예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        // Enable the correct treasure size object
        switch (Size)
        {
        case TreasureSize.PILE:                 // PILE
            PileObject.SetActive(true);
            PointValueMultiplier = 10;
            break;

        case TreasureSize.HORDE:                 // HORDE
            HordeObject.SetActive(true);
            PointValueMultiplier = 50;
            break;

        default:                 // COINE
            CoinsObject.SetActive(true);
            PointValueMultiplier = 5;
            break;
        }

        // Set the point value based on the treasure size
        int min = Mathf.Max(0, AveragePointValue - 2);

        PointValue = Random.Range(min, AveragePointValue + 2) * PointValueMultiplier;

        // Set the point value label
        PointLabel?.SetText("+" + PointValue);
    }
예제 #2
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    // Start is called before the first frame update
    private void Start()
    {
        Animator = GetComponent <Animator>();

        // Set the point value label
        Label?.SetText("+" + PointValue);
    }
예제 #3
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        public void SetSortLabelText(ref TMP_Text label, string text)
        {
            var sortLabelText = $"<size=80%><sprite={SpriteHelper.Instance.GetSpriteIndex_YButton_Gray()}> <size=60%><b>Sort By:</b> " + text.Replace('_', ' ');

            //var defaultLabelText = $"<size=60%><voffset=0.25em><sprite={GetSpriteIndex_XButton()}></voffset> <b>Set Default</b>";

            label?.SetText(sortLabelText); //+ defaultLabelText);
        }
예제 #4
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    void Start()
    {
        // set animators
        spriteDoremy     = GameObject.Find("Doremy").GetComponent <Animator>();
        spriteSagume     = GameObject.Find("Sagume").GetComponent <Animator>();
        spriteBackground = GameObject.Find("Background").GetComponent <Animator>();



        // find the GameObjects we're going to be putting the text in
        // TODO: is there a 'better' way to do this?

        QuestionText = GameObject.Find("QuestionText").GetComponent <TMP_Text>();
        Answer1      = GameObject.Find("AnswerText1").GetComponent <TMP_Text>();
        Answer2      = GameObject.Find("AnswerText2").GetComponent <TMP_Text>();

        // placeholder question text
        // TODO: get question from the question list & randomize

        QuestionText.SetText("This is a test question! It exists to show that I can change the text from the code. " +
                             "Isn't that neat? I'm going to make it really long so that I can see what happens if the question is way too long.");

        // TEMPORARY
        // select which slot the correct answer will be in
        // this is just to show it can be randomized
        // if there's a better way, i'd love to know!

        sagumeCorrectAnswer = Random.Range(1, 3);

        // placeholder answers

        if (sagumeCorrectAnswer == 1)
        {
            Answer1.SetText("Correct Answer!");
            Answer2.SetText("Incorrect Answer!");
        }

        else if (sagumeCorrectAnswer == 2)
        {
            Answer1.SetText("Incorrect Answer!");
            Answer2.SetText("Correct Answer!");
        }
    }
    /// <summary>
    /// Sets the amount of the asset that was traded in this transaction.
    /// </summary>
    /// <param name="transaction"> The info of this transaction. </param>
    /// <param name="tradableAsset"> The asset that was traded. </param>
    private void SetAmount(TransactionInfo transaction, TradableAsset tradableAsset)
    {
        var send   = transaction.Type == TransactionInfo.TransactionType.Send;
        var start  = send ? "-" : "+";
        var amount = start + SolidityUtils.ConvertFromUInt(transaction.Value, tradableAsset.AssetDecimals);
        var symbol = tradableAsset.AssetSymbol;

        amountText.SetText(amount.LimitEnd(18 - symbol.Length, "...") + "<style=Symbol> " + symbol + "</style>");
        amountText.color = send ? UIColors.Red : UIColors.Green;
    }
예제 #6
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    void Awake()
    {
        levelInt = GameManager.GetLatestLevel();
        level    = LevelFormat + levelInt;
        highScoreText.SetText(GameManager.GetHighScore(level).ToString());
        levelDisplay.text = LevelFormat + " " + levelInt;
        SetEnemySprite(levelInt);
        string lastLevel = LevelFormat + (levelInt - 1);

        if (levelInt == 1 || GameManager.GetHighScore(lastLevel) != 0 || GameManager.GetHighScore(LevelFormat + levelInt) != 0)
        {
            _unlocked = true;
        }
        else
        {
            _unlocked = false;
            _lockSymbol.SetActive(true);
        }
    }
예제 #7
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 private void Update()
 {
     SetExpText();
     coinsText.SetText(charManager.coins + "");
     ArcherText.SetText("x " + ArcherCounter);
     KnightText.SetText("x " + knightCounter);
     HealerText.SetText("x " + HealerCounter);
     TankText.SetText("x " + TankCounter);
     MageText.SetText("x " + MageCounter);
 }
예제 #8
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    public void NextQuestion()
    {
        questionText.SetText(questionList[questionCounter].question);
        for (int i = 0, n = questionList[questionCounter].answerTexts.Length; i < n; i++)
        {
            answerTexts[i].SetText(questionList[questionCounter].answerTexts[i]);
        }

        AnswerButtonsEnabled(true);
    }
예제 #9
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    private void OnValidate()
    {
        _text = GetComponentInChildren <TMP_Text>();

        int index = transform.GetSiblingIndex() + 1;

        _text.SetText(index.ToString());

        gameObject.name = "Slot " + index;
    }
예제 #10
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        private void Refresh()
        {
            Scene  active = SceneManager.GetActiveScene();
            string name   = active.name;

            if (m_SceneNameText)
            {
                m_SceneNameText.SetText(name);
            }
        }
예제 #11
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    // Update is called once per frame
    void Update()
    {
        int currentLevel = Global.currentLevel;

        if (prevLevel != currentLevel)
        {
            levelText.SetText("LEVEL = " + currentLevel);
            prevLevel = currentLevel;
        }
    }
예제 #12
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        void Update()
        {
            energyLevel = GameObject.Find("Score").GetComponent <Score>().energyScore;

            if (!isStatic)
            {
                // Set text
                m_text.SetText(k_label, (int)energyLevel);
            }
        }
 private void OnTriggerEnter(Collider other)
 {
     if ((GameManager.completedLevels[thisLevelNum] || GameManager.completedLevels[thisLevelNum - 1]))
     {
         if (myPrompt.IsActive() == false)
         {
             myPrompt.SetText("Press Space to Enter");
             myPrompt.gameObject.SetActive(true);
         }
     }
     else
     {
         if (myPrompt.IsActive() == false)
         {
             myPrompt.SetText("Complete Previous Level to Enter");
             myPrompt.gameObject.SetActive(true);
         }
     }
 }
예제 #14
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    // Update is called once per frame
    void Update()
    {
        int currentScore = Global.playerScore;

        if (prevScore != currentScore)
        {
            scoreText.SetText("SCORE = " + currentScore);
            prevScore = currentScore;
        }
    }
 //In:
 //Out: void
 //Desc: ends the turn and plays the animation
 public void endTurn()
 {
     if (TMS.selectedUnit == null)
     {
         switchCurrentPlayer();
         if (currentTeam == 1)
         {
             playerPhaseAnim.SetTrigger("slideLeftTrigger");
             playerPhaseText.SetText("Player 2 Phase");
         }
         else if (currentTeam == 0)
         {
             playerPhaseAnim.SetTrigger("slideRightTrigger");
             playerPhaseText.SetText("Player 1 Phase");
         }
         teamHealthbarColorUpdate();
         setCurrentTeamUI();
     }
 }
예제 #16
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 public void SetupItem(string itemName, Sprite icon, int itemAmt, float weight, float value, InventoryUI inventoryUIRef, ItemInstance itemInstance)
 {
     nameText.SetText(itemName);
     itemIcon.sprite = icon;
     amountText.SetText(itemAmt.ToString());
     weightText.SetText(weight.ToString());
     valueText.SetText(value.ToString());
     this.inventoryUIRef = inventoryUIRef;
     itemInstanceRef     = itemInstance;
 }
예제 #17
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    private void UpdateETA()
    {
        double eta = gameController.gameClock + sleepTime;
        string etaHoursStr;
        string etaMinutesStr;

        if (eta >= 24)
        {
            eta = eta % 24;
            AddDayText.SetText("(+1 day)");
        }
        else
        {
            AddDayText.SetText("");
        }
        etaHoursStr   = Math.Truncate(eta).ToString("00");
        etaMinutesStr = Math.Truncate((eta - Math.Truncate(eta)) * 60).ToString("00");
        ETAText.SetText(etaHoursStr + "h" + etaMinutesStr);
    }
예제 #18
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        void Update()
        {
            hungerLevel = GameObject.Find("Score").GetComponent <Score>().hungerScore;

            if (!isStatic)
            {
                // Set text
                m_text.SetText(k_label, (int)hungerLevel);
            }
        }
    private void Start()
    {
        if (!healthBar)
        {
            Debug.LogError("HEALTH BAR IS EMPTY");
        }
        currentHp    = maxHp;
        currentArmor = maxArmor;

        healthBar.maxValue = maxHp;
        healthBar.value    = maxHp;
        if (armorBar)
        {
            armorBar.maxValue = maxArmor;
            armorBar.value    = maxArmor;
            armorText?.SetText("100%");
            healthText?.SetText("100%");
        }
    }
예제 #20
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 public void updateButton()
 {
     if (shopIteam == -1)
     {
         buttonText.SetText("Purchase: " + getWage(cost));
     }
     else
     {
         buttonText.SetText("Purchase: " + getWage(cost));
     }
     if (mainControl.getMoney() > cost)
     {
         button.interactable = true;
     }
     else
     {
         button.interactable = false;
     }
 }
예제 #21
0
 public void SpawnUnit(int gold1, int cost1, int gold2, int cost2, GameObject unit1, GameObject unit2, TMP_Text goldUI)
 {
     posX             = GMS.building.GetComponent <Cell>().spawnX;
     posY             = GMS.building.GetComponent <Cell>().spawnY;
     units            = GameObject.FindGameObjectsWithTag("Unit");
     unitOnSpawnPoint = SpawnPointOccupied(posX, posY);
     if (!unitOnSpawnPoint)
     {
         if (GMS.currentTeam == 0)
         {
             if (gold1 >= cost1)
             {
                 gold1 -= cost1;
                 goldUI.SetText("GOLD: " + gold1.ToString());
                 GameObject newUnit = Instantiate(unit1, new Vector3(posX, 0.75f, posY), Quaternion.identity);
                 newUnit.GetComponent <UnitScript>().tileBeingOccupied = map.tiles[posX, posY].tileOnMap;
                 newUnit.transform.parent = Team1.transform;
                 newUnit.GetComponent <UnitScript>().changeHealthBarColour(0);
                 newUnit.GetComponent <UnitScript>().setMovementState(3);
                 newUnit.GetComponent <UnitScript>().holder2D.GetComponent <SpriteRenderer>().color = Color.gray;
                 map.tiles[posX, posY].tileOnMap.GetComponent <Cell>().unitOnTile = newUnit;
             }
         }
         else if (GMS.currentTeam == 1)
         {
             if (gold2 >= cost2)
             {
                 gold2 -= cost2;
                 goldUI.SetText("GOLD: " + gold2.ToString());
                 GameObject newUnit = Instantiate(unit2, new Vector3(posX, 0.75f, posY), Quaternion.identity);
                 newUnit.GetComponent <UnitScript>().teamNum           = 1;
                 newUnit.GetComponent <UnitScript>().tileBeingOccupied = map.tiles[posX, posY].tileOnMap;
                 newUnit.transform.parent = Team2.transform;
                 newUnit.GetComponent <UnitScript>().changeHealthBarColour(0);
                 newUnit.GetComponent <UnitScript>().holder2D.GetComponent <SpriteRenderer>().flipX = true;
                 newUnit.GetComponent <UnitScript>().setMovementState(3);
                 newUnit.GetComponent <UnitScript>().holder2D.GetComponent <SpriteRenderer>().color = Color.gray;
                 map.tiles[posX, posY].tileOnMap.GetComponent <Cell>().unitOnTile = newUnit;
             }
         }
     }
 }
예제 #22
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 public void setUp(int place, int training, int location)
 {
     business      = player.business;
     this.place    = place;
     this.training = training;
     this.location = location;
     this.active   = true;
     NameText.SetText(business.trainingList[training].name);
     InfoText.SetText(business.trainingList[training].description);
     updateButton(false);
 }
예제 #23
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        private void Refresh()
        {
            var isUnlocked = _constructionType.unlockedAfterCount <= LdGame.blocksCleared;

            _constructionImage.color = Color.white.With(a: isUnlocked ? 1 : .3f);
            _unlockedGameObject.SetActive(isUnlocked);
            _lockedGameObject.SetActive(!isUnlocked);
            _unlockConditionText.SetText($"Dig {_constructionType.unlockedAfterCount - LdGame.blocksCleared} more blocks to unlock");
            _button.interactable = isUnlocked;
            _costText.color      = LdGame.gold >= _constructionType.cost ? Color.black : Color.red;
        }
예제 #24
0
    public void ShowText(string text, float duration)
    {
        helping = false;
        Debug.Log(text);
        Text.SetText(text);

        Background.CrossFadeAlpha(1.0f, 0.3f, true);
        Text.CrossFadeAlpha(1.0f, 0.3f, true);
        Displaying  = true;
        DisplayTime = duration;
    }
예제 #25
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    // Start is called before the first frame update
    void Start()
    {
        // Set Dead count
        DeadCountLabel?.SetText(FindObjectOfType <DataCollector>()?.DeadPatients.ToString("D3"));

        // Set recovered list
        string[] patientNames      = FindObjectOfType <DataCollector>()?.RecoveredPatients.Select(patient => patient.Name).ToArray();
        string   recoveredPatients = string.Join("\n", patientNames);

        RecoveredList?.SetText(recoveredPatients);
    }
예제 #26
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 private void Update()
 {
     // Waiting until we get back any type of error message, if there's none we load main menu
     if (!(errorMessage is null))
     {
         errorScreen.SetActive(true);
         outputPort.SetText(errorMessage);
         outputLand.SetText(errorMessage);
         loadingScreen.SetActive(false);
     }
 }
예제 #27
0
    public void ganar()
    {
        string movi = "";

        for (int i = 0; i < movimientosList.Count; i++)
        {
            movi = movi + "\n" + movimientosList[i];
        }

        Pasos.SetText(movi);
    }
 private IEnumerator PoolTimer()
 {
     while (true)
     {
         timeOutCount.enabled = true;
         var proc = ContextControler.Procedure;
         var time = ExportProcedure.TimeOutMax - proc.TimeOutCount;
         timeOutCount.SetText(string.Format("TIMEOUT_COUNT".Translated(), time.ToString()));
         yield return(null);
     }
 }
예제 #29
0
    /// <summary>
    /// 处理普通文字
    /// </summary>
    /// <param name="chr"></param>
    /// <returns></returns>
    private bool progressNormalText(string chr)
    {
        //Debug.Log(string.Format("create Label {0}, size {1}", chr, this._currentFontSize));
        GameObject node = Instantiate <GameObject>(Resources.Load <GameObject>("prefabs/ui/messages/MessagChar"));

        node.name = chr;
        TMP_Text uiText = node.GetComponent <TMP_Text>();

        uiText.SetText(chr);

        RectTransform uiTextTransform = uiText.GetComponent <RectTransform>();

        uiText.fontSize           = (int)(this._currentFontSize);
        uiTextTransform.sizeDelta = new Vector2(uiText.fontSize, uiText.fontSize);
        //float s = Util.getWidthScale();
        //uiTextTransform.localScale = new Vector3(s, s, uiTextTransform.localScale.z);

        uiText.color = this.getColor(this._currentColor);
        uiText.color = new Color(uiText.color.r, uiText.color.g, uiText.color.b, 0.0f); // 初始隐藏
        node.transform.SetParent(this.container.transform);
        node.transform.localScale = new Vector3(1, 1, node.transform.localScale.z);

        if (!this.isSingleLine && uiTextTransform.sizeDelta.x > this._width)
        {
            node.transform.localScale = new Vector3(this._width / uiTextTransform.sizeDelta.x, this._width / uiTextTransform.sizeDelta.x, 1);
        }
        if (!this.isSingleLine)
        {
            //Debug.Log(string.Format("curr x {0} {1}", chr, this._renderPos.x + uiTextTransform.sizeDelta.x / 2));
            if (this._renderPos.x - (-rectTransform.sizeDelta.x / 2 + OffsetX) + uiTextTransform.sizeDelta.x > this._width)
            {
                this.nextLine();
            }
        }
        this._renderPos.lastHeight = this._currentFontSize;
        this._renderPos.x         += this._currentFontSize / 2;
        float lastMaxHeight = this._renderPos.maxHeight;

        this._renderPos.maxHeight = (this._renderPos.maxHeight > this._currentFontSize) ? this._renderPos.maxHeight : this._currentFontSize;
        if (lastMaxHeight != this._renderPos.maxHeight)
        {
            this._renderPos.y = this._renderPos.baseY + lastMaxHeight / 2 - this._renderPos.maxHeight / 2;
        }
        this.setElemPosition(node, this._renderPos.x, this._renderPos.y);
        this._renderPos.x += this._currentFontSize / 2;
        if (this.isSingleLine)
        {
            this._width = Mathf.Max(this._width, this._renderPos.x);
        }
        this._texts.Add(node);
        this._contents.Add(node);
        this._currentLine.Add(node);
        return(true);
    }
예제 #30
0
 public void setUp(int shopIteam, int location, bool playerSelected)
 {
     business            = player.business;
     this.playerSelected = playerSelected;
     this.shopIteam      = shopIteam;
     this.location       = location;
     if (shopIteam == -1)
     {
         NameText.SetText("Focus");
         InfoText.SetText("Makes employees faster");
         cost = 50000;
     }
     else
     {
         NameText.SetText(business.iteamList[shopIteam].name);
         InfoText.SetText(business.iteamList[shopIteam].description);
         cost = business.iteamList[shopIteam].cost;
     }
     updateButton();
 }