コード例 #1
0
    private void Start()
    {
        m_Transition = GetComponent<ShowAndHidePanel>();
        m_AudioSource = GetComponent<AudioSource>();
        m_CanvasGroup = GetComponent<CanvasGroup>();
        m_CanvasGroup.alpha = 0;

        m_FaderPanel = transform.GetChild(0).GetComponent<RectTransform>();
        m_UserPanel = transform.GetChild(1).GetComponent<RectTransform>();

        m_NameInputValue = m_UserPanel.GetChild(1).GetChild(0).GetComponent<InputField>();
        m_EmailInputValue = m_UserPanel.GetChild(1).GetChild(1).GetComponent<InputField>();
        m_PasswordInputValue = m_UserPanel.GetChild(1).GetChild(2).GetComponent<InputField>();

        m_CancelButton = m_UserPanel.GetChild(2).GetComponent<Button>();
        m_CancelButton.onClick.RemoveAllListeners();
        m_CancelButton.onClick.AddListener(delegate { Cancel(); });

        m_RegisterButton = m_UserPanel.GetChild(3).GetComponent<Button>();
        m_RegisterButton.onClick.RemoveAllListeners();
        m_RegisterButton.onClick.AddListener(delegate { Register(); });

        m_FaderPanel.gameObject.SetActive(false);
        m_UserPanel.gameObject.SetActive(false);
    }
コード例 #2
0
 /// <summary>
 /// <para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para>
 /// </summary>
 /// <param name="rect">The RectTransform to flip.</param>
 /// <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
 /// <param name="recursive">Flip the children as well?</param>
 public static void FlipLayoutAxes(RectTransform rect, bool keepPositioning, bool recursive)
 {
     if (rect != null)
     {
         if (recursive)
         {
             for (int i = 0; i < rect.childCount; i++)
             {
                 RectTransform child = rect.GetChild(i) as RectTransform;
                 if (child != null)
                 {
                     FlipLayoutAxes(child, false, true);
                 }
             }
         }
         rect.pivot = GetTransposed(rect.pivot);
         rect.sizeDelta = GetTransposed(rect.sizeDelta);
         if (!keepPositioning)
         {
             rect.anchoredPosition = GetTransposed(rect.anchoredPosition);
             rect.anchorMin = GetTransposed(rect.anchorMin);
             rect.anchorMax = GetTransposed(rect.anchorMax);
         }
     }
 }
コード例 #3
0
    void Start()
    {
        PlayerMovment playermovment = player.GetComponent<PlayerMovment>();

        Vector3 trans = this.transform.position;
        CameraStartPosition = Camera.main.transform.position;
        CameraStartRotation = Camera.main.transform.rotation;
        CameraTargetPosition = new Vector3(trans.x, trans.y + playermovment.p_CamZoomYFromPlayer, trans.z);
        CameraTargetRotation = Quaternion.Euler(new Vector3(90,0,0));    
        canvas = Instantiate(StartCanvas, StartCanvas.position, StartCanvas.rotation) as RectTransform;
        title = canvas.GetChild(0).GetComponent<Text>();
        title.text = LevelName;
        paragraph = canvas.GetChild(1).GetComponent<Text>();
        paragraph.text = "";
        //subscribe to events
        ResourceManager.playerFound += GameOver;
        ResourceManager.playerClearedLevel += LevelClear;

        StartCoroutine(TextType(trans)); //text type triggers LerpCamera, LerpCamera spawns player when complete
    }
コード例 #4
0
        private void Convert(RectTransform transform)
        {
            var entity = GetPrimaryEntity(transform);

            DstEntityManager.AddComponentData(entity, new DotsUI.Core.RectTransform()
            {
                AnchorMin = transform.anchorMin,
                AnchorMax = transform.anchorMax,
                Pivot     = transform.pivot,
                Position  = transform.anchoredPosition,
                SizeDelta = transform.sizeDelta,
            });

            DstEntityManager.AddComponent(entity, typeof(WorldSpaceRect));
            DstEntityManager.AddComponent(entity, typeof(WorldSpaceMask));

            DstEntityManager.RemoveComponent(entity, typeof(Translation));
            DstEntityManager.RemoveComponent(entity, typeof(Rotation));
            DstEntityManager.RemoveComponent(entity, typeof(NonUniformScale));

            if (transform.childCount != 0)
            {
                var childBuffer = DstEntityManager.AddBuffer <Child>(entity);
                for (int i = 0; i < transform.childCount; i++)
                {
                    var child = transform.GetChild(i);
                    if (child is RectTransform rectChild)
                    {
                        childBuffer.Add(new Child
                        {
                            Value = GetPrimaryEntity(rectChild)
                        });
                    }
                }
            }

            if (HasPrimaryEntity(transform.parent))
            {
                DstEntityManager.AddComponentData(entity, new PreviousParent()
                {
                    Value = GetPrimaryEntity(transform.parent)
                });
            }
        }
コード例 #5
0
ファイル: BaseWindow.cs プロジェクト: ttesla/gj-unity-api
		protected void Populate(RectTransform container, GameObject prefab, int count)
		{
			if (container.childCount < count)
			{
				int nbToCreate = count - container.childCount;
				Transform tr;
				for (int i = 0; i < nbToCreate; ++i)
				{
					tr = Instantiate(prefab).transform;
					tr.SetParent(container);
					tr.SetAsLastSibling();
				}
			}
			else if (container.childCount > count)
			{
				int nbToDelete = container.childCount - count;
				for (int i = 0; i < nbToDelete; ++i)
				{
					DestroyImmediate(container.GetChild(0).gameObject);
				}
			}
		}
コード例 #6
0
        public static void FlipLayoutOnAxis(RectTransform rect, int axis, bool keepPositioning, bool recursive)
        {
            bool flag = rect == null;

            if (!flag)
            {
                if (recursive)
                {
                    for (int i = 0; i < rect.childCount; i++)
                    {
                        RectTransform rectTransform = rect.GetChild(i) as RectTransform;
                        bool          flag2         = rectTransform != null;
                        if (flag2)
                        {
                            RectTransformUtility.FlipLayoutOnAxis(rectTransform, axis, false, true);
                        }
                    }
                }
                Vector2 pivot = rect.pivot;
                pivot[axis] = 1f - pivot[axis];
                rect.pivot  = pivot;
                if (!keepPositioning)
                {
                    Vector2 anchoredPosition = rect.anchoredPosition;
                    anchoredPosition[axis] = -anchoredPosition[axis];
                    rect.anchoredPosition  = anchoredPosition;
                    Vector2 anchorMin = rect.anchorMin;
                    Vector2 anchorMax = rect.anchorMax;
                    float   num       = anchorMin[axis];
                    anchorMin[axis] = 1f - anchorMax[axis];
                    anchorMax[axis] = 1f - num;
                    rect.anchorMin  = anchorMin;
                    rect.anchorMax  = anchorMax;
                }
            }
        }
コード例 #7
0
    void Start()
    {
        modalWindowSCR = GameObject.FindGameObjectWithTag("ModalWindowManager").GetComponent<ModalWindowManager>();
        tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> ();
        tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();
        for (int i = 0; i < 8; i++)
        {
            shopInventory.Add(databaseSCR.GetItem(0));
        }
        for (int i = 0; i < 8; i++)
        {

            shopInventoryStacks.Add(0);

        }
        addItemResult = AddItem(3, 1);
        addItemResult = AddItem(6, 1);
    }
コード例 #8
0
    //build the popup from the given list of descriptors
    //also receives the component that this popup will edit and the type of component used to find the descriptors
    public void buildPopup(GameRuleDesignComponent cr, List<GameRuleDesignComponentDescriptor> pd, System.Type describedType)
    {
        //instead of Start(), this is the place where stuff will get initialized
        //store a bunch of size information for positioning things
        RectTransform iconArea = (RectTransform)(transform.GetChild(1));
        iconAreaBottomLeft = iconArea.offsetMin;
        iconAreaTopRight = iconArea.offsetMax; //x and y are both negative for an inset corner
        iconAreaTotalBounds = iconAreaBottomLeft - iconAreaTopRight;
        iconContainer = (RectTransform)(transform.GetChild(2));
        //throw the container out to under the canvas so that it renders over the whole rule
        iconContainer.SetParent(GameRuleDesigner.instance.uiCanvas);
        RectTransform iconContainerSpacing = (RectTransform)(iconContainer.GetChild(0));
        iconContainerSpacingSize = iconContainerSpacing.sizeDelta;
        //we only needed these to get their size, we can get rid of them now
        Destroy(iconArea.gameObject);
        Destroy(iconContainerSpacing.gameObject);

        //now we can build the popup
        transform.SetParent(GameRuleDesigner.instance.iconContainerTransform);
        //setting the parent screwed up the scale so fix it
        transform.localScale = new Vector3(1.0f, 1.0f);
        componentRepresented = cr;
        popupDescriptors = pd;
        //go through all the descriptors and add their icon to this popup
        foreach (GameRuleDesignComponentDescriptor descriptor in popupDescriptors) {
            RectTransform popupIcon;
            //int descriptors don't have icon prefabs, so we have to construct the icons
            if (descriptor is GameRuleDesignComponentIntDescriptor) {
                List<GameObject> iconList = new List<GameObject>();
                int i = ((GameRuleDesignComponentIntDescriptor)descriptor).intDescribed;
                if (i >= 0) {
                    if (describedType == typeof(GameRulePointsPlayerEffect))
                        iconList.Add(GameRuleIconStorage.instance.charPlusIcon);
                    GameRuleIconStorage.instance.addDigitIcons(i, iconList);
                } else {
                    iconList.Add(GameRuleIconStorage.instance.charMinusIcon);
                    GameRuleIconStorage.instance.addDigitIcons(-i, iconList);
                }
                //make a gameobject to hold all of the icons
                popupIcon = groupIcons(iconList);
            //almost all other descriptors we can construct normally
            //if it doesn't have an icon then it's a special case we know about
            } else if (descriptor.displayIcon == null) {
                if (descriptor is GameRuleDesignComponentClassDescriptor) {
                    System.Type otherType = ((GameRuleDesignComponentClassDescriptor)descriptor).typeDescribed;
                    //a points effect shows up as "+?"
                    if (otherType == typeof(GameRulePointsPlayerEffect))
                        popupIcon = groupIcons(new List<GameObject>(new GameObject[] {
                            GameRuleIconStorage.instance.charPlusIcon,
                            GameRuleIconStorage.instance.charQmarkIcon
                        }));
                    else
                        throw new System.Exception("Bug: no special popup icon cases for type " + otherType);
                } else
                    throw new System.Exception("Bug: no special popup icon cases for " + descriptor);
            //it has an icon, it's probably normal
            } else
                popupIcon = componentRepresented.getIconMaybeOpponent(descriptor);
            popupIcon.SetParent(iconContainer);
            popupIcons.Add(popupIcon);
        }
        //we add a "cancel" icon at the end to ensure there's room to cancel out of the popup
        RectTransform cancelIcon = instantiateIcon(GameRuleDesigner.instance.cancelIconPopupPrefab);
        cancelIcon.SetParent(iconContainer);
        popupIcons.Add(cancelIcon);

        //if we're doing a points effect, default to the "+1" choice
        if (describedType == typeof(GameRulePointsPlayerEffect))
            cr.assignDescriptor(popupDescriptors[
                GameRulePointsPlayerEffect.POINTS_SERIALIZATION_MASK - GameRulePointsPlayerEffect.POINTS_SERIALIZATION_MAX_VALUE + 1]);
        //if we're doing a fixed duration, default to the rule generator min value
        else if (describedType == typeof(GameRuleActionFixedDuration))
            cr.assignDescriptor(popupDescriptors[GameRuleGenerator.ACTION_DURATION_SECONDS_SHORTEST]);
        else
            cr.assignDescriptor(popupDescriptors[0]);
    }
コード例 #9
0
 /// <summary>
 /// <para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para>
 /// </summary>
 /// <param name="rect">The RectTransform to flip.</param>
 /// <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
 /// <param name="recursive">Flip the children as well?</param>
 /// <param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param>
 public static void FlipLayoutOnAxis(RectTransform rect, int axis, bool keepPositioning, bool recursive)
 {
     if (rect != null)
     {
         if (recursive)
         {
             for (int i = 0; i < rect.childCount; i++)
             {
                 RectTransform child = rect.GetChild(i) as RectTransform;
                 if (child != null)
                 {
                     FlipLayoutOnAxis(child, axis, false, true);
                 }
             }
         }
         Vector2 pivot = rect.pivot;
         pivot[axis] = 1f - pivot[axis];
         rect.pivot = pivot;
         if (!keepPositioning)
         {
             Vector2 anchoredPosition = rect.anchoredPosition;
             anchoredPosition[axis] = -anchoredPosition[axis];
             rect.anchoredPosition = anchoredPosition;
             Vector2 anchorMin = rect.anchorMin;
             Vector2 anchorMax = rect.anchorMax;
             float num2 = anchorMin[axis];
             anchorMin[axis] = 1f - anchorMax[axis];
             anchorMax[axis] = 1f - num2;
             rect.anchorMin = anchorMin;
             rect.anchorMax = anchorMax;
         }
     }
 }
コード例 #10
0
 void Awake()
 {
     transform = GetComponent<RectTransform>();
     beltLeft = transform.GetChild(0) as RectTransform;
     beltRight = transform.GetChild(1) as RectTransform;
 }
コード例 #11
0
 // Use this for initialization
 void Start()
 {
     inventorySCR = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>();
     tempInventorySCR = GameObject.FindGameObjectWithTag("Inventory").GetComponent<TempInventory>();
     databaseSCR = GameObject.FindGameObjectWithTag ("ItemDatabase").GetComponent<ItemDatabase> ();
     tooltip = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").transform.GetChild (0).GetComponent<RectTransform>();
     tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> ();
     tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();
     for (int i = 0; i < 5; i++)
     {
         heroInventory.Add (databaseSCR.GetItem(0));
     }
     for (int i = 0; i < heroInventory.Count; i++)
     {
         heroInventoryStacks.Add(0);
     }
 }
コード例 #12
0
		public static void FlipLayoutAxes(RectTransform rect, bool keepPositioning, bool recursive)
		{
			if (rect == null)
			{
				return;
			}
			if (recursive)
			{
				for (int i = 0; i < rect.childCount; i++)
				{
					RectTransform rectTransform = rect.GetChild(i) as RectTransform;
					if (rectTransform != null)
					{
						RectTransformUtility.FlipLayoutAxes(rectTransform, false, true);
					}
				}
			}
			rect.pivot = RectTransformUtility.GetTransposed(rect.pivot);
			rect.sizeDelta = RectTransformUtility.GetTransposed(rect.sizeDelta);
			if (keepPositioning)
			{
				return;
			}
			rect.anchoredPosition = RectTransformUtility.GetTransposed(rect.anchoredPosition);
			rect.anchorMin = RectTransformUtility.GetTransposed(rect.anchorMin);
			rect.anchorMax = RectTransformUtility.GetTransposed(rect.anchorMax);
		}
コード例 #13
0
 // Initialise l'inventaire
 // Remplit l'inventaire d'objets vides
 void Start()
 {
     tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> (); // Récupération du parent du tooltip
     tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();	// Récupération du tooltip
     tempInventorySlotContainer.SetActive(false);						// Masque l'inventaire temporaire
     InitializeInventory();												// Initialise l'inventaire
     StartCoroutine(DisplayInventory());
 }
コード例 #14
0
 // Initialise l'inventaire
 // Remplit l'inventaire d'objets vides
 void Start()
 {
     tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> ();
     tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();
     itemHeroSelection = itemHeroSelectionParent.GetChild (0).GetComponent<RectTransform>();
     modalWindowSCR = GameObject.FindGameObjectWithTag("ModalWindowManager").GetComponent<ModalWindowManager>();
     shopManagerSCR = GameObject.FindGameObjectWithTag("ShopManager").GetComponent<ShopManager>();
     for (int i = 0; i < inventorySize; i++)
     {
         inventory.Add(databaseSCR.GetItem(0));
     }
     for (int i = 0; i < inventory.Count; i++)
     {
         inventoryStacks.Add(0);
     }
 }
コード例 #15
0
    IEnumerator SignBubbleTimer(RectTransform PlayerSignBubble)
    {
        yield return new WaitForSeconds(PlayerSignBubbleStayTime);

        for (int i = PlayerSignBubble.childCount; i > 0; i--)
        {
            Destroy(PlayerSignBubble.GetChild(i-1).gameObject);
        }

        PlayerSignBubble.gameObject.SetActive(false);
    }
コード例 #16
0
        public SurveyProjectButton(SurveyProject sProject, RectTransform buttonTemplate,float fromTop)
        {
            surveyProject = sProject;
            rectTransform = (RectTransform)Instantiate(buttonTemplate);
            name = sProject.projectName;
            rectTransform.gameObject.SetActive(true);
            rectTransform.name = name;
            ((Text)rectTransform.GetChild(0).GetComponent<Text>()).text = name;

            rectTransform.parent = buttonTemplate.parent;

            rectTransform.SetDefaultScale();
            rectTransform.SetSize(buttonTemplate.GetSize());

            rectTransform.SetPivotAndAnchors(Vector2.zero);
            rectTransform.SetLeftTopPosition(new Vector2(-(rectTransform.GetWidth()*0.5f), fromTop));

            Button button = rectTransform.GetComponent<Button>();
            button.onClick.AddListener(OnUse);
        }
コード例 #17
0
 private void BlockDecoration(RectTransform blockPrefab, Block block)
 {
     Color color = new Color();
     string name = "";
     if (block is LandBlock)
     {
         color = new Color(0x00 / 255f, 0xB0 / 255f, 0x06 / 255f);
         name = (block as LandBlock).land.name;
     }
     else if (block is ChanceBlock)
     {
         color = new Color(0xFF / 255f, 0x28 / 255f, 0x28 / 255f);
         name = "Chance";
     }
     else if(block is DestinyBlock)
     {
         color = new Color(0xFF / 255f, 0xCC / 255f, 0x1F / 255f);
         name = "Destiny";
     }
     blockPrefab.GetComponent<RawImage>().color = color;
     blockPrefab.GetChild(0).GetComponent<Text>().text = name;
 }
コード例 #18
0
ファイル: SceneExample.cs プロジェクト: Kostas333/Road2war
    // Use this for initializatiowon
    void Start()
    {
        Application.targetFrameRate = 60;

        if (Application.loadedLevelName == "SceneOne")
        {
            isSceneOne = true;
            UITools.StartFadeEffect(fadeBackground, FadingType.In, 2f, EffectEndType.Callback, () => { Debug.Log("Background Finished Fading In"); });
            UITools.StartPulseEffect(pulsingButton, 1.2f, 0.8f, delay: 4f);
            progressBar.slider.maxValue = 10f;
            progressBar.slider.minValue = 0f;
            progressBar.slider.value = 0f;
        }
        else
        {
            scrollPanel = GameObject.FindObjectOfType<ScrollRect>().transform.GetChild(0).GetComponent<RectTransform>();
            expandParent = scrollPanel.GetChild(0).GetComponent<ExpandItemParent>();
            expandItemHeight = expandParent.allExpandingItems[1].maskRect.rect.height;                      //needed for the calculation of the Y coordinate
            expandedItemHeight = expandParent.allExpandingItems[1].itemRect.rect.height - expandItemHeight; //That heigh is used in case you are adding items to the scroller while there is already expanded items.
            scrollerItems = expandParent.childs.Count - 1;                                                  //Child with zero index is actually the item we are instatiating.It doesnt' need to get in to the calculations of the new added items coordinates.
        }
    }
コード例 #19
0
 /// <summary>
 ///   <para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para>
 /// </summary>
 /// <param name="rect">The RectTransform to flip.</param>
 /// <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
 /// <param name="recursive">Flip the children as well?</param>
 /// <param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param>
 public static void FlipLayoutOnAxis(RectTransform rect, int axis, bool keepPositioning, bool recursive)
 {
   if ((Object) rect == (Object) null)
     return;
   if (recursive)
   {
     for (int index = 0; index < rect.childCount; ++index)
     {
       RectTransform child = rect.GetChild(index) as RectTransform;
       if ((Object) child != (Object) null)
         RectTransformUtility.FlipLayoutOnAxis(child, axis, false, true);
     }
   }
   Vector2 pivot = rect.pivot;
   pivot[axis] = 1f - pivot[axis];
   rect.pivot = pivot;
   if (keepPositioning)
     return;
   Vector2 anchoredPosition = rect.anchoredPosition;
   anchoredPosition[axis] = -anchoredPosition[axis];
   rect.anchoredPosition = anchoredPosition;
   Vector2 anchorMin = rect.anchorMin;
   Vector2 anchorMax = rect.anchorMax;
   float num = anchorMin[axis];
   anchorMin[axis] = 1f - anchorMax[axis];
   anchorMax[axis] = 1f - num;
   rect.anchorMin = anchorMin;
   rect.anchorMax = anchorMax;
 }
コード例 #20
0
 private void PerformLayoutCalculation(RectTransform rect, UnityAction<Component> action)
 {
   if ((UnityEngine.Object) rect == (UnityEngine.Object) null)
     return;
   List<Component> list = ListPool<Component>.Get();
   rect.GetComponents(typeof (ILayoutElement), list);
   LayoutRebuilder.StripDisabledBehavioursFromList(list);
   if (list.Count > 0)
   {
     for (int index = 0; index < rect.childCount; ++index)
       this.PerformLayoutCalculation(rect.GetChild(index) as RectTransform, action);
     for (int index = 0; index < list.Count; ++index)
       action(list[index]);
   }
   ListPool<Component>.Release(list);
 }
コード例 #21
0
 /// <summary>
 ///   <para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para>
 /// </summary>
 /// <param name="rect">The RectTransform to flip.</param>
 /// <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
 /// <param name="recursive">Flip the children as well?</param>
 public static void FlipLayoutAxes(RectTransform rect, bool keepPositioning, bool recursive)
 {
   if ((Object) rect == (Object) null)
     return;
   if (recursive)
   {
     for (int index = 0; index < rect.childCount; ++index)
     {
       RectTransform child = rect.GetChild(index) as RectTransform;
       if ((Object) child != (Object) null)
         RectTransformUtility.FlipLayoutAxes(child, false, true);
     }
   }
   rect.pivot = RectTransformUtility.GetTransposed(rect.pivot);
   rect.sizeDelta = RectTransformUtility.GetTransposed(rect.sizeDelta);
   if (keepPositioning)
     return;
   rect.anchoredPosition = RectTransformUtility.GetTransposed(rect.anchoredPosition);
   rect.anchorMin = RectTransformUtility.GetTransposed(rect.anchorMin);
   rect.anchorMax = RectTransformUtility.GetTransposed(rect.anchorMax);
 }
コード例 #22
0
ファイル: Demo.cs プロジェクト: James9074/Unity-Juice-UI
    void Start()
    {
        mMiddlePanel = transform.FindChild("Middle").GetComponent<RectTransform>();

        mTweenPanel = mMiddlePanel.FindChild("TweenTypesPanel").GetComponent<RectTransform>();
        mTweenPanelArrow = mTweenPanel.FindChild("Arrow").GetComponent<RectTransform>();
        mCreditsPanelArrow = mMiddlePanel.FindChild("CreditsPanel/Arrow").GetComponent<RectTransform>();

        mInstructionsPanel = mMiddlePanel.FindChild("Instructions").GetComponent<RectTransform>();
        mMoveDot = mInstructionsPanel.FindChild("MoveDot").GetComponent<RectTransform>();

        mDot = mInstructionsPanel.FindChild("Instructions/Juice/Dot").GetComponent<CanvasGroup>();
        Juice.Instance.PulseGroup(mDot, 2, 0, 1);

        Juice.Instance.Delay(2f, () =>
        {
            for (int i = 0; i < mMoveDot.childCount; i++)
            {
                Transform dot = mMoveDot.GetChild(i).transform;
                Juice.Instance.Delay(i / 10f, () => { MoveDot(dot); });
            }
        });
    }
コード例 #23
0
ファイル: ActionSelectorMenu.cs プロジェクト: pbostrm/ceres
        public ActionSelectableButton(RectTransform source, ActionSelectorMenu menu,WorkType wType, PointObjectPrefab poType)
        {
            if (source == null)
            {
                DebugOutput.Shout("KABLAM!");
            }
            workType = wType;
            pointObjectType = poType;
            SelectorMenu = menu;
            rectTransform = (RectTransform)Instantiate(source);
            rectTransform.name = wType.Description;
            ((Text)rectTransform.GetChild(0).GetComponent<Text>()).text = poType.Name;
            rectTransform.SetParent(source.parent);
            rectTransform.localScale = source.localScale;

            Button button = rectTransform.GetComponent<Button>();
            button.onClick.AddListener(OnUse);
        }