// Start is called before the first frame update void Start() { // Helper Messages Definieren HelperMsgs h1 = new HelperMsgs(); h1.MsgInfo = "First Scan the floor and click on it in order to make a floor reference."; h1.MsgName = "Floor reference"; HelperMsgsList.Add(h1); HelperMsgs h2 = new HelperMsgs(); h2.MsgInfo = "Now Scan your reference image in order to auto-create the CAD machine"; h2.MsgName = "Image reference"; HelperMsgsList.Add(h2); HelperMsgs h3 = new HelperMsgs(); h3.MsgInfo = "Select your machine via the FAPS menu in order to:\nRotate and translate the object by 2-/3 finger swiping\nGet machine data by clicking on e.g. the motors\nCheck out the FAPS menu for further possibilities."; h3.MsgName = "Interact reference"; HelperMsgsList.Add(h3); SelectedMotorInfo.VisibleWindows = new List <InfoVisible>(); SelectedMotorInfo.Canvas_Parameter = new List <string>(); Set_HelperMsg(h1.MsgInfo); SelectableMachines = new List <GameObject>(); displayTextDebug = new List <string>(); ChangeSensitivityButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nSense: 3"; MotorWindowButtons = new List <GameObject>(); UnityEngine.UI.Button [] b = LowInfoField.GetComponentsInChildren <UnityEngine.UI.Button>(); foreach (UnityEngine.UI.Button b1 in b) { MotorWindowButtons.Add(b1.gameObject); } }
public void TogglePause() { if (gameManager.localGameState == LocalGameState.Paused) { if (pauseButton != null) { pauseButton.GetComponentInChildren<TextMeshProUGUI>().text = "Pause"; } gameManager.ResumeGame(); } else { if (pauseButton != null) { pauseButton.GetComponentInChildren<TextMeshProUGUI>().text = "Resume"; } gameManager.PauseGame(); } if (audioManager != null) { if (gameManager.localGameState == LocalGameState.Paused) { audioManager.audioSource.Stop(); } else { audioManager.audioSource.Play(); } } }
// Start is called before the first frame update void Start() { // use this to reset furniture // PlayerPrefs.DeleteAll(); addButton.onClick.AddListener(AttemptPurchase); removeButton.onClick.AddListener(RemoveFromHouse); canReAdd = false; placing = false; initialAdd = true; // these colors will be used to control clickability (also see inventory behavior) SetButtonColors(Color.green, Color.red); // if it hasn't been stored or if the count of how many we have is zero // (note that we could one day implement the ability to purchase multiple of the same thing) if (!PlayerPrefs.HasKey(this.name) || (PlayerPrefs.HasKey(this.name) && PlayerPrefs.GetInt(this.name) == 0)) { DeterminePrice(); addButton.GetComponentInChildren <UnityEngine.UI.Text>().text = priceAmt + " " + priceType; } else if (PlayerPrefs.HasKey(this.name) && PlayerPrefs.GetInt(this.name) > 0) { initialAdd = false; MarkAsPurchased(); // if the item was purchased and also placed in the house, put it back if (PlayerPrefs.HasKey(this.name + "_POSITION")) { ReturnToPosition(); } else { canReAdd = true; } } }
private void LockObjectInteractionAxes() { moveAxesLockMode++; if (moveAxesLockMode == 4) { moveAxesLockMode = 0; } switch (moveAxesLockMode) { case 0: ChangeLockMovementButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nLock: /"; Interactor.LockX_Axes = false; Interactor.LockZ_Axes = false; break; case 1: ChangeLockMovementButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nLock: Z"; Interactor.LockX_Axes = false; Interactor.LockZ_Axes = true; break; case 2: ChangeLockMovementButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nLock: X"; Interactor.LockX_Axes = true; Interactor.LockZ_Axes = false; break; case 3: ChangeLockMovementButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nLock: X&Z"; Interactor.LockX_Axes = true; Interactor.LockZ_Axes = true; break; } }
#pragma warning disable 0618 void Awake() { button = gameObject.GetComponent<UnityEngine.UI.Button>() as UnityEngine.UI.Button; buttonRenderer = button.GetComponentInChildren<CanvasRenderer>() as CanvasRenderer; text = button.GetComponentInChildren<Text>() as Text; // Hide the button button.enabled = false; buttonRenderer.SetAlpha(0); text.color = Color.clear; }
public void TogglePath() { if (m_grid.m_drawPath) { m_grid.m_drawPath = false; m_pathButton.GetComponentInChildren<UnityEngine.UI.Text>().color = Color.red; } else { m_grid.m_drawPath = true; m_pathButton.GetComponentInChildren<UnityEngine.UI.Text>().color = Color.green; } }
public void ToggleVisited() { if (m_grid.m_drawVisited) { m_grid.m_drawVisited = false; m_visitedButton.GetComponentInChildren<UnityEngine.UI.Text>().color = Color.red; } else { m_grid.m_drawVisited = true; m_visitedButton.GetComponentInChildren<UnityEngine.UI.Text>().color = Color.green; } }
// Callbackfunktion für Movement Mode private void SetMovementMode() { if (movementMode == 0) { movementMode = 1; ChangeMovementModeButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nMotor"; } else if (movementMode == 1) { movementMode = 0; ChangeMovementModeButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "\n \n \nMachine"; } }
public void onClick() { if (Editor.play) { Editor.play = false; self.GetComponentInChildren <UnityEngine.UI.Text>().text = "플레이"; } else { Editor.play = true; self.GetComponentInChildren <UnityEngine.UI.Text>().text = "플레이 중지"; } }
/// <summary> /// Function called when play/pause button is pressed /// </summary> public void TogglePlay() { if (isPlaying) { videoPlayer.Pause(); playBtn.GetComponentInChildren <UnityEngine.UI.Text>().text = "Play"; } else { videoPlayer.Play(); playBtn.GetComponentInChildren <UnityEngine.UI.Text>().text = "Pause"; } isPlaying = !isPlaying; }
public void handleKeyboardButton() { isRGBKeyboard = !isRGBKeyboard; if (isRGBKeyboard) { keyboardButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "KEYBOARD: RGB"; } else { keyboardButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "KEYBOARD: STANDARD"; } }
public void ToggleMusic() { if(musicOn) { musicOn = false; m_musicButton.GetComponentInChildren<UnityEngine.UI.Text>().color = Color.red; bgMusic.GetComponent<AudioSource>().volume = 0.0f; } else { musicOn = true; m_musicButton.GetComponentInChildren<UnityEngine.UI.Text>().color = Color.green; bgMusic.GetComponent<AudioSource>().volume = 1.0f; } }
public void ToggleMode() { rotation_mode = !rotation_mode; UnityEngine.UI.Button button = GameObject.Find("Mode_mvt").GetComponent <UnityEngine.UI.Button>(); if (rotation_mode) { button.GetComponentInChildren <UnityEngine.UI.Text>().text = "R"; // Rotation } else { button.GetComponentInChildren <UnityEngine.UI.Text>().text = "T"; // Transition } }
void showConsoleButtonUI(bool show = true) { if (app == null) { return; } app.infoButton1.SetActive(true); UnityEngine.UI.Button button1 = app.infoButton1.GetComponentInChildren <UnityEngine.UI.Button> (); UnityEngine.UI.Text text1 = button1.GetComponentInChildren <UnityEngine.UI.Text> (); UnityEngine.UI.Text infoText = app.informationUIPane.GetComponentInChildren <UnityEngine.UI.Text> (); if (show) { text1.text = buttonText; infoText.text = text; button1.onClick.AddListener(() => showConsole()); } else { text1.text = ""; infoText.text = ""; button1.onClick.RemoveAllListeners(); } app.infoButton1.SetActive(show); }
void displaySong(int num) { songTitleButton.GetComponentInChildren <UnityEngine.UI.Text>().text = songlist[curSong][0]; easyTopScore.text = songlist[curSong][1]; hardTopScore.text = songlist[curSong][11]; easyScore1.text = songlist[curSong][1]; easyScore2.text = songlist[curSong][2]; easyScore3.text = songlist[curSong][3]; easyScore4.text = songlist[curSong][4]; easyScore5.text = songlist[curSong][5]; easyScore6.text = songlist[curSong][6]; easyScore7.text = songlist[curSong][7]; easyScore8.text = songlist[curSong][8]; easyScore9.text = songlist[curSong][9]; easyScore10.text = songlist[curSong][10]; hardScore1.text = songlist[curSong][11]; hardScore2.text = songlist[curSong][12]; hardScore3.text = songlist[curSong][13]; hardScore4.text = songlist[curSong][14]; hardScore5.text = songlist[curSong][15]; hardScore6.text = songlist[curSong][16]; hardScore7.text = songlist[curSong][17]; hardScore8.text = songlist[curSong][18]; hardScore9.text = songlist[curSong][19]; hardScore10.text = songlist[curSong][20]; Debug.Log("Song changed, the current song is " + (curSong + 1)); }
private IEnumerator CheckActions() { yield return(new WaitForFixedUpdate()); if (InputHandler.keyPresed(KEY.INTERACT) && System.DateTime.Now > nextAction) { int current_index = dialogs.IndexOf(textLabel.text); if (current_index == dialogs.Count() - 1) { this.Destroy(); } else { textLabel.SetText(dialogs[current_index + 1]); // Button string. if (textLabel.text.Contains(":") && textLabel.text.Contains("_")) { List <string> buttonConfigurations = textLabel.text.Split('_').ToList(); foreach (string buttonConfig in buttonConfigurations) { int button_index = buttonConfigurations.IndexOf(buttonConfig); int buttonAction; if (int.TryParse(buttonConfig.Split(':').First(), out buttonAction)) { UnityEngine.UI.Button target = this.chatButtons[button_index]; target.gameObject.SetActive(true); target.GetComponentInChildren <TMPro.TextMeshProUGUI>().SetText($"[{button_index+1}]: {buttonConfig.Split(':').Last()}"); if (buttonAction != -1) { target.onClick.AddListener(delegate() { PacketHandler.SendPacket(ClientPacket.ACTION_REQUEST, new Dictionary <string, object>() { { "action_id", buttonAction } }); this.Destroy(); }); } else { target.onClick.AddListener(delegate() { this.Destroy(); }); } } } textLabel.gameObject.SetActive(false); } } nextAction = System.DateTime.Now.AddMilliseconds(Constants.INTERACTION_DELAY_IN_MS); } else if (InputHandler.keyPresed(KEY.MAINMENU)) { this.Destroy(); } }
public void badPress() { bad++; combo = 0; lastRating = "Bad"; badButton.GetComponentInChildren <UnityEngine.UI.Text>().text = bad.ToString(); updateScore(); }
public void missPress() { miss++; combo = 0; lastRating = "Miss"; missButton.GetComponentInChildren <UnityEngine.UI.Text>().text = miss.ToString(); updateScore(); }
public void perfectPress() { score += 100; perfect++; combo++; lastRating = "Perfect"; perfectButton.GetComponentInChildren <UnityEngine.UI.Text>().text = perfect.ToString(); updateScore(); }
public void goodPress() { score += 50; good++; combo++; lastRating = "Good"; goodButton.GetComponentInChildren <UnityEngine.UI.Text>().text = good.ToString(); updateScore(); }
public void ButtonClick(Button button) { Text buttonText = button.GetComponentInChildren<Text>(); int currentNumber = int.Parse(buttonText.text); if(currentNumber < buttonOrders.Length) buttonText.text = (currentNumber + 1).ToString(); else buttonText.text = "1"; UpdateTryButton(); }
// Use this for initialization void Start() { if (generationButton != null) { generationButton.onClick.AddListener(generationScene); } if (solutionButton != null) { solutionButton.onClick.AddListener(solutionScene); } if (backButton != null) { backButton.onClick.AddListener(backScene); } if (nextButton != null) { nextButton.onClick.AddListener(next); if (!showSolution) { nextButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "Next Generation"; } else { nextButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "New Solution"; } } if (replayButton != null) { replayButton.onClick.AddListener(replay); if (!showSolution) { replayButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "Replay Generation"; } else { replayButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "Replay Solution"; } } if (gController != null) { gController.selectShowSolutionMode(this.showSolution); } }
/// <summary> Append texts to existing button text (used to add hotkey info to buttons) </summary> /// <param name="button"></param> /// <param name="addedText"></param> public static void AppendButtonText(UnityEngine.UI.Button button, string addedText) { if (button != null) { UnityEngine.UI.Text btnTxt = button.GetComponentInChildren <UnityEngine.UI.Text>(); if (btnTxt != null) { btnTxt.text = btnTxt.text + addedText; } } }
void Awake() { _targetCubes = new List <Cube>(); _attractionCubes = new List <Cube>(); _repulsionCubes = new List <Cube>(); _fieldOrigin = this.transform.position; _startStopButtonText = _startStopButton.GetComponentInChildren <UnityEngine.UI.Text>(); _startStopButtonText.text = "Connecting.."; _startStopButton.interactable = false; }
void dictationToggleUI_(bool bOn) { if (bOn) { btnVoiceTest.GetComponent <RectTransform>().localScale = Vector3.one * 1.2f; var text = btnVoiceTest.GetComponentInChildren <UnityEngine.UI.Text>(); if (text != null) { text.text = "現在 音声入力ON"; } } else { btnVoiceTest.GetComponent <RectTransform>().localScale = Vector3.one; var text = btnVoiceTest.GetComponentInChildren <UnityEngine.UI.Text>(); if (text != null) { text.text = "現在 音声入力OFF"; } } }
private void Update() { if (DriverStationInterface) { var colors = EnabledButton.colors; UnityEngine.UI.Text textComponent = EnabledButton.GetComponentInChildren <UnityEngine.UI.Text>(); if (DriverStationInterface.Enabled()) { colors.normalColor = Color.red; textComponent.text = "Disable"; } else { colors.normalColor = Color.green; textComponent.text = "Enable"; } EnabledButton.colors = colors; colors = TeleopButton.colors; if (DriverStationInterface.Teleop()) { colors.normalColor = Color.green; } else { colors.normalColor = Color.gray; } TeleopButton.colors = colors; colors = AutonomousButton.colors; if (DriverStationInterface.Autonomous()) { colors.normalColor = Color.green; } else { colors.normalColor = Color.gray; } AutonomousButton.colors = colors; colors = TestingButton.colors; if (DriverStationInterface.Testing()) { colors.normalColor = Color.green; } else { colors.normalColor = Color.gray; } TestingButton.colors = colors; } }
// Use this for initialization void Start() { //gameObject.AddComponent<Rollover3D> (); app = AppController.instance; anim = scanner.GetComponent <Animator> (); button1 = app.actionButton1.GetComponent <UnityEngine.UI.Button> (); button2 = app.actionButton2.GetComponent <UnityEngine.UI.Button> (); butText = button1.GetComponentInChildren <UnityEngine.UI.Text> (); trayStartPos = new Vector3(transform.position.x, transform.position.y, transform.position.z); }
/** * <summary>Initialises the linked Unity UI GameObject.</summary> * <param name = "_menu">The element's parent Menu</param> */ public override void LoadUnityUI(AC.Menu _menu, Canvas canvas) { if (_menu.menuSource != MenuSource.AdventureCreator) { if (cycleUIBasis == CycleUIBasis.Button) { uiButton = LinkUIElement <UnityEngine.UI.Button> (canvas); if (uiButton) { #if TextMeshProIsPresent uiText = uiButton.GetComponentInChildren <TMPro.TextMeshProUGUI>(); #else uiText = uiButton.GetComponentInChildren <Text>(); #endif uiButton.onClick.AddListener(() => { ProcessClickUI(_menu, 0, KickStarter.playerInput.GetMouseState()); }); } } else if (cycleUIBasis == CycleUIBasis.Dropdown) { #if UNITY_5_3_OR_NEWER if (uiDropdown != null) { parentMenu = _menu; uiDropdown = LinkUIElement <Dropdown> (canvas); uiDropdown.value = selected; uiDropdown.onValueChanged.AddListener(delegate { uiDropdownValueChangedHandler(uiDropdown); }); } #endif } } }
private void Awake() { if (!button) { Debug.LogError("Button UI of Inspector is empty"); return; } Text buttonText = button.GetComponentInChildren <Text>(); if (buttonText) { buttonText.text = "RE-PLAY"; } }
#pragma warning restore 649 private void Awake() { if (ZPlayerPrefs.GetString("Was" + itemName + "sold in" + levelApplied) == "Bought") { isBought = true; if (buttonForBuying != null) { if (isBought) { buttonForBuying.enabled = false; buttonForBuying.GetComponentInChildren <UnityEngine.UI.Text>().text = "Sold"; } } } }
void OnGameStateChanged(object sender, GameOfLife.GameState oldState, GameOfLife.GameState newState) { if (PlayPauseButton == null) { return; } if ((GameOfLife)sender == m_GameOfLife) { switch (newState) { case GameOfLife.GameState.PLAY: PlayPauseButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "Pause"; break; case GameOfLife.GameState.PAUSE: PlayPauseButton.GetComponentInChildren <UnityEngine.UI.Text>().text = "Play"; break; default: break; } } }
public IEnumerator ShowContinue(UnityEngine.UI.Button contButton) { while (true) { var btnText = contButton.GetComponentInChildren <Text>(); //Check if we havent reached the the cooldown period if needed if (UnityAdController.nextRewardTime.HasValue && (DateTime.Now < UnityAdController.nextRewardTime.Value)) { //Unable to click on the button contButton.interactable = false; // Get the time remaining until we get to the next reward TimeSpan remaining = UnityAdController.nextRewardTime.Value - DateTime.Now; //Get the text in the following formart 99:99 var countdownText = string.Format("{0:D2} : {1:D2}", remaining.Minutes, remaining.Seconds); // Set our buttons text toreflect the new time btnText.text = countdownText; //Come back after 1 second and check again yield return(new WaitForSeconds(1f)); } else if (!UnityAdController.showAds) { // Its valid to click the button now contButton.interactable = true; // If player clicks on button we want to play ad and then continue contButton.onClick.AddListener(Continue); UnityAdController.obstacle = this; //Change the tex to Allow continue btnText.text = "Free Continue"; //We can now leave this coroutine, shuunn; break; } else { // Its valid to click the buton contButton.interactable = true; } } }
/// <summary> /// Sets the name of the button. /// </summary> /// <param name="button">Button.</param> /// <param name="index">Index.</param> void SetButtonName(Button button, int index) { button.gameObject.SetActive(true); var text = button.GetComponentInChildren<Text>(); if (text) { text.text = tabObjects[index].Name; } }
void GetClassByName(Button cBtn) { string[] response = db.GetModsByName("classesbyname", cBtn.GetComponentInChildren<Text>().text); for (int i = 0; i < 30; i++) { classMods[i] = Convert.ToInt32(response[i+2]); } CalculateMods(); }
void GetRaceByName(Button cBtn) { string[] response = db.GetModsByName("racesbyname", cBtn.GetComponentInChildren<Text>().text); for (int i = 0; i < 30; i++) { raceMods[i] = Convert.ToInt32(response[i + 2]); } attributeLevel[0].text = response[32]; attributeLevel[1].text = response[33]; attributeLevel[2].text = response[34]; attributeLevel[3].text = response[35]; CalculateMods(); }
void SelectRace(Button chosen) { chosenRace.GetComponentInChildren<Text>().text = chosen.GetComponentInChildren<Text>().text; chosen.transform.parent.gameObject.SetActive(false); if (chosenClass.GetComponentInChildren<Text>().text != "Choose a Class") { for (int i = 0; i < 30; i++) { plusButtons[i].enabled = true; minusButtons[i].enabled = true; if(i < 4) { attributeMinus[i].enabled = true; attributePlus[i].enabled = true; } } } }
/** * Links the UI GameObjects to the class, based on the supplied uiButtonID. */ public void LinkUIElements() { uiButton = Serializer.returnComponent <UnityEngine.UI.Button> (uiButtonID); if (uiButton) { if (uiButton.GetComponentInChildren <Text>()) { uiText = uiButton.GetComponentInChildren <Text>(); } if (uiButton.GetComponentInChildren <Image>()) { uiImage = uiButton.GetComponentInChildren <Image>(); } originalColour = uiButton.colors.normalColor; } }
/** * <summary>Initialises the linked Unity UI GameObject.</summary> * <param name = "_menu">The element's parent Menu<param> */ public override void LoadUnityUI(AC.Menu _menu) { uiButton = LinkUIElement <UnityEngine.UI.Button>(); if (uiButton) { if (uiButton.GetComponentInChildren <Text>()) { uiText = uiButton.GetComponentInChildren <Text>(); } uiButton.onClick.AddListener (() => { ProcessClick (_menu, 0, KickStarter.playerInput.GetMouseState ()); }); } }
public void LoadLevel(Button button) { var buttonText = button.GetComponentInChildren<Text>(); Debug.Log(buttonText.text); button.GetComponentInChildren<Text>().text = "locked"; }