// Use this for initialization void Start () { uiSprite = thumbImgaeObject.GetComponent<UI2DSprite>(); uiLabelName = placeNameObject.GetComponent<UILabel>(); uiLabelInfo = placeInfoObject.GetComponent<UILabel>(); spr = Resources.LoadAll<Sprite>("Background"); }
private void UpdateSprite() { if (this.mUnitySprite == null && this.mNguiSprite == null) { this.mUnitySprite = base.GetComponent <SpriteRenderer>(); this.mNguiSprite = base.GetComponent <UI2DSprite>(); if (this.mUnitySprite == null && this.mNguiSprite == null) { base.enabled = false; return; } } float num = (!this.ignoreTimeScale) ? Time.time : RealTime.time; if (this.framerate != 0) { this.mUpdate = num + Mathf.Abs(1f / (float)this.framerate); } if (this.mUnitySprite != null) { this.mUnitySprite.sprite = this.frames[this.mIndex]; } else if (this.mNguiSprite != null) { this.mNguiSprite.nextSprite = this.frames[this.mIndex]; } }
public void Initialize(string _strName) { SetCharacter(_strName); if (m_spriteChara == null) { m_spriteChara = GetComponent <UI2DSprite> (); } m_spriteChara.sprite2D = m_sprIdleList [0]; if (m_button == null) { m_button = GetComponent <ButtonBase> (); } m_eStep = STEP.LOADING; m_eStepPre = STEP.MAX; m_Config.LoadResources("csv/config_chara"); if (_strName.Equals("") || _strName.Equals(CsvKvs.READ_ERROR_STRING)) { Debug.Log("empty"); gameObject.SetActive(false); } else { Debug.Log("fill"); gameObject.SetActive(true); } return; }
/// <summary> /// 单一渐变背景图 /// </summary> /// <param name="effect">特效</param> /// <param name="callback">回调</param> //private IEnumerator TransBackGround(NewImageEffect effect, Action callback) //{ // UI2DSprite ui = bgSprite; // UI2DSprite trans = backTransSprite; // //将trans淡出同时淡入原ui // float t = 0; // float origin = trans.alpha; // float final = 0; // Debug.Log(effect.time); // while (t < 1) // { // t = Mathf.MoveTowards(t, 1, 1 / effect.time * Time.deltaTime); // trans.alpha = origin + t * (final - origin); // ui.alpha = t; // yield return null; // } // if (transList.ContainsKey(-1)) transList.Remove(-1); // callback(); //} /// <summary> /// 单一渐变图层(-1为背景层) /// </summary> /// <param name="effect">特效</param> /// <param name="callback">回调</param> private IEnumerator TransByDepth(NewImageEffect effect, Action callback) { UI2DSprite ui = GetSpriteByDepth(effect.depth); UI2DSprite trans = GetTransByDepth(effect.depth); //将trans淡出同时淡入原ui float t = 0; float origin = trans.alpha; float final = 0; while (t < 1) { t = Mathf.MoveTowards(t, 1, 1 / effect.time * Time.deltaTime); trans.alpha = origin + t * (final - origin); ui.alpha = t; yield return(null); } //删除trans if (effect.depth != -1) { GameObject.Destroy(trans.gameObject); } if (transList.ContainsKey(effect.depth)) { transList.Remove(effect.depth); } callback(); }
// Use this for initialization void Start() { fixedHeight = transform.root.GetComponent <UIRoot> ().manualHeight; sprite = GetComponent <UI2DSprite> (); iniAlpha = sprite.color.a; spriteSide = sprite.width; }
public void SaveImageInfo() { //储存当前的背景 Dictionary <int, SpriteState> charaDic = new Dictionary <int, SpriteState>(); //和立绘信息 foreach (Transform child in fgPanel.transform) { //int depth = Convert.ToInt32(child.name.Substring(6, child.name.Length - 6)); int depth = Convert.ToInt32(child.name.Substring(6)); UI2DSprite ui = child.GetComponent <UI2DSprite>(); string sprite = ui.sprite2D == null ? "" : ui.sprite2D.name; charaDic.Add(depth, new SpriteState(sprite, child.localPosition, ui.alpha)); } if (bgSprite.sprite2D == null) { dm.gameData.bgSprite = string.Empty; } else { dm.gameData.bgSprite = bgSprite.sprite2D.name; } dm.gameData.fgSprites = charaDic; }
private Vector3 SetDefaultPos(UI2DSprite ui, string pstr) { int x; switch (pstr) { case "left": x = -320; break; case "middle": x = 0; break; case "right": x = 320; break; default: x = 0; break; } int y = -540 + ui.height / 2; return(new Vector3(x, y)); }
static void ReplaceTo2DSprite() { // 取得所有選取對象. Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.Unfiltered); //遍历所有的游戏对象 foreach (Object obj in SelectedAsset) { GameObject pGObj = (GameObject)obj; SpriteRenderer[] pRenderer = pGObj.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer pRender in pRenderer) { pRender.gameObject.transform.localScale = Vector3.one; UI2DSprite pSprite = pRender.gameObject.AddComponent <UI2DSprite>(); pSprite.sprite2D = pRender.sprite; pSprite.depth = pRender.sortingOrder; pSprite.color = pRender.color; pSprite.MakePixelPerfect(); } } //刷新编辑器 AssetDatabase.Refresh(); }
public bool LoadMaterial(UI2DSprite uiSprite, string fileName) { if (uiSprite == null || string.IsNullOrEmpty(fileName)) { return(false); } Material mat; int result = SetMaterialResource(uiSprite, fileName, out mat); if (result == 0) { uiSprite.material = null; return(false); } if (result == 2) { uiSprite.material = GameObject.Instantiate(mat); AddOrSetInstanceMaterialMap(uiSprite.GetInstanceID(), uiSprite.material); } else if (result == 1) { if (uiSprite.material == null) { mat = GetInstanceMaterialMap(uiSprite.GetInstanceID()); uiSprite.material = mat; } } return(mat != null); }
private void ImageSet(NewImageEffect effect, bool isSprite, bool isAlpha, bool isPos) { //决定操作对象 UI2DSprite ui = bgSprite; if (effect.target == NewImageEffect.ImageType.Fore) { ui = GetSpriteByDepth(effect.depth); } ui.shader = Shader.Find("Unity/Transparent Colored"); if (isSprite) { ui.sprite2D = LoadBackground(effect.state.spriteName); if (effect.target == NewImageEffect.ImageType.Fore) { ui.sprite2D = LoadCharacter(effect.state.spriteName); ui.MakePixelPerfect(); } } if (isAlpha) { ui.alpha = effect.state.spriteAlpha; } if (isPos) { ui.transform.localPosition = string.IsNullOrEmpty(effect.defaultpos) ? effect.state.GetPosition() : SetDefaultPos(ui, effect.defaultpos); } }
/// <summary> /// 淡出并移除背景 /// </summary> /// <param name="time">淡出时间</param> public static Queue <ImageEffect> FadeOutBackground(float time) { AnimationBuilder builder = new AnimationBuilder(); UI2DSprite ui = EffectBuilder.backgroundSprite; return(builder.BeginWith(EffectBuilder.FadeOut(ui, time)).Then(EffectBuilder.RemoveSprite(ui)).Get()); }
public static Queue <ImageEffect> ChangeSprite(UI2DSprite uiSprite, Sprite sprite) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.ChangeSprite(uiSprite, sprite )).Get()); }
/// <summary> /// 移除背景 /// </summary> public static Queue <ImageEffect> RemoveBackground() { AnimationBuilder builder = new AnimationBuilder(); UI2DSprite ui = EffectBuilder.backgroundSprite; return(builder.BeginWith(EffectBuilder.ChangeSprite(ui, null)).Get()); }
void Awake() { _MySprite = GetComponent <UI2DSprite>(); _Eating = false; _NowTime = 0.0f; _MaxTime = Random.Range(1.0f, 2.5f); }
private void SetEvidence() { //初始化[证据]列表 eviNameList = DataManager.GetInstance().GetInTurnVar <List <string> >("持有证据"); eviGrid.transform.DestroyChildren(); foreach (string eviName in eviNameList) { if (!eviDic.ContainsKey(eviName)) { return; } Evidence evi = eviDic[eviName]; GameObject eviBtn = Resources.Load("Prefab/EvidenceContainer") as GameObject; eviBtn = NGUITools.AddChild(eviGrid, eviBtn); EvidenceButton script = eviBtn.GetComponent <EvidenceButton>(); script.current = evi; script.SetUIManager(this); UILabel enl = eviBtn.transform.Find("EvidenceName_Label").GetComponent <UILabel>(); enl.text = evi.name; UI2DSprite eis = eviBtn.transform.Find("EvidenceIcon_Sprite").GetComponent <UI2DSprite>(); eis.sprite2D = Resources.Load <Sprite>(evi.iconPath); } eviGrid.GetComponent <UIGrid>().Reposition(); }
void OnEnable() { if (_sprite == null && gameObject.GetComponent <UI2DSprite>() != null) { _sprite = this.gameObject.GetComponent <UI2DSprite>(); } if (defaultMaterial == null) { defaultMaterial = new Material(Shader.Find("Sprites/Default")); } if (ForceMaterial == null) { ActiveChange = true; tempMaterial = new Material(Shader.Find(shader)); tempMaterial.hideFlags = HideFlags.None; if (_sprite != null) { _sprite.material = tempMaterial; } } else { ForceMaterial.shader = Shader.Find(shader); ForceMaterial.hideFlags = HideFlags.None; if (_sprite != null) { _sprite.material = ForceMaterial; } } }
public static UIRect getGameObjectRect(GameObject obj) { UIPanel panel = obj.GetComponent <UIPanel>(); if (panel != null) { return(panel); } UILabel label = obj.GetComponent <UILabel>(); if (label != null) { return(label); } UITexture texture = obj.GetComponent <UITexture>(); if (texture != null) { return(texture); } UISprite sprite = obj.GetComponent <UISprite>(); if (sprite != null) { return(sprite); } UI2DSprite sprite2D = obj.GetComponent <UI2DSprite>(); if (sprite2D != null) { return(sprite2D); } return(null); }
public bool LoadShaderAsync(UI2DSprite uiSprite, string fileName, int loadPriority = 0) { if (uiSprite == null || string.IsNullOrEmpty(fileName)) { return(false); } var mgr = BaseResLoaderAsyncMgr.GetInstance(); if (mgr != null) { ulong id; int rk = ReMake(fileName, uiSprite, BaseResLoaderAsyncType.UI2DSpriteShader, false, out id); if (rk < 0) { return(false); } if (rk == 0) { return(true); } return(mgr.LoadShaderAsync(fileName, this, id, loadPriority)); } return(false); }
public static void SetSpriteFillAmount(UI2DSprite sprite, float p) { if (sprite) { sprite.fillAmount = p; } }
/// <summary> /// Cache the sprite we'll be working with. /// </summary> protected override void OnInit() { base.OnInit(); mSprite = (mWidget as UISprite); mSprite2D = (mWidget as UI2DSprite); if (mSprite != null) { mNormalSprite = mSprite.spriteName; } if (mSprite2D != null) { mNormalSprite2D = mSprite2D.sprite2D; } //if (buttonSound == null) //{ // buttonSound = gameObject.GetComponent<UIButtonSoundPlayer>(); // if (buttonSound == null) // { // buttonSound = gameObject.AddComponent<UIButtonSoundPlayer>(); // } // //버튼 이벤트로 사운드가 자동 재생되도록 하는 이벤트를 붙여주는데 기존에 이미 추가가 되었다면. // //중복된 이벤트는 제거해주고 없으면 붙여준다. // EventDelegate newDelegate = new EventDelegate(buttonSound, "Play"); // if (this.onClick.Contains(newDelegate) == false) // { // this.onClick.Add(newDelegate); // } //} }
public static void Set2dSpriteColor(UI2DSprite sprite, Color c) { if (sprite) { sprite.color = c; } }
private void AssignObject() { animator = gameObject.GetComponent <Animator>(); spriteRenderer = Master.GetChildByName(gameObject, "Sprite").GetComponent <SpriteRenderer>(); boxCollider2D = gameObject.GetComponent <BoxCollider2D>(); GameObject pf_general = Master.GetGameObjectInPrefabs("Characters/Units/General"); general = NGUITools.AddChild(gameObject, pf_general); normalSpawnBullet = Master.GetChildByName(gameObject, "NormalSpawnBullet").transform; upgradeSpawnBullet = Master.GetChildByName(gameObject, "UpgradeSpawnBullet").transform; healthShootBar = Master.GetChildByName(gameObject, "HealthShootBar"); healthBar = Master.GetChildByName(gameObject, "HealthBar").GetComponent <UISlider>(); shootBar = Master.GetChildByName(gameObject, "ShootBar").GetComponent <UISlider>(); reloadAlert = Master.GetChildByName(gameObject, "ReloadAlert"); upgradeAlert = Master.GetChildByName(gameObject, "UpgradeAlert"); upgradeBar = Master.GetChildByName(gameObject, "UpgradeBar").GetComponent <UISlider>(); priceUpgrade = Master.GetChildByName(gameObject, "PriceLabelUpgrade").GetComponent <UILabel>(); freezeEffect = Master.GetChildByName(gameObject, "FreezeEffect").GetComponent <UI2DSprite>(); healthShootBar.gameObject.SetActive(false); reloadAlert.SetActive(false); upgradeAlert.SetActive(false); upgradeBar.gameObject.SetActive(false); freezeEffect.gameObject.SetActive(false); }
void AssignObject() { GameObject pf_general = Master.GetGameObjectInPrefabs("Characters/Enemies/General"); general = NGUITools.AddChild(gameObject, pf_general); if (isSpineAnim) { if (anim == null) { anim = transform.GetComponent <SkeletonAnimation> (); } transform.localScale = new Vector3(33f, 33f, 33f); Master.GetChildByName(gameObject, "Sprite").gameObject.SetActive(false); } else { animator = gameObject.GetComponent <Animator> (); } // spriteRenderer = Master.GetChildByName (gameObject, "Sprite").GetComponent<SpriteRenderer> (); weapon = Master.GetChildByName(gameObject, weaponName).gameObject; freezeEffect = Master.GetChildByName(gameObject, "FreezeEffect").GetComponent <UI2DSprite> (); freezeEffect.gameObject.SetActive(false); weapon.SetActive(false); healthBar = Master.GetChildByName(gameObject, "HealthBar").GetComponent <UISlider> (); critical = Master.GetGameObjectInPrefabs("Critical"); healthBar.value = 1; healthBar.gameObject.SetActive(false); }
private void UpdateSprite() { if (mUnitySprite == null && mNguiSprite == null) { mUnitySprite = this.GetComponent <SpriteRenderer>(); mNguiSprite = this.GetComponent <UI2DSprite>(); if (mUnitySprite == null && mNguiSprite == null) { this.set_enabled(false); return; } } float num = (!ignoreTimeScale) ? Time.get_time() : RealTime.time; if (framerate != 0) { mUpdate = num + Mathf.Abs(1f / (float)framerate); } if (mUnitySprite != null) { mUnitySprite.set_sprite(frames[mIndex]); } else if (mNguiSprite != null) { mNguiSprite.nextSprite = frames[mIndex]; } }
public GameObject CreateMask(GameObject parent, float maskAlpha, string name = MASK_NAME) { //Create Mask GameObject GameObject maskClip = NGUITools.AddChild(parent, true); maskClip.name = MASK_NAME; //Create UI2DSprite UI2DSprite tx = maskClip.AddComponent <UI2DSprite>(); Texture2D texture = new Texture2D(1, 1); texture.SetPixel(0, 0, Color.black); texture.Apply(); tx.sprite2D = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero); tx.type = UIBasicSprite.Type.Sliced; tx.alpha = maskAlpha; UIWidget widget = tx; //Create BoxCollider and Widget Size BoxCollider box = maskClip.AddComponent <BoxCollider>(); box.isTrigger = true; widget.depth = -1; widget.autoResizeBoxCollider = true; Vector2 size = FUtil.GetCurrentScreenSize(); widget.width = (int)size.x; widget.height = (int)size.y; return(maskClip); }
protected override bool OnShaderLoaded(Shader target, UnityEngine.Object obj, BaseResLoaderAsyncType asyncType, bool isMatInst, string resName, string tag) { bool ret = base.OnShaderLoaded(target, obj, asyncType, isMatInst, resName, tag); if (!ret) { switch (asyncType) { case BaseResLoaderAsyncType.UITextureShader: UITexture ui1 = obj as UITexture; ui1.shader = target; break; case BaseResLoaderAsyncType.UI2DSpriteShader: UI2DSprite ui2 = obj as UI2DSprite; ui2.shader = target; break; default: return(false); } SetResource <Shader>(obj, target, resName, tag); return(true); } return(false); }
public void setStats(LevelStat levelStat) { labelFruit = fruitLabel.GetComponent <UILabel> (); labelCoins = coinLabel.GetComponent <UILabel> (); labelFruit.text = levelStat.collectedFruits.Count + "/" + levelStat.maxFruits; labelCoins.text = "+" + levelStat.collectedCoins; List <Crystal.Color> crystalColors = levelStat.collectedCrystals; for (int i = 0; i < crystalColors.Count; i++) { Transform child = crystalParent.transform.GetChild(i); UI2DSprite sprite = child.gameObject.GetComponent <UI2DSprite> (); switch (crystalColors [i]) { case Crystal.Color.Blue: sprite.sprite2D = CrystalController.current.crystalBlueSprite; break; case Crystal.Color.Green: sprite.sprite2D = CrystalController.current.crystalGreenSprite; break; case Crystal.Color.Red: sprite.sprite2D = CrystalController.current.crystalRedSprite; break; } } HeroController.lastRabit.enabled = false; }
/// <summary> /// Immediately update the visible sprite. /// </summary> void UpdateSprite() { if (mUnitySprite == null && mNguiSprite == null) { mUnitySprite = GetComponent <UnityEngine.SpriteRenderer>(); mNguiSprite = GetComponent <UI2DSprite>(); if (mUnitySprite == null && mNguiSprite == null) { enabled = false; return; } } float time = ignoreTimeScale ? RealTime.time : Time.time; if (framerate != 0) { mUpdate = time + Mathf.Abs(1f / framerate); } if (mUnitySprite != null) { mUnitySprite.sprite = frames[frameIndex]; } else if (mNguiSprite != null) { mNguiSprite.nextSprite = frames[frameIndex]; } }
void OnDestroy() { if (this.gameObject.GetComponent <UI2DSprite>() != null) { if (_sprite == null) { _sprite = this.gameObject.GetComponent <UI2DSprite>(); } } if ((Application.isPlaying == false) && (Application.isEditor == true)) { if (tempMaterial != null) { DestroyImmediate(tempMaterial); } if (gameObject.activeSelf && defaultMaterial != null) { if (this.gameObject.GetComponent <UI2DSprite>() != null) { _sprite.material = defaultMaterial; _sprite.material.hideFlags = HideFlags.None; } } } }
void Start() { _Play = true; _MySprite = GetComponent <UI2DSprite>(); _NowFrame = 0; _MySprite.sprite2D = _Sprites[_NowFrame]; }
/// <summary> /// Immediately update the visible sprite. /// </summary> void UpdateSprite() { if (mUnitySprite == null && mNguiSprite == null) { mUnitySprite = GetComponent <UnityEngine.SpriteRenderer>(); mNguiSprite = GetComponent <UI2DSprite>(); if (mUnitySprite == null && mNguiSprite == null) { enabled = false; return; } } float time = ignoreTimeScale ? RealTime.time : Time.time; if (framerate != 0) { mUpdate = time + Mathf.Abs(1f / framerate); } mIndex = Mathf.Clamp(mIndex, 0, animations[currentAnimation].frames.Length - 1); if (mUnitySprite != null) { mUnitySprite.sprite = animations[currentAnimation].frames[mIndex]; } else if (mNguiSprite != null) { mNguiSprite.nextSprite = animations[currentAnimation].frames[mIndex];; } }
// Use this for initialization void Start () { root = GameObject.Find("UI Root"); mm = root.transform.Find("Map_Panel").gameObject.GetComponent<MapManager>(); uiSprite = thumbImgaeObject.GetComponent<UI2DSprite>(); uiLabelName = placeNameObject.GetComponent<UILabel>(); uiLabelInfo = placeInfoObject.GetComponent<UILabel>(); spr = Resources.LoadAll<Sprite>("Background"); }
// Use this for initialization void Awake() { uiManager = GameObject.FindGameObjectWithTag("UI").GetComponent<UIManager>(); skillSprite = transform.FindChild("CoolDownContainer").GetComponent<UI2DSprite>(); skillLevel = transform.FindChild("LevelContainer").GetComponent<SkillLevelContainer>(); skillCost = transform.FindChild("CostCell").GetComponent<CostContainer>(); skillCoolDown = transform.FindChild("CoolDownContainer").GetComponent<CoolDownContainer>(); description = transform.FindChild("Description").GetComponent<UILabel>(); mapManager = GameObject.FindGameObjectWithTag("Map").GetComponent<MapManager>(); }
public static void SetAnimations() { currentSprite = Selection.activeGameObject.GetComponent<UI2DSprite>(); currentAnimation = Selection.activeGameObject.GetComponent<UI2DSpriteAnimation>(); if( currentSprite == null || currentAnimation == null ) { Debug.Log("Sprite ou animacao nula"); return; } string spriteSheetPath = AssetDatabase.GetAssetPath( currentSprite.sprite2D ); Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(spriteSheetPath).OfType<Sprite>().ToArray(); currentAnimation.AddNewAnimation( "newAnimation", sprites ); }
public void Initialize(Sprite sprite, InventoryPower power, int boardIndex){ keyLabel = GetComponentInChildren<UILabel>(); keyLabel.enabled = true; keyLabel.text = boardIndex.ToString(); ActivationKey = boardIndex.ToString(); associatedPower = power; powerIcon = GetComponent<UI2DSprite>(); powerIcon.sprite2D = sprite; if(boardIndex == 1) { activationButton = InputControlType.LeftBumper; } else { activationButton = InputControlType.RightBumper; } }
public override void Start() { base.Start(); currentHealth = maxHealth; matchManager = GameObject.FindGameObjectWithTag("MatchManager").GetComponent<MatchManager>(); damageOverlayImage = GameObject.FindGameObjectWithTag("DamageOverlay").GetComponent<UI2DSprite>(); matchData = spaceship.GetComponent<SpaceshipMatchData>(); if (damageOverlayImage == null) { Debug.Log("No UI2DSprite tagged with 'DamageOverlay' was found in the scene!"); } Color indicatorColor = enemyIndicator.renderer.material.GetColor("_TintColor"); indicatorColor.a = 0.0f; enemyIndicator.renderer.material.SetColor("_Tint", indicatorColor); /* Make local copy of material so multiple of the same ships don't reference the same one. */ Material electricFieldCopy = Instantiate(electricField) as Material; electricField = electricFieldCopy; spaceshipShell.renderer.material = electricFieldCopy; spaceshipShell.GetComponent<ScrollUVLinear>().materialToScroll = electricFieldCopy; }
// Use this for initialization void Start () { instance = this; frozen = transform.FindChild ("Frozen").GetComponent<UI2DSprite> (); damage = transform.FindChild ("Damage").GetComponent<UI2DSprite> (); invencibility = transform.FindChild ("Invencibility").GetComponent<UI2DSprite> (); blank = transform.FindChild ("Blank").GetComponent<UISprite> (); shield = transform.FindChild("Shield").GetComponent<UI2DSprite>(); myAudioSource = GetComponent<AudioSource>(); frozen.enabled = false; damage.enabled = false; invencibility.enabled = false; blank.enabled = false; shield.enabled = false; GameController.OnReset += Reset; }
/// <summary> /// Immediately update the visible sprite. /// </summary> void UpdateSprite () { if (mUnitySprite == null && mNguiSprite == null) { mUnitySprite = GetComponent<UnityEngine.SpriteRenderer>(); mNguiSprite = GetComponent<UI2DSprite>(); if (mUnitySprite == null && mNguiSprite == null) { enabled = false; return; } } float time = ignoreTimeScale ? RealTime.time : Time.time; if (framerate != 0) mUpdate = time + Mathf.Abs(1f / framerate); if (mUnitySprite != null) { mUnitySprite.sprite = frames[mIndex]; } else if (mNguiSprite != null) { mNguiSprite.nextSprite = frames[mIndex]; } }
// Use this for initialization void Start () { currentWeaponSprite = GetComponent<UI2DSprite>(); }
/// <summary> /// Cache the sprite we'll be working with. /// </summary> protected override void OnInit () { base.OnInit(); mSprite = (mWidget as UISprite); mSprite2D = (mWidget as UI2DSprite); if (mSprite != null) mNormalSprite = mSprite.spriteName; if (mSprite2D != null) mNormalSprite2D = mSprite2D.sprite2D; }
private void initLabels() { driverTitle = this.transform.FindChild("DriverTitle").GetComponent<UILabel>(); this.faceSprite = this.gameObject.GetComponentInChildren<UI2DSprite>(); }
private void UpdateSprite() { if (this.mUnitySprite == null && this.mNguiSprite == null) { this.mUnitySprite = base.GetComponent<SpriteRenderer>(); this.mNguiSprite = base.GetComponent<UI2DSprite>(); if (this.mUnitySprite == null && this.mNguiSprite == null) { base.enabled = false; return; } } float num = (!this.ignoreTimeScale) ? Time.time : RealTime.time; if (this.framerate != 0) { this.mUpdate = num + Mathf.Abs(1f / (float)this.framerate); } if (this.mUnitySprite != null) { this.mUnitySprite.sprite = this.frames[this.mIndex]; } else if (this.mNguiSprite != null) { this.mNguiSprite.nextSprite = this.frames[this.mIndex]; } }
/// <summary> /// Cache the sprite we'll be working with. /// </summary> protected override void OnInit () { base.OnInit(); mSprite = (mWidget as UISprite); mSprite2D = (mWidget as UI2DSprite); if (mSprite != null) mNormalSprite = mSprite.spriteName; if (mSprite2D != null) mNormalSprite2D = mSprite2D.sprite2D; if(gameObject.GetComponent<SoundButtonClick>() == null) gameObject.AddComponent<SoundButtonClick>(); }
void Start () { mUnitySprite = GetComponent<UnityEngine.SpriteRenderer>(); mNguiSprite = GetComponent<UI2DSprite>(); if (framerate > 0) mUpdate = (ignoreTimeScale ? RealTime.time : Time.time) + 1f / framerate; }
public void SetSprite( UI2DSprite spt ) { mSprite = spt; }
protected override void OnEnable () { base.OnEnable(); mSprite = target as UI2DSprite; }
protected override void OnInit() { base.OnInit(); this.mSprite = (this.mWidget as UISprite); this.mSprite2D = (this.mWidget as UI2DSprite); if (this.mSprite != null) { this.mNormalSprite = this.mSprite.spriteName; } if (this.mSprite2D != null) { this.mNormalSprite2D = this.mSprite2D.sprite2D; } }
/// <summary> /// Immediately update the visible sprite. /// </summary> void UpdateSprite () { if (mUnitySprite == null && mNguiSprite == null) { mUnitySprite = GetComponent<UnityEngine.SpriteRenderer>(); mNguiSprite = GetComponent<UI2DSprite>(); if (mUnitySprite == null && mNguiSprite == null) { enabled = false; return; } } float time = ignoreTimeScale ? RealTime.time : Time.time; if (framerate != 0) mUpdate = time + Mathf.Abs(1f / framerate); mIndex = Mathf.Clamp( mIndex, 0, animations[currentAnimation].frames.Length-1 ); if (mUnitySprite != null) { mUnitySprite.sprite = animations[currentAnimation].frames[mIndex]; } else if (mNguiSprite != null) { mNguiSprite.nextSprite = animations[currentAnimation].frames[mIndex];; } }
// Use this for initialization void Start () { energybarSprite = GetComponent<UI2DSprite>(); initialScale = this.transform.localScale; currentScale = initialScale; }
// Use this for initialization void Start() { cdMask = GetComponent<UI2DSprite>(); }
// Use this for initialization void Start () { spr = GetComponent<UI2DSprite>(); }
public void initLabels() { UI2DSprite[] uis = this.GetComponentsInChildren<UI2DSprite>(); for(int i = 0;i<uis.Length;i++) { if(uis[i].name=="LogoSprite") { this.companySprite = uis[i]; } } companyTitle = initLabel("SponsorTitle"); sponsorDescription = initLabel("SponsorDescription"); contractLength = initLabel("ContractLengthValue"); contractValue = initLabel("SponsorOfferValue"); this.sponsorInterest = initLabel("InterestValue"); this.positionLabel = initLabel("AdPositionValue"); }
// Use this for initialization void Awake () { sprite = GetComponent<UI2DSprite>(); uiManager = GameObject.FindWithTag("UI").GetComponent<UIManager>(); label = transform.FindChild("Label").GetComponent<UILabel>(); }