void Start() { // The text-extrude API is experimental and therefore unstable and unoptimised. // This example is provided straight from our test bench as a preview of what PowerUI 2 is capable of. // We're going to increase the curve accuracy - this results in smoother curves. // This of course means more triangles, but this text is the only thing here anyway. // TextExtrude.CurveAccuracy/=10f; // Create a WorldUI: WorldUI ui = new WorldUI(); // Let's give it some space - this will affect the wrapping of the text: ui.SetDimensions(500, 100); // Define the resolution - that's how many pixels per world unit. // This of course entirely depends on the usage. ui.SetResolution(10); if (Html == null) { Debug.Log("No HTML file defined for 3D text!"); return; } // Apply the content: ui.document.innerHTML = "<div style='text-extrude:4;font-size:30px;height:100%;vertical-align:middle;text-align:center;font-family:Hardwood;'>" + Html.text + "</div>"; }
void Awake() { _canvas = GetComponent <Canvas>(); _currentBuildingWorld = world_0_container; _screenSelectorsUI.Add(selectedScreenUI); }
void Start(){ // The text-extrude API is experimental and therefore unstable and unoptimised. // This example is provided straight from our test bench as a preview of what PowerUI 2 is capable of. // We're going to increase the curve accuracy - this results in smoother curves. // This of course means more triangles, but this text is the only thing here anyway. // TextExtrude.CurveAccuracy/=10f; // Create a WorldUI: WorldUI ui=new WorldUI(); // Let's give it some space - this will affect the wrapping of the text: ui.SetDimensions(500,100); // Define the resolution - that's how many pixels per world unit. // This of course entirely depends on the usage. ui.SetResolution(10); if(Html==null){ Debug.Log("No HTML file defined for 3D text!"); return; } // Apply the content: ui.document.innerHTML="<div style='text-extrude:4;font-size:30px;height:100%;vertical-align:middle;text-align:center;font-family:Hardwood;'>"+Html.text+"</div>"; }
public void AddLevelButton(LevelInfo lvlInfo, Action <LevelInfo> onClick, GameManager gm, bool worldUnlocked, int neededToUnlock) { if (lvlInfo.worldId != _lvlBtn_lastWorldId) { var newWorldUI = Instantiate <WorldUI>(world_0_container, worldsTransform); newWorldUI.transform.position += Vector3.right * _canvas.pixelRect.width * lvlInfo.worldId; newWorldUI.name = "world_" + lvlInfo.worldId; _worldsCreated.Add(newWorldUI); newWorldUI.Init(lvlInfo.worldId, worldUnlocked, neededToUnlock); _currentBuildingWorld = newWorldUI; _amountOfWorlds++; CreateScreenPointUI(lvlInfo.worldId); } var btn = Instantiate <Button>(levelNodeButton, _currentBuildingWorld.grid.transform); LevelInfo lazyLvlInfo = new LevelInfo(); lazyLvlInfo = lvlInfo; btn.onClick.AddListener(() => onClick(lazyLvlInfo)); var node = btn.GetComponent <LevelNode> (); node.Init(lazyLvlInfo, gm, btn); _lvlBtn_lastWorldId = lvlInfo.worldId; }
protected unsafe override void Awake() { //IL_0018: Unknown result type (might be due to invalid IL or missing references) //IL_0022: Expected O, but got Unknown //IL_0034: Unknown result type (might be due to invalid IL or missing references) //IL_003e: Expected O, but got Unknown //IL_0050: Unknown result type (might be due to invalid IL or missing references) //IL_005a: Expected O, but got Unknown //IL_006c: Unknown result type (might be due to invalid IL or missing references) //IL_0076: Expected O, but got Unknown //IL_0088: Unknown result type (might be due to invalid IL or missing references) //IL_0092: Expected O, but got Unknown //IL_00a4: Unknown result type (might be due to invalid IL or missing references) //IL_00ae: Expected O, but got Unknown //IL_00c0: Unknown result type (might be due to invalid IL or missing references) //IL_00ca: Expected O, but got Unknown s_instance = this; m_pvpButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_gotoTofuButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_gotoGardenButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_gotoHomeButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_gotoCityButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_disconnectButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_squadMakerButton.get_onClick().AddListener(new UnityAction((object)this, (IntPtr)(void *) /*OpCode not supported: LdFtn*/)); m_gotoHomeButton.set_interactable(false); m_gotoTofuButton.set_interactable(true); m_gotoGardenButton.set_interactable(true); m_gotoCityButton.set_interactable(true); InitGodsChoice(); }
void Start() { instance = this; // resolution Resolution currentResolution = Screen.currentResolution; if (Application.isEditor) { screenResolution = Screen.resolutions [0]; } else { screenResolution = currentResolution; } //set the resolution Screen.SetResolution (screenResolution.width, screenResolution.height, true); // UI Camera setup UICamera = new GameObject ("UICamera"); UICamera.AddComponent<Camera>(); Camera uiCamera = UICamera.GetComponent<Camera>(); uiCamera.cullingMask = uiCameraLayerMask; uiCamera.name = "UICamera"; uiCamera.orthographicSize = screenResolution.height / 2; uiCamera.orthographic = true; uiCamera.nearClipPlane = 0.3f; uiCamera.farClipPlane = 50f; uiCamera.clearFlags = CameraClearFlags.Depth; uiCamera.depth = 1; uiCamera.rect = new Rect (0, 0, 1, 1); uiCamera.renderingPath = RenderingPath.UsePlayerSettings; uiCamera.targetTexture = null; uiCamera.hdr = false; }
private static void SetEnable(WorldUI ui, bool enable) { if (ui != null) { ui.document.Run("SetUnitBarEnable", enable); } }
// Use this for initialization void Start () { // Next, generate a new UI: WorldUI ui=new WorldUI("TVScreenContent"); // It's representing a TV, so lets use some standard TV screen dimensions: ui.SetDimensions(800,600); // But we need to define the resolution - that's how many pixels per world unit. // This of course entirely depends on the model and usage. ui.SetResolution(540,610); // As this example only uses a WorldUI, we'll set the filter mode to bilinear so it looks smoother. ui.TextFilterMode=FilterMode.Bilinear; // Give it some content: if(HtmlFile!=null){ ui.document.innerHTML=HtmlFile.text; } // Parent it to the TV: ui.transform.parent=transform; // Let's move it around a little too: ui.transform.localPosition=new Vector3(0f,1.02f,0.03f); // And spin it around - the TV mesh is facing the other way: ui.transform.localRotation=Quaternion.AngleAxis(180f,Vector3.up); if(InputEnabled){ // World UI's should accept input: UI.WorldInputMode=InputMode.Screen; } }
public static void Pop(string text, Vector3 position) { var popup = Instantiate(Instance.popupPrefab); WorldUI.AddedUIElement(popup.transform as RectTransform); WorldUI.MoveUIByWorldPosition(popup.transform, position); popup.Text.text = text; }
void MoveTowards(Vector3 point) { // TODO: move this to a proper place WorldUI.CloseAllMenu(); point.y = transform.position.y; target = point; StopAllCoroutines(); StartCoroutine(Moving()); }
void Awake() { _canvas = GetComponent <Canvas>(); _swapSystem = GetComponent <WorldScreenSwapSystem>(); _swapSystem.Init(this); _currentBuildingWorld = world_0_container; worldsCreated.Add(world_0_container); }
private void MainWindow_Load(object sender, EventArgs e) { g = pictureBox.CreateGraphics(); bitmap = new Bitmap(ClientRectangle.Width, ClientRectangle.Height); world = new WorldUI(g, bitmap, ClientRectangle); updateTimer.Start(); Thread payFactoryThread = new Thread(world.PayFactory); payFactoryThread.Start(); }
protected void Start() { Hp = new Hp(startMaxHp, 0, startMaxHp); hpManager.CurHealth = Hp; Hp.OnValueChangeToMin += Hp_OnValueChangeToMin; Hp.OnValueChanged += Hp_OnValueChanged; Hp.OnHpTaken += Hp_OnHpTaken; hpManager.Refresh(); PhaseController.Instance.OnPhaseChanged += Instance_OnPhaseChanged; carrierUI = GameObject.FindGameObjectWithTag("CarrierUI").GetComponent <WorldUI>(); }
public override void OnAdd() { Vector3 screenPoint = RectTransformUtility.WorldToScreenPoint(Camera.main, target.transform.position); WorldUI vfx = Instantiate(TauntUIVFX, screenPoint, Quaternion.identity) as WorldUI; vfx.GetComponent <RectTransform>().SetParent(UIManager.Instance.WorldUi.transform); vfx.GetComponent <RectTransform>().localScale = new Vector3(1, 1, 1); vfx.offset = new Vector2(0, 30); vfx.owner = target; vfxInstance = vfx.gameObject; target.tauntTarget = owner; }
/// <summary> /// USed by the dev button at the upper left corner. /// </summary> public void ForceUnlockAllLevels() { foreach (var item in _worldsCreated) { Destroy(item.gameObject); } _lvlBtn_lastWorldId = 0; _currentBuildingWorld = world_0_container; world_0_container.DeleteGridChildren(); _amountOfWorlds = 1; mainMap.GetRealGameManager().User.LevelProgressManager.ForceWinAllLevels(); mainMap.CreateLevelNodes(); }
public ReflowDocument(WorldUI world) { worldUI = world; // Create the default viewport: if (worldUI != null) { Viewport = new Viewport(worldUI.pixelWidth, worldUI.pixelHeight); } else { Viewport = new Viewport(ScreenInfo.ScreenXFloat, ScreenInfo.ScreenYFloat); } ActiveFonts = new Dictionary <string, DynamicFont>(); }
public static void Pop(string text, Vector3 position, Color color) { var popup = Instantiate(Instance.popupPrefab); WorldUI.AddedUIElement(popup.transform as RectTransform); WorldUI.MoveUIByWorldPosition(popup.transform, position); popup.Text.text = text; var alphaKeys = popup.Color.alphaKeys; var colorKeys = popup.Color.colorKeys; for (int i = 0; i < colorKeys.Length; i++) { colorKeys[i].color = color; } popup.Color.SetKeys(colorKeys, alphaKeys); }
public static WorldUI SetupUnitBar(GameEntity ent) { WorldUI unitBar; if (UIDict.ContainsKey(ent) && UIDict[ent].gameObject != null) { unitBar = UIDict[ent]; SetEnable(unitBar, true); if (unitBar.Expires) { unitBar.CancelExpiry(); } return(unitBar); } //UI unitBar = new WorldUI(BarWeight, BarHeight); UIDict[ent] = unitBar; //Return or Create var point = SetupPoint(ent); //Attach to point and setup HTML unitBar.ParentToOrigin(point.transform); unitBar.document.innerHTML = StaticUnitBarHTML.text; //Unit special info var name = LanguageTextManager.GetTextByName(ent.OriginalName); unitBar.document.Run("SetupUnitName", name); var unit = ent as AbstractGameObject; if (unit == null) { return(unitBar); } if (!ClickManager.IsChoosed(unit.gameObject)) { unitBar.SetExpiry(5f); } UpdateInfo(unit); return(unitBar); }
public void AddLevelButton(LevelInfo lvlInfo, Action <LevelInfo> onClick, GameManager gm, bool worldUnlocked, int neededToUnlock) { if (lvlInfo.worldId != _lvlBtn_lastWorldId) { var newWorldUI = Instantiate <WorldUI>(world_0_container, worldsTransform); newWorldUI.transform.position += Vector3.right * _canvas.pixelRect.width * lvlInfo.worldId; newWorldUI.name = "world_" + lvlInfo.worldId; worldsCreated.Add(newWorldUI); newWorldUI.Init(lvlInfo.worldId, worldUnlocked, neededToUnlock); newWorldUI.gameObject.SetActive(false); _currentBuildingWorld = newWorldUI; _amountOfWorlds++; _swapSystem.amountOfWorlds = _amountOfWorlds; _lvlBtn_index = 0; } if (lvlInfo.id == -1) { var currentLevelProgress = mainMap.GetGameManager().User.LevelProgressManager.GetProgress(lvlInfo.id); if (currentLevelProgress != null && currentLevelProgress.won) { return;//don't want to display level-1 if it's already done } } var btn = Instantiate <Button>(levelNodeButton, _currentBuildingWorld.grid.transform); LevelInfo lazyLvlInfo = new LevelInfo(); lazyLvlInfo = lvlInfo; btn.onClick.AddListener(() => onClick(lazyLvlInfo)); btn.name = "levelNodeButton_" + _lvlBtn_index; var node = btn.GetComponent <LevelNode> (); node.Init(lazyLvlInfo, gm, btn); _lvlBtn_lastWorldId = lvlInfo.worldId; _lvlBtn_index++; }
public override void StartInteracting() { if (status.fouled) { return; } if (!status.plantedCrop) { WorldUI.MoveUIByWorldPosition(WorldUI.CropMenu.transform, this.transform.position); WorldUI.CropMenu.OpenMenu(); WorldUI.CropMenu.OnChosed += CropMenu_OnCropChosed; return; } else { Harvest(); } base.StartInteracting(); }
/// <summary>Shows the given message above the given object.</summary> public void ShowMessage(string message, GameObject aboveObject) { // We'll use WorldUI's for this - no need to mess around with updating etc. // As a worldUI is like a small screen, it needs some pixel space - that's how much space the message HTML has (100px x 100px). WorldUI messageUI = new WorldUI(110, 100); // Put it in pixel perfect mode - this is what makes it "stick" to the camera: messageUI.PixelPerfect = true; // Write the message to it: // Important note! If the message originates from players, don't forget that they could potentially write HTML (scripts especially). // textContent is supported too (e.g. messageUI.document.body.textContent) which will write the message "as is". // We're also going to give it a bit of extra style, e.g. a faded white background: messageUI.document.innerHTML = "<div style='padding:5px;background:#ffffffaa;text-align:center;'>" + message + "</div>"; // Parent it to and go to the origin of the gameobject: messageUI.ParentToOrigin(aboveObject); // Make the message destroy itself after 5 seconds: messageUI.SetExpiry(5f); }
public static void UpdateInfo(GameEntity ent) { if (ent == null) { return; } WorldUI ui = null; if (UIDict.ContainsKey(ent)) { ui = UIDict[ent]; } if (ui == null || ui.gameObject == null) { ui = SetupUnitBar(ent); } var unit = ent as AbstractGameObject; if (unit == null) { return; } //Debug.Log("UpdateInfo: " +unit+" HP:"+unit.UpgradedStats.Hp); //UnitBar ui.document.Run("UpdateHearts", unit.GetCurrentHp(), unit.GetMaxHp()); //Main ui if (ClickManager.GetChoosedEnt() != ent) { return; } UI.document.Run("UpdateHP_count", unit.GetCurrentHp()); UI.document.Run("UpdateHP_max", unit.GetMaxHp()); }
/// <summary>Shows the given message above the given object.</summary> public void ShowMessage(string message,GameObject aboveObject){ // We'll use WorldUI's for this - no need to mess around with updating etc. // As a worldUI is like a small screen, it needs some pixel space - that's how much space the message HTML has (100px x 100px). WorldUI messageUI=new WorldUI(110,100); // Put it in pixel perfect mode - this is what makes it "stick" to the camera: messageUI.PixelPerfect=true; // Write the message to it: // Important note! If the message originates from players, don't forget that they could potentially write HTML (scripts especially). // textContent is supported too (e.g. messageUI.document.body.textContent) which will write the message "as is". // We're also going to give it a bit of extra style, e.g. a faded white background: messageUI.document.innerHTML="<div style='padding:5px;background:#ffffffaa;text-align:center;'>"+message+"</div>"; // Parent it to and go to the origin of the gameobject: messageUI.ParentToOrigin(aboveObject); // Make the message destroy itself after 5 seconds: messageUI.SetExpiry(5f); }
// Use this for initialization void Start() { // Next, generate a new UI: WorldUI ui = new WorldUI("TVScreenContent"); // It's representing a TV, so lets use some standard TV screen dimensions: ui.SetDimensions(800, 600); // But we need to define the resolution - that's how many pixels per world unit. // This of course entirely depends on the model and usage. ui.SetResolution(540, 610); // As this example only uses a WorldUI, we'll set the filter mode to bilinear so it looks smoother. ui.TextFilterMode = FilterMode.Bilinear; // Give it some content: if (HtmlFile != null) { ui.document.innerHTML = HtmlFile.text; } // Parent it to the TV: ui.transform.parent = transform; // Let's move it around a little too: ui.transform.localPosition = new Vector3(0f, 1.02f, 0.03f); // And spin it around - the TV mesh is facing the other way: ui.transform.localRotation = Quaternion.AngleAxis(180f, Vector3.up); if (InputEnabled) { // World UI's should accept input: UI.WorldInputMode = InputMode.Screen; } }
/// <summary> /// USed by the dev button /// </summary> public void ForceUnlockAllLevels() { foreach (var item in worldsCreated) { if (item.GetInstanceID() != world_0_container.GetInstanceID()) { Destroy(item.gameObject); } } worldsCreated = new List <WorldUI>(); worldsCreated.Add(world_0_container); _lvlBtn_lastWorldId = 0; _currentBuildingWorld = world_0_container; world_0_container.DeleteGridChildren(); _amountOfWorlds = 1; mainMap.GetGameManager().User.LevelProgressManager.ForceWinAllLevels(); mainMap.CreateLevelNodes(); //_worldsCreated[_currentWorldOnScreen].gameObject.SetActive(true); }
/// <summary>Creates a new renderer for rendering in the world.</summary> public Renderman(WorldUI worldUI) { Node = worldUI.gameObject; InWorldUI = worldUI; Init(); }
void Awake() { main = this; }
protected void Start() { ResourceUI = GameObject.FindGameObjectWithTag("ResourceUI").GetComponent <WorldUI>(); ResourceUI.ResourceCounter.text = 0.ToString(); }
protected override void OnDestroy() { base.OnDestroy(); s_instance = null; }
// Use this for initialization void Start() { instance = this; }
protected new void Awake() { base.Awake(); IsFixed = isFixedInit; worldUI = GameObject.FindGameObjectWithTag("BridgeUI").GetComponent <WorldUI>(); }