コード例 #1
0
        internal static void Open()
        {
            if (instance == null)
            {
                instance = UIKit.CreateUI <MapIconSelector>(UIMain.appCanvasRect, "KKMapIconSelector");
            }

            instance.rectTransform.anchoredPosition3D = eventData.position;
            CreateContent();
            instance.SetActive(true);
        }
コード例 #2
0
ファイル: UITester.cs プロジェクト: sarbian/KodeUI
    // Reminder since I keep forgetting: The UI must be built while in play mode for the buttons to work
    public void BuildUI()
    {
        if (testUI)
        {
            return;
        }

        treeItems = new List <TreeView.TreeItem> ();
        foreach (var item in testTreeItems)
        {
            treeItems.Add(new TreeView.TreeItem(item, i => (i as TestTreeItem).Name, i => (i as TestTreeItem).Count != 0, 0));
        }

        Window basePanel = UIKit.CreateUI <Window>(appCanvas.transform as RectTransform, "testUI");

        testUI = basePanel.gameObject;

        basePanel
        .Title("A test")
        .Vertical()
        .ControlChildSize(true, true)
        .ChildForceExpand(false, false)
        .PreferredSizeFitter(true, true)
        .Anchor(AnchorPresets.MiddleCenter)
        .Pivot(PivotPresets.TopLeft)
        .PreferredWidth(300)
        .Add <UIButton>()
        .Text("Button A")
        .OnClick(ButtonAction)
        .FlexibleLayout(true, false)
        .Finish()
        .Add <Layout>()
        .Horizontal()
        .ControlChildSize(true, true)
        .ChildForceExpand(false, false)
        .Anchor(AnchorPresets.HorStretchTop)
        .FlexibleLayout(true, false)
        .Add <UIEmpty>()
        .FlexibleLayout(true, true)
        .Finish()
        .Add <UIButton>()
        .Text("B")
        .OnClick(ButtonAction)
        .Finish()
        .Add <UIEmpty>()
        .FlexibleLayout(true, true)
        .Finish()
        .Add <UIButton>()
        .Text("C")
        .OnClick(ButtonAction)
        .Finish()
        .Add <UIEmpty>()
        .FlexibleLayout(true, true)
        .Finish()
        .Add <UIButton>()
        .Image(SpriteLoader.GetSprite("KodeUI/Default/toggle_on"))
        .OnClick(ButtonAction)
        .Finish()
        .Finish()
        .Add <Layout>()
        .Horizontal()
        .ControlChildSize(true, true)
        .ChildForceExpand(false, false)
        .Anchor(AnchorPresets.HorStretchTop)
        .FlexibleLayout(true, false)
        .Add <UIButton>()
        .Text("Very Long text")
        .OnClick(ButtonAction)
        .FlexibleLayout(true, false)
        .Finish()
        .Add <UIEmpty>()
        .FlexibleLayout(true, true)
        .Finish()
        .Add <UIButton>()
        .Text("Is Long")
        .OnClick(ButtonAction)
        .FlexibleLayout(true, false)
        .Finish()
        .Finish()
        .Add <UIText>()
        .Text("A long text that should overflow to the next line")
        .Alignment(TextAlignmentOptions.TopLeft)
        .FlexibleLayout(true, false)
        .Finish()

        .Add <Layout>()
        .Horizontal()
        .ControlChildSize(true, true)
        .ChildForceExpand(false, false)
        .Anchor(AnchorPresets.HorStretchTop)
        .Add <UIText>(out text)
        .Text("N/A")
        .Alignment(TextAlignmentOptions.TopLeft)
        .FlexibleLayout(true, false)
        .Finish()
        .Finish()

        .Add <UIToggle>()
        .OnValueChanged(Action)
        .FlexibleLayout(false, true)
        .PreferredSize(15, 15)
        .Finish()
        .Add <UIInputField>()
        .FlexibleLayout(true, false)
        .SizeDelta(0, 0)
        .Finish()
        .Add <TreeView>(out treeView)
        .Items(treeItems)
        .OnClick(OnTreeClicked)
        .OnStateChanged(OnTreeStateChanged)
        .PreferredSize(-1, 150)
        .FlexibleLayout(true, true)
        .Finish()
        .Finish();


        // needed in the editor to have the proper layout when not in play mode
        LayoutRebuilder.ForceRebuildLayoutImmediate(basePanel.rectTransform);


        // TODO:
        // * LayoutElement sur tout ? Flexible  Size H/V en fonction du layout parent ?
        // * ContentSizeFitter sur tout/certain ? H/V en fonction du layout parent ?
    }