// Use this for initialization private void Awake() { iconLayoutControl = IconContainer?.GetComponent<RectTransform>(); textLayoutControl = TextContainer?.GetComponent<RectTransform>(); buttonlayoutControl = transform as RectTransform; if (iconLayoutControl == null || iconLayoutControl == null || buttonlayoutControl == null) return; RecalculateLayout(); }
private void Update() { pontosText.GetComponent <TextMeshProUGUI>().text = "PONTOS: " + pontos.ToString(); if (checa == false) { timer += Time.deltaTime; if (timer >= 2) { blocked = true; timer = 0f; checa = true; } } if (blocked) { block1.SetActive(true); } else { block1.SetActive(false); } }
private void OnEnable() { bool flag = HaveStarsToAdd(); int num = (PlayerDataManager.GetSelectedLevel(GameMode.Adventure) == 0) ? (adventureThemeLogos.Length - 1) : (PlayerDataManager.GetSelectedLevel(GameMode.Adventure) - 1); adventureLogoLevel = (flag ? num : PlayerDataManager.GetSelectedLevel(GameMode.Adventure)); for (int i = 0; i < adventureThemeLogos.Length; i++) { adventureThemeLogos[i].SetActive(i == adventureLogoLevel); } if (!flag) { playAdventureButton.scoreText.transform.parent.gameObject.SetActive(value: true); adventureStageText.gameObject.SetActive(value: true); adventureThemeLogos[adventureLogoLevel].SetActive(value: true); } adventureStageText.GetComponent <LocalizationParamsManager>().SetParameterValue("STAGE", (PlayerDataManager.GetCurrentStage() + 1).ToString()); adventureStageText.text = "第" + (PlayerDataManager.GetCurrentStage() + 1).ToString() + "章"; UpdatePlayMenu(!flag); StartCoroutine(AddStars()); StartCoroutine(CameraShakeRoutine()); MenuController.backButtonFallbackAction = (MenuController.OnBackButtonPress)Delegate.Combine(MenuController.backButtonFallbackAction, new MenuController.OnBackButtonPress(ShowQuitDialog)); MenuController.UpdateTopMenu(); if (PlayerDataManager.GamesThisSession > 0 && !NotificationManager.NotificationRegistrationAsked()) { NotificationManager.TryFullInit(); } PlayerDataManager.SaveToCloudOnNextInterval = true; if (!PlayerDataManager.HasActiveDailyOffer()) { PlayerDataManager.SetDailyOfferTime(); PlayerDataManager.SetDailyOffers(PlayerDataManager.GenerateDailyOffers()); } }
public void BtnAnswer(bool isCorrect) { if (isCorrect) { if (counter == questionIntString.Count) { failsCountResultText.text = $"Количество ошибок: {failsCount}"; endPanel.SetActive(true); gameObject.SetActive(false); } else { StartCoroutine(CorrectAnswerCo()); counter++; } } else { failsCount++; failsCountText.text = $"Ошибок: {failsCount}"; failsCountText.GetComponent <Animation>().Play(); audio.PlayOneShot(failAudio); } }
private void Update() { if (timerUI.gameObject.activeSelf) { if (timeLeft > 0) { timeLeft -= Time.deltaTime; string timeToPrint = timeLeft.ToString("0"); if (timeToPrint != previousSec) { timerUI.GetComponent <Animator>().Play("Bump", -1, 0f); previousSec = timeToPrint; } timerUI.text = timeLeft.ToString("0"); } else { StartCoroutine(DisableTimerAfterSec()); } } }
public TextMeshProUGUI coinMultiplierText; //½ð±Ò½±Àø private void Start() { int unlockPrice = Variables.instance.levels[(int)leaderboard].price; Action tryUnlock = delegate { PlayerDataManager.OnTransaction(CurrencyType.Coins, unlockPrice, delegate { PlayerDataManager.UnlockLevel((int)leaderboard); TankAnalytics.BoughtWithSoftCurrency("level", "level" + (int)leaderboard, unlockPrice); MenuController.UpdateTopMenu(); StartCoroutine(AnimateUnlock()); }); }; unlockButton.onClick.AddListener(delegate { tryUnlock(); }); button.onClick.AddListener(delegate { SDKManager.Instance.ShowAd(ShowAdType.VideoAD, 2, "µã»÷¾µäģʽµÄ¹Ø¿¨"); if (PlayerDataManager.LevelLocked((int)leaderboard)) { tryUnlock(); } else { PlayerDataManager.SelectedGameMode = GameMode.Classic; PlayerDataManager.SetSelectedLevel((int)leaderboard); MenuController.HideMenu <ClassicModeMenu>(); MenuController.ShowMenu <GarageMenu>(); } }); coinMultiplierText.GetComponent <LocalizationParamsManager>().SetParameterValue("AMOUNT", Variables.instance.levels[(int)leaderboard].coinsPerScore.ToString() + "X"); coinMultiplierText.text = "<color=#9F00F3><size=50%>" + Variables.instance.levels[(int)leaderboard].coinsPerScore.ToString() + "X" + "½ð±Ò½±Àø"; }
public void Init(Collectible card) { if (card.cardType == CardType.TankCard) { int result = 0; int.TryParse(card.id.Replace("tank", ""), out result); for (int i = 0; i != tankImageContainers.Length; i++) { tankImageContainers[i].SetActive(i == result); } cardImage = tankImageContainers[result].GetComponent <Image>(); } animationDone = false; cardImage.GetComponent <RectTransform>().localScale = Vector3.zero; headerOriginalPos = headerText.GetComponent <RectTransform>().anchoredPosition; headerText.GetComponent <RectTransform>().localScale = Vector3.zero; headerText.GetComponent <RectTransform>().anchoredPosition = Vector3.zero; headerText.text = ScriptLocalization.Get(card.name); footerOriginalPos = footerText.GetComponent <RectTransform>().anchoredPosition; footerText.GetComponent <RectTransform>().localScale = Vector3.zero; footerText.GetComponent <RectTransform>().anchoredPosition = Vector3.zero; footerText.text = ScriptLocalization.Get("UnlockedNewTank"); for (int j = 0; j != backgroundOptions.Length; j++) { if (backgroundOptions[j].rarity.Equals(card.rarity)) { backgroundImage.material = backgroundOptions[j].backgroundMaterial; shine.gameObject.SetActive(value: true); shine.material = backgroundOptions[j].shineMaterial; break; } } if (shineParticles != null) { shineParticles.Play(); } StartCoroutine(AnimationRoutine()); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.layer == 9) { if (moneyType == MoneyType.Gold) { scoreText.GetComponent <ScoreController>().score += goldScore; scoreText.GetComponent <ScoreController>().UpdateScore(); } else if (moneyType == MoneyType.Gem) { scoreText.GetComponent <ScoreController>().score += gemScore; scoreText.GetComponent <ScoreController>().UpdateScore(); } else if (moneyType == MoneyType.Bag) { scoreText.GetComponent <ScoreController>().score += bagScore; scoreText.GetComponent <ScoreController>().UpdateScore(); } AudioSource.PlayClipAtPoint(moneyClip, transform.position); Destroy(this.gameObject); } }
public static void UpdateTextline(TextMeshProUGUI textline, string newtext) { textline = textline.GetComponent <TextMeshProUGUI>(); textline.text = newtext; }
// Use this for initialization void Start() { scroll.content = textMeshPro.GetComponent <RectTransform>(); textMeshPro.text += "<link=Dirt>Dirt</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Street>Street</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=HouseTile>House Tile</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=DungeonTile>Dungeon Tile</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=ColoredHouseTile>Colored House Tile</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Cobblestone>Cobblestone</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Bridge>Bridge</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Forest>Forest</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Mountain>Mountain</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=StonePathway>Stone Pathway</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Vine>Vine</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Grass>Grass</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=LavaGround>Lava Ground</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Bricks>Bricks</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=OverGrownWall>OverGrown Wall</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=StoneWall>Stone Wall</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=GraniteWall>Granite Wall</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Rivers>Water</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Lava>Lava</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Carpet>Carpet</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Snow>Snow</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SnowyWall>Snowy Wall</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SnowyRock>Snowy Rock</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SnowyMountain>Snowy Mountain</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Ice>Ice</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Sand>Sand</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SandFlow>Sand Flow</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SandyGrass>Sandy Grass</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SandStone>Sandstone</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=SandStoneWall>Sandstone Wall</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=roughRoad>Rough Road</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Roof>Roof</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=MossyRock>Mossy Rock</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Limestone>Limestone</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Quartz>Quartz</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Obsidian>Obsidian</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=OtherCarpet>Dark Carpet</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Poison>Poison</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Swamp>Swamp</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=MoltenRock>Molten Rock</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=MossyPuddle>Mossy Puddle</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=Rusty>Rusty</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=RedRock>Red Rock</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=RedRockWall>Red Rock Wall</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=DarkRedRock>Dark Red Rock</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=DarkRedRock>Dark Red Rock</link>"; textMeshPro.text += "\n"; textMeshPro.text += "<link=OrangeRedRock>Orange Red Rock</link>"; textMeshPro.text += "\n"; }
public void SetErrorMessage(string message) { errorMessageText.text = message; errorMessageText.GetComponent <Animator>().Play("FadeText"); }
// Start is called before the first frame update void Start() { //p1SelectText.GetComponent<Renderer>().enabled = false; p2SelectText.GetComponent <Renderer>().enabled = false; }
public void ResetAttempts() { numberOfAttempts = 0; attemptsText.GetComponent <ResetValue>().ResetToDefault(); }
private void Awake() { Signaler.Instance.Subscribe <EnemyKilled>(this, OnEnemyKilled); Signaler.Instance.Subscribe <RequestScore>(this, OnRequestScore); _scoreTextCanvasGroup = scoreText.GetComponent <CanvasGroup>(); }
public void Init(int StageNumber) { stageNumber = StageNumber; EnemiesList = new List <GameObject>(); //init player SpawnPlayer(); //preset stages if (StageNumber <= XMLLoad.Instance.stageList.stage.Count) { //load stage based on stage number currentStage = XMLLoad.Instance.stageList.stage[stageNumber - 1]; stagetext.text = "Stage " + StageNumber; stageCornertext.text = "Stage " + StageNumber; } //endlessly generated stages else { currentStage = new Stage(); currentStage.StageNumber = StageNumber; if (StageNumber % 10 == 0) { currentStage.EliteWarriors = 1; } else { int tempSpawningNum = stageNumber % 5; switch (tempSpawningNum) { case 0: currentStage.Warriors = stageNumber / 2; break; case 1: currentStage.Bats = stageNumber / 2 + 4; break; case 2: currentStage.Hounds = stageNumber / 3; break; case 3: currentStage.EliteHounds = stageNumber / 10 + 1; break; case 4: currentStage.Demons = StageNumber / 10 + 1; break; } } currentStage.UpgradeRewards = stageNumber / 4; stagetext.text = "Endless Stage " + (StageNumber - XMLLoad.Instance.stageList.stage.Count); stageCornertext.text = "Endless Stage " + (StageNumber - XMLLoad.Instance.stageList.stage.Count); } //spawn enemies for (int i = 0; i < currentStage.Warriors; i++) { SpawnWarrior(); } for (int i = 0; i < currentStage.Hounds; i++) { SpawnHellHound(); } for (int i = 0; i < currentStage.Bats; i++) { SpawnHellbat(); } for (int i = 0; i < currentStage.EliteHounds; i++) { SpawnHellHoundElite(); } for (int i = 0; i < currentStage.EliteWarriors; i++) { SpawnEliteWarrior(); } for (int i = 0; i < currentStage.Demons; i++) { SpawnDemon(); } UpdateEnemies(); stagetext.GetComponent <Animator>().Play("Anim"); initialized = true; }
// Update is called once per frame void Update() { tnya = (int)TimePlay.GetComponent <timer>().myInt; Debug.Log("tny" + tnya); }
public static UISpinner Create(CreateArgs input) { GameObject go = new GameObject(input.widgetName); go.tag = "UICollider"; // Find the anchor of the parent if it is a UIElement Vector3 parentAnchor = Vector3.zero; if (input.parent) { UIElement elem = input.parent.gameObject.GetComponent <UIElement>(); if (elem) { parentAnchor = elem.Anchor; } } UISpinner uiSpinner = go.AddComponent <UISpinner>(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components uiSpinner.relativeLocation = input.relativeLocation; uiSpinner.transform.parent = input.parent; uiSpinner.transform.localPosition = parentAnchor + input.relativeLocation; uiSpinner.transform.localRotation = Quaternion.identity; uiSpinner.transform.localScale = Vector3.one; uiSpinner.width = input.width; uiSpinner.height = input.height; uiSpinner.margin = input.margin; uiSpinner.thickness = input.thickness; uiSpinner.separationPositionPct = input.spinner_separation_pct; uiSpinner.textAndValueVisibilityType = input.visibility_type; uiSpinner.spinnerValueType = input.value_type; uiSpinner.minValue = input.min_spinner_value; uiSpinner.maxValue = input.max_spinner_value; uiSpinner.currentValue = input.cur_spinner_value; uiSpinner.valueRate = input.spinner_value_rate; uiSpinner.valueRateRay = input.spinner_value_rate_ray; uiSpinner.textContent = input.caption; uiSpinner.baseColor.useConstant = false; uiSpinner.baseColor.reference = input.background_color; uiSpinner.textColor.useConstant = false; uiSpinner.textColor.reference = input.textColor; uiSpinner.pushedColor.useConstant = false; uiSpinner.pushedColor.reference = input.pushedColor; uiSpinner.selectedColor.useConstant = false; uiSpinner.selectedColor.reference = input.selectedColor; uiSpinner.sourceMaterial = input.background_material; // Setup the Meshfilter MeshFilter meshFilter = go.GetComponent <MeshFilter>(); if (meshFilter != null) { meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); uiSpinner.Anchor = Vector3.zero; BoxCollider coll = go.GetComponent <BoxCollider>(); if (coll != null) { Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; if (initColliderSize.z < UIElement.collider_min_depth_shallow) { coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); } else { coll.center = initColliderCenter; coll.size = initColliderSize; } coll.isTrigger = true; } } // Setup the MeshRenderer MeshRenderer meshRenderer = go.GetComponent <MeshRenderer>(); if (meshRenderer != null && input.background_material != null) { // Clone the material. meshRenderer.sharedMaterial = Instantiate(input.background_material); meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; meshRenderer.renderingLayerMask = 2; // "LightLayer 1" uiSpinner.SetColor(input.background_color.value); } // // CANVAS (to hold the 2 texts) // GameObject canvas = new GameObject("Canvas"); canvas.transform.parent = uiSpinner.transform; Canvas c = canvas.AddComponent <Canvas>(); c.renderMode = RenderMode.WorldSpace; RectTransform rt = canvas.GetComponent <RectTransform>(); // auto added when adding Canvas rt.localScale = Vector3.one; rt.localRotation = Quaternion.identity; rt.anchorMin = new Vector2(0, 1); rt.anchorMax = new Vector2(0, 1); rt.pivot = new Vector2(0, 1); // top left rt.sizeDelta = new Vector2(uiSpinner.width, uiSpinner.height); rt.localPosition = Vector3.zero; CanvasScaler cs = canvas.AddComponent <CanvasScaler>(); cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font cs.referencePixelsPerUnit = 100; // default? bool hasText = (input.visibility_type == TextAndValueVisibilityType.ShowTextAndValue); // Add a Text under the Canvas { GameObject text = new GameObject("Text"); text.transform.parent = canvas.transform; TextMeshProUGUI t = text.AddComponent <TextMeshProUGUI>(); t.text = input.caption; t.enableAutoSizing = true; t.fontSizeMin = 1; t.fontSizeMax = 500; t.fontStyle = FontStyles.Normal; t.alignment = TextAlignmentOptions.Left; t.color = input.textColor.value; RectTransform trt = t.GetComponent <RectTransform>(); trt.localScale = 0.01f * Vector3.one; trt.localRotation = Quaternion.identity; trt.anchorMin = new Vector2(0, 1); trt.anchorMax = new Vector2(0, 1); trt.pivot = new Vector2(0, 1); // top left trt.sizeDelta = new Vector2( (uiSpinner.width - 2 * uiSpinner.margin) * uiSpinner.separationPositionPct * 100.0f, (uiSpinner.height - 2 * uiSpinner.margin) * 100.0f); float textPosLeft = uiSpinner.margin; trt.localPosition = new Vector3(textPosLeft, -uiSpinner.margin, -0.002f); // hide if ValueOnly text.SetActive(hasText); } // Text VALUE { GameObject text = new GameObject("TextValue"); text.transform.parent = canvas.transform; TextMeshProUGUI t = text.AddComponent <TextMeshProUGUI>(); t.text = (input.value_type == SpinnerValueType.Float) ? input.cur_spinner_value.ToString(default_value_format) : Mathf.RoundToInt(input.cur_spinner_value).ToString(); t.enableAutoSizing = true; t.fontSizeMin = 1; t.fontSizeMax = 500; t.fontStyle = FontStyles.Normal; t.alignment = hasText ? TextAlignmentOptions.Right : TextAlignmentOptions.Center; t.color = input.textColor.value; RectTransform trt = t.GetComponent <RectTransform>(); trt.localScale = 0.01f * Vector3.one; trt.localRotation = Quaternion.identity; trt.anchorMin = new Vector2(0, 1); trt.anchorMax = new Vector2(0, 1); trt.pivot = new Vector2(1, 1); // top right? trt.sizeDelta = hasText ? new Vector2( (uiSpinner.width - 2 * uiSpinner.margin) * (1 - uiSpinner.separationPositionPct) * 100.0f, (uiSpinner.height - 2 * uiSpinner.margin) * 100.0f) : new Vector2( (uiSpinner.width - 2 * uiSpinner.margin) * 100.0f, (uiSpinner.height - 2 * uiSpinner.margin) * 100.0f); float textPos = hasText ? uiSpinner.width - uiSpinner.margin // right : uiSpinner.width - uiSpinner.margin; // or middle trt.localPosition = new Vector3(textPos, -uiSpinner.margin, -0.002f); } UIUtils.SetRecursiveLayer(go, "CameraHidden"); return(uiSpinner); }
void Start() { //Componentを扱えるようにする inputField = inputField.GetComponent <TMP_InputField> (); text = text.GetComponent <TextMeshProUGUI> (); }
public void ResetScore() { score = 0; scoreText.GetComponent <ResetValue>().ResetToDefault(); }
public static UICheckbox Create(CreateParams input) { GameObject go = new GameObject(input.widgetName) { tag = "UICollider" }; // Find the anchor of the parent if it is a UIElement Vector3 parentAnchor = Vector3.zero; if (input.parent) { UIElement elem = input.parent.gameObject.GetComponent <UIElement>(); if (elem) { parentAnchor = elem.Anchor; } } UICheckbox uiCheckbox = go.AddComponent <UICheckbox>(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components uiCheckbox.relativeLocation = input.relativeLocation; uiCheckbox.transform.parent = input.parent; uiCheckbox.transform.localPosition = parentAnchor + input.relativeLocation; uiCheckbox.transform.localRotation = Quaternion.identity; uiCheckbox.transform.localScale = Vector3.one; uiCheckbox.width = input.width; uiCheckbox.height = input.height; uiCheckbox.margin = input.margin; uiCheckbox.thickness = input.thickness; uiCheckbox.content = input.content; uiCheckbox.checkedSprite = input.checkedIcon; uiCheckbox.uncheckedSprite = input.uncheckedIcon; uiCheckbox.textContent = input.caption; uiCheckbox.source_material = input.material; uiCheckbox.baseColor.useConstant = false; uiCheckbox.baseColor.reference = input.color; uiCheckbox.textColor.useConstant = false; uiCheckbox.textColor.reference = input.textColor; uiCheckbox.disabledTextColor.useConstant = false; uiCheckbox.disabledTextColor.reference = input.disabledTextColor; uiCheckbox.pushedColor.useConstant = false; uiCheckbox.pushedColor.reference = input.pushedColor; uiCheckbox.selectedColor.useConstant = false; uiCheckbox.selectedColor.reference = input.selectedColor; // Setup the Meshfilter MeshFilter meshFilter = go.GetComponent <MeshFilter>(); if (meshFilter != null) { meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); uiCheckbox.Anchor = Vector3.zero; BoxCollider coll = go.GetComponent <BoxCollider>(); if (coll != null) { Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; if (initColliderSize.z < UIElement.collider_min_depth_shallow) { coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); } else { coll.center = initColliderCenter; coll.size = initColliderSize; } coll.isTrigger = true; } } // Setup the MeshRenderer MeshRenderer meshRenderer = go.GetComponent <MeshRenderer>(); if (meshRenderer != null && uiCheckbox.source_material != null) { // Clone the material. meshRenderer.sharedMaterial = Instantiate(uiCheckbox.source_material); meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; meshRenderer.renderingLayerMask = 2; // "LightLayer 1" uiCheckbox.SetColor(input.color.value); } // Add a Canvas GameObject canvas = new GameObject("Canvas"); canvas.transform.parent = uiCheckbox.transform; Canvas c = canvas.AddComponent <Canvas>(); c.renderMode = RenderMode.WorldSpace; c.sortingOrder = 1; RectTransform rt = canvas.GetComponent <RectTransform>(); // auto added when adding Canvas rt.localScale = Vector3.one; rt.localRotation = Quaternion.identity; rt.anchorMin = new Vector2(0, 1); rt.anchorMax = new Vector2(0, 1); rt.pivot = new Vector2(0, 1); // top left rt.sizeDelta = new Vector2(uiCheckbox.width, uiCheckbox.height); rt.localPosition = Vector3.zero; CanvasScaler cs = canvas.AddComponent <CanvasScaler>(); cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font cs.referencePixelsPerUnit = 100; // default? float minSide = Mathf.Min(uiCheckbox.width, uiCheckbox.height); // Add an Image under the Canvas if (input.uncheckedIcon != null && input.checkedIcon != null) { GameObject image = new GameObject("Image"); image.transform.parent = canvas.transform; Image img = image.AddComponent <Image>(); img.sprite = input.uncheckedIcon; img.color = input.textColor.value; RectTransform trt = image.GetComponent <RectTransform>(); trt.localScale = Vector3.one; trt.localRotation = Quaternion.identity; trt.anchorMin = new Vector2(0, 1); trt.anchorMax = new Vector2(0, 1); trt.pivot = new Vector2(0, 1); // top left // TODO: non square icons ratio... trt.sizeDelta = new Vector2(minSide - 2.0f * input.margin, minSide - 2.0f * input.margin); trt.localPosition = new Vector3(input.margin, -input.margin, -0.001f); } // Add a Text under the Canvas if (input.content == CheckboxContent.CheckboxAndText) { GameObject text = new GameObject("Text"); text.transform.parent = canvas.transform; TextMeshProUGUI t = text.AddComponent <TextMeshProUGUI>(); t.text = input.caption; t.enableAutoSizing = false; t.fontSize = 18; t.fontSizeMin = 1; t.fontSizeMin = 500; t.fontStyle = FontStyles.Normal; t.alignment = TextAlignmentOptions.MidlineLeft; t.color = input.textColor.value; RectTransform trt = t.GetComponent <RectTransform>(); trt.localScale = 0.01f * Vector3.one; trt.localRotation = Quaternion.identity; trt.anchorMin = new Vector2(0, 1); trt.anchorMax = new Vector2(0, 1); trt.pivot = new Vector2(0, 1); // top left trt.sizeDelta = new Vector2((input.width - minSide - input.margin) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); trt.localPosition = new Vector3(minSide, -input.margin, -0.002f); } UIUtils.SetRecursiveLayer(go, "CameraHidden"); return(uiCheckbox); }
public TextComponentWrapper(TextMeshProUGUI textMeshProComponent) { this.textMeshProComponent = textMeshProComponent; this.xmlElement = textMeshProComponent.GetComponent <XmlElement>(); }
private void setDisplayText(int value, int ui = 0) { string text = $"Score: {value}"; TextMeshProUGUI display = (ui == 0) ? scoreDisplay.GetComponent <TextMeshProUGUI>() : gameOverScoreDisplay.GetComponent <TextMeshProUGUI>(); display.text = text; }
// Update is called once per frame void Update() { tnya = (int)TimePlay.GetComponent <timer5AB>().myInt; }
void Start() { animator = messageText.GetComponent <Animator>(); }
void Awake() { m_textRectTransform = textObject.GetComponent <RectTransform>(); }
public static UISlider Create(CreateArgs input) { GameObject go = new GameObject(input.widgetName); go.tag = "UICollider"; // Find the anchor of the parent if it is a UIElement Vector3 parentAnchor = Vector3.zero; if (input.parent) { UIElement elem = input.parent.gameObject.GetComponent <UIElement>(); if (elem) { parentAnchor = elem.Anchor; } } UISlider uiSlider = go.AddComponent <UISlider>(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components uiSlider.relativeLocation = input.relativeLocation; uiSlider.transform.parent = input.parent; uiSlider.transform.localPosition = parentAnchor + input.relativeLocation; uiSlider.transform.localRotation = Quaternion.identity; uiSlider.transform.localScale = Vector3.one; uiSlider.width = input.width; uiSlider.height = input.height; uiSlider.margin = input.margin; uiSlider.thickness = input.thickness; uiSlider.sliderPositionBegin = input.sliderBegin; uiSlider.sliderPositionEnd = input.sliderEnd; uiSlider.railMargin = input.railMargin; uiSlider.railThickness = input.railThickness; uiSlider.knobRadius = input.knobRadius; uiSlider.knobDepth = input.knobDepth; uiSlider.dataSource = input.dataSource; uiSlider.minValue = input.minValue; uiSlider.maxValue = input.maxValue; uiSlider.currentValue = input.currentValue; uiSlider.textContent = input.caption; uiSlider.sourceMaterial = input.material; uiSlider.sourceRailMaterial = input.railMaterial; uiSlider.sourceKnobMaterial = input.knobMaterial; uiSlider.baseColor.useConstant = false; uiSlider.baseColor.reference = input.color; uiSlider.textColor.useConstant = false; uiSlider.textColor.reference = input.textColor; uiSlider.pushedColor.useConstant = false; uiSlider.pushedColor.reference = input.pushedColor; uiSlider.selectedColor.useConstant = false; uiSlider.selectedColor.reference = input.selectedColor; // Setup the Meshfilter MeshFilter meshFilter = go.GetComponent <MeshFilter>(); if (meshFilter != null) { meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); uiSlider.Anchor = Vector3.zero; BoxCollider coll = go.GetComponent <BoxCollider>(); if (coll != null) { Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; if (initColliderSize.z < UIElement.collider_min_depth_shallow) { coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); } else { coll.center = initColliderCenter; coll.size = initColliderSize; } coll.isTrigger = true; } } // Setup the MeshRenderer MeshRenderer meshRenderer = go.GetComponent <MeshRenderer>(); if (meshRenderer != null && input.material != null) { // Clone the material. meshRenderer.sharedMaterial = Instantiate(input.material); meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; meshRenderer.renderingLayerMask = 2; // "LightLayer 1" uiSlider.SetColor(input.color.value); } // // RAIL // float railWidth = (input.width - 2 * input.margin) * (input.sliderEnd - input.sliderBegin); float railHeight = 3 * uiSlider.railMargin; // TODO: see if we can tie this to another variable, like height. float railThickness = uiSlider.railThickness; float railMargin = uiSlider.railMargin; Vector3 railPosition = new Vector3(input.margin + (input.width - 2 * input.margin) * input.sliderBegin, -input.height / 2, -railThickness); // put z = 0 back uiSlider.rail = UISliderRail.Create( new UISliderRail.CreateArgs { parent = go.transform, widgetName = "Rail", relativeLocation = railPosition, width = railWidth, height = railHeight, thickness = railThickness, margin = railMargin, material = input.railMaterial, c = input.railColor } ); // KNOB float newKnobRadius = uiSlider.knobRadius; float newKnobDepth = uiSlider.knobDepth; float pct = (uiSlider.currentValue - uiSlider.minValue) / (uiSlider.maxValue - uiSlider.minValue); float widthWithoutMargins = input.width - 2.0f * input.margin; float startX = input.margin + widthWithoutMargins * uiSlider.sliderPositionBegin + railMargin; float endX = input.margin + widthWithoutMargins * uiSlider.sliderPositionEnd - railMargin; float posX = startX + pct * (endX - startX); Vector3 knobPosition = new Vector3(posX - uiSlider.knobRadius, uiSlider.knobRadius - (uiSlider.height / 2.0f), -uiSlider.knobDepth); uiSlider.knob = UISliderKnob.Create( new UISliderKnob.CreateArgs { widgetName = "Knob", parent = go.transform, relativeLocation = knobPosition, radius = newKnobRadius, depth = newKnobDepth, material = input.knobMaterial, c = input.knobColor } ); // // CANVAS (to hold the 2 texts) // GameObject canvas = new GameObject("Canvas"); canvas.transform.parent = uiSlider.transform; Canvas c = canvas.AddComponent <Canvas>(); c.renderMode = RenderMode.WorldSpace; RectTransform rt = canvas.GetComponent <RectTransform>(); // auto added when adding Canvas rt.localScale = Vector3.one; rt.localRotation = Quaternion.identity; rt.anchorMin = new Vector2(0, 1); rt.anchorMax = new Vector2(0, 1); rt.pivot = new Vector2(0, 1); // top left rt.sizeDelta = new Vector2(uiSlider.width, uiSlider.height); rt.localPosition = Vector3.zero; CanvasScaler cs = canvas.AddComponent <CanvasScaler>(); cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font cs.referencePixelsPerUnit = 100; // default? // Add a Text under the Canvas if (input.caption.Length > 0) { GameObject text = new GameObject("Text"); text.transform.parent = canvas.transform; TextMeshProUGUI t = text.AddComponent <TextMeshProUGUI>(); t.text = input.caption; t.enableAutoSizing = true; t.fontSizeMin = 1; t.fontSizeMax = 500; t.fontStyle = FontStyles.Normal; t.alignment = TextAlignmentOptions.Left; t.color = input.textColor.value; t.ForceMeshUpdate(); RectTransform trt = t.GetComponent <RectTransform>(); trt.localScale = 0.01f * Vector3.one; trt.localRotation = Quaternion.identity; trt.anchorMin = new Vector2(0, 1); trt.anchorMax = new Vector2(0, 1); trt.pivot = new Vector2(0, 1); // top left trt.sizeDelta = new Vector2((uiSlider.width - 2 * uiSlider.margin) * uiSlider.sliderPositionBegin * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); float textPosLeft = uiSlider.margin; trt.localPosition = new Vector3(textPosLeft, -uiSlider.margin, -0.002f); } // Text VALUE //if (caption.Length > 0) { GameObject text = new GameObject("TextValue"); text.transform.parent = canvas.transform; TextMeshProUGUI t = text.AddComponent <TextMeshProUGUI>(); t.text = input.currentValue.ToString("#0.00"); t.enableAutoSizing = true; t.fontSizeMin = 1; t.fontSizeMax = 500; t.fontSize = 1.85f; t.fontStyle = FontStyles.Normal; t.alignment = TextAlignmentOptions.Right; t.color = input.textColor.value; RectTransform trt = t.GetComponent <RectTransform>(); trt.localScale = 0.01f * Vector3.one; trt.localRotation = Quaternion.identity; trt.anchorMin = new Vector2(0, 1); trt.anchorMax = new Vector2(0, 1); trt.pivot = new Vector2(1, 1); // top right? trt.sizeDelta = new Vector2((uiSlider.width - 2 * uiSlider.margin) * (1 - uiSlider.sliderPositionEnd) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); float textPosRight = uiSlider.width - uiSlider.margin; trt.localPosition = new Vector3(textPosRight, -uiSlider.margin, -0.002f); } UIUtils.SetRecursiveLayer(go, "CameraHidden"); return(uiSlider); }
// Start is called before the first frame update void Start() { InventoryManagment.calculateOpponentInventory(); string[] trades = InventoryManagment.pickItemsToTrade(); tradeText.GetComponent <TextMeshProUGUI>().text = "Would you like to trade " + trades[0] + " for " + trades[1] + "."; }
void Awake() { promptCanvasGroup = prompt.GetComponent <CanvasGroup>(); prompt.GetComponent <TextMeshProUGUI> ().text = "Press '" + GameControl.control.eInput + "' to access PC"; }
private void Awake() { textRectTransform = textMeshProComponent.GetComponent <RectTransform>(); }
public void Start() { audienceValue.GetComponent <TextMeshProUGUI>(); }