/// <summary> /// 用来加速的按钮 /// </summary> //private ETCButton m_speedUpBtn; #if !UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS /// <summary> /// 初始化,用来在当前场景添加GameInput对象 /// </summary> public static void Create() { if (m_instance != null) { throw new Exception("GameInput 不能重复初始化"); } // 实例化GameInput的prefab GameObject prefab = Resources.Load <GameObject>("GameInputForPC"); GameObject go = GameObject.Instantiate(prefab); m_instance = GameObjectUtils.EnsureComponent <GameInput>(go); }
public static void Create() { Camera c = GameObject.FindObjectOfType <Camera>(); if (c != null) { GameObjectUtils.EnsureComponent <GameCamera>(c.gameObject); } else { MyLogger.LogError("GameCamera", "Create()", "Cannot Find Camera In Scene!"); } }
/// <summary> /// 初始化,用来在当前场景添加GameInput对象 /// </summary> public static void Create() { if (m_instance != null) { throw new Exception("GameInput 不能重复初始化"); } // 实例化GameInput的prefab,里面预制了EasyJoystick脚本 // 因为EasyJoystick有一些参数,在prefab中容易配置一些 GameObject prefab = Resources.Load <GameObject>("GameInput"); GameObject go = GameObject.Instantiate(prefab); m_instance = GameObjectUtils.EnsureComponent <GameInput>(go); }
/// <summary> /// 初始化,用来在当前场景添加GameInput对象 /// </summary> public static void Create() { if (m_Instance != null) { throw new Exception("GameInput 不能重复初始化!"); return; } //实例化GameInput的Prefab参数,里面预置了EasyJoystick脚本! //因为EasyJoystick有一些参数,在Prefab里比较容易配置 GameObject prefab = Resources.Load <GameObject>("GameInput"); GameObject go = GameObject.Instantiate(prefab); m_Instance = GameObjectUtils.EnsureComponent <GameInput>(go); }
/// <summary> /// create GameInput instance in current scene /// </summary> public static void Create() { if (m_Instance != null) { throw new Exception("GameInput Already created!"); return; } //instantiate EasyJoyStick prefab //since it is easier to configure EasyJoyStick using prefab GameObject prefab = Resources.Load <GameObject>("GameInput"); GameObject go = GameObject.Instantiate(prefab); m_Instance = GameObjectUtils.EnsureComponent <GameInput>(go); }
private void LoadDataToChapterPanel() { List <ChapterMapConfigsData> chapterMaps = MapModule.Instance.GetChapterModeConfigs(); if (chapterMaps == null || chapterMaps.Count <= 0) { return; } UserModule userModule = UserModule.Instance; List <Button> chapterSelectedBtns = new List <Button>(chapterMaps.Count); List <GameObject> smallChapterPanels = new List <GameObject>(chapterMaps.Count); m_chapterModels = new Dictionary <int, KeyValuePair <UIChapterNoBtnModel, List <UIMapItemModel> > >(chapterMaps.Count); foreach (ChapterMapConfigsData data in chapterMaps) { // 生成选择按钮 GameObject selectedBtnGo = GameObject.Instantiate <GameObject>(ChapterSelectedBtnPrefab, ChapterSelectedContent.transform); // 保存预制体的Button脚本 UIChapterNoBtn selectedChapterNoBtn = selectedBtnGo.GetComponent <UIChapterNoBtn>(); UIChapterNoBtnModel chapterNoBtnModel = new UIChapterNoBtnModel(data.chapterNo, userModule.IsChapterUnlocked(data.chapterNo)); selectedChapterNoBtn.SetModel(chapterNoBtnModel); chapterSelectedBtns.Add(selectedBtnGo.GetComponent <Button>()); // 保存章节按钮和小章节的映射 List <UIMapItemModel> uiMapItemModels = new List <UIMapItemModel>(data.chapterConfigs.Count); KeyValuePair <UIChapterNoBtnModel, List <UIMapItemModel> > chapterModelKV = new KeyValuePair <UIChapterNoBtnModel, List <UIMapItemModel> >(chapterNoBtnModel, uiMapItemModels); m_chapterModels.Add(data.chapterNo, chapterModelKV); // 生成小章节面板 GameObject smallChapterPanelGo = GameObject.Instantiate <GameObject>(SmallChapterPanelPrefab, SmallChapterRootPanel.transform); smallChapterPanels.Add(smallChapterPanelGo); // 获取小章节面板的滚动脚本 UIScrollView smallChapterScrollView = GameObjectUtils.EnsureComponent <UIScrollView>(smallChapterPanelGo); // 添加数据到小章节面板 foreach (MapConfigData mapData in data.chapterConfigs) { GameObject mapItem = GameObject.Instantiate <GameObject>(ChapterMapItemPrefab); smallChapterScrollView.AddChild(mapItem); // 保存小章节数据的model UIMapItemModel mapItemModel = new UIMapItemModel(mapData, userModule.IsChapterUnlocked(data.chapterNo, mapData.no)); SetDataToMapItem(mapItem, mapItemModel); uiMapItemModels.Add(mapItemModel); } } UIDynamicLabelBtnGroup chapterBtnGroup = GameObjectUtils.EnsureComponent <UIDynamicLabelBtnGroup>(ChapterSelectedContent); chapterBtnGroup.Init(chapterSelectedBtns, (int index) => { UIDynamicPanelGroup panelGroup = SmallChapterRootPanel.GetComponent <UIDynamicPanelGroup>(); if (panelGroup == null) { return; } panelGroup.ActivePanel(index); }); UIDynamicPanelGroup smallChapterPanelGroup = GameObjectUtils.EnsureComponent <UIDynamicPanelGroup>(SmallChapterRootPanel.gameObject); smallChapterPanelGroup.Init(smallChapterPanels); }
private static void AddConponent() { var tempObj = Selection.activeGameObject; GameObjectUtils.EnsureComponent <HighlightableObject>(tempObj); }