GameObject canvas, Il2CppSystem.String height, Il2CppSystem.String width, Sprite BgSprite = null) { UIControls.Resources uiResources = new UIControls.Resources(); uiResources.background = BgSprite; log.LogMessage(" Creating UI Panel"); GameObject uiPanel = UIControls.CreatePanel(uiResources); uiPanel.transform.SetParent(canvas.transform, false); RectTransform rectTransform = uiPanel.GetComponent <RectTransform>(); float size; size = Il2CppSystem.Single.Parse(height); // Their is no float support in Unhollower, this avoids errors rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size); size = Il2CppSystem.Single.Parse(width); rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size); // You can also use rectTransform.sizeDelta = new Vector2(width, height); return(uiPanel); }