Inheritance: MonoBehaviour
コード例 #1
0
 // 0 for team 1; 1 for team 2 because indexing
 // Start is called before the first frame update
 void Start()
 {
     myCol     = this.GetComponent <Collider2D>();
     resPool   = GetComponent <ResourceBag>();
     baseStats = GetComponent <PlayerStats>();
     TeleportTile[] tels = GetComponentsInChildren <TeleportTile>();
     mnm          = GameObject.Find("NetworkManager").GetComponent <MonumentalNetworkManager>();
     gameSettings = GameObject.FindObjectOfType <GameSettings>();
     uiControl    = GameObject.FindObjectOfType <UI_Control>();
     lastPurchase = Time.time;
     for (int i = 0; i < tels.Length; i++)
     {
         tels[i].teamIndex = teamIndex;
     }
     if (isServer)
     {
         upgrade1level = 1;
         upgrade2level = 1;
         upgrade3level = 1;
         upgrade4level = 1;
         upgrade5level = 1;
         upgrade6level = 1;
     }
     monuments = GameObject.FindObjectOfType <Monuments>();
 }
コード例 #2
0
ファイル: Player.cs プロジェクト: PurdueSIGGD/Monumental
    // Start is called before the first frame update
    void Start()
    {
        hitDetect          = GetComponentInChildren <HitDetection>();
        attackAnimator     = GetComponentInChildren <Animator>();
        shootingProjectile = GetComponent <ShootingProjectiles>();
        stats         = GetComponent <PlayerStats>();
        body          = GetComponent <Rigidbody2D>();
        currentHealth = stats.getHealth();
        resources     = GetComponent <ResourceBag>();
        resources.initEmpty();

        abovePlayerUI = (Instantiate(Resources.Load("UI/Healthbar")) as GameObject);
        healthbar     = abovePlayerUI.GetComponentInChildren <Slider>();
        nameUI        = abovePlayerUI.GetComponentInChildren <TMPro.TextMeshProUGUI>();

        spawn           = new Vector2(transform.position.x, transform.position.y);
        timeOfLastClick = Time.time;

        if (isLocalPlayer)
        {
            hitDetect.isTheLocalPlayer = true;
            uiControl        = GameObject.FindObjectOfType <UI_Control>();
            uiControl.player = this;
            UI_Camera uiCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <UI_Camera>();
            mnmenu = GameObject.FindObjectOfType <MonumentalNetworkMenu>();
            uiCamera.followTarget = this.gameObject;
            currentHealth         = stats.getHealth();
            spriteRender          = this.GetComponent <SpriteRenderer>();
            spriteRender.sprite   = classSprites[stats.Class];
        }
    }
コード例 #3
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        public override void OnStart(StartState state)
        {
            if (!AreConfigsRead)
            {
                ReadCustomConfigs();
                PopulateFuelNames();
                AreConfigsRead = true;
            }

            if (HighLogic.LoadedScene == GameScenes.EDITOR)
            {
                UI_Control c = this.Fields["fuelSelectorIndex"].uiControlEditor;

                c.onFieldChanged = updateFuelSetup;
                UI_ChooseOption o = (UI_ChooseOption)c;
                o.options = FuelNames;
                this.updateFuelSetup(this.fuelSelectorIndex);
            }
            this.updateUIOutput(this.fuelPep, this.efficiency);
            if (HighLogic.LoadedScene == GameScenes.FLIGHT)
            {
                this.updateFuelSetup(this.fuelSelectorIndex);
                this.part.force_activate();
            }
        }
コード例 #4
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        // ReSharper disable ParameterHidesMember
        public override void Setup(UIPartActionWindow window, Part part, UI_Scene scene, UI_Control control, PartResource resource)
        {
            double amount = resource.amount;
            base.Setup(window, part, scene, control, resource);
            this.resource.amount = amount;

            slider.SetValueChangedDelegate(OnSliderChanged);
        }
コード例 #5
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 public static void InitializeTweakable <T>(
     UI_Control floatRange,
     ref float localField,
     ref float remoteField,
     bool clobberEverywhere = false
     )
 {
     InitializeTweakable <T>(floatRange, ref localField, ref remoteField, remoteField, clobberEverywhere);
 }
コード例 #6
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                // Initialize the gimbal range tweakable and value.
#if false
                public static void InitializeTweakable <T>(
                    UI_Control floatRange,
                    ref float localField,
                    ref float remoteField,
                    float centerValue,
                    float lowerMult,
                    float upperMult,
                    bool clobberEverywhere = false
                    )
コード例 #7
0
ファイル: Tank.cs プロジェクト: SDNPG/BattleCity-3D
    private bool T_traversing;//方向机是否在工作

    #endregion

    #region 静态变量


    #endregion

    // Use this for initialization
    void Start()
    {
        //初始化音源部分
        {
            engineAudio              = gameObject.AddComponent <AudioSource>();
            engineAudio.playOnAwake  = false;
            engineAudio.clip         = s_Engine;
            engineAudio.spatialBlend = 0.3f;
            engineAudio.loop         = true;

            fireAudio              = gameObject.AddComponent <AudioSource>();
            fireAudio.playOnAwake  = false;
            fireAudio.spatialBlend = 1;

            traversingWork              = gameObject.AddComponent <AudioSource>();
            traversingWork.playOnAwake  = false;
            traversingWork.clip         = s_Traversing;
            traversingWork.spatialBlend = 1;
            traversingWork.loop         = true;

            othersAudio              = gameObject.AddComponent <AudioSource>();
            othersAudio.playOnAwake  = false;
            othersAudio.spatialBlend = 1;
        }
        if (ctrltype == CtrlType.player)                         //是玩家控制的场合
        {
            Camera_Main.Target_Nomal = camera_Target.gameObject; //设置为摄像机目标
            Camera_Main.Target_Snip  = SnipSights.gameObject;
            gameObject.AddComponent <AudioListener>();           //添加声音接收器
        }
        mmRigidbody = gameObject.GetComponent <Rigidbody>();

        //初始化火力部分
        reloadingProgress = fullReloadingtime;
        ammunitionNext    = ammunition[ammunitionNum];
        ammunitionInBore  = ammunitionNext;
        //n_Clip = Clip;
        inbore = false;
        //fullClip = false;

        //初始化机动部分
        L_tracks = gameObject.transform.Find("L_Track");
        R_tracks = gameObject.transform.Find("R_Track");
        L_wheels = gameObject.transform.Find("L_Wheels");
        R_wheels = gameObject.transform.Find("R_Wheels");

        LT = L_tracks.gameObject.GetComponent <MeshRenderer>();
        RT = R_tracks.gameObject.GetComponent <MeshRenderer>();

        //初始化AI部分
        ai      = gameObject.AddComponent <AI>();
        ai.tank = this;

        //初始化UI部分
        ui_Contorl = ui_Manager.GetComponent <UI_Control>();
    }
コード例 #8
0
        public override void OnStart(StartState state)
        {
            Log.dbg("OnStart {0}:{1:X} {2}", this.name, this.part.GetInstanceID(), state);
            base.OnStart(state);

            BaseField  field     = this.Fields["increaseSlotsNumber"];
            UI_Control uiControl = (field.uiControlEditor as UI_Toggle);

            uiControl.onFieldChanged += this.OnIncreaseSlotsNumberChange;
        }
コード例 #9
0
    // Called when item is pressed
    public void ChooseScenario()
    {
        // Find UI manager to select this scenario to
        UI_Control ui_control = GameObject.FindObjectOfType <UI_Control>();

        if (ui_control != null)
        {
            ui_control.ChooseScenario(thisScenario);
        }
    }
コード例 #10
0
ファイル: GUIUtils.cs プロジェクト: HebaruSan/AT_Utils
        static void setup_chooser_control(string[] names, string[] values, UI_Control control)
        {
            var current_editor = control as UI_ChooseOption;

            if (current_editor == null)
            {
                return;
            }
            current_editor.display = names;
            current_editor.options = values;
        }
コード例 #11
0
        public override void OnStart(StartState state)
        {
            try
            {
                if (PPart is null)
                {
                    Debug.LogError($"{ModTag} {part}.{this} Procedural Part not found");
                    return;
                }

                // isMirrored flag is required for correct bell deflection - real deflection angles is multiplied by
                // -1 on mirrored part.
                // Because of this, we need to check if we've been created off of the part that already was "mirrored"
                // and set out flag accordingly.
                isMirrored =
                    part.symMethod == SymmetryMethod.Mirror && part.symmetryCounterparts.Count > 0 &&
                    !part.symmetryCounterparts[0].GetComponent <ProceduralSRB>().isMirrored;

                bottomAttachNode = part.FindAttachNode(bottomAttachNodeName);

                InitializeBells();
                UpdateMaxThrust();

                if (HighLogic.LoadedSceneIsEditor)
                {
                    UI_Control uiBell = Fields[nameof(selectedBellName)].uiControlEditor;
                    uiBell.onFieldChanged         += HandleBellTypeChange;
                    uiBell.onSymmetryFieldChanged += HandleBellTypeChange;

                    UI_Control uiDeflection = Fields[nameof(thrustDeflection)].uiControlEditor;
                    uiDeflection.onFieldChanged += HandleBellDeflectionChange;
                    // onSymmetryFieldChanged is buggy here, will call handler for symmetry counterparts ourselves

                    if (UsingME)
                    {
                        UI_Control uiBurnTimeME = Fields[nameof(burnTimeME)].uiControlEditor;
                        uiBurnTimeME.onFieldChanged         += HandleThrustChange;
                        uiBurnTimeME.onSymmetryFieldChanged += HandleThrustChange;
                    }
                    else
                    {
                        UI_Control uiThrust = Fields[nameof(thrust)].uiControlEditor;
                        uiThrust.onFieldChanged         += HandleThrustChange;
                        uiThrust.onSymmetryFieldChanged += HandleThrustChange;
                    }
                }
            }
            catch (Exception ex)
            {
                Debug.Log($"{ModTag}: OnStart exception: {ex}");
                throw;
            }
        }
コード例 #12
0
ファイル: UI_Control.cs プロジェクト: seromyr/BulletHell
 private void SingletonMaker()
 {
     if (main == null)
     {
         DontDestroyOnLoad(gameObject);
         main = this;
         Debug.Log("Control Panel created");
     }
     else if (main != this)
     {
         Destroy(gameObject);
     }
 }
コード例 #13
0
    // Start is called before the first frame update
    void Start()
    {
        uI_Control = UI_Control.Instance;
        GameObject ControlKeyObj = new GameObject();

        controlKeyAndDelay        = ControlKeyObj.AddComponent <ControlKeyAndDelay>();
        Input.gyro.enabled        = true;
        Input.gyro.updateInterval = 0.0167f;
        JumpKeyAndDelay           = new ControlKeyAndDelay.KeyAndDelay("Jump", TimeKeyJumpDelay);
        HitKeyAndDelay            = new ControlKeyAndDelay.KeyAndDelay("Hit", TimeKeyHitDelay);
        ShootKeyAndDelay          = new ControlKeyAndDelay.KeyAndDelay("Shoot", TimeKeyShootDelay);


        soundControl  = SoundControl.Instance;
        playerControl = PlayerControl.Instance;
    }
コード例 #14
0
ファイル: UI_Slot.cs プロジェクト: kula1027/AD
    public void Init()
    {
        ui_control = GameObject.Find ("UI Manager").GetComponent<UI_Control>();

        slotItem = new UI_SlotItem[slotSize];
        for (int loop = 0; loop < slotSize; loop++) {
            slotItem[loop] = transform.GetChild(loop + 1).gameObject.GetComponent<UI_SlotItem>();
            slotItem[loop].UI_SlotItem_Start(GetComponent<UI_Slot>(), loop);
        }

        selected = transform.GetChild (0).gameObject;
        selected.SetActive (false);
        selected_index = -1;
        player = ui_control.GetPlayer ();

        refitDis = Mathf.Pow(ui_control.BottomSlotLength * 0.12f ,2);
    }
コード例 #15
0
ファイル: UI_SkillSlot.cs プロジェクト: kula1027/AD
    public void Init_Skill()
    {
        gameManager = GameObject.Find ("GameManager").GetComponent<GameManager> ();
        ui_control = GameObject.Find ("UI Manager").GetComponent<UI_Control> ();
        selected = transform.Find ("Selected_Skill").gameObject;

        skillName = GameObject.Find ("SkillName").GetComponent<Text> ();
        skillEffect = GameObject.Find ("SkillEffect").GetComponent<Text> ();
        skillExplain = GameObject.Find ("SkillExplain").GetComponent<Text> ();

        Off ();

        btn = new Transform[5];
        for (int loop = 0; loop < 5; loop++) {
            btn[loop] = transform.GetChild(loop + 1);
        }
    }
コード例 #16
0
 /// <summary>
 /// Ensures that max setting of the FloatRange UI control is not less than the provided value.
 /// </summary>
 void SetupFloatUiControlMax(BaseField field, UI_Control control, float refValue)
 {
     if (control != null)
     {
         var uiFloat = control as UI_FloatRange;
         if (uiFloat == null)
         {
             HostedDebugLog.Error(
                 this, "Field is not of a FloatRange type: {0}", field.MemberInfo.Name);
             return;
         }
         if (uiFloat.maxValue < refValue)
         {
             HostedDebugLog.Fine(
                 this, "Adjust field max value: field={0}, oldMax={1}, newMax={2}",
                 field.MemberInfo.Name, uiFloat.maxValue, refValue);
             uiFloat.maxValue = refValue;
         }
     }
 }
コード例 #17
0
ファイル: DeltaMu.cs プロジェクト: taniwha/DeltaMu
            public BaseField GetField()
            {
                var       fields = new BaseFieldList(this);
                BaseField bf     = fields[0];

                bf.guiName = name;
                UI_Control control = null;

                if (HighLogic.LoadedSceneIsEditor)
                {
                    control = bf.uiControlEditor;
                }
                else if (HighLogic.LoadedSceneIsFlight)
                {
                    control = bf.uiControlFlight;
                }
                if (control != null)
                {
                    control.onFieldChanged += ModifyValue;
                }
                return(bf);
            }
コード例 #18
0
        public override void OnStart(StartState state)
        {
            base.OnStart(state);

            _data = new AswData {
                Type = type
            };

            switch (_data.Type)
            {
            case "DepthCharge":
                _bomb = new BombSystem();
                _bomb.ChargeDataWrite(errorRange, maxDepth, maxDepth);
                _bomb.Ran();

                _buoyancy = new Buoyancy();
                _buoyancy.BuoyancyDataWrite(volumebuoyancy, volum, buoyancyForce);

                _rota = new RotationSystem();
                _rota.RotationData(airMaxTorque, waterMaxTorque, airCocf, waterCocf);

                _missileLauncher = GetComponent <MissileLauncher>();
                if (_missileLauncher == null)
                {
                    Debug.LogError("Failed when find the MissileLauncher!");
                }

                _depthField = Fields["autoDestroyDepth"].uiControlFlight;

                Fields["cruiseDepth"].guiActive            = false;
                Fields["cruiseDepth"].guiActiveEditor      = false;
                Fields["autoDestroyDepth"].guiActive       = true;
                Fields["autoDestroyDepth"].guiActiveEditor = true;
                Fields["autoDestroyDepth"].guiName         = Localizer.Format("#autoLOC_NAS_Editor_detonateDepth");

                ((UI_FloatRange)Fields["autoDestroyDepth"].uiControlEditor).maxValue = maxDepth;
                ((UI_FloatRange)Fields["autoDestroyDepth"].uiControlFlight).maxValue = maxDepth;
                break;

            case "Torpedo":
                _pida = new PidSystem();
                _pida.PidDataWrite(maxRotate.z, pidAngleInfo.x, pidAngleInfo.y, pidAngleInfo.z);
                _pidt = new PidSystem();
                _pidt.PidDataWrite(maxTorque.x, pidTorqueInfo.x, pidTorqueInfo.y, pidTorqueInfo.z);

                _buoyancy = new Buoyancy();
                _buoyancy.BuoyancyDataWrite(volumebuoyancy, volum, buoyancyForce);

                _rota = new RotationSystem();
                _rota.RotationData(airMaxTorque, waterMaxTorque, airCocf, waterCocf);

                _missileLauncher = GetComponent <MissileLauncher>();
                if (_missileLauncher == null)
                {
                    Debug.LogError("Failed when find the MissileLauncher!");
                }

                Fields["autoDestroyDepth"].guiActive       = false;
                Fields["autoDestroyDepth"].guiActiveEditor = false;
                Fields["cruiseDepth"].guiActive            = true;
                Fields["cruiseDepth"].guiActiveEditor      = true;
                Fields["cruiseDepth"].guiName = Localizer.Format("#autoLOC_NAS_Editor_cruiseDepth");

                ((UI_FloatRange)Fields["cruiseDepth"].uiControlEditor).maxValue = maxDepth - 2;
                ((UI_FloatRange)Fields["cruiseDepth"].uiControlFlight).maxValue = maxDepth - 2;
                break;

            default:
                Debug.LogWarning("[NAS-ASW]Neither depth charge nor torpedo!");
                break;
            }

            autoDestroyDepth = ModUiManager.setAllDepthCharges;
            cruiseDepth      = ModUiManager.setAllTorpedos;
        }
コード例 #19
0
 private void Awake()
 {
     soundControl = SoundControl.Instance;
     uI_Control   = UI_Control.Instance;
 }
コード例 #20
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        public static MemberUpdater Create(object obj, string name)
        {
            if (obj == null || name == null)
            {
                return(null);
            }
            Type          objectType = obj.GetType();
            FieldInfo     field      = objectType.GetField(name, LookupFlags);
            PropertyInfo  property   = objectType.GetProperty(name, LookupFlags);
            UI_FloatRange floatRange = null;
            BaseFieldList fields;

            if (obj is PartModule)
            {
                fields = (obj as PartModule).Fields;
                try
                {
                    BaseField fieldData = fields[name];
                    if ((object)fieldData != null)
                    {
                        UI_Control ctrl = fieldData.uiControlEditor;
                        if (ctrl is UI_FloatRange)
                        {
                            floatRange = ctrl as UI_FloatRange;
                        }
                    }
                }
                catch (Exception)
                {
                    string debuglog = "===============================================\r\n";
                    ConcatSafely("objectType", () => { return(objectType.ToString()); }, ref debuglog);
                    ConcatSafely("name", () => { return(name); }, ref debuglog);
                    ConcatSafely("fields.ReflectType", () => { return(fields.ReflectedType.ToString().ToString()); }, ref debuglog);
                    ConcatSafely("fields.Count", () => { return(fields.Count.ToString()); }, ref debuglog);
                    ConcatSafely("fields.Count",
                                 () =>
                    {
                        string acc    = "";
                        int numFields = fields.Count;
                        for (int i = 0; i < numFields; i++)
                        {
                            ConcatSafely("field", () => { return(fields[i].ToString_rec(1)); }, ref acc);
                        }
                        return(acc);
                    }, ref debuglog);
                    Log.warn(debuglog);
                }
            }

            if (property != null && property.GetIndexParameters().Length > 0)
            {
                Log.warn("Property {0} on {1} requires indices, which TweakScale currently does not support.", name, objectType.Name);
                return(null);
            }
            if (field == null && property == null)
            {
                // handle special cases
                if ((obj is PartModule) && (name == "inputResources" || name == "outputResources"))
                {
                    return(Create((obj as PartModule).resHandler, name));
                }

                string partname = (obj is PartModule) ? (obj as PartModule).part.name : "<unk>";
                Log.warn("No valid member found for {0} in {1} for {2}", name, objectType.Name, partname);

                return(null);
            }

            return(new MemberUpdater(obj, field, property, floatRange));
        }
コード例 #21
0
        // ReSharper disable ParameterHidesMember
        public override void Setup(UIPartActionWindow window, Part part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field)
        {
            base.Setup(window, part, partModule, scene, control, field);
            incLargeDown.SetValueChangedDelegate(obj => buttons_ValueChanged(false));
            incLargeUp.SetValueChangedDelegate(obj => buttons_ValueChanged(true));
            slider.SetValueChangedDelegate(slider_OnValueChanged);

            // so update runs.
            value = GetFieldValue() + 0.1f;
            UpdateFieldInfo();
        }
コード例 #22
0
        // ReSharper disable ParameterHidesMember
        public override void Setup(UIPartActionWindow window, Part part, UI_Scene scene, UI_Control control, PartResource resource)
        {
            double amount = resource.amount;

            base.Setup(window, part, scene, control, resource);
            this.resource.amount = amount;

            slider.SetValueChangedDelegate(OnSliderChanged);
        }
コード例 #23
0
 void Awake()
 {
     manager   = GetComponent <NetworkManager>();
     uiControl = GameObject.FindObjectOfType <UI_Control>();
 }
コード例 #24
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        public override void Setup(UIPartActionWindow window, Part part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field)
        {
            base.Setup(window, part, partModule, scene, control, field);

            ModuleB9PartSwitch switcherModule = (ModuleB9PartSwitch)partModule;

            SwitcherSubtypeDescriptionGenerator subtypeDescriptionGenerator = new SwitcherSubtypeDescriptionGenerator(switcherModule);

            subtypeButtons = new List <UIPartActionSubtypeButton>(switcherModule.subtypes.Count);
            int buttonIndex = 0;

            for (int i = 0; i < switcherModule.subtypes.Count; i++)
            {
                PartSubtype subtype = switcherModule.subtypes[i];
                if (!subtype.IsUnlocked())
                {
                    continue;
                }
                GameObject buttonGameObject             = Instantiate(prefabVariantButton, scrollMain.content);
                UIPartActionSubtypeButton subtypeButton = buttonGameObject.GetComponent <UIPartActionSubtypeButton>();

                // prevent capturing in closures
                int subtypeIndex   = i;
                int theButtonIndex = buttonIndex;

                subtypeButton.Setup(
                    subtype.title,
                    subtypeDescriptionGenerator.GetFullSubtypeDescription(subtype),
                    subtype.PrimaryColor,
                    subtype.SecondaryColor,
                    () => SetSubtype(subtypeIndex, theButtonIndex)
                    );

                subtypeButtons.Add(subtypeButton);

                if (subtype == switcherModule.CurrentSubtype)
                {
                    currentButtonIndex = buttonIndex;
                }

                buttonIndex++;
            }

            subtypeButtons[0].previousItem = subtypeButtons[subtypeButtons.Count - 1];
            subtypeButtons[0].nextItem     = subtypeButtons[1];
            for (int i = 1; i < subtypeButtons.Count - 1; i++)
            {
                subtypeButtons[i].previousItem = subtypeButtons[i - 1];
                subtypeButtons[i].nextItem     = subtypeButtons[i + 1];
            }
            subtypeButtons[subtypeButtons.Count - 1].previousItem = subtypeButtons[subtypeButtons.Count - 2];
            subtypeButtons[subtypeButtons.Count - 1].nextItem     = subtypeButtons[0];

            switcherDescriptionText.text = switcherModule.switcherDescription;

            TooltipHelper.SetupSubtypeInfoTooltip(buttonPreviousTooltipController, "", "");
            TooltipHelper.SetupSubtypeInfoTooltip(buttonNextTooltipController, "", "");

            SetTooltips(currentButtonIndex);

            buttonPrevious.onClick.AddListener(PreviousSubtype);
            buttonNext.onClick.AddListener(NextSubtype);

            subtypeTitleText.text = switcherModule.CurrentSubtype.title;

            subtypeButtons[currentButtonIndex].Activate();
        }
コード例 #25
0
 // Start is called before the first frame update
 void Start()
 {
     m_UI_Control = GameObject.Find("UI").GetComponent <UI_Control>();
 }
コード例 #26
0
 // ReSharper disable ParameterHidesMember
 public override void Setup(UIPartActionWindow window, Part part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field)
 {
     base.Setup(window, part, partModule, scene, control, field);
     incDown.SetValueChangedDelegate(obj => IncrementValue(false));
     incUp.SetValueChangedDelegate(obj => IncrementValue(true));
     slider.SetValueChangedDelegate(OnValueChanged);
 }
コード例 #27
0
        // ReSharper disable ParameterHidesMember
        public override void Setup(UIPartActionWindow window, Part part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field)
        {
            base.Setup(window, part, partModule, scene, control, field);
            incLargeDown.SetValueChangedDelegate(obj => buttons_ValueChanged(false));
            incLargeUp.SetValueChangedDelegate(obj => buttons_ValueChanged(true));
            slider.SetValueChangedDelegate(slider_OnValueChanged);

            // so update runs.
            value = GetFieldValue() + 0.1f;
            UpdateFieldInfo();
        }
コード例 #28
0
 // ReSharper disable ParameterHidesMember
 public override void Setup(UIPartActionWindow window, Part part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field)
 {
     base.Setup(window, part, partModule, scene, control, field);
     incDown.SetValueChangedDelegate(obj => IncrementValue(false));
     incUp.SetValueChangedDelegate(obj => IncrementValue(true));
     slider.SetValueChangedDelegate(OnValueChanged);
 }
コード例 #29
0
ファイル: Player.cs プロジェクト: kula1027/AD
    public override void initChild(int charCode_)
    {
        ui_control = GameObject.Find ("UI Manager").GetComponent<UI_Control> ();
        ui_control.SetPlayer (GetComponent<Player> ());

        charCode = charCode_;
        coolTime = new int[5]{0,0,0,0,0};
        playerLevel = 1;
        currExp = 0;
        fullExp = Config.requiredExp [playerLevel - 1];
        for(int i = 0 ; i < Config.inventoryRow * Config.inventoryCol;i++){
            drink[i] = null;

        }
        for(int i = 0 ; i < Config.inventoryRow * Config.inventoryCol;i++){
            equip[i] = null;
        }
        equip [4] = new Gold ();
        equip [4].init (-1, 0, 0);
    }
コード例 #30
0
        public static void InitializeTweakable <T>(
            UI_Control floatTweakable,
            ref float localField,
            ref float remoteField,
            float centerValue,
            float lowerMult,
            float upperMult,
            float stepMult,
            bool clobberEverywhere = false
            )
        {
            if (floatTweakable == null)
            {
                Logging.PostErrorMessage("Got null Control during InitializeTweakable for type {0}; bailing out.",
                                         typeof(T).FullName);

                return;
            }

            Vector2 bounds;

            float minValue, maxValue, stepIncrement;

            bounds   = LoadBounds <T>();
            stepMult = LoadStep <T>(stepMult);

            // If our field is uninitialized...
            if (localField < 0)
            {
                // ...fetch it from the remote field
                localField = centerValue;
            }

            lowerMult = Mathf.Max(lowerMult, bounds.x, 0);
            upperMult = Mathf.Max(lowerMult, Mathf.Min(upperMult, bounds.y));

            // Set the bounds and increment for our tweakable range.
            if (centerValue < 0)
            {
                maxValue = centerValue * lowerMult;
                minValue = centerValue * upperMult;
            }
            else
            {
                minValue = centerValue * lowerMult;
                maxValue = centerValue * upperMult;
            }

            stepIncrement  = Mathf.Pow(10f, Mathf.RoundToInt(Mathf.Log10(Mathf.Abs(centerValue))) - 1);
            stepIncrement *= stepMult;

            if (floatTweakable is UI_FloatRange)
            {
                UI_FloatRange floatRange = floatTweakable as UI_FloatRange;

                floatRange.maxValue      = maxValue;
                floatRange.minValue      = minValue;
                floatRange.stepIncrement = stepIncrement;
            }
            else
            {
                Logging.PostErrorMessage(
                    "InitializeTweakable<{0}>: Got floatTweakable of type {1}, expected {2}",
                    typeof(T).FullName,
                    floatTweakable.GetType().FullName,
                    typeof(UI_FloatRange).FullName
                    );

                return;
            }

            localField = Mathf.Clamp(localField, minValue, maxValue);

            if (HighLogic.LoadedSceneIsFlight || clobberEverywhere)
            {
                // Clobber the remote field with ours.
                remoteField = localField;
            }
        }
コード例 #31
0
ファイル: UI_BottomButton.cs プロジェクト: kula1027/AD
    void Start()
    {
        itemBeingDragged = GameObject.Find ("Panel_Slot").transform;

        ui_control = GameObject.Find ("UI Manager").GetComponent<UI_Control> ();
        startY = itemBeingDragged.position.y;
        maxY = startY - GameObject.Find ("ParamY_Slot").transform.position.y;
        corouLock = true;

        sideBtn = new GameObject[2];
        sideBtn [0] = GameObject.Find ("Button_Investigate");
        sideBtn [1] = GameObject.Find ("Button_Hold");
    }