// Use this for initialization void Start() { MagicsCount = 0; PointsToGetMagic = 0; NowInMagic = new Color(); bText = bImage.GetComponentInChildren <UnityEngine.UI.Text>(); }
private void UpdateMouseHUD() { if (mouseHUDText.Equals("")) { mouseHUD.gameObject.SetActive(false); } else { mouseHUD.gameObject.SetActive(true); UnityEngine.UI.Text textBox = mouseHUD.GetComponentInChildren <UnityEngine.UI.Text>(); textBox.text = mouseHUDText; mouseHUD.rectTransform.sizeDelta = new Vector2(textBox.preferredWidth + 16, mouseHUD.rectTransform.sizeDelta.y); mouseHUD.rectTransform.position = Input.mousePosition + new Vector3(8, 0, -8); } mouseHUDText = ""; }
public void TakeScreenShoot() { #if UNITY_ANDROID && !UNITY_EDITOR SaveScreenshotAndroid(); return; //documentsPath = Application.streamingAssetsPath + "/SAGE2_Media/images"; #endif #if !UNITY_ANDROID || UNITY_EDITOR string documentsPath; documentsPath = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments) + "/SAGE2_Media/images"; timer_to_reset = 5; ToogleShowSlots(); bg_Color = slots_area.GetComponent <Image>().color; slots_area.GetComponent <Image>().color = color_save_bg; if (Directory.Exists(documentsPath)) { ScreenCapture.CaptureScreenshot(documentsPath + "/NetTopology_ScreenShoot_" + screenShoot_num + ".png"); screenshot_full_path = documentsPath + "/NetTopology_ScreenShoot_" + (screenShoot_num) + ".png"; screenShoot_num++; //SendPhotoInEmail(); PlayerPrefs.SetInt("screenShoot_num", screenShoot_num); avisoExtPanel.GetComponent <Animation>().Play("inout"); } else { avisoExtPanel.GetComponentInChildren <Text>().text = "Invalid Directory"; avisoExtPanel.GetComponent <Animation>().Play("inout"); avisoPath.text = "Invalid path. Please change select type a valid directory path."; avisoPath.color = Color.red; } reseting_bg = true; Debug.Log("FOTO TIRADA"); #endif }
private void CreateInventoryLayout() { int columns = slots / rows; Vector3 slotSize = slotPrefab.GetComponent <RectTransform>().rect.size; inventoryW = (slotSize.x + leftPad) * columns + outPading * 2 - leftPad; inventoryH = (slotSize.y + topPad) * rows + outPading * 2 - topPad; RectTransform inventoryRect = this.GetComponent <RectTransform>(); inventoryRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, inventoryW); inventoryRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, inventoryH); float orgX = -inventoryW / 2; float orgY = inventoryH / 2; for (int row = 0; row < rows; row++) { for (int column = 0; column < columns; column++) { Slot slot = Instantiate(slotPrefab); slot.transform.SetParent(this.gameObject.transform); slot.transform.localScale = oneSize; slot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading + (leftPad + slotSize.x) * column, orgY - outPading - (topPad + slotSize.y) * row, 0); slotsList.Add(slot); emptySlots++; } } //Equipment Panel equipment = Instantiate(equipmentPrefab); equipment.transform.SetParent(this.transform); equipment.transform.localScale = oneSize; float equipmentW = slotSize.x * 2 + outPading * 5; RectTransform equipmentRect = equipment.GetComponent <RectTransform>(); equipmentRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, equipmentW); equipmentRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, inventoryH); equipmentRect.localPosition = new Vector3(-inventoryW + equipmentW / 2, 0, 0); //InventoryBar inventoryBar = Instantiate(equipmentPrefab); inventoryBar.transform.SetParent(this.transform); inventoryBar.transform.localScale = oneSize; float barW = equipmentW + inventoryW + leftPad; RectTransform barRect = inventoryBar.GetComponent <RectTransform>(); barRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, barW); barRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 36); barRect.localPosition = new Vector3(-(equipmentW + outPading) / 2, (inventoryH + 36) / 2, 0); close.transform.SetParent(inventoryBar.transform); close.transform.localScale = oneSize; RectTransform closeRect = close.GetComponent <RectTransform>(); closeRect.localPosition = new Vector3(barW / 2 - closeRect.sizeDelta.x - leftPad, 0, 0); //StatsPanel RectTransform statsRect = statsPanel.GetComponent <RectTransform>(); statsRect.transform.SetParent(this.transform); statsRect.localPosition = new Vector3(inventoryW / 2, 0, 0); statsText = statsPanel.GetComponentInChildren <Text>(); //Equipment Slots orgX = -equipmentW / 2; //Head slot Slot helmetSlot = Instantiate(slotPrefab); helmetSlot.transform.SetParent(equipment.transform); helmetSlot.transform.localScale = oneSize; helmetSlot.AddSpecialization(ItemType.Head); helmetSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2.5f + slotSize.x / 2, orgY - outPading * 2, 0); equipmentSlots.Add(helmetSlot); //Weapon slot Slot weaponSlot = Instantiate(slotPrefab); weaponSlot.transform.SetParent(equipment.transform); weaponSlot.transform.localScale = oneSize; weaponSlot.AddSpecialization(ItemType.Weapon); weaponSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2, orgY - outPading * 2 - slotSize.y - outPading, 0); equipmentSlots.Add(weaponSlot); //Shield slot Slot shieldSlot = Instantiate(slotPrefab); shieldSlot.transform.SetParent(equipment.transform); shieldSlot.transform.localScale = oneSize; shieldSlot.AddSpecialization(ItemType.Shield); shieldSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 3 + slotSize.x, orgY - outPading * 2 - slotSize.y - outPading, 0); equipmentSlots.Add(shieldSlot); //Armor slot Slot armorSlot = Instantiate(slotPrefab); armorSlot.transform.SetParent(equipment.transform); armorSlot.transform.localScale = oneSize; armorSlot.AddSpecialization(ItemType.Armor); armorSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2, orgY - outPading * 2 - (slotSize.y + outPading) * 2, 0); equipmentSlots.Add(armorSlot); //Hands slot Slot hadsSlot = Instantiate(slotPrefab); hadsSlot.transform.SetParent(equipment.transform); hadsSlot.transform.localScale = oneSize; hadsSlot.AddSpecialization(ItemType.Gloves); hadsSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 3 + slotSize.x, orgY - outPading * 2 - (slotSize.y + outPading) * 2, 0); equipmentSlots.Add(hadsSlot); //Shoes slot Slot shoesSlot = Instantiate(slotPrefab); shoesSlot.transform.SetParent(equipment.transform); shoesSlot.transform.localScale = oneSize; shoesSlot.AddSpecialization(ItemType.Boots); shoesSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2.5f + slotSize.x / 2, orgY - outPading * 2 - (slotSize.y + outPading) * 3, 0); equipmentSlots.Add(shoesSlot); //Set final inventory position (centered) Rect canvasRect = canvas.GetComponent <RectTransform>().rect; this.transform.position = new Vector3(canvasRect.width / 2, canvasRect.height / 2, 0); }