コード例 #1
0
    /*  Play
     *      Play the animation.
     *      If you play in Edit Mode, it updates using the EditorApplication
     */
    public void Play()
    {
#if UNITY_EDITOR
        if (Application.isPlaying)
        {
            if (uiAnimation == null)
            {
                Start();
            }
            uiAnimation.Play();
        }
        else
        {
            Start();
            if (uiAnimation != null)
            {
                EditorApplication.update = EditorUpdate;
            }
        }
        if (playAudioOnPlay)
        {
            audioSource.Play();
        }
#else
        if (uiAnimation == null)
        {
            Start();
        }
        uiAnimation.Play();
#endif
    }
コード例 #2
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            UIAnimation u = target as UIAnimation;

            if (u == null)
            {
                return;
            }
            _mode = (UIAnimation_Dll.Mode)EditorGUILayout.EnumPopup("Test Mode", _mode);
            if (EditorApplication.isPlaying && GUILayout.Button("Play"))
            {
                CoroutineManager.longLive.StartCoroutine(u.Play(_mode));
            }
            if (!EditorApplication.isPlaying && GUILayout.Button("Set Animation to Legecy"))
            {
                for (int i = 0; i < u.units.Length; i++)
                {
                    AnimationClip a = u.units[i].clip;
                    if (a)
                    {
                        a.legacy   = true;
                        a.wrapMode = WrapMode.Clamp;
                    }
                }
            }
        }
コード例 #3
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Spring()
 {
     springEffect1.Play();
     springEffect2.Play();
     springEffect3.Play();
     springEffect4.Play();
 }
コード例 #4
0
        /// <summary>
        /// Starts the fade screen transition animation
        /// </summary>
        private void StartFadeAnimation(TransitionInfo transitionInfo, bool show, float duration)
        {
            float fromAlpha = show ? 0f : 1f;
            float toAlpha   = show ? 1f : 0f;

            UIAnimation anim = UIAnimation.Alpha(gameObject, fromAlpha, toAlpha, duration);

            anim.style             = transitionInfo.animationStyle;
            anim.animationCurve    = transitionInfo.animationCurve;
            anim.startOnFirstFrame = true;

            if (!show)
            {
                anim.OnAnimationFinished = (GameObject obj) =>
                {
                    SetVisibility(false);
                };
            }
            else
            {
                anim.OnAnimationFinished = null;
            }

            anim.Play();
        }
コード例 #5
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Wave()
 {
     waveEffect1.Play();
     waveEffect2.Play();
     waveEffect3.Play();
     waveEffect4.Play();
 }
コード例 #6
0
        public void Hide(bool cancelled, object[] outData)
        {
            if (!isShowing)
            {
                return;
            }

            isShowing = false;

            if (callback != null)
            {
                callback(cancelled, outData);
            }

            // Start the popup hide animations
            UIAnimation anim = null;

            anim                   = UIAnimation.Alpha(gameObject, 1f, 0f, animDuration);
            anim.style             = UIAnimation.Style.EaseOut;
            anim.startOnFirstFrame = true;

            anim.OnAnimationFinished += (GameObject target) =>
            {
                gameObject.SetActive(false);
            };

            anim.Play();

            OnHiding();
        }
コード例 #7
0
    public static void SwapText(Text uiText, string text, float duration)
    {
        Color fromColor = uiText.color;
        Color toColor   = uiText.color;

        fromColor.a = 1f;
        toColor.a   = 0f;

        // Fade out the bundle text
        UIAnimation fadeOutAnim = UIAnimation.Color(uiText, fromColor, toColor, duration / 2f);

        fadeOutAnim.style = UIAnimation.Style.EaseOut;

        fadeOutAnim.OnAnimationFinished += (GameObject obj) =>
        {
            // Now that the text has faded out change the text
            uiText.text = text;

            fromColor.a = 0f;
            toColor.a   = 1f;

            // Fade it back in
            UIAnimation fadeInAnim = UIAnimation.Color(uiText, fromColor, toColor, duration / 2f);

            fadeInAnim.style = UIAnimation.Style.EaseOut;

            fadeInAnim.Play();
        };

        fadeOutAnim.Play();
    }
コード例 #8
0
    /// <summary>
    /// Sets up and plays the UIAnimation for a coin
    /// </summary>
    private UIAnimation PlayAnimation(UIAnimation anim)
    {
        anim.style = UIAnimation.Style.EaseIn;

        anim.OnAnimationFinished += (GameObject target) => { coinPool.ReturnObjectToPool(target); };

        anim.Play();

        return(anim);
    }
コード例 #9
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    /// <summary>
    /// 设置并播放硬币的UIAnimation
    /// </summary>
    private void PlayAnimation(UIAnimation anim, float startDelay)
    {
        anim.style             = UIAnimation.Style.EaseOut;
        anim.startDelay        = startDelay;
        anim.startOnFirstFrame = true;

        anim.OnAnimationFinished += (GameObject target) => { coinPool.ReturnObjectToPool(target); };

        anim.Play();
    }
コード例 #10
0
        private void DoFadeAnim()
        {
            // Start the popup show animations
            UIAnimation anim = null;

            anim = UIAnimation.Alpha(gameObject, 0f, 1f, animDuration);
            anim.startOnFirstFrame   = true;
            anim.OnAnimationFinished = null;
            anim.Play();
        }
コード例 #11
0
 private void diploEnterTop()
 {
     foreach (Graphic graphic in diploReact)
     {
         diplomacyResize = UIAnimator.Scale
                               (DiplomacyTab.GetComponent <RectTransform>(), new Vector3(0, 0, 0), new Vector3(1, 1, 1), 0.1f);
         diplomacyFade = UIAnimator.ChangeColor(graphic, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 1.2f);
         diplomacyResize.SetDelay(0f);
         diplomacyResize.Play();
         diplomacyFade.Play();
     }
 }
コード例 #12
0
        private void DoZoomAnim()
        {
            // Start the popup show animations
            UIAnimation anim = null;

            anim                     = UIAnimation.Alpha(gameObject, 0f, 1f, animDuration);
            anim.style               = UIAnimation.Style.EaseOut;
            anim.startOnFirstFrame   = true;
            anim.OnAnimationFinished = null;
            anim.Play();

            anim                   = UIAnimation.ScaleX(animContainer, 0f, 1f, animDuration);
            anim.style             = UIAnimation.Style.Custom;
            anim.animationCurve    = animCurve;
            anim.startOnFirstFrame = true;
            anim.Play();

            anim                   = UIAnimation.ScaleY(animContainer, 0f, 1f, animDuration);
            anim.style             = UIAnimation.Style.Custom;
            anim.animationCurve    = animCurve;
            anim.startOnFirstFrame = true;
            anim.Play();
        }
コード例 #13
0
        /// <summary>
        /// Starts the swipe screen transition animation
        /// </summary>
        private void StartSwipeAnimation(TransitionInfo transitionInfo, bool show, bool back, float duration)
        {
            float screenWidth = RectT.rect.width;
            float fromX       = 0f;
            float toX         = 0f;

            if (show && back)
            {
                fromX = -screenWidth;
                toX   = 0;
            }
            else if (show && !back)
            {
                fromX = screenWidth;
                toX   = 0;
            }
            else if (!show && back)
            {
                fromX = 0;
                toX   = screenWidth;
            }
            else if (!show && !back)
            {
                fromX = 0;
                toX   = -screenWidth;
            }

            UIAnimation anim = UIAnimation.PositionX(RectT, fromX, toX, duration);

            anim.style             = transitionInfo.animationStyle;
            anim.animationCurve    = transitionInfo.animationCurve;
            anim.startOnFirstFrame = true;

            if (!show)
            {
                anim.OnAnimationFinished = (GameObject obj) =>
                {
                    SetVisibility(false);
                };
            }
            else
            {
                anim.OnAnimationFinished = null;
            }

            anim.Play();
        }
コード例 #14
0
    public void contiueToAuction()
    {
        increaseBid.gameObject.SetActive(true);
        decreaseBid.gameObject.SetActive(true);
        App    app         = UnityEngine.Object.FindObjectOfType <App>();
        int    playerIndex = app.GetHumanIndex();
        Nation player      = State.getNations()[playerIndex];

        Debug.Log("Coutinune to Auction @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@" + State.GetPhase().ToString());

        tradeResultsExit.Play();
        tradeResultsPanel.SetActive(false);

        //State.advanceGamePhase();
        Debug.Log("GamePhase is: " + State.GetPhase().ToString());
        // Check if should to go auction (if enough turns have gone by)
        int turn = State.turn;

        if (turn > 5 && turn % 3 == 0)
        {
            // Debug.Log("Auction Time? It is Turn: " + State.turn);
            AuctionHandler auction = State.getAuctionHandler();

            auction.NewAuction();
            prepareAuctionPanel(auction);
            openAuctionPanel();

            nextAuctionPhase();
            turnButton.interactable = true;
        }
        else
        {
            // turnButton.interactable = true;
            continueToEvents();
            // Have these guys only get called after all events are resolved
            // Probably want to have at least one Decision Event come up and have the final one call continueToNextTurn when
            // the event queue is empty
            turnButton.interactable = true;

            continueToNextTurn();
        }
    }
コード例 #15
0
 private void togleInformationPanel()
 {
     if (informationPanel.activeSelf == false || informationFlag == false)
     {
         updateInformationPanel();
         informationPanel.SetActive(true);
         informationEnter.Play();
         informationFlag = true;
         return;
     }
     else
     {
         if (informationFlag == true)
         {
             informationExit.Play();
             informationFlag = false;
             //  inventoryPanel.SetActive(false);
         }
     }
 }
コード例 #16
0
    private void toggleHeader()
    {
        if (mainHeader.activeSelf == false || header_Flag == false)
        {
            assignHeaderValues();

            mainHeader.SetActive(true);
            headerEnter.Play();
            header_Flag = true;
            return;
        }
        else
        {
            if (header_Flag == true)
            {
                headerExit.Play();
                header_Flag = false;
                //  inventoryPanel.SetActive(false);
            }
        }
    }
コード例 #17
0
    // Start is called before the first frame update
    void Start()
    {
        app = UnityEngine.Object.FindObjectOfType <App>();
        Music musicPlayer = app.GetComponentInChildren <Music>();

        musicPlayer.musicOn = true;

        newGameButton.onClick.AddListener(delegate { startNewGame(); });
        loadGameButton.onClick.AddListener(delegate { loadSavedGame(); });

        logoTransform = imperialTimesLogo.GetComponent <RectTransform>();
        logoFadeIn    = UIAnimator.Scale(logoTransform, new Vector3(0, 0, 0), new Vector3(2, 2, 2), 2f).SetModifier(Modifier.QuadIn);
        Quaternion rotation = logoTransform.localRotation;

        logoFadeIn.SetEffect(Effect.Spring(0.5f, 1), rotation);

        /* logoFadeIn = new UIGroupAnimation(
         * UIAnimator.FadeIn(logoTransform.GetComponent<Image>(), 2),
         * UIAnimator.FadeIn(logoTransform.GetComponentInChildren<Image>(), 2),
         * UIAnimator.FadeIn(logoTransform.GetComponentInChildren<TextMeshProUGUI>(), 2)
         * ); */


        //  logoFadeIn.SetDelay(1f);
        logoFadeIn.Play();
        // imperialTimesLogo.SetActive(false);
        //  logoRect = imperialTimesLogo.GetComponentInChildren<Graphic>();
        //imperialTimesLogo.SetActive(true);
        // logoFadeIn = new UIGroupAnimation(
        //   UIAnimator.FadeIn(logoBackground, 1.5f),
        //  UIAnimator.FadeIn(logoOrniment, 1.5f)
        // diplomacyIn = UIAnimator.ChangeColor(logoBackground, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 3f),
        //  diplomacyIn = UIAnimator.ChangeColor(logoOrniment, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 3f)
        //  );
        // diplomacyIn = UIAnimator.ChangeColor(logoBackground, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 1.2f);
        // diplomacyIn = UIAnimator.ChangeColor(logoOrniment, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 1.2f);
        //  diplomacyIn = UIAnimator.ChangeColor(logoBackground, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 1.2f);
        // logoFadeIn.Play();
        //  Debug.Log("Are you doing anything?");
    }
コード例 #18
0
    private void showInventoryPanel()
    {
        App    app         = UnityEngine.Object.FindObjectOfType <App>();
        int    playerIndex = app.GetHumanIndex();
        Nation player      = State.getNations()[playerIndex];

        if (InventoryPanel.activeSelf == false || flag == false)
        {
            updateInventoryPanel();
            InventoryPanel.SetActive(true);
            inventoryEnter.Play();
            flag = true;
            return;
        }
        else
        {
            if (flag == true)
            {
                inventoryExit.Play();
                flag = false;
                //  inventoryPanel.SetActive(false);
            }
        }
    }
コード例 #19
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Linear()
 {
     linear1Animation.Play();
     linear2Animation.Play();
 }
コード例 #20
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
    void Start()
    {
        //DEMO 2 - MODIFIERS
        linear1Animation     = UIAnimator.MoveHorizontal(modDemo1, 0.3f, 0.7f, 2f);
        linear2Animation     = UIAnimator.MoveHorizontal(modDemo2, 0.3f, 0.7f, 2f).SetModifier(Modifier.Linear);
        quadInAnimation      = UIAnimator.MoveHorizontal(modDemo1, 0.3f, 0.7f, 2f).SetModifier(Modifier.QuadIn);
        quadOutAnimation     = UIAnimator.MoveHorizontal(modDemo2, 0.3f, 0.7f, 2f).SetModifier(Modifier.QuadOut);
        cubInAnimation       = UIAnimator.MoveHorizontal(modDemo1, 0.3f, 0.7f, 2f).SetModifier(Modifier.CubIn);
        cubOutAnimation      = UIAnimator.MoveHorizontal(modDemo2, 0.3f, 0.7f, 2f).SetModifier(Modifier.CubOut);
        polyInAnimation      = UIAnimator.MoveHorizontal(modDemo1, 0.3f, 0.7f, 2f).SetModifier(Modifier.PolyIn);
        polyOutAnimation     = UIAnimator.MoveHorizontal(modDemo2, 0.3f, 0.7f, 2f).SetModifier(Modifier.PolyOut);
        sinAnimation         = UIAnimator.MoveHorizontal(modDemo1, 0.3f, 0.7f, 2f).SetModifier(Modifier.Sin);
        tanAnimation         = UIAnimator.MoveHorizontal(modDemo2, 0.3f, 0.7f, 2f).SetModifier(Modifier.Tan);
        circularInAnimation  = UIAnimator.MoveHorizontal(modDemo1, 0.3f, 0.7f, 2f).SetModifier(Modifier.CircularIn);
        circularOutAnimation = UIAnimator.MoveHorizontal(modDemo2, 0.3f, 0.7f, 2f).SetModifier(Modifier.CircularOut);
        //DEMO 3 - EFFECTS
        springEffect1    = UIAnimator.Move(effDemo1, new Vector2(0.5f, 0.7f), new Vector2(0.8f, 0.7f), 2f).SetModifier(Modifier.PolyIn).SetEffect(Effect.Spring(0.21f, 4));
        springEffect2    = UIAnimator.Move(effDemo2, new Vector2(0.5f, 0.5f), new Vector2(0.8f, 0.5f), 2f).SetEffect(Effect.Spring(0.2f, 6), Quaternion.Euler(0, 0, 90f));
        springEffect3    = UIAnimator.Move(effDemo3, new Vector2(0.2f, 0.6f), new Vector2(0.2f, 0.6f), 2f).SetEffect(Effect.Spring(0.1f, 4));
        springEffect4    = UIAnimator.Move(effDemo4, new Vector2(0.4f, 0.6f), new Vector2(0.4f, 0.6f), 2f).SetEffect(Effect.Spring(0.1f, 4), Quaternion.Euler(0, 0, 90f));
        waveEffect1      = UIAnimator.Move(effDemo1, new Vector2(0.5f, 0.7f), new Vector2(0.8f, 0.7f), 2f).SetModifier(Modifier.CircularIn).SetEffect(Effect.Wave(0.05f, 10));
        waveEffect2      = UIAnimator.Move(effDemo2, new Vector2(0.5f, 0.5f), new Vector2(0.8f, 0.5f), 2f).SetModifier(Modifier.Linear).SetEffect(Effect.Wave(0.1f, 6), Quaternion.Euler(0, 0, 90f));
        waveEffect3      = UIAnimator.Move(effDemo3, new Vector2(0.2f, 0.6f), new Vector2(0.2f, 0.6f), 2f).SetEffect(Effect.Wave(0.1f, 4));
        waveEffect4      = UIAnimator.Move(effDemo4, new Vector2(0.4f, 0.6f), new Vector2(0.4f, 0.6f), 2f).SetEffect(Effect.Wave(0.1f, 4), Quaternion.Euler(0, 0, 90f));
        explosionEffect1 = UIAnimator.Move(effDemo1, new Vector2(0.5f, 0.7f), new Vector2(0.8f, 0.7f), 2f).SetModifier(Modifier.CircularOut);
        explosionEffect2 = UIAnimator.Move(effDemo2, new Vector2(0.5f, 0.5f), new Vector2(0.8f, 0.5f), 2f).SetModifier(Modifier.CircularOut).SetEffect(Effect.Explosion(0.2f));
        explosionEffect3 = UIAnimator.Move(effDemo3, new Vector2(0.2f, 0.6f), new Vector2(0.2f, 0.6f), 2f).SetEffect(Effect.Explosion(0.1f));
        explosionEffect4 = UIAnimator.Move(effDemo4, new Vector2(0.4f, 0.6f), new Vector2(0.4f, 0.6f), 2f).SetEffect(Effect.Explosion(0.2f));
        //DEMO 4 - GROUPS
        springGroupEffect = new UIGroupAnimation(
            UIAnimator.Move(groupEffDemo[0], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 1f).SetEffect(Effect.Spring(0.2f, 4), Quaternion.Euler(0, 0, 000f)),
            UIAnimator.Move(groupEffDemo[1], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 1f).SetEffect(Effect.Spring(0.2f, 4), Quaternion.Euler(0, 0, 090f)),
            UIAnimator.Move(groupEffDemo[2], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 1f).SetEffect(Effect.Spring(0.2f, 4), Quaternion.Euler(0, 0, 180f)),
            UIAnimator.Move(groupEffDemo[3], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 1f).SetEffect(Effect.Spring(0.2f, 4), Quaternion.Euler(0, 0, 270f))
            );
        waveGroupEffect = new UIGroupAnimation(
            UIAnimator.Move(groupEffDemo[0], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 4f).SetEffect(Effect.Wave(0.2f, 4), Quaternion.Euler(0, 0, 090f)),
            UIAnimator.Move(groupEffDemo[1], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 4f).SetEffect(Effect.Wave(0.2f, 4), Quaternion.Euler(0, 0, 045f)).SetDelay(0.25f),
            UIAnimator.Move(groupEffDemo[2], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 4f).SetEffect(Effect.Wave(0.2f, 4), Quaternion.Euler(0, 0, 000f)).SetDelay(0.50f),
            UIAnimator.Move(groupEffDemo[3], new Vector2(0.3f, 0.6f), new Vector2(0.3f, 0.6f), 4f).SetEffect(Effect.Wave(0.2f, 4), Quaternion.Euler(0, 0, 315f)).SetDelay(0.75f)
            );
        explosionGroupEffect = new UIGroupAnimation(groupEffDemo, UIAnimator.Move(groupEffDemo[0], new Vector2(0.3f, 0.6f), new Vector2(0.7f, 0.6f), 2f));
        //DEMO 5 = SCALE/ROTATE
        scale1Animation    = UIAnimator.Scale(scaleDemo1, new Vector3(0.0f, 0.0f), new Vector3(2.5f, 2.5f), 2f).SetModifier(Modifier.PolyIn).SetEffect(Effect.Wave(0.2f, 7));
        rotation1Animation = UIAnimator.Rotate(scaleDemo2, Quaternion.Euler(0, 0, -90), Quaternion.Euler(0, 0, 90), 2f);
        //DEMO 6 - COLOR
        callback1Animation = UIAnimator.Move(colorDemo[0].rectTransform, new Vector2(0.3f, 0.45f), new Vector2(0.3f, 0.75f), 1f);
        callback2Animation = UIAnimator.Move(colorDemo[1].rectTransform, new Vector2(0.3f, 0.75f), new Vector2(0.4f, 0.55f), 1f);
        callback3Animation = UIAnimator.Move(colorDemo[2].rectTransform, new Vector2(0.4f, 0.55f), new Vector2(0.5f, 0.75f), 1f);
        callback4Animation = UIAnimator.Move(colorDemo[2].rectTransform, new Vector2(0.5f, 0.75f), new Vector2(0.6f, 0.55f), 1f);
        callback5Animation = UIAnimator.Move(colorDemo[3].rectTransform, new Vector2(0.6f, 0.55f), new Vector2(0.7f, 0.75f), 1f);
        callback6Animation = UIAnimator.Move(colorDemo[4].rectTransform, new Vector2(0.7f, 0.75f), new Vector2(0.3f, 0.45f), 1f).SetEffect(Effect.Wave(0.2f, 1), Quaternion.Euler(0, 0, 90f));
        callback1Animation.SetCallback(callback2Animation.Play);
        callback2Animation.SetCallback(callback3Animation.Play);
        callback3Animation.SetCallback(callback4Animation.Play);
        callback4Animation.SetCallback(callback5Animation.Play);
        callback5Animation.SetCallback(callback6Animation.Play);
        callback6Animation.SetCallback(ResetAnimation);

        callback1Animation.Play();
        //DEMO 7 - LOOP
        //PLEASE SEE THE COMPONENTS IN INSPECTOR OR READ THE INSTRUCTIONS
    }
コード例 #21
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void ResetAnimation()
 {
     callback1Animation.Play();
 }
コード例 #22
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void FromTo()
 {
     scale1Animation.Play();
     rotation1Animation.Play();
 }
コード例 #23
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void WaveGroup()
 {
     waveGroupEffect.Play();
 }
コード例 #24
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void SpringGroup()
 {
     springGroupEffect.Play();
 }
コード例 #25
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Circular()
 {
     circularInAnimation.Play();
     circularOutAnimation.Play();
 }
コード例 #26
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void SinTan()
 {
     sinAnimation.Play();
     tanAnimation.Play();
 }
コード例 #27
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Poly()
 {
     polyInAnimation.Play();
     polyOutAnimation.Play();
 }
コード例 #28
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Cub()
 {
     cubInAnimation.Play();
     cubOutAnimation.Play();
 }
コード例 #29
0
ファイル: Demo.cs プロジェクト: Zoaxx1/PacmanGame
 public void Quad()
 {
     quadInAnimation.Play();
     quadOutAnimation.Play();
 }
コード例 #30
0
ファイル: TurnButton.cs プロジェクト: alabecki/Imperial-Times
    private void showTradeResults(Nation player)
    {
        Debug.Log("Preparing Trade Results");
        Market market = State.market;
        TradeResults.SetActive(true);
        tradeResultsEnter.Play();
        float imports = player.getImportValues();
        float exports = player.getExportValue();
        imports = (float)Math.Round(imports, 2);
        exports = (float)Math.Round(exports, 2);
        float difference = Mathf.Abs(imports - exports);
        difference = (float)Math.Round(difference, 2);

        TextMeshProUGUI _importExportDif = importExportDif.GetComponent<TextMeshProUGUI>();
        if (imports > exports)
        {
            _importExportDif.SetText("Imports: " + imports + " Exports: " + exports + " Deficit: " + difference);
            _importExportDif.color = new Color32(255, 0, 0, 255);
        }
        else
        {
            _importExportDif.SetText("Imports: " + imports + " Exports: " + exports + " Surplus: " + difference);
            _importExportDif.color = new Color32(0, 204, 0, 255);
        }

        ImportsResultTable.ClearRows();
        foreach(Signal imp in player.getImports())
        {
            TableRow newRow = Instantiate<TableRow>(resSoldRow);

            newRow.gameObject.SetActive(true);
            newRow.preferredHeight = 25;
            ImportsResultTable.AddRow(newRow);
            importsConnector.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, (ImportsResultTable.transform as RectTransform).rect.height);

            newRow.Cells[0].GetComponentInChildren<Text>().text = "Bought";
            //Image
            Transform res = newRow.Cells[1].transform.GetChild(0);
            Image resImg = res.GetComponent<Image>();
            resImg.preserveAspect = true;
            if (imp.getRes())
            {
                resImg.sprite = Resources.Load("Resource/" + imp.getResourceType().ToString(), typeof(Sprite)) as Sprite;
            }
            else
            {
                resImg.sprite = Resources.Load("FinishedGoods/" + imp.getGoodType().ToString(), typeof(Sprite)) as Sprite;

            }
            newRow.Cells[2].GetComponentInChildren<Text>().text = "from";
            Transform flag = newRow.Cells[3].transform.GetChild(0);
            //Image flagImg = flag.GetComponent<Image>();
            UIObject3D flagObject = flag.GetComponent<UIObject3D>();
           // flagImg.preserveAspect = true;
            Nation owner = State.getNations()[imp.getOwnerIndex()];
            GameObject flagPrefab = Instantiate(Resources.Load<GameObject>("Flags/Prefabs/" + owner.getNationName()));
            flagObject.ObjectPrefab = flagPrefab.transform;
            // flagImg.sprite = Resources.Load("Flags/" + owner.getName().ToString(), typeof(Sprite)) as Sprite;
            newRow.Cells[4].GetComponentInChildren<Text>().text = "for " + imp.getPriceSold().ToString("0.0");

        }

        ExportsResultTable.ClearRows();
        foreach (Signal exp in player.getExports())
        {
            TableRow newRow = Instantiate<TableRow>(resSoldRow);
            newRow.gameObject.SetActive(true);
            newRow.preferredHeight = 25;
            ExportsResultTable.AddRow(newRow);
            exportConnector.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, (ExportsResultTable.transform as RectTransform).rect.height);

            newRow.Cells[0].GetComponentInChildren<Text>().text = "Sold";
            Transform res = newRow.Cells[1].transform.GetChild(0);
            Image resImg = res.GetComponent<Image>();
            resImg.preserveAspect = true;
            if (exp.getRes())
            {
                resImg.sprite = Resources.Load("Resource/" + exp.getResourceType().ToString(), typeof(Sprite)) as Sprite;
            }
            else
            {
                resImg.sprite = Resources.Load("FinishedGoods/" + exp.getGoodType().ToString(), typeof(Sprite)) as Sprite;

            }
            newRow.Cells[2].GetComponentInChildren<Text>().text = "to";
            Transform flag = newRow.Cells[3].transform.GetChild(0);
            //Image flagImg = flag.GetComponent<Image>();
            //flagImg.preserveAspect = true;
            Nation owner = State.getNations()[exp.getOwnerIndex()];
            UIObject3D flagObject = flag.GetComponent<UIObject3D>();
            Debug.Log(owner.getNationName());
            GameObject flagPrefab = Instantiate(Resources.Load<GameObject>("Flags/Prefabs/" + owner.getNationName()));
            flagObject.ObjectPrefab = flagPrefab.transform;
            //flagImg.sprite = Resources.Load("Flags/" + owner.getName().ToString(), typeof(Sprite)) as Sprite;
            newRow.Cells[4].GetComponentInChildren<Text>().text = "for " + exp.getPriceSold().ToString("0.0");
        }

        Debug.Log("Finished Preparing Trade Results");

        //  State.advanceGamePhase();
    }