public override void RefreshEffectExtension(EffectUI _effectUI) { base.RefreshEffectExtension(_effectUI); defaultTitleText = titleText.text; ClearFields(); }
/// <summary> /// 创建UI特效 /// </summary> /// <param name="file"></param> /// <param name="parent_node">父节点</param> /// <param name="is_loop"></param> /// <param name="time">参考接口CreateEffect_Position的说明</param> /// <returns></returns> public EffectBase CreateEffect_UI(string file, Transform parent_node, float time = 0) { EffectUI effect = NewObject <EffectUI>(file) as EffectUI; if (effect != null) { if (parent_node == null) { parent_node = UILayerUtils.RootLayer; } effect.transform.SetParent(parent_node, false); effect.ParentNode = parent_node; effect.TotalTime = time; GameObjectUtils.SetLayer(effect.gameObject, LayerMask.NameToLayer(SceneLayerID.UI)); } return(effect); }
public void AddEffect(Effect effect) { if (rectTransform == null) { rectTransform = GetComponent <RectTransform>(); } rectTransform.sizeDelta = new Vector2(effectSlotWidth + rectTransform.sizeDelta.x, rectTransform.sizeDelta.y); RectTransform temp = (Instantiate(effectSlotPrefab) as GameObject).GetComponent <RectTransform> (); temp.SetParent(rectTransform, false); temp.sizeDelta = new Vector2(effectSlotWidth, temp.sizeDelta.y); temp.anchoredPosition = new Vector2((-1) * effects.Count * effectSlotWidth - effectSlotWidth, 0); EffectUI effectUI = temp.GetComponent <EffectUI> (); effectUI.EffectAdded(effect); effectUIs.Add(effectUI); effects.Add(effect); }
public void ShowEffectExtension(EffectTypes effectType, EffectUI currentEffect) { ActivateEffect(); HideEffectExtensions(); effectExtensionsShown = true; var effectExtension = effectExtensions.SingleOrDefault(x => x.effectType == effectType); if (effectExtension == null) { throw new Exception("Effect type does not have an extension"); } effectExtension.effectArea.SetActive(true); effectExtension.effectArea.GetComponent <EffectExtensionUI>().RefreshEffectExtension(currentEffect); }
public override void RefreshEffectExtension(EffectUI _effectUI) { base.RefreshEffectExtension(_effectUI); ClearFields(); }
public virtual void RefreshEffectExtension(EffectUI _effectUI) { effectUI = _effectUI; }