// Use this for initialization void Start() { cr = GetComponent <CanvasRenderer> (); cc = (ChoiceController)FindObjectOfType(typeof(ChoiceController)); t = GetComponent <Text> (); t.text = "Age: " + cc.age; }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); if (model != null) { } }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); //Debug.Log("model : " + model); if (model != null) { Debug.Log("number of element in objets : " + model.Objets.Count); foreach (Objets element in model.Objets) { GameObject objet = new GameObject(); objet = (GameObject)Instantiate(prefab_object, this.transform); objet.name = element.Nom; Toggle temp_toggle = objet.GetComponentInChildren <Toggle>(); temp_toggle.name = element.Nom; temp_toggle.group = this.GetComponent <ToggleGroup>(); temp_toggle.isOn = element.Modification; Image temp_background = (Image)temp_toggle.GetComponentInChildren <Image>(); Image temp_selected = (Image)temp_toggle.graphic; Debug.Log("image path : " + element.Image + "_unselected"); Sprite temp_sprite = Resources.Load <Sprite>(element.Image + "_unselected"); Debug.Log("image is null ? : " + temp_sprite == null); Debug.Log("image background is null ? : " + temp_background.sprite == null); Debug.Log(element.Image + "_unselected"); temp_background.sprite = temp_sprite; //Resources.Load<Sprite>(element.Image + "_unselected"); temp_selected.sprite = Resources.Load <Sprite>(element.Image + "_selected"); temp_toggle.onValueChanged.AddListener(delegate { ToggleValueChanged(temp_toggle); }); } } }
//Add a button to the list of buttons in the question //@param choiceButtonTemplate template of the button to implement, the other buttons will be like this template //@param choice this object contains the choice information //@param index numer of choice in the list public static ChoiceController AddChoiceButton(GameObject panel, Choice choice, int index, int panelMode) { Button button = null; if (panelMode == 1) { Button choiceButtonTemplate = panel.transform.Find("Choice Buttons/Choice Button").GetComponent <Button>(); int buttonSpacing = -44; button = Instantiate(choiceButtonTemplate); //Button settings button.transform.SetParent(choiceButtonTemplate.transform.parent); button.transform.localScale = Vector3.one; button.transform.localPosition = new Vector3(0, index * buttonSpacing, 0); button.name = "Choice " + (index + 1); button.gameObject.SetActive(true); } else if (panelMode == 2 || panelMode == 3) { button = panel.transform.Find("Choice Buttons/Choice " + (index + 1)).GetComponent <Button>(); button.gameObject.SetActive(true); } //Get ChoiceController ChoiceController choiceController = button.GetComponent <ChoiceController>(); choiceController.choice = choice; button.GetComponentInChildren <TextMeshProUGUI>().text = choice.text; return(choiceController); }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); //Debug.Log("model : " + model); if (model != null) { foreach (Objets obj in model.Objets) { if (obj.Modification == true) { //Debug.Log("model forme : " + model.Forme); foreach (Item element in model.Forme) { GameObject objet = (GameObject)Instantiate(prefab_object, this.transform); objet.name = element.Nom; //Debug.Log("element name : " + element.Nom); Toggle temp_toggle = objet.GetComponentInChildren <Toggle>(); temp_toggle.name = element.Nom; if (obj.FormeActive.Contains(element.ID)) { //Debug.Log("toggle is on"); temp_toggle.isOn = true; } else if (obj.FormeInactive.Contains(element.ID)) { //Debug.Log("toggle is off"); temp_toggle.isOn = false; } Text temp_texte = temp_toggle.GetComponentInChildren <Text>(); temp_texte.text = element.Nom; foreach (int temp_formeActive in obj.FormeActive) { //Debug.Log("forme active : " + temp_formeActive + " ; element ID : " + element.ID); if (temp_formeActive == element.ID) { //Debug.Log("toggle is on"); temp_toggle.isOn = true; break; } else { //Debug.Log("toggle is off"); temp_toggle.isOn = false; } } Image temp_background = (Image)temp_toggle.GetComponentInChildren <Image>(); Image temp_selected = (Image)temp_toggle.graphic; temp_background.sprite = Resources.Load <Sprite>(element.Image + ""); temp_selected.sprite = Resources.Load <Sprite>(element.Image + ""); temp_selected.color = Color.grey; temp_toggle.onValueChanged.AddListener(delegate { ToggleValueChanged(temp_toggle); }); } } } } }
public void CloseChoiceIfExists() { if (ChoiceController != null) { ChoiceController.Destroy(); ChoiceController = null; } }
private void Initialize() { questionText.text = question.text; for (int jndex = 0; jndex < question.choices.Length; jndex++) { ChoiceController c = ChoiceController.AddChoicebutton(choiceButton, question.choices[jndex], jndex); choiceControllers.Add(c); } choiceButton.gameObject.SetActive(false); }
public void LeaveChoices() { PopStateStack(); AddWait(new Wait(0.5f, WaitTypes.WaitForTime, delegate { ChoiceController.Destroy(); ChoiceController = null; })); ExecuteActions(); }
private void Initialize() { questionText.text = question.questionText; for (int index = 0; index < question.choices.Count; index++) { ChoiceController c = ChoiceController.AddChoiceButton(choiceButton, question.choices[index], index); choiceControllers.Add(c); } choiceButton.gameObject.SetActive(false); }
public void DisplayChoices(List <string> options, int count) { if (ChoiceController != null) { ChoiceController.Destroy(); ChoiceController = null; } PushStateStack(ChoiceHandleInput, GameState.ChoiceScreen); ChoiceController = new ChoiceController(); ChoiceController.Create(options, count); }
// Use this for initialization void Start() { ChoiceController cc = (ChoiceController)FindObjectOfType(typeof(ChoiceController)); bool isRich = cc.choseCivic; string startPosName = isRich ? "StartingPositionRich" : "StartingPositionPoor"; Transform startPos = GameObject.FindGameObjectsWithTag(startPosName)[0].transform; transform.position = startPos.position; }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); //Debug.Log("model : " + model); if (model != null) { Question temp_question = model.Questions.Find(r => r.Modification == true); Text temp_text = this.GetComponent <Text>(); temp_text.text = temp_question.Description; } }
private void Initialize() { questionText.SetText(question.GetText()); for (int index = 0; index < question.GetChoiceLength(); index++) { ChoiceController c = ChoiceController.AddChoiceButton(choiceButton, question.GetChoice(index), index); choiceControllers.Add(c); } choiceButton.gameObject.SetActive(false); }
private void Intialize() { choiceText.text = choices.text; for (int index = 0; index < choices.choicetext.Length; index++) { ChoiceController c = ChoiceController.AddChoiceButton(choiceButton, choices.choicetext[index], index); choiceControllers.Add(c); } choiceButton.gameObject.SetActive(true); }
public static ChoiceController AddChoiceButton(Button choiceButtonPrefab, Choices choice, int index) { Button button = Instantiate(choiceButtonPrefab); button.transform.SetParent(choiceButtonPrefab.transform.parent); button.name = choice.choiceText; button.gameObject.SetActive(true); ChoiceController choiceController = button.GetComponent <ChoiceController>(); choiceController.choice = choice; return(choiceController); }
private void Initialize() { //текст из скриптаблОбжект Question передается в окно UI текст questionText.text = question.text; //пробегаемся по всем choices из скриптаблОбжект Question for (int index = 0; index < question.choices.Length; index++) { //добавляем кнопки в соответствии с индексом choice из скриптаблОбжект Question в список ChoiceController c = ChoiceController.AddChoiceButton(choiceButton, question.choices[index], index); choiceControllers.Add(c); } //образец кнопки(префаб) диактивируем choiceButton.gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); Text temp = this.GetComponent <Text>(); foreach (Objets element in model.Objets) { if (element.Modification) { temp.text = element.Nom; } } }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); if (model != null) { temp_question = model.Questions.Find(r => r.Modification == true); Text temp_text = this.GetComponentInChildren <Text>(); if (temp_question.Reponse != null && temp_question.Reponse != "") { temp_text.text = temp_question.Reponse; } } }
private void Start() { model = FindObjectOfType <ChoiceController>(); Button button = this.GetComponent <Button>(); button.interactable = false; foreach (Objets element in model.Objets) { //Debug.Log("element modification : " + element.Modification + " ; name : " + element.Nom); if (element.Modification) { button.interactable = true; } } }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); Image temp = this.GetComponent <Image>(); foreach (Objets element in model.Objets) { //Debug.Log("element modification : " + element.Modification + " ; name : " + element.Nom); if (element.Modification) { temp.sprite = Resources.Load <Sprite>(element.Image + "_unselected"); } } }
public static ChoiceController AddChoicebutton(Button choiceButtonTemplate, Choice choice, int index) { int buttonSpacing = -44; Button button = Instantiate(choiceButtonTemplate); button.transform.localScale = Vector3.one; button.transform.localPosition = new Vector3(0, index * buttonSpacing, 0); button.name = "Choice " + (index + 1); button.gameObject.SetActive(true); ChoiceController choiceController = button.GetComponent <ChoiceController>(); choiceController.choice = choice; return(choiceController); }
// Use this for initialization void Start() { cc = (ChoiceController)FindObjectOfType(typeof(ChoiceController)); if (cc.choseCivic) { player.transform.position = civicWaypoint.position; player.transform.parent = civicWaypoint; player.transform.rotation = civicWaypoint.rotation; sportsCarSound.volume = 8; } else { coupeRadio.volume = 0; driverAvatar.SetActive(false); } }
// Use this for initialization void Start() { text = gameObject.GetComponent <Text>(); ChoiceController cc = (ChoiceController)FindObjectOfType(typeof(ChoiceController)); int age = cc.age; int wealth = (cc.choseCivic ? 3000000 : 100000) + (cc.chosePlanner ? 2000000 : 100000); int earnings = wealth / 10; text.text = string.Format( "You retired at age {0} with {1:C0} invested.\n\nAt a rate of 10%, this will earn you {2:C0} per year.", age, wealth, earnings ); }
// Use this for initialization void Start() { ChoiceController cc = (ChoiceController)FindObjectOfType(typeof(ChoiceController)); bool isRich = cc.choseCivic; Vector3 targetPosition = transform.position; Quaternion targetRotation = transform.rotation; if (!isRich) { targetPosition.x = -121.29f; targetRotation.y = 83.9f; } transform.position = targetPosition; transform.rotation = targetRotation; }
// Start is called before the first frame update void Awake() { if (controller == null) { DontDestroyOnLoad(gameObject); controller = this; } else if (controller != this) { Destroy(gameObject); } Profils = new Profils(); Historique = new List <Historique>(); Objets = new List <Objets>(); AssociationJustifications = new List <Association_justification>(); JustificationLienMateriel = new List <JustificationMateriel>(); CoherenceMaterielTechniqueOutils = new List <CoherenceMaterielTechniqueOutils>(); Forme = new List <Item>(); TailleObjet = new List <Taille>(); JustificationMateriel = new List <Item>(); Outils = new List <Item>(); Technique = new List <Item>(); SousMateriaux = new List <Item>(); Materiaux = new List <Materiaux>(); Questions = new List <Question>(); load_CoherenceMateriel(); load_JustificationMateriel(); load_Profils(); load_Objets(); load_taille(); load_Item(FORME_FILENAME, Forme); load_Item(JUSTIFICATION_FILENAME, JustificationMateriel); load_Item(OUTILS_FILENAME, Outils); load_Item(TECHNIQUE_FILENAME, Technique); load_Materiaux(); load_currentState(); }
//Set the initial values of question private void Initialize() { if (rigthToLeft) { questionText.alignment = TextAlignmentOptions.TopRight; questionText.isRightToLeftText = true; } questionText.text = question.text; questionStarted = true; for (int index = 0; index < question.choices.Length; index++) { ChoiceController c = ChoiceController.AddChoiceButton(actualPanel, question.choices[index], index, panelToUse); choiceControllers.Add(c); } // choiceButton.gameObject.SetActive(false); }
public void InitializeUI(GameObject UIPrefab, GameObject UIButton, TMP_FontAsset fontAsset, float characterPerSecond, float buttonSpacing) { choiceController = GetComponent <ChoiceController>(); GameObject ui = Instantiate(UIPrefab); DialogueBox = ui.transform.GetChild(0).GetChild(0).GetComponent <Canvas>(); ChoiceBox = ui.transform.GetChild(1).GetChild(0).GetComponent <Canvas>(); DialogueBox.enabled = false; ChoiceBox.enabled = false; choiceController.InitializeChoice(ChoiceBox, UIButton, buttonSpacing); DialogueText = DialogueBox.transform.GetChild(0).GetChild(0).GetComponent <TextMeshProUGUI>(); Speaker = DialogueBox.transform.GetChild(0).GetChild(1).GetComponent <TextMeshProUGUI>(); characterSpeed = new WaitForSecondsRealtime(1 / characterPerSecond); defaultFont = DialogueText.font; if (fontAsset != null) { defaultFont = fontAsset; } skip = false; }
private void Initialize() { choiceButton.gameObject.SetActive(false); for (int i = 0; i < question.choices.Length; i++) { ChoiceController c = ChoiceController.AddChoiceButton(choiceButton, question.choices[i], i); if (i > 0) { Navigation nav = c.button.navigation; nav.selectOnUp = choiceControllers[i - 1].button; c.button.navigation = nav; nav = choiceControllers[i - 1].button.navigation; nav.selectOnDown = c.button; choiceControllers[i - 1].button.navigation = nav; } choiceControllers.Add(c); } gameObject.SetActive(true); }
// Start is called before the first frame update void Start() { model = FindObjectOfType <ChoiceController>(); //Debug.Log("model : " + model); if (model != null) { foreach (Objets obj in model.Objets) { if (obj.Modification == true) { //Debug.Log("model forme : " + model.Forme); foreach (Item justification in model.JustificationMateriel) { GameObject objet = (GameObject)Instantiate(prefab_object, this.transform); objet.name = justification.Nom; //Debug.Log("element name : " + element.Nom); Toggle temp_toggle = objet.GetComponentInChildren <Toggle>(); temp_toggle.name = justification.Nom; temp_toggle.isOn = false; Text temp_texte = temp_toggle.GetComponentInChildren <Text>(); temp_texte.text = justification.Nom; Image temp_background = (Image)temp_toggle.GetComponentInChildren <Image>(); Image temp_selected = (Image)temp_toggle.graphic; temp_background.sprite = Resources.Load <Sprite>(justification.Image + ""); temp_selected.sprite = Resources.Load <Sprite>(justification.Image + ""); temp_selected.color = Color.grey; temp_toggle.onValueChanged.AddListener(delegate { ToggleValueChanged(temp_toggle); }); } } } } }
/// <summary> /// создание кнопок в зависимости от кол-ва Choice в ScriptableObjecte Question /// </summary> /// <param name="choiceButtonTemplate"></param> /// <param name="choice"></param> /// <param name="index"></param> /// <returns></returns> public static ChoiceController AddChoiceButton(Button choiceButtonTemplate, Choice choice, int index) { //расстояние между кнопками int buttonSpacing = -44; //создаем кнопку Button button = Instantiate(choiceButtonTemplate); //создаем родительскую папку (контейнер) button.transform.SetParent(choiceButtonTemplate.transform.parent); //задаем размер кнопки button.transform.localScale = Vector3.one; //задаем положение кнопки (каждая создается ниже предыдущей кнопки в зависимости от значения Index) button.transform.localPosition = new Vector3(0, index * buttonSpacing, 0); //присваем имя объекту (первая кнопка будет названа Choice 1) button.name = "Choice" + (index + 1); //делаем активным на сцене (так как объект Question и его потомки установлены "не активными") button.gameObject.SetActive(true); //получаем у кнопки компонент <ChoiceController> ChoiceController choiceController = button.GetComponent <ChoiceController>(); //кнопка выбора будет иметь возможность делать выбор среди сохраннеых вариантов choiceController.choice = choice; return(choiceController); }