コード例 #1
0
    public void setNiveau(int numNiv, string titre, string description, int cout)
    {
        UICollapseElement collapseElement = collapseGroup.ListCollapseElement [numNiv - 1];

        collapseElement.Titre       = titre;
        collapseElement.Description = description;

        if (cout > 0)
        {
            collapseElement.Titre += " (" + cout + ")";
        }
    }
コード例 #2
0
    //TODO utilsé l'id de la carte pour le nommage des objet
    public DesignCarteConstructionV2(GameObject goParent, float height, float width, int nbNiveau, Joueur joueurClick)
    {
        this.goParent       = goParent;
        this.joueurCliquant = joueurClick;

        GameObject paternBoutonCancel = UIUtils.createPanel("BoutonFermeture", goParent,
                                                            width * (ConstanteInGame.propBoutonRetour.x - 0.5f), height * (0.5f - ConstanteInGame.propBoutonRetour.y),
                                                            width * ConstanteInGame.propBoutonRetour.z, height * ConstanteInGame.propBoutonRetour.w);

        paternBoutonCancel.GetComponent <Image> ().sprite = ConstanteInGame.spriteCroixCancel;
        Button buttonFermeture = paternBoutonCancel.AddComponent <Button> ();

        buttonFermeture.onClick.AddListener(deleteVisual);

        txtTitre = UIUtils.createText("Titre", goParent, 1,
                                      width * (ConstanteInGame.propDesignTitre.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignTitre.y),
                                      width * ConstanteInGame.propDesignTitre.z, height * ConstanteInGame.propDesignTitre.w);

        imageCarte = UIUtils.createImage(null, "Image", goParent,
                                         width * (ConstanteInGame.propDesignImage.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignImage.y),
                                         width * ConstanteInGame.propDesignImage.z, height * ConstanteInGame.propDesignImage.w);

        //Creation bloc des ressources
        float widthRessource  = width * ConstanteInGame.propDesignRessource.z;
        float heightRessource = height * ConstanteInGame.propDesignRessource.w;

        GameObject paternRessource = UIUtils.createPanel("Ressource", goParent,
                                                         width * (ConstanteInGame.propDesignRessource.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignRessource.y),
                                                         widthRessource, heightRessource);

        GameObject paternRessourceMetal = UIUtils.createPanel("RessourceMetal", paternRessource,
                                                              widthRessource * (ConstanteInGame.propDesignMetalRessource.x - 0.5f), heightRessource * (0.5f - ConstanteInGame.propDesignMetalRessource.y),
                                                              widthRessource * ConstanteInGame.propDesignMetalRessource.z, heightRessource * ConstanteInGame.propDesignMetalRessource.w);

        txtMetal = UIUtils.createText("textMetal", paternRessourceMetal, 1, 0, 0,
                                      .9f * widthRessource * ConstanteInGame.propDesignMetalRessource.z, heightRessource * ConstanteInGame.propDesignMetalRessource.w);

        GameObject paternRessourceNiveauActuel = UIUtils.createPanel("RessourceNiveauActuel", paternRessource,
                                                                     widthRessource * (ConstanteInGame.propDesignNiveauRessource.x - 0.5f), heightRessource * (0.5f - ConstanteInGame.propDesignNiveauRessource.y),
                                                                     widthRessource * ConstanteInGame.propDesignNiveauRessource.z, heightRessource * ConstanteInGame.propDesignNiveauRessource.w);

        txtNiveauActuel = UIUtils.createText("textNiveauActuel", paternRessourceNiveauActuel, 1, 0, 0,
                                             .9f * widthRessource * ConstanteInGame.propDesignNiveauRessource.z, heightRessource * ConstanteInGame.propDesignNiveauRessource.w);

        paternRessourceCarburant = UIUtils.createPanel("RessourceCarburant", paternRessource,
                                                       widthRessource * (ConstanteInGame.propDesignCarburantRessource.x - 0.5f), heightRessource * (0.5f - ConstanteInGame.propDesignCarburantRessource.y),
                                                       widthRessource * ConstanteInGame.propDesignCarburantRessource.z, heightRessource * ConstanteInGame.propDesignCarburantRessource.w);
        txtCarburant = UIUtils.createText("textCarburant", paternRessourceCarburant, 1, 0, 0,
                                          .9f * widthRessource * ConstanteInGame.propDesignCarburantRessource.z, heightRessource * ConstanteInGame.propDesignCarburantRessource.w);

        GameObject paternListNiveaux = UIUtils.createPanel("ListNiveaux", goParent,
                                                           width * (ConstanteInGame.propDesignListNiveaux.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignListNiveaux.y),
                                                           width * ConstanteInGame.propDesignListNiveaux.z, height * ConstanteInGame.propDesignListNiveaux.w);

        collapseGroup = paternListNiveaux.AddComponent <UICollapseGroup> ();
        List <UICollapseElement> listCollapseElement = new List <UICollapseElement> ();

        for (int i = 0; i < nbNiveau; i++)
        {
            UICollapseElement collapseElement = paternListNiveaux.AddComponent <UICollapseElement> ();
            collapseElement.TailleTitre        = 50;
            collapseElement.TailleDescription  = 75;
            collapseElement.TempsDecompression = 3;
            listCollapseElement.Add(collapseElement);
        }

        collapseGroup.ListCollapseElement = listCollapseElement;


        GameObject paternBouton = UIUtils.createPanel("BoutonAction", goParent,
                                                      width * (ConstanteInGame.propDesignBouton.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignBouton.y),
                                                      width * ConstanteInGame.propDesignBouton.z, height * ConstanteInGame.propDesignBouton.w);
        Button buttonAction = paternBouton.AddComponent <Button> ();


        paternPA = UIUtils.createPanel("PointAttaque", goParent,
                                       width * (ConstanteInGame.propDesignPointAttaque.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignPointAttaque.y),
                                       width * ConstanteInGame.propDesignPointAttaque.z, height * ConstanteInGame.propDesignPointAttaque.w);
        txtPointAttaque = UIUtils.createText("textPA", paternPA, 1, 0, 0,
                                             .9f * width * ConstanteInGame.propDesignPointAttaque.z, height * ConstanteInGame.propDesignPointAttaque.w);

        GameObject paternPD = UIUtils.createPanel("PointDefense", goParent,
                                                  width * (ConstanteInGame.propDesignPointDefense.x - 0.5f), height * (0.5f - ConstanteInGame.propDesignPointDefense.y),
                                                  width * ConstanteInGame.propDesignPointDefense.z, height * ConstanteInGame.propDesignPointDefense.w);

        txtPointDefense = UIUtils.createText("textPD", paternPD, 1, 0, 0,
                                             .9f * width * ConstanteInGame.propDesignPointDefense.z, height * ConstanteInGame.propDesignPointDefense.w);
    }