public void TestCalculateLayoutInputHorizontal() { m_LayoutGroup.CalculateLayoutInputHorizontal(); m_LayoutGroup.SetLayoutHorizontal(); m_LayoutGroup.CalculateLayoutInputVertical(); m_LayoutGroup.SetLayoutVertical(); Assert.AreEqual(31, m_LayoutGroup.minWidth); Assert.AreEqual(206, m_LayoutGroup.preferredWidth); Assert.AreEqual(1, m_LayoutGroup.flexibleWidth); }
private void Update() { /// Updates the chat UI on the next frame if (waitForUpdate) { verticalLayout.enabled = true; verticalLayout.CalculateLayoutInputVertical(); verticalLayout.SetLayoutVertical(); LayoutRebuilder.ForceRebuildLayoutImmediate(messagesParent as RectTransform); Canvas.ForceUpdateCanvases(); waitForUpdate = false; } }
/// <summary> /// debugのテキストを受け取る /// </summary> private void OnReceive(string condition, string trace, LogType logType) { if (m_PrintText == null) { return; } var text = m_PrintText.text; switch (logType) { case LogType.Log: text += string.Format("{0}<color=#000000>{1}</color>{0}<color=#a0a0a0>{2}</color>{0}", System.Environment.NewLine, condition, trace); break; case LogType.Warning: text += string.Format("{0}<color=#adad00>{1}</color>{0}<color=#a0a000>{2}</color>{0}", System.Environment.NewLine, condition, trace); break; default: text += string.Format("{0}<color=#ad0000>{1}</color>{0}<color=#a00000>{2}</color>{0}", System.Environment.NewLine, condition, trace); break; } m_PrintText.text = text; m_VerticalLayoutGroup.CalculateLayoutInputVertical(); }
void ForceUpdateLayout() { Canvas.ForceUpdateCanvases(); topPanelLayout.CalculateLayoutInputVertical(); topPanelLayout.SetLayoutVertical(); topPanelFitter.SetLayoutVertical(); }
public static void FixVerticalLayoutGroupFitting(UnityEngine.Object value) { VerticalLayoutGroup group = null; if (value is VerticalLayoutGroup) { group = value as VerticalLayoutGroup; } else if (value is GameObject) { group = (value as GameObject).GetComponent <VerticalLayoutGroup>(); } else if (value is Transform) { group = (value as Transform).GetComponent <VerticalLayoutGroup>(); } if (group == null) { return; } group.enabled = false; Canvas.ForceUpdateCanvases(); group.SetLayoutVertical(); group.CalculateLayoutInputVertical(); group.enabled = true; }
public void CheckFinish() { if (!Cars.All(car => car.IsFinished())) { return; } IsFinished = true; winScreen.SetActive(true); // Create all leaderboard entries _leaderboard.GetEntries().ForEach(entry => { var lead = Instantiate(largeLeaderboardPlayerPrefab, largeLeaderboard, false); var component = lead.GetComponent <LargeLeaderboardPlayer>(); var seconds = Mathf.FloorToInt(entry.NeededTime); var minutes = Mathf.FloorToInt(seconds / 60f); seconds -= minutes * 60; component.positionLabel.text = entry.positionLabel.text; component.nameLabel.text = $"Player {entry.PlayerId} ({minutes:00}:{seconds:00})"; }); verticalLayoutGroup.CalculateLayoutInputVertical(); }
// Update is called once per frame void Update() { Canvas.ForceUpdateCanvases(); hlg.CalculateLayoutInputHorizontal(); hlg.CalculateLayoutInputVertical(); hlg.SetLayoutHorizontal(); hlg.SetLayoutVertical(); }
private void SetText(string text) { question.text = text.Replace("\\n", "\n"); // because [SerializeField] Unity is sucky Canvas.ForceUpdateCanvases(); layout.CalculateLayoutInputVertical(); layout.SetLayoutVertical(); fitter.SetLayoutVertical(); }
// Update is called once per frame void Update() { VerticalLayoutGroup hlg = gameObject.GetComponent <VerticalLayoutGroup>(); Canvas.ForceUpdateCanvases(); hlg.CalculateLayoutInputHorizontal(); hlg.CalculateLayoutInputVertical(); hlg.SetLayoutHorizontal(); hlg.SetLayoutVertical(); }
void SetSize() { if (backgroundlayout == null) { Init(); } Canvas.ForceUpdateCanvases(); textSize.SetLayoutVertical(); backgroundlayout.CalculateLayoutInputVertical(); backgroundSize.SetLayoutVertical(); }
// HACK: Fix for an issue caused by the combined use of nested layout groups and content size fitter private IEnumerator ResetLayoutGroup() { yield return(new WaitForEndOfFrame()); VerticalLayoutGroup verticalLayoutGroup = GetComponentInChildren <VerticalLayoutGroup>(); verticalLayoutGroup.CalculateLayoutInputHorizontal(); verticalLayoutGroup.CalculateLayoutInputVertical(); verticalLayoutGroup.SetLayoutHorizontal(); verticalLayoutGroup.SetLayoutVertical(); yield break; }
private IEnumerator RefreshLayoutCoroutine() { yield return(null); // skip a frame. Wait until canvases are done updating. vertLayoutGroup.CalculateLayoutInputVertical(); vertLayoutGroup.SetLayoutVertical(); //LayoutRebuilder.ForceRebuildLayoutImmediate(myRectTransform); float groupHeight = vertLayoutGroup.preferredHeight; // Apply the proper height. myRectTransform.sizeDelta = new Vector2(myRectTransform.sizeDelta.x, groupHeight + 20);// Mathf.Abs(rt_if_phonetic.anchoredPosition.y)+rt_if_phonetic.rect.size.y); }
public void Init(EventChoice choice, DialogueManager parent) { if (backgroundlayout == null) { Awake(); } manager = parent; current = choice; choiceText.text = choice.choiceDescription; Canvas.ForceUpdateCanvases(); textSize.SetLayoutVertical(); backgroundlayout.CalculateLayoutInputVertical(); backgroundSize.SetLayoutVertical(); }
public static int CalculateLayoutInputVertical(IntPtr l) { int result; try { VerticalLayoutGroup verticalLayoutGroup = (VerticalLayoutGroup)LuaObject.checkSelf(l); verticalLayoutGroup.CalculateLayoutInputVertical(); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
private IEnumerator FadeInOut(float toastDuration, float fadeDuration) { yield return(null); uiContentVerticalLayoutGroup.CalculateLayoutInputHorizontal(); uiContentVerticalLayoutGroup.CalculateLayoutInputVertical(); uiContentVerticalLayoutGroup.SetLayoutHorizontal(); uiContentVerticalLayoutGroup.SetLayoutVertical(); yield return(null); // Anim start yield return(Fade(uiCanvasGroup, 0f, 1f, fadeDuration)); yield return(new WaitForSeconds(toastDuration)); yield return(Fade(uiCanvasGroup, 1f, 0f, fadeDuration)); // Anim end }
void Spawn(int count) { if (transform.childCount > 0) { //TODO 删除 UnityHelper.DestoryAllChild(transform); } for (int idx = 0; idx < count; idx++) { var clone = GameObject.Instantiate(Prefab) as GameObject; clone.transform.SetParent(transform); clone.transform.SetLocalPosZ_(0); clone.transform.SetLocalScale(Vector3.one); } //VLayoutGroup.SetLayoutVertical(); VLayoutGroup.CalculateLayoutInputVertical(); }
public void NextLine() { if (canContinue && activated < dialogues.Count) { dialogues[activated].Activate(manager); //set the empty space to what is was -new text size. gradually grow to only show 1 message emptyBlock.sizeDelta = new Vector2(emptyBlock.sizeDelta.x, emptyBlock.sizeDelta.y - dialogues[activated].GetHeight()); ++activated; emptyBlock.SetSiblingIndex(activated); Canvas.ForceUpdateCanvases(); contentLayout.CalculateLayoutInputVertical(); contentSizeFitter.SetLayoutVertical(); choiceBox.SetActive(false); } else if (itemBox.activeSelf == false) { choiceBox.SetActive(true); Canvas.ForceUpdateCanvases(); choiceLayout.CalculateLayoutInputVertical(); choiceSizeFitter.SetLayoutVertical(); } }
/// <summary> /// 部屋一覧を更新する。 /// </summary> /// <returns></returns> public async UniTask UpdateRoomListAsync() { // キャッシュがある場合は、最初に削除しておく if (elements.Count > 0) { elements.ForEach(e => Destroy(e.gameObject)); elements.Clear(); } view.SetActiveNoRoom(true); // サーバと通信して参加可能な部屋一覧を取得する var response = await new RoomListApi().Request(new GetRoomList.Request()); if (response.Result != GetRoomList.Result.Succeed) { return; } if (response.RoomDataList.Count < 1) { return; } view.SetActiveNoRoom(false); // 部屋一覧データを用いてリスト要素を生成する foreach (var roomData in response.RoomDataList) { var element = Instantiate(elementPrefab); element.transform.SetParent(layoutGroup.transform); element.Initialize(roomData); element.OnClickJoinRoomEvent += guid => OnClickJoinRoomEvent?.Invoke(guid); elements.Add(element); } layoutGroup.CalculateLayoutInputVertical(); }