/// <summary> /// 产生选择游戏场景UI. /// </summary> void SpawnLevelSelectUI() { if (mUICamera == null) { SSDebug.LogWarning("SpawnLevelSelectUI -> mUICamera was null"); return; } if (mLevelSelectUI == null) { GameObject objPrefab = (GameObject)Resources.Load("Prefab/Gui/LevelSelect/LevelSelect"); if (objPrefab != null) { SSDebug.Log("SpawnLevelSelectUI..."); GameObject obj = (GameObject)Instantiate(objPrefab, mUICamera.transform); mLevelSelectUI = obj.GetComponent <LevelSelectUI>(); mLevelSelectUI.Init(this); if (m_pTishiTexture != null) { m_pTishiTexture.gameObject.SetActive(false); } } else { SSDebug.LogWarning("SpawnLevelSelectUI -> objPrefab was null"); } } }
void Start() { Init(); Hide(); tints = FindObjectOfType <LevelSelectUI>(); animation = GetComponent <Animation>(); }
void RemoveLevelSelectUI() { if (mLevelSelectUI != null) { mLevelSelectUI.RemoveSelf(); mLevelSelectUI = null; Resources.UnloadUnusedAssets(); } }
/// <summary> /// 产生选择游戏场景UI. /// </summary> public void SpawnLevelSelectUI() { if (mLevelSelectUI == null) { Debug.Log("SpawnLevelSelectUI..."); GameObject obj = (GameObject)Instantiate(LevelSelectUIPrefab, mUICamera.transform); mLevelSelectUI = obj.GetComponent <LevelSelectUI>(); mLevelSelectUI.Init(this); } }
public override void onSwitchTo(Room previous_room, Dictionary <string, object> args) { Engine.SpawnInstance <TitleLogo>(); Engine.SpawnInstance <WallDecoration>(); var level_select_ui = new LevelSelectUI(); Engine.SpawnInstance(level_select_ui); var level_requirements_logo = new LevelRequirementsLogo(level_select_ui); Engine.SpawnInstance(level_requirements_logo); }
void Start() { Init(); currentTrackText.text = AudioController.Instance.CurrentTrack(); tints = FindObjectOfType <LevelSelectUI>(); rt = GetComponent <RectTransform>(); sizeX = rt.rect.width; sizeY = rt.rect.height; if (EventManager.OnDisplayChange != null) { EventManager.OnDisplayChange(sizeX, sizeY); } }
void OnStateChange(State s) { if (tints == null) { tints = FindObjectOfType <LevelSelectUI>(); } //tints.transform.gameObject.SetActive(false); if (s == State.GAME) { gameObject.SetActive(false); } if (s != State.CREDIT) { Hide(); return; } animation.Play(); Show(); }
public void Initialize(LevelSelectUI ui, int levelIndex) { this.ui = ui; this.levelIndex = levelIndex; GetComponentInChildren <Text> ().text = "Level " + levelIndex; }
private void Start() { SelectUI = FindObjectOfType <LevelSelectUI>(); Client = FindObjectOfType <MultiClient>(); }