コード例 #1
0
    void Awake()
    {
        mInstance = this;

        // Get GUI Screen Values
        UIRoot mRoot = NGUITools.FindInParents <UIRoot>(gameObject);

        DontDestroyOnLoad(mRoot);
        float ratio = (float)mRoot.activeHeight / Screen.height;

        GUI_WIDTH  = (int)Mathf.Ceil(Screen.width * ratio);
        GUI_HEIGHT = (int)Mathf.Ceil(Screen.height * ratio);

        mTimeHistoryVisible = 0;
        mHistoryFadeSpd     = 0.75f;

        mTilesSearchedList = new List <Vector2>();
        mMapPlayerSprite   = NGUITools.AddSprite(mMapPanel.gameObject, mAtlas, "gui_map_direc");
        mMapPlayerSprite.transform.localScale    = new Vector3(12, 12, 0);
        mMapPlayerSprite.transform.localPosition = new Vector3(0, 0, -10);

        mDmgMarkTopAlpha = mDmgMarkRightAlpha = mDmgMarkBotAlpha = mDmgMarkLeftAlpha = 1;

        PositionWeaponOnScreen(1.2f, 1);
        mWeaponAnimationScreenPos = 1.2f;
        //mWeapon.transform.localPosition =  new Vector3(Screen.width, Screen.height, 0);
    }
コード例 #2
0
        public override UISprite createObject(string name = null)
        {
            UISprite sp = NGUITools.AddSprite(HUDRoot.go, CLUIInit.self.emptAtlas, name);

            sp.type = UIBasicSprite.Type.Sliced;
            return(sp);
        }
コード例 #3
0
        /// <summary>
        /// 在指定父物体下面添加指定数量的sprite并进行横向排列
        /// </summary>
        /// <param name="count">要生成的sprite的数量</param>
        /// <param name="parent">挂载sprite的父物体</param>
        /// <param name="atlas">要生成的sprite所在的图集</param>
        /// <param name="spritename">要生成的sprite的名字</param>
        /// <returns></returns>
        private List <UISprite> addSprites(int count, GameObject parent)
        {
            if (count < 1)
            {
                count = 1;
            }

            List <UISprite> sprites = new List <UISprite>();
            UIAtlas         atlas   = UIDownLoad.Instance.getAtlas(grayStarName); //通过sprite名称获取图集,有可能得到的结果为null/

            if (atlas == null)
            {
                atlas = Resources.Load("test/UItest/Maps", typeof(UIAtlas)) as UIAtlas;
            }
            for (int i = 0; i < count; i++)
            {
                UISprite sprite = NGUITools.AddSprite(parent, atlas, grayStarName);
                //sprite.MakePixelPerfect();
                sprite.width  = 16;
                sprite.height = 16;
                sprite.depth  = this.Depth + 1;
                sprites.Add(sprite);
            }

            UIGrid grid = this.gameObject.AddComponent <UIGrid>();

            grid.cellWidth  = 17;
            grid.cellHeight = 17;
            grid.pivot      = UIWidget.Pivot.Center;
            grid.Reposition();

            return(sprites);
        }
コード例 #4
0
    public static void Init(GameObject root)
    {
        _main   = GameObject.Find("Main");
        _root   = root;
        uiRoot  = root.GetComponent <UIRoot>();
        _camera = _root.transform.Find("Camera").GetComponent <UICamera>();
        uiSpite = _root.transform.Find("Sprite").GetComponent <UISprite>();
        Log.Fatlin("sss");
        //        uiSpite.name = "C103193";
        //        uiSpite.spriteName = "C103193";
        //        atlas = (UIAtlas)Resources.Load("sprite", typeof(UIAtlas));
        var sp = new UISprite();


        var      atlas  = FindUIGameObject("Sprite").GetComponent <UISprite>().atlas;
        UISprite sprite = NGUITools.AddSprite(_root, atlas, "C103193");

        sprite.transform.localScale    = new Vector3(1, 1, 1);
        sprite.transform.localPosition = new Vector3(0, 0, 0);
        sprite.MakePixelPerfect();



        //TODO:atlas
    }
コード例 #5
0
    public void createNumber(Transform tr, UIAtlas atlas, string status, string num)
    {
        go = new GameObject("number");
        go.transform.parent        = tr;
        go.transform.localPosition = new Vector3(0.0f, 0.0f, -10.0f);
        go.transform.localScale    = Vector3.one;
        goTr = go.transform;
        go.AddComponent <UIPanel>();
        go.layer = LayerMask.NameToLayer("GameUILayer");
        char[]     cc       = num.ToCharArray();
        UISprite[] spArrray = new UISprite[cc.Length];
        float      offsetX  = 0;

        for (int i = 0; i < cc.Length; i++)
        {
            spArrray[i] = NGUITools.AddSprite(go, atlas, status + cc[i].ToString());
            if (i > 0)
            {
                //advice: padding conf  all set zero.
                offsetX += spArrray[i - 1].transform.localScale.x + 1;
            }
            spArrray[i].transform.localPosition = new Vector3(go.transform.localPosition.x + offsetX, go.transform.localPosition.y, go.transform.localPosition.z);
            spArrray[i].MakePixelPerfect();
        }
    }
コード例 #6
0
ファイル: NGUIStuffs.cs プロジェクト: minired/fidgetspinner
    /// <summary>
    /// Create a popup list or a menu.
    /// </summary>

    public static void CreatePopup(GameObject go, bool isDropDown)
    {
        if (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.ambigiousFont != null))
        {
            int depth = 0;            //NGUITools.CalculateNextDepth(go);
            go      = NGUITools.AddChild(go);
            go.name = isDropDown ? "Popup List" : "Popup Menu";

            UISpriteData sphl = NGUISettings.atlas.GetSprite(mListHL);
            UISpriteData spfg = NGUISettings.atlas.GetSprite(mListFG);

            Vector2 hlPadding = new Vector2(Mathf.Max(4f, sphl.paddingLeft), Mathf.Max(4f, sphl.paddingTop));
            Vector2 fgPadding = new Vector2(Mathf.Max(4f, spfg.paddingLeft), Mathf.Max(4f, spfg.paddingTop));

            // Background sprite
            UISprite sprite = NGUITools.AddSprite(go, NGUISettings.atlas, mListFG);
            sprite.depth  = depth;
            sprite.atlas  = NGUISettings.atlas;
            sprite.pivot  = UIWidget.Pivot.Left;
            sprite.width  = Mathf.RoundToInt(150f + fgPadding.x * 2f);
            sprite.height = Mathf.RoundToInt(NGUISettings.fontSize + fgPadding.y * 2f);
            sprite.transform.localPosition = Vector3.zero;
            sprite.MakePixelPerfect();

            // Text label
            UILabel lbl = NGUITools.AddWidget <UILabel>(go);
            lbl.ambigiousFont = NGUISettings.ambigiousFont;
            lbl.fontSize      = NGUISettings.fontSize;
            lbl.text          = go.name;
            lbl.pivot         = UIWidget.Pivot.Left;
            lbl.cachedTransform.localPosition = new Vector3(fgPadding.x, 0f, 0f);
            lbl.MakePixelPerfect();

            // Add a collider
            NGUITools.AddWidgetCollider(go);

            // Add the popup list
            UIPopupList list = go.AddComponent <UIPopupList>();
            list.atlas            = NGUISettings.atlas;
            list.ambigiousFont    = NGUISettings.ambigiousFont;
            list.backgroundSprite = mListBG;
            list.highlightSprite  = mListHL;
            list.padding          = hlPadding;
            if (isDropDown)
            {
                EventDelegate.Add(list.onChange, lbl.SetCurrentSelection);
            }
            for (int i = 0; i < 5; ++i)
            {
                list.items.Add(isDropDown ? ("List Option " + i) : ("Menu Option " + i));
            }

            // Add the scripts
            go.AddComponent <UIButton>().tweenTarget = sprite.gameObject;
            go.AddComponent <UIPlaySound>();

            Selection.activeGameObject = go;
        }
    }
コード例 #7
0
    private UISprite CreateMapSprite(int x, int y)
    {
        UISprite sprite = NGUITools.AddSprite(mMapPanel.gameObject, mAtlas, "gui_map_wall");

        sprite.transform.localScale    = new Vector3(16, 2, 0);
        sprite.transform.localPosition = new Vector3(x * 16, y * 16, -10);
        return(sprite);
    }
コード例 #8
0
        UISprite GetMuteSprite(Vector3 pos)
        {
            UISprite mute = NGUITools.AddSprite(gameObject, atlas, "mute");

            mute.MakePixelPerfect();
            mute.transform.position = pos;
            return(mute);
        }
コード例 #9
0
    // <summary>
    /// 给目标添加Collider背景
    /// Add Collider Background for target
    /// </summary>
    public static GameObject AddColliderBgToTarget(GameObject target, string maskName, UIAtlas altas, bool isTransparent)
    {
        // 添加UIPaneldepth最小上面
        // 保证添加的Collider放置在屏幕中间
        Transform windowBg = FindDeepChild(target, "WindowBg");

        if (windowBg == null)
        {
            GameObject targetParent = GetPanelDepthMaxMin(target, false, true);
            if (targetParent == null)
            {
                targetParent = target;
            }

            windowBg = (new GameObject("WindowBg")).transform;
            AddChildToTarget(targetParent.transform, windowBg);
        }

        Transform bg = FindDeepChild(target, "WindowColliderBg(Cool)");

        if (bg == null)
        {
            // add sprite or widget to ColliderBg
            UIWidget widget = null;
            if (!isTransparent)
            {
                widget = NGUITools.AddSprite(windowBg.gameObject, altas, maskName);
            }
            else
            {
                widget = NGUITools.AddWidget <UIWidget>(windowBg.gameObject);
            }

            widget.name = "WindowColliderBg(Cool)";
            bg          = widget.transform;

            // fill the screen
            // You can use the new Anchor system
            UIStretch stretch = bg.gameObject.AddComponent <UIStretch>();
            stretch.style = UIStretch.Style.Both;
            // set relative size bigger
            stretch.relativeSize = new Vector2(1.5f, 1.5f);

            // set a lower depth
            widget.depth = -5;

            // set alpha
            widget.alpha = 0.6f;

            // add collider
            NGUITools.AddWidgetCollider(bg.gameObject);
        }
        return(bg.gameObject);
    }
コード例 #10
0
    public UIParticle AddParticle()
    {
        if (Particles.Count == MaxParticles)
        {
            return(null);
        }

        GameObject go;

        if (Particles.Count == 0)
        {
            var sprite = NGUITools.AddSprite(this.gameObject, this.Atlas, this.SpriteName);
            sprite.width  = this.width;
            sprite.height = this.height;
            sprite.depth  = this.depth;

            go = sprite.gameObject;
        }
        else
        {
            go = GameObject.Instantiate(Particles[0].gameObject) as GameObject;
#if UNITY_EDITOR
#if SHOW_HIDDEN_OBJECTS
            go.hideFlags = HideFlags.DontSave | HideFlags.NotEditable;
#else
            go.hideFlags = HideFlags.HideAndDontSave;
#endif
#endif
            var oldParticle = go.GetComponent <UIParticle>();
            NGUITools.Destroy(oldParticle);
        }

        go.transform.SetParent(this.transform, false);
        go.transform.localPosition = Vector3.zero;

        UIParticle particle;
        switch (EmitterType)
        {
        case UIParticleMode.Gravity:
            particle = go.AddComponent <UIGravityParticle>();
            break;

        case UIParticleMode.Radius:
            particle = go.AddComponent <UIRadiusParticle>();
            break;

        default:
            throw new UnityException("emitterType error");
        }

        particle.ParticleSystem = this;
        Particles.Add(particle);
        return(particle);
    }
コード例 #11
0
ファイル: NGUIToolsWrap.cs プロジェクト: linml/Assets
    static int AddSprite(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 3);
        GameObject arg0 = (GameObject)LuaScriptMgr.GetUnityObject(L, 1, typeof(GameObject));
        UIAtlas    arg1 = (UIAtlas)LuaScriptMgr.GetUnityObject(L, 2, typeof(UIAtlas));
        string     arg2 = LuaScriptMgr.GetLuaString(L, 3);
        UISprite   o    = NGUITools.AddSprite(arg0, arg1, arg2);

        LuaScriptMgr.Push(L, o);
        return(1);
    }
コード例 #12
0
    private static int AddSprite(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 3);
        GameObject go        = (GameObject)LuaScriptMgr.GetUnityObject(L, 1, typeof(GameObject));
        UIAtlas    atlas     = (UIAtlas)LuaScriptMgr.GetUnityObject(L, 2, typeof(UIAtlas));
        string     luaString = LuaScriptMgr.GetLuaString(L, 3);
        UISprite   obj       = NGUITools.AddSprite(go, atlas, luaString);

        LuaScriptMgr.Push(L, obj);
        return(1);
    }
コード例 #13
0
    public PlayerInfoVisualizer(Player owner)
    {
        m_owner     = owner;
        m_bWithBall = owner.m_bWithBall;

        m_timerHideName = new GameUtils.Timer4View(4f, OnTimerHideName, 1);

        if (m_resPlayerInfo == null)
        {
            m_resPlayerInfo = ResourceLoadManager.Instance.LoadPrefab("prefab/indicator/playerInfo");
        }

        m_goPlayerInfo = GameObject.Instantiate(m_resPlayerInfo) as GameObject;
        m_uiName       = GameUtils.FindChildRecursive(m_goPlayerInfo.transform, "Name").GetComponentInChildren <UILabel>();
        m_nameFadeAway = m_uiName.GetComponent <UITweener>();
        m_nameFadeAway.SetOnFinished(OnNameFadeAwayFinished);
        m_uiName.fontSize = 25;
        m_uiName.text     = owner.m_name;

        //if( owner.m_team != null )
        //	m_uiName.color = owner.m_team.m_side == Team.Side.eHome ? Color.red : Color.green;

        m_uiPosition            = GameUtils.FindChildRecursive(m_goPlayerInfo.transform, "Position").GetComponentInChildren <UISprite>();
        m_oriPositionPos        = m_uiPosition.transform.localPosition;
        m_uiPosition.spriteName = owner.m_position.ToString();
        OnNameFadeAwayFinished();

        GameUtils.SetLayerRecursive(m_goPlayerInfo.transform, LayerMask.NameToLayer("GUI"));

        m_goState       = new GameObject(owner.m_id + "_state");
        m_goState.layer = LayerMask.NameToLayer("GUI");

        GameObject state = new GameObject("sprite");

        state.layer                   = LayerMask.NameToLayer("GUI");
        state.transform.parent        = m_goState.transform;
        state.transform.localPosition = Vector3.zero;
        state.transform.localScale    = Vector3.one;

        m_uiState = NGUITools.AddSprite(state, m_uiPosition.atlas, "none");
        m_uiState.MakePixelPerfect();
        m_uiState.gameObject.transform.localScale = Vector3.one * 0.3f;

        m_uiStaminaBar = GameUtils.FindChildRecursive(m_goPlayerInfo.transform, "StaminaBar").GetComponent <UIStaminaBar>();
        if (m_uiStaminaBar != null)
        {
            m_uiStaminaBar.m_attachedPlayer = m_owner;
            m_uiStaminaBar.gameObject.SetActive(false);
        }

        CreateStrengthBar();
        ShowStrengthBar(false);
    }
コード例 #14
0
    private void addTableItem(GameObject item, int w, int h, string text)
    {
        UISprite sprite = NGUITools.AddSprite(item, atlas, "Highlight - Shadowed");

        sprite.name       = "grid";
        sprite.width      = w + 6;
        sprite.height     = h + 6;
        sprite.color      = Color.black;
        sprite.centerType = UIBasicSprite.AdvancedType.Invisible;
        sprite.transform.localPosition = new Vector3(w / 2, -h / 2, 0);
        addTableText(sprite.transform.gameObject, w, h, text);
    }
コード例 #15
0
    private UISprite CreateBackground()
    {
        UISprite bg = NGUITools.AddSprite(this.listRoot, this.atlas, this.listBackgroundSprite);

        bg.pivot = UIWidget.Pivot.TopLeft;
        bg.depth = NGUITools.CalculateNextDepth(this.mPanel.gameObject);
        bg.color = this.listBackgroundColor;
        bg.transform.localPosition = Vector3.zero;
        bg.transform.localScale    = Vector3.zero;
        bg.transform.localRotation = Quaternion.identity;

        return(bg);
    }
コード例 #16
0
ファイル: PSDGenerator.cs プロジェクト: Hengle/PSDtoNGUI
        public static void Generator(PsdFile psd, UIAtlas uiAtlas, string rootName)
        {
            Debug.Log("Generate Start!");
            Debug.Log(psd.BaseLayer.Rect.width + "  " + psd.BaseLayer.Rect.height);
            GameObject root = null;

            if (rootName == null || (root = GameObject.Find(rootName)) == null)
            {
                Debug.LogError("Root not found!");
                return;
            }
            foreach (Layer layer in psd.Layers)
            {
                if (layer.Name != "</Layer set>" &&
                    layer.Name != "</Layer group>" &&
                    layer.Visible &&
                    layer.Rect.width > 0 &&
                    layer.Rect.height > 0)
                {
                    Debug.Log(layer.Name);
                    Debug.Log(layer.Rect.width + "  " + layer.Rect.height);
                    string pattern       = "label_";
                    Regex  regexInstance = new Regex(pattern);
                    if (regexInstance.IsMatch(layer.Name))
                    {
                        UILabel label = NGUITools.AddWidget <UILabel>(root, 1);
                        label.pivot = UIWidget.Pivot.TopLeft;
                        Vector3 spritePos = new Vector3(layer.Rect.position.x - psd.BaseLayer.Rect.width / 2, psd.BaseLayer.Rect.height / 2 - layer.Rect.position.y);
                        Debug.Log("before: " + layer.Rect.position + " after: " + spritePos);
                        label.name   = layer.Name;
                        label.width  = (int)layer.Rect.width;
                        label.height = (int)layer.Rect.height;
                        label.transform.localPosition = spritePos;
                        label.pivot = UIWidget.Pivot.Center;
                    }
                    else
                    {
                        UISprite sprite = NGUITools.AddSprite(root, uiAtlas, layer.Name, 1);
                        sprite.pivot = UIWidget.Pivot.TopLeft;
                        Vector3 spritePos = new Vector3(layer.Rect.position.x - psd.BaseLayer.Rect.width / 2, psd.BaseLayer.Rect.height / 2 - layer.Rect.position.y);
                        Debug.Log("before: " + layer.Rect.position + " after: " + spritePos);
                        sprite.name   = layer.Name;
                        sprite.width  = (int)layer.Rect.width;
                        sprite.height = (int)layer.Rect.height;
                        sprite.transform.localPosition = spritePos;
                        sprite.pivot = UIWidget.Pivot.Center;
                        sprite.type  = UISprite.Type.Sliced;
                    }
                }
            }
        }
コード例 #17
0
    private UISprite CreateHightlight()
    {
        UISprite hl = NGUITools.AddSprite(this.listRoot, this.atlas, this.listHighlightSprite);

        hl.pivot = UIWidget.Pivot.TopLeft;
        hl.type  = UISprite.Type.Sliced;
        hl.depth = NGUITools.CalculateNextDepth(this.mPanel.gameObject);
        hl.color = this.listHighlightColor;
        hl.transform.localPosition = Vector3.zero;
        hl.transform.localScale    = Vector3.zero;
        hl.transform.localRotation = Quaternion.identity;

        return(hl);
    }
コード例 #18
0
ファイル: UISelectField.cs プロジェクト: raoted/UnityRPG
    private UISprite CreateSeparator()
    {
        UISprite sep = NGUITools.AddSprite(this.listRoot, this.atlas, this.listSeparatorSprite);

        sep.pivot = UIWidget.Pivot.Top;
        sep.depth = NGUITools.CalculateNextDepth(this.mPanel.gameObject);
        sep.color = Color.white;
        sep.transform.localPosition = Vector3.zero;
        sep.transform.localScale    = Vector3.zero;
        sep.transform.localRotation = Quaternion.identity;
        sep.MakePixelPerfect();

        return(sep);
    }
コード例 #19
0
    /// <summary>
    /// 设置左上角的分数
    /// </summary>
    /// <param name="num"></param>
    /// <param name="iscontinue"></param>
    public void SetNum(string str)
    {
        if (str.Length == 4)
        {
            m_vFistPos = new Vector3(-35, 0, 0);
        }
        else if (str.Length == 5)
        {
            m_vFistPos = new Vector3(-45, 0, 0);
        }
        else
        {
            m_vFistPos = new Vector3(0, 0, 0);
        }
        // Debug.Log(StrNum + "               " + str);
        if (StrNum.Length != str.Length)
        {
            for (int i = 0; i < this.transform.childCount; i++)
            {
                Destroy(this.transform.GetChild(i).gameObject);
            }
            m_lGameNumlist.Clear();
            if (str.Length != 0)
            {
                for (int i = 0; i < str.Length; i++)
                {
                    int temp_iLength = 0;
                    temp_gobj = NGUITools.AddSprite(this.gameObject, m_Atls, m_strTextureName + strname);
                    temp_gobj.transform.name = strname + str.Length;
                    temp_gobj.GetComponent <UIWidget>().width  = _iPerNumWidth;
                    temp_gobj.GetComponent <UIWidget>().height = _iPerNumHeight;
                    float temp_X = m_vFistPos.x + i * (_fPerNumDistance + _iPerNumWidth);
                    temp_gobj.transform.localPosition = new Vector3(temp_X, 0, 0);
                    temp_gobj.transform.parent        = this.transform;
                    m_lGameNumlist.Add(temp_gobj.gameObject);
                }
            }
        }
        if (m_lGameNumlist.Count != 0)
        {
            for (int i = 0; i < m_lGameNumlist.Count; i++)
            {
                m_lGameNumlist[i].GetComponent <UISprite>().spriteName = m_strTextureName + str.Substring(i, 1);
            }
        }



        StrNum = str;
    }
コード例 #20
0
        private void CreateProgressBarSegments()
        {
            GameObject gameObject    = m_progressBar.FillSprite.transform.parent.gameObject;
            Vector3    localPosition = m_progressBar.FillSprite.gameObject.transform.localPosition;

            for (Int32 i = 1; i < 3; i++)
            {
                UISprite uisprite = NGUITools.AddSprite(gameObject, m_progressBar.FillSprite.atlas, "BAR_line");
                Single   num      = 223.636368f;
                uisprite.layer = 0;
                uisprite.transform.localPosition = new Vector3(localPosition.x + num * i - 1f, localPosition.y, 0f);
                uisprite.transform.localScale    = new Vector3(6f, 16f, 1f);
                uisprite.depth = 10;
            }
        }
コード例 #21
0
    //为每一个选项添加指示图标
    private void addIcon(UILabel[] labels)
    {
        float f = -0.038f;

        foreach (UILabel label in labels)
        {
            f = f - 0.01f;
            UISprite sprite = NGUITools.AddSprite(label.gameObject, atlas, "Emoticon - Annoyed");
            sprite.depth = label.depth + 1;
            sprite.transform.localScale    = new Vector3(0.25f, 0.25f, 0);
            sprite.transform.localPosition = new Vector3(15, -13.32f, 0);
            HandleOnLoadIcon(label.text, sprite);
            sprite.MakePixelPerfect();
        }
    }
コード例 #22
0
    public UIParticle AddParticle()
    {
        if (Particles.Count == MaxParticles)
        {
            return(null);
        }

        GameObject go;

        if (Particles.Count == 0)
        {
            var sprite = NGUITools.AddSprite(this.gameObject, this.Atlas, this.SpriteName);
            sprite.width  = this.width;
            sprite.height = this.height;
            sprite.depth  = this.depth;

            go = sprite.gameObject;
        }
        else
        {
            go = GameObject.Instantiate(Particles[0].gameObject) as GameObject;
            var oldParticle = go.GetComponent <UIParticle>();
            GameObject.DestroyImmediate(oldParticle);
        }

        go.transform.SetParent(this.transform, false);
        go.transform.localPosition = Vector3.zero;

        UIParticle particle;

        switch (EmitterType)
        {
        case UIParticleMode.Gravity:
            particle = go.AddComponent <UIGravityParticle>();
            break;

        case UIParticleMode.Radius:
            particle = go.AddComponent <UIRadiusParticle>();
            break;

        default:
            throw new UnityException("emitterType error");
        }

        particle.ParticleSystem = this;
        Particles.Add(particle);
        return(particle);
    }
コード例 #23
0
    private void SetupBarColors(ArticleStrength config)
    {
        int y = 0;

        foreach (ArticleStrength.Section section in config.sections)
        {
            UISprite sprite = NGUITools.AddSprite(_bar.gameObject, atlas, "white_bg");
            sprite.pivot  = UIWidget.Pivot.Bottom;
            sprite.color  = GameSystem.Instance.ArticleStrengthConfig.GetSectionColor(section.section);
            sprite.depth  = 1;
            sprite.width  = _bar.width;
            sprite.height = (int)((float)section.end_time * _bar.height - y);
            sprite.transform.localPosition = new Vector3(0, y);
            y += sprite.height;
        }
    }
コード例 #24
0
    public UISprite AddSprite(string category, string name, float x, float y, int xSize, int ySize)
    {
        UISprite sprite = NGUITools.AddSprite(rootSprite.gameObject, atlas, name);

        sprite.MakePixelPerfect();
        sprite.transform.localPosition = new Vector3(x, y, 0);
        sprite.SetDimensions(xSize, ySize);
        if (map.ContainsKey(category))
        {
        }
        else
        {
            map.Add(category, new List <Object>());
        }
        map[category].Add(sprite);
        return(sprite);
    }
コード例 #25
0
 static int AddSprite(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.GameObject));
         UIAtlas  arg1 = (UIAtlas)ToLua.CheckUnityObject(L, 2, typeof(UIAtlas));
         string   arg2 = ToLua.CheckString(L, 3);
         UISprite o    = NGUITools.AddSprite(arg0, arg1, arg2);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #26
0
ファイル: ScoreBoard.cs プロジェクト: Avatarchik/LockStepDemo
    UISprite GetDigitSprite(string suffix, int index)
    {
        UISprite sprite;

        if (index >= digitSprites.Count)
        {
            sprite = NGUITools.AddSprite(gameObject, bg.atlas, spritePrefix + suffix);
            digitSprites.Add(sprite);
        }
        else
        {
            sprite = digitSprites[index];
        }
        sprite.spriteName = spritePrefix + suffix;
        sprite.MakePixelPerfect();
        return(sprite);
    }
コード例 #27
0
    private void ChangeNum(int num)
    {
        string numStr    = num.ToString();
        int    numlength = numStr.Length;
        int    count     = transform.childCount;

        for (int i = 0; i < numlength; i++)
        {
            if (i >= count)
            {
                char numName = numStr[i];
                NGUITools.AddSprite(gameObject, atlas, prefix + numName);
            }
        }
        count = transform.childCount;
        for (int i = 0; i < count; i++)
        {
            var child = transform.GetChild(i);
            if (i < numlength)
            {
                child.gameObject.SetActive(true);
                UISprite sprite  = child.GetComponent <UISprite>();
                char     numName = numStr[i];
                sprite.spriteName = prefix + numName;
                sprite.color      = color;
                sprite.depth      = depth;
                sprite.MakePixelPerfect();
                if (align == AlignmentType.Middle)
                {
                    sprite.transform.localPosition = new Vector3(-1 * (numlength - 1) * offectWidth / 2 + i * offectWidth, 0, 0);
                }
                else if (align == AlignmentType.Right)
                {
                    sprite.transform.localPosition = new Vector3(i * offectWidth, 0, 0);
                }
                else if (align == AlignmentType.Left)
                {
                    sprite.transform.localPosition = new Vector3(-1 * (numlength - 1 - i) * offectWidth, 0, 0);
                }
            }
            else
            {
                child.gameObject.SetActive(false);
            }
        }
    }
コード例 #28
0
	static public int AddSprite_s(IntPtr l) {
		try {
			UnityEngine.GameObject a1;
			checkType(l,1,out a1);
			UIAtlas a2;
			checkType(l,2,out a2);
			System.String a3;
			checkType(l,3,out a3);
			var ret=NGUITools.AddSprite(a1,a2,a3);
			pushValue(l,true);
			pushValue(l,ret);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
コード例 #29
0
ファイル: SkillCDTimeSprite.cs プロジェクト: andrewang/Unity
    void OnClick()
    {
        if (_skill_is_cd)
        {
            Debug.Log("技能CD");
        }
        else
        {
            Debug.Log("施放技能");
            _skill_is_cd          = true;
            _cd_sprite.fillAmount = 1;

            // 在按钮下面创建sprite
            UISprite time_sprite = NGUITools.AddSprite(_skill_btn, _altas, _sprite_name[(int)_cd_time + 1]);
            time_sprite.height = 25;
            time_sprite.width  = 18;
        }
    }
コード例 #30
0
        /// <summary>
        /// 给目标添加Collider背景
        /// </summary>
        public static void AddColliderBgTotarget(GameObject target, string maskName, UIAtlas altas, bool isTransparent)
        {
            Transform uiBg = GameUtility.FindDeepChild(target, "UIBg");

            if (uiBg == null)
            {
                GameObject targetParent = GetPanelDepthMaxMin(target, false, true);
                if (targetParent == null)
                {
                    targetParent = target;
                }
                uiBg = (new GameObject("UIBg")).transform;
                AddChildToTarget(targetParent.transform, uiBg);
            }

            Transform bg = GameUtility.FindDeepChild(target, "UIColliderBg");

            if (bg == null)
            {
                UIWidget widget = null;
                if (!isTransparent)
                {
                    widget = NGUITools.AddSprite(uiBg.gameObject, altas, maskName);
                }
                else
                {
                    widget = NGUITools.AddWidget <UIWidget>(uiBg.gameObject);
                }

                widget.name = "UIColliderBg";
                bg          = widget.transform;

                UIStretch stretch = bg.gameObject.AddComponent <UIStretch>();
                stretch.style        = UIStretch.Style.Both;
                stretch.relativeSize = new Vector2(1.5f, 1.5f);

                widget.depth = -5;

                widget.alpha = 0.6f;

                NGUITools.AddWidgetCollider(bg.gameObject);
            }
        }