protected void Awake() { this.Tm = base.transform; this.SpriteRenderer = GameObjectExtensions.AddOrGetComponent <UnityEngine.SpriteRenderer>(base.gameObject); this.Tm.localRotation = Quaternion.Euler(90f, 0f, 0f); this.initialize(); }
protected void Awake() { this.RectTm = base.GetComponent <RectTransform>(); Transform[] children = TransformExtensions.GetChildren(this.LockedContentRoot.transform, false); for (int i = 0; i < children.Length; i++) { TransformAnimation item = GameObjectExtensions.AddOrGetComponent <TransformAnimation>(children[i].gameObject); this.m_lockedContentTransformAnimations.Add(item); RectTransform transform = children[i].GetComponent <RectTransform>(); this.m_lockedContentRectTransforms.Add(item, transform); this.m_lockedContentOriginalAnchoredPositions.Add(item, transform.anchoredPosition); Image image = children[i].GetComponent <Image>(); MenuOverlay overlay = GameObjectExtensions.AddOrGetComponent <MenuOverlay>(children[i].gameObject); overlay.Image = image; this.m_lockedContentImages.Add(item, overlay); } this.m_dummyRectTmObj = new GameObject("DummyRectTm").AddComponent <RectTransform>(); this.m_dummyRectTmObj.sizeDelta = Vector2.zero; this.m_dummyRectTmObj.SetParent(this.LockedContentRoot.transform, false); this.m_dimmableImages.Clear(); Image component = this.BackgroundCanvas.GetComponent <Image>(); this.m_dimmableImages.Add(component); this.m_dimmableImageOriginalColors.Add(component, component.color); Image[] componentsInChildren = this.OpenContentRoot.GetComponentsInChildren <Image>(); for (int j = 0; j < componentsInChildren.Length; j++) { this.m_dimmableImages.Add(componentsInChildren[j]); this.m_dimmableImageOriginalColors.Add(componentsInChildren[j], componentsInChildren[j].color); } }
protected void Awake() { this.Tm = base.transform; this.SpriteRenderer = GameObjectExtensions.AddOrGetComponent <UnityEngine.SpriteRenderer>(base.gameObject); this.Billboard = GameObjectExtensions.AddOrGetComponent <PlayerView.Billboard>(base.gameObject); this.m_randFlickerOffset = UnityEngine.Random.Range((float)0f, (float)100f); this.initialize(); }
public void refresh() { Slider slider = GameObjectExtensions.AddOrGetComponent <Slider>(base.gameObject); slider.normalizedValue = 1f; if (this.Background != null) { this.Background.anchorMin = Vector2.zero; this.Background.anchorMax = Vector2.one; this.Background.pivot = (Vector2)(Vector2.one * 0.5f); this.Background.localRotation = Quaternion.identity; this.Background.localScale = Vector3.one; } if (this.ForegroundMask != null) { slider.fillRect = this.ForegroundMask; this.ForegroundMask.pivot = (Vector2)(Vector2.one * 0.5f); this.ForegroundMask.localRotation = Quaternion.identity; this.ForegroundMask.localScale = Vector3.one; this.ForegroundMask.anchoredPosition3D = Vector3.zero; this.ForegroundMask.sizeDelta = Vector2.zero; GameObjectExtensions.AddOrGetComponent <Mask>(this.ForegroundMask.gameObject).showMaskGraphic = false; Image image = GameObjectExtensions.AddOrGetComponent <Image>(this.ForegroundMask.gameObject); image.sprite = null; image.color = new Color(0.9882353f, 0.2588235f, 0.8470588f, 0.3843137f); } if (this.Foreground != null) { this.Foreground.anchorMin = Vector2.zero; this.Foreground.anchorMax = Vector2.one; this.Foreground.pivot = new Vector2(0f, 0.5f); this.Foreground.localRotation = Quaternion.identity; this.Foreground.localScale = Vector3.one; this.Foreground.anchoredPosition3D = new Vector3(this.ForegroundMargin, 0f, 0f); RectTransformExtensions.SetTop(this.Foreground, -this.ForegroundMargin); RectTransformExtensions.SetBottom(this.Foreground, this.ForegroundMargin); LayoutElement element = GameObjectExtensions.AddOrGetComponent <LayoutElement>(this.Foreground.gameObject); if ((this.ForegroundMask != null) && (this.ForegroundMask.rect.width > 0f)) { element.minWidth = this.ForegroundMask.rect.width - (this.ForegroundMargin * 2f); } ContentSizeFitter fitter = GameObjectExtensions.AddOrGetComponent <ContentSizeFitter>(this.Foreground.gameObject); fitter.horizontalFit = ContentSizeFitter.FitMode.MinSize; fitter.verticalFit = ContentSizeFitter.FitMode.Unconstrained; GameObjectExtensions.AddOrGetComponent <Image>(this.Foreground.gameObject); } }
protected void Awake() { this.Tm = base.transform; this.TransformAnimation = GameObjectExtensions.AddOrGetComponent <TransformAnimation>(base.gameObject); for (int i = 0; i < this.CoinRenderers.Count; i++) { RendererData item = new RendererData(); item.Transform = this.CoinRenderers[i].transform; item.SpriterRenderer = this.CoinRenderers[i]; item.TransformAnimation = GameObjectExtensions.AddOrGetComponent <TransformAnimation>(item.SpriterRenderer.gameObject); item.LocalScale = item.Transform.localScale; item.Billboard = false; this.m_coinRenderers.Add(item); } for (int j = 0; j < this.DiamondRenderers.Count; j++) { RendererData data2 = new RendererData(); data2.Transform = this.DiamondRenderers[j].transform; data2.SpriterRenderer = this.DiamondRenderers[j]; data2.TransformAnimation = GameObjectExtensions.AddOrGetComponent <TransformAnimation>(data2.SpriterRenderer.gameObject); data2.LocalScale = data2.Transform.localScale; data2.Billboard = false; this.m_diamondRenderers.Add(data2); } for (int k = 0; k < this.XpRenderers.Count; k++) { RendererData data3 = new RendererData(); data3.Transform = this.XpRenderers[k].transform; data3.SpriterRenderer = this.XpRenderers[k]; data3.TransformAnimation = GameObjectExtensions.AddOrGetComponent <TransformAnimation>(data3.SpriterRenderer.gameObject); data3.LocalScale = data3.Transform.localScale; data3.Billboard = true; this.m_xpRenderers.Add(data3); } this.m_originalChestSpriteSortingOrder = this.Chest2dRenderer.sortingOrder; }
protected void Awake() { GameObjectExtensions.AddOrGetComponent <TransformAnimation>(this.DiamondsIcon.gameObject); this.ResourceGainVisualizer = base.gameObject.AddComponent <PlayerView.ResourceGainVisualizer>(); }
protected void Awake() { this.Text = GameObjectExtensions.AddOrGetComponent <UnityEngine.UI.Text>(base.gameObject); }
protected void Awake() { this.m_ta = GameObjectExtensions.AddOrGetComponent <TransformAnimation>(base.gameObject); this.m_enabled = this.PLAY_ON_AWAKE; }