public TestPop4() { m_popId = POP_ID.TEST_POP_4; m_layerIdx = POP_LAYER_IDX.LAYER_POP_1; ShowGameObject(); // m_btnOk = GetChildByName <KButton>("Button_Ok", true); m_btnClose = GetChildByName <KButton>("Button_Close", true); m_panel = GameObjUtil.GetParent(m_btnOk.gameObject); // m_inputName = GetChildByName <KInputField>("Input_name", true); m_labelTestInput = GetChildByName <KText>("Label_testInput", true); // m_tgl_1 = GetChildByName <KToggle>("Toggle_position1", true); m_labelTgl_1 = GetChildByName <KText>(m_tgl_1.gameObject, "Label_Text", true); m_tglGroup_1 = GetChildByName <KToggleGroup>("ToggleGroup_a1", true); // m_sliderSchedule = GetChildByName <KSlider>("Slider_Schedule1", true); m_labelSchedule = GetChildByName <KText>("Label_testSilder", true); // m_barLoading = GetChildByName <KProgressBar>("ProgressBar_loading", true); // m_icon = GetChildByName <KImage>("Image_sharedAnchor", true); // m_scrollView = GetChildByName <KScrollView>("ScrollView_GuildList", true); m_listView = ComponentUtil.EnsureComponent <KListViewScroll>(m_scrollView.gameObject); }
void OnTglGroupValue(KToggleGroup tglGroup_, int idx_, bool b_) { KToggle child = tglGroup_.GetToggle(idx_); KText label = GetChildByName <KText>(child.gameObject, "Label_Text"); label.text = b_ ? "选中" : "没选中"; }
int m_clickCntMax = 3; //关闭需要的点击次数 public PopErrorReport() { m_popId = POP_ID.ERROR_REPORT; m_layerIdx = POP_LAYER_IDX.LAYER_TOP; ShowGameObject(); m_btn = GetChildByName <KButton>("Container_ErrorReport/Container_Panel/Button_Center"); m_text = GameObjUtil.FindChlid <KText>(m_btn.gameObject, "Label_Text"); }
public LoadingView1() { m_popId = POP_ID.LOADING_1; m_layerIdx = POP_LAYER_IDX.LAYER_LOADING; m_lifeType = POP_LIFE.FOREVER; ShowGameObject(); m_barLoading = GetChildByName <KProgressBar>("ProgressBar_Load", true); m_barLoading.value = 0; m_txtPercent = GetChildByName <KText>("Label_Percent", true); m_txtTips = GetChildByName <KText>("Label_Tips", true); }
void UpdateListItem(GameObject item_, int index_, object data_) { GameObject select = GetChildByName(item_, "Image_bg/select"); GameObject normal = GetChildByName(item_, "Image_bg/normal1"); KText labelName = GetChildByName <KText>(item_, "Label_Name"); KText labelWinNum = GetChildByName <KText>(item_, "Label_WinNum"); KText labelMemberNum = GetChildByName <KText>(item_, "Label_MemberNum"); bool b = (index_ % 2) == 0; normal.SetActive(b); select.SetActive(!b); //index_ += 1; labelName.text = "路人甲" + index_; labelWinNum.text = index_.ToString(); labelWinNum.text = 999 + "人"; }
protected void AddComponent(GameObject go) { KText[] textList = go.GetComponentsInChildren <KText>(); KText text = null; KText textHolder = null; foreach (KText t in textList) { if (t.name.ToLower().Contains("textholder")) { textHolder = t; } else { text = t; } } //TextWrapper text = go.GetComponentInChildren<TextWrapper>(); RectTransform textRect = text.GetComponent <RectTransform>(); //textRect.pivot = new Vector2(0.5f, 0.5f); //textRect.anchoredPosition = new Vector2(textRect.sizeDelta.x * 0.5f, -textRect.sizeDelta.y * 0.5f); //为什么要调整位置? text.supportRichText = false; KInputField input = go.AddComponent <KInputField>(); input.textComponent = text; //主体文本 if (textHolder != null) { input.placeholder = textHolder; //占位文本 } if (text.text == "{0}") { input.text = ""; } else { input.text = text.text; } }
protected virtual void AddTextComponent(GameObject go, JsonData stateData) { KText text = go.AddComponent <KText>(); text.supportRichText = true; JsonData formatData = stateData["format"]; text.color = GetColor((string)formatData["color"], 100); text.font = KAssetManager.GetFont((string)formatData["font"]); text.fontSize = (int)formatData["size"]; text.text = (string)stateData["content"]; text.material = KAssetManager.GetFontMaterial(); if (text.text == "{0}") { text.text = "?"; } //单行文本默认值,超出文本范围不显示 text.horizontalOverflow = HorizontalWrapMode.Overflow; //改为自动增长 text.verticalOverflow = VerticalWrapMode.Truncate; //多行文本垂直方向超出范围仍然显示 float h = 0.0f; if (stateData["height"].IsInt) { h = (float)(int)stateData["height"]; } else { h = (float)(double)stateData["height"]; } bool isMutilple = IsMutilpleLine(h, (int)formatData["size"]); //多行 if (isMutilple) { text.horizontalOverflow = HorizontalWrapMode.Wrap; text.verticalOverflow = VerticalWrapMode.Overflow; } else//单行,检查overflow是否设置 { if (HasParam(stateData, PATTERN_OVERFLOW) == true) { text.horizontalOverflow = HorizontalWrapMode.Overflow; //水平多行 } else if (HasParam(stateData, PATTERN_WRAP) == true) { text.horizontalOverflow = HorizontalWrapMode.Wrap; //超出文本范围不显示 } if (HasParam(stateData, PATTERN_OVERFLOW_V) == true) { text.verticalOverflow = VerticalWrapMode.Overflow; //垂直多行 //如果直接指定垂直方向overflow,那横向将自动设为换行 text.horizontalOverflow = HorizontalWrapMode.Wrap; } } if (stateData.Keys.Contains("langId") == true) //语言包,暂时没用 { text.langId = (int)stateData["langId"]; } text.alignment = TextAnchor.UpperLeft; //文本对齐方式 if (stateData.Keys.Contains(PATTERN_ALIGNMENT) == true) { string alignment = (string)stateData[PATTERN_ALIGNMENT]; text.alignment = (TextAnchor)Enum.Parse(typeof(TextAnchor), alignment, true); } text.lineSpacing = 1.0f; if (stateData.Keys.Contains("lineSpacing") == true) //行距 { text.lineSpacing = float.Parse((string)stateData["lineSpacing"]); } text.resizeTextForBestFit = GetBestFitParam(stateData); //缩放文本框来适应文本框 int bold = (int)formatData["bold"]; //粗体 text.fontStyle = (bold == 1) ? FontStyle.Bold : FontStyle.Normal; text.fontStyle = GetFontStyleParam(stateData); //覆盖了上面。。 AddUnderline(go, stateData); //添加下划线 AddGradientEffect(go, stateData); AddStrokeEffect(go, stateData); //添加描边 AddShadowEffect(go, stateData); //添加阴影 if (isMutilple == false) { SetPreferredSize(go); } if (go.name == STATE_DISABLE) { text.grey = true; //置灰 } }
protected override void __ShowGameObject() { base.__ShowGameObject(); m_label = GetChildByName <KText>("Label_Text"); }