Esempio n. 1
0
 void OnSetDivisionAlignment()
 {
     UnityEngine.UI.HorizontalLayoutGroup layoutGroup = situated.root.GetComponent <UnityEngine.UI.HorizontalLayoutGroup>();
     layoutGroup.childForceExpandHeight = false;
     layoutGroup.childForceExpandWidth  = false;
     layoutGroup.childAlignment         = layout.GetDivAlignment();
 }
        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.UI.HorizontalLayoutGroup horizontalLayoutGroup = (UnityEngine.UI.HorizontalLayoutGroup)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "spacing":
                    horizontalLayoutGroup.spacing = reader.ReadProperty <System.Single> ();
                    break;

                case "childForceExpandWidth":
                    horizontalLayoutGroup.childForceExpandWidth = reader.ReadProperty <System.Boolean> ();
                    break;

                case "childForceExpandHeight":
                    horizontalLayoutGroup.childForceExpandHeight = reader.ReadProperty <System.Boolean> ();
                    break;

                case "childControlWidth":
                    horizontalLayoutGroup.childControlWidth = reader.ReadProperty <System.Boolean> ();
                    break;

                case "childControlHeight":
                    horizontalLayoutGroup.childControlHeight = reader.ReadProperty <System.Boolean> ();
                    break;

                case "padding":
                    horizontalLayoutGroup.padding = reader.ReadProperty <UnityEngine.RectOffset> ();
                    break;

                case "childAlignment":
                    horizontalLayoutGroup.childAlignment = reader.ReadProperty <UnityEngine.TextAnchor> ();
                    break;

                case "useGUILayout":
                    horizontalLayoutGroup.useGUILayout = reader.ReadProperty <System.Boolean> ();
                    break;

                case "enabled":
                    horizontalLayoutGroup.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    horizontalLayoutGroup.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    horizontalLayoutGroup.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    horizontalLayoutGroup.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
Esempio n. 3
0
        static StackObject *SetLayoutVertical_3(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.HorizontalLayoutGroup instance_of_this_method = (UnityEngine.UI.HorizontalLayoutGroup) typeof(UnityEngine.UI.HorizontalLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.SetLayoutVertical();

            return(__ret);
        }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.UI.HorizontalLayoutGroup horizontalLayoutGroup = (UnityEngine.UI.HorizontalLayoutGroup)value;
     writer.WriteProperty("spacing", horizontalLayoutGroup.spacing);
     writer.WriteProperty("childForceExpandWidth", horizontalLayoutGroup.childForceExpandWidth);
     writer.WriteProperty("childForceExpandHeight", horizontalLayoutGroup.childForceExpandHeight);
     writer.WriteProperty("childControlWidth", horizontalLayoutGroup.childControlWidth);
     writer.WriteProperty("childControlHeight", horizontalLayoutGroup.childControlHeight);
     writer.WriteProperty("padding", horizontalLayoutGroup.padding);
     writer.WriteProperty("childAlignment", horizontalLayoutGroup.childAlignment);
     writer.WriteProperty("useGUILayout", horizontalLayoutGroup.useGUILayout);
     writer.WriteProperty("enabled", horizontalLayoutGroup.enabled);
     writer.WriteProperty("tag", horizontalLayoutGroup.tag);
     writer.WriteProperty("name", horizontalLayoutGroup.name);
     writer.WriteProperty("hideFlags", horizontalLayoutGroup.hideFlags);
 }
        static int _m_SetLayoutHorizontal(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.UI.HorizontalLayoutGroup __cl_gen_to_be_invoked = (UnityEngine.UI.HorizontalLayoutGroup)translator.FastGetCSObj(L, 1);


            try {
                {
                    __cl_gen_to_be_invoked.SetLayoutHorizontal(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Esempio n. 6
0
        static int _m_CalculateLayoutInputVertical(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.UI.HorizontalLayoutGroup gen_to_be_invoked = (UnityEngine.UI.HorizontalLayoutGroup)translator.FastGetCSObj(L, 1);



                {
                    gen_to_be_invoked.CalculateLayoutInputVertical(  );



                    return(0);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Esempio n. 7
0
        // it expects to call Attach() first befor any members vaild.
        // and should be reset the env for each call.
        public bool Attach(GameObject parent, string format)
        {
            // test of antecedent conditions
            if (null == parent)
            {
                Warning("Hello Kitten, that is what I going to say 'cause parent go is nil");
                return(false);
            }

            // load prefab resources
            const int resMax = 4;

            string[] RlResourcePaths =
            {
                "Assets/Prefabs/ui/common/RichLinesText.prefab",
                "Assets/Prefabs/ui/common/RichLinesImage.prefab",
                "Assets/Prefabs/ui/common/RichLinesRoot.prefab",
                "Assets/Prefabs/ui/common/RichLinesMount.prefab",
            };
            GameObject[] RlResourceGo = new GameObject[resMax];
            for (int i = 0; i < resMax; ++i)
            {
                GameObject go = LoadResource(RlResourcePaths[i], typeof(GameObject)) as GameObject;
                if (null == go)
                {
                    return(false);
                }
                RlResourceGo[i] = go;
            }

            // initialize
            situated         = new Situation();
            layout           = new Layout();
            situated.textGo  = RlResourceGo[0];
            situated.imageGo = RlResourceGo[1];
            situated.root    = MyInstantiate(RlResourceGo[2]);
            situated.format  = format;
            // Destroying assets is not permitted to avoid data loss.
            // GameObject.Destroy(RlResourceGo[2]);

            // set layout root
            UnityEngine.UI.Text textRoot = situated.root.GetComponent <UnityEngine.UI.Text>();
            textRoot.text = "";
            textRoot.name = "RichZone";
            RectTransform rectTransform = textRoot.rectTransform;

            situated.areaSize = GetGameObjectSize(parent);
            Vector2 middleCenter = new Vector2(0.5f, 0.5f);

            rectTransform.anchorMax = middleCenter;
            rectTransform.anchorMin = middleCenter;
            rectTransform.offsetMax = middleCenter;
            rectTransform.offsetMin = middleCenter;
            rectTransform.pivot     = middleCenter;
            rectTransform.sizeDelta = situated.areaSize;
            rectTransform.SetParent(parent.transform);
            rectTransform.localScale    = Vector3.one;
            rectTransform.localPosition = Vector3.zero; /*new Vector3(-situated.areaSize.x/2, 0)*/;
            UnityEngine.UI.HorizontalLayoutGroup horizontalLayoutGroup = situated.root.GetComponent <UnityEngine.UI.HorizontalLayoutGroup>();
            horizontalLayoutGroup.childForceExpandWidth  = false;
            horizontalLayoutGroup.childForceExpandHeight = false;
            OnSetDivisionAlignment();

            // set layout mount
            GameObject mountGo = MyInstantiate(/*situated.textGo*/ RlResourceGo[3]);

            if (null == mountGo)
            {
                return(false);
            }
            UnityEngine.UI.Text text = mountGo.GetComponent <UnityEngine.UI.Text>();
            text.text               = "";
            text.name               = "RichMount";
            rectTransform           = situated.lastLine = text.rectTransform;
            rectTransform.anchorMax = new Vector2(0, 0.5f);
            rectTransform.anchorMin = new Vector2(0, 0.5f);
            rectTransform.offsetMax = new Vector2(0, 0.5f);
            rectTransform.offsetMin = new Vector2(0, 0.5f);
            rectTransform.pivot     = new Vector2(0.5f, 0.5f);
            rectTransform.SetParent(situated.root.transform, false);
            rectTransform.localScale    = Vector3.one;
            rectTransform.localPosition = new Vector3(-situated.areaSize.x, 0, 0);
            situated.mount = mountGo;

            while (ParseOnce() && !IsEndOfInput())
            {
                ;
            }

            // Debug.Log("[RichEngine]: RichLines.RichAnalyzer done with " + IsEndOfInput());
            return(IsEndOfInput());
        }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.UI.HorizontalLayoutGroup horizontalLayoutGroup = SaveGameType.CreateComponent <UnityEngine.UI.HorizontalLayoutGroup> ();
     ReadInto(horizontalLayoutGroup, reader);
     return(horizontalLayoutGroup);
 }
Esempio n. 9
0
        public static void SetPoolListLayoutHorizontal <T>(this Transform parent, T prefab, RectTransform holder, UnityEngine.UI.HorizontalLayoutGroup layout, int count, ref List <T> pool,
                                                           Func <T, RectTransform> prefabRectGetter, Action <T, int> initPoolObj, bool inversePoolInit = false) where T : MonoBehaviour
        {
            float width = layout.padding.left;

            parent.SetPoolList(prefab, count, ref pool, (p, i) =>
            {
                initPoolObj(p, i);
                width += prefabRectGetter(p).sizeDelta.x;
                if (i < count - 1)
                {
                    width += layout.spacing;
                }
            }, inversePoolInit);
            width           += layout.padding.right;
            holder.sizeDelta = new Vector2(width, holder.sizeDelta.y);
        }
 public void SetBannerWidget(GameToggleButton[] banner)
 {
     this.m_banners    = banner;
     this.m_gridLayout = banner[0].Widget.parent.GetComponent <UnityEngine.UI.HorizontalLayoutGroup>();
 }