IEnumerator ShowContents(Action onEndContents) { canvasGroup.alpha = 0f; for (int i = 0; i < contents.Length; i++) { float loopStartTime = Time.time; InitContent(i); Coroutine fadeIn = UIEffect.Fade(canvasGroup, 1f, 1f); Coroutine showEachChar = TaskManager.Delay(1f, () => { textComponent.text = contents[i]; UIEffect.ShowEachChar(textComponent, showCharInterval); }); yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.Space) && Time.time - loopStartTime > 1f)); StopCoroutine(fadeIn); StopCoroutine(showEachChar); if (i != contents.Length - 1 && images[GetImageIdx(i)] != images[GetImageIdx(i + 1)]) { UIEffect.Fade(canvasGroup, 0f, 1f); yield return(new WaitForSeconds(1f)); } } onEndContents(); }
/// <summary> /// 状态自动切换的UIEffect /// </summary> /// <param name="_operateUIEffect">Operate user interface effect.</param> public void StateAutoFlip(UIEffect _operateUIEffect) { if (_operateUIEffect.isSelected) { _operateUIEffect.isEffectEnable = true; _operateUIEffect.UnSelected(); } else { _operateUIEffect.isEffectEnable = true; _operateUIEffect.SetSelected(); } if (allSelectedUIEffect.Contains(_operateUIEffect)) { if (_operateUIEffect.isSelected == false) { allSelectedUIEffect.Remove(_operateUIEffect); } } else { if (_operateUIEffect.isSelected) { allSelectedUIEffect.Add(_operateUIEffect); } }//else }
public ImGuiRenderer(Game game, EffectFactory effectFactory) { var context = ImGui.CreateContext(); ImGui.SetCurrentContext(context); this.Game = game; this.Effect = effectFactory.Construct <UIEffect>(); this.GraphicsDevice = game.GraphicsDevice; this.LoadedTextures = new Dictionary <IntPtr, TextureReference>(); this.RasterizerState = new RasterizerState() { CullMode = CullMode.None, DepthBias = 0, FillMode = FillMode.Solid, MultiSampleAntiAlias = false, ScissorTestEnable = true, SlopeScaleDepthBias = 0 }; this.TextureContrast = 1.0f; this.SetupInput(); this.RebuildFontAtlas(); }
// Use this for initialization void Start() { //ImageFade (GameObject.Find ("CG").GetComponent<Image> (), -1, 0.5f); //Shake(GameObject.Find("CG"), 2.0f, 0.1f); //PrintText(GameObject.Find("Text").GetComponent<Text>(), "The story will be displayed here.", 0.05f); instance = this; }
public static Material GetOrCreateMaterial(Shader shader, UIEffect.ToneMode tone, UIEffect.ColorMode color, UIEffect.BlurMode blur) { Material mat = UIEffect.GetMaterial(shader, tone, color, blur); if (!mat) { mat = new Material(shader); if (0 < tone) { mat.EnableKeyword("UI_TONE_" + tone.ToString().ToUpper()); } if (0 < color) { mat.EnableKeyword("UI_COLOR_" + color.ToString().ToUpper()); } if (0 < blur) { mat.EnableKeyword("UI_BLUR_" + blur.ToString().ToUpper()); } mat.name = Path.GetFileName(shader.name) + (0 < tone ? "-" + tone : "") + (0 < color ? "-" + color : "") + (0 < blur ? "-" + blur : ""); //mat.hideFlags = HideFlags.NotEditable; Directory.CreateDirectory("Assets/UIEffect/Materials"); AssetDatabase.CreateAsset(mat, "Assets/UIEffect/Materials/" + mat.name + ".mat"); } return(mat); }
void InitEndingList() { endingList = new List <Ending>(); List <Type> assemblyTypeList = new List <Type>(GetType().Assembly.GetTypes()); assemblyTypeList = assemblyTypeList.FindAll((Type t) => { return(t.BaseType == typeof(Ending)); }); foreach (Type type in assemblyTypeList) { Ending instance = ScriptableObject.CreateInstance(type) as Ending; endingList.Add(instance); } foreach (Ending ending in endingList) { GameObject content = GameObject.Find(ending.GetType().Name); if (ending.CheckPossibility()) { Button button = content.GetComponent <Button>(); button.interactable = true; button.onClick.AddListener(() => { UIEffect.Fade(canvasGroup, 0f, 1f); TaskManager.Delay(1f, () => ending.LoadEnding()); }); content.GetComponent <Image>().sprite = Resources.Load <Sprite>("Ending/Image/el_unlockListItem"); } } }
void UpdateSchedule() { Act act = actList[0]; if (act.IsEvent) { dataHolder.GetComponent <Schedule>().progressPoint = progressBar.value; act.IsEvent = false; // 더이상 유효하지 않은 이벤트 SceneManager.LoadScene(act.Name); return; } if (showEachChar != null) { StopCoroutine(showEachChar); } CharacterManager.Get_instance().characterStat += act.Changement; descText.text = act.Description; showEachChar = UIEffect.ShowEachChar(descText, .05f); behaviour.sprite = Resources.Load <Sprite>("Main/m_schedule/Category/m_" + act.Name); }
public IEnumerator ShowAnimation() { bool turnEndInteractable = View.BattleView.TurnEndButton.interactable; View.BattleView.TurnEndButton.interactable = false; RectTransform firstObj = unitObjects[0]; UIEffect.FadeOutPanel(firstObj.gameObject); unitObjects.Remove(firstObj); for (int i = 0; i < unitObjects.Count; i++) { StartCoroutine(MoveImagies(unitObjects[i], i)); } yield return(new WaitForSeconds(0.8f)); firstObj.anchoredPosition = Vector2.right * imageGap * (bufferSize - 1); unitObjects.Add(firstObj); List <Unit> unitBuffer = BattleManager.instance.UnitBuffer.ToList(); unitObjects[0].GetComponent <Image>().sprite = BattleManager.instance.thisTurnUnit.Sprite; for (int i = 1; i < bufferSize; i++) { unitObjects[i].GetComponent <Image>().sprite = unitBuffer[i - 1].Sprite; } UIEffect.FadeInPanel(firstObj.gameObject); View.BattleView.TurnEndButton.interactable = turnEndInteractable; }
// Use this for initialization void Start() { image = GetComponent <Image> (); _uiEffect = GetComponent <UIEffect>(); numberText = transform.Find("Text").GetComponent <Text> (); }
/// <returns> /// The length of the effect animation clip /// </returns> public float OnPlayUIEffect(UIEffect uiEffect, UIEffectAnimationClip clipName) { string path = string.Join("/", uiEffect.ToString().Split('_')); Animator anim = transform.Find(path)?.GetComponentInChildren <Animator>(); anim?.Play(clipName.ToString()); return(anim.GetCurrentAnimatorClipInfo(0)[0].clip.length); }
void OnEnable() { uiEffect = (target as UIShadow).GetComponent <UIEffect>(); _spStyle = serializedObject.FindProperty("m_Style"); _spEffectDistance = serializedObject.FindProperty("m_EffectDistance"); _spEffectColor = serializedObject.FindProperty("m_EffectColor"); _spUseGraphicAlpha = serializedObject.FindProperty("m_UseGraphicAlpha"); _spBlurFactor = serializedObject.FindProperty("m_BlurFactor"); }
// GameObject instance = ConditionLibrary.Instance.getInstanceByID(conditionID); // instanceList.Add(instance); public static GameObject setupIcon(GameObject instance, string name, string description, bool timed, float endTime) { UIEffect e = instance.AddComponent <UIEffect>(); e.setup(name, description, timed, endTime); EffectMouseOver m = instance.AddComponent <EffectMouseOver>(); m.setup(e); return(instance); }
private void Start() { ui = GUI_Referenciador.instancia.GetComponent <GUI_Dialogar>(); if (imagemAtual == null) { imagemAtual = gameObject; eSprite = true; } efeito = GetComponent <UIEffect>(); }
// Start is called before the first frame update void Start() { contents = textComponent.text.Split('|'); StartCoroutine(ShowContents(() => { UIEffect.Fade(canvasGroup, 0f, 1f); TaskManager.Delay(1f, () => SceneManager.LoadScene("Intro")); })); }
void SetName(string name) { if (name.Length == 0 || !Input.GetKey(KeyCode.Return)) { return; } CharacterManager.Get_instance().playerName = name; UIEffect.Fade(canvas.GetComponent <CanvasGroup>(), 0f, 1.0f); TaskManager.Delay(1.0f, () => SceneManager.LoadScene("Prologue_birthday", LoadSceneMode.Single)); }
public void setup(UIEffect e) { panel = EffectInfoPanel.Instance; panelObject = panel.gameObject; panel.deactivate(); active = false; setupNeeded = false; Offset = new Vector3(20, 20, 0); EffectData = e; }
public void RemoveModificator(BaseModificator modificator) { UIEffect effect = modificators.Find(x => x.GetComponent <UIEffect>().modificator == modificator); if (effect != null) { modificators.Remove(effect); Destroy(effect.gameObject); } }
// Start is called before the first frame update void Start() { next_btn.onClick.AddListener(btn_click); contents = textComponent.text.Split('|'); StartCoroutine(ShowContents(() => { UIEffect.Fade(canvasGroup, 0f, 1f); TaskManager.Delay(1f, () => SceneManager.LoadScene(nextScene)); })); }
void ChangeQuestion() { yes.gameObject.SetActive(false); no.gameObject.SetActive(false); report.gameObject.SetActive(true); stop.gameObject.SetActive(true); StopCoroutine(showEachChar); textComponent.text = contentList[1]; UIEffect.ShowEachChar(textComponent, .1f); }
public void Init(int _bufferSize) { bufferSize = _bufferSize + 1; imageGap = line.rect.width / bufferSize; for (int i = 0; i < bufferSize; i++) { RectTransform newObj = Instantiate(prefab, line); unitObjects.Add(newObj); newObj.anchoredPosition = new Vector2(i * imageGap, 0); UIEffect.FadeInPanel(newObj.gameObject); } }
// Start is called before the first frame update void Start() { string text = textComponent.text; textComponent.text = ""; TaskManager.Delay(startTime, () => { textComponent.text = text; UIEffect.ShowEachChar(textComponent, 0.1f); }); }
private void CreateSfxSourceContainers(Sfx[] effectTypes, string containerName) { GameObject sfxConteiner = AudioManager.Instance.CreateNewGameObjectContainer(containerName, transform); foreach (var UIEffect in effectTypes) { GameObject musicSourceObject = new GameObject(); UIEffect.SetSource(musicSourceObject.AddComponent <AudioSource>(), AudioManager.Instance.GetAudioMixerOutputChannel("Sfx")); musicSourceObject.name = UIEffect.SoundName; musicSourceObject.transform.SetParent(sfxConteiner.transform); } }
// Start is called before the first frame update void Start() { yes.onClick.AddListener(ChooseY); no.onClick.AddListener(ChooseN); report.onClick.AddListener(ChooseReport); stop.onClick.AddListener(ChooseStop); report.gameObject.SetActive(false); stop.gameObject.SetActive(false); textComponent.text = contentList[0]; showEachChar = UIEffect.ShowEachChar(textComponent, .1f); }
void Awake() { CGUI = GameObject.Find("CG"); TextUI = GameObject.Find("Text"); CGCanvas = GameObject.Find("CGDisplay"); effectManager = GetComponent <UIEffect> (); CGImage = CGUI.GetComponent <Image> (); textContent = TextUI.GetComponent <Text> (); startC = GameObject.Find("Start").GetComponent <Text> (); modC = GameObject.Find("Mod").GetComponent <Text> (); exitC = GameObject.Find("Exit").GetComponent <Text> (); CGProcess = 0; }
/// <summary> /// /// </summary> public void Start(ControllerEntry context) { this.context = context; m_Transform = m_GameObject.transform; m_Graphic = m_GameObject.GetComponent <Graphic>(); m_DefaultScale = m_Transform.localScale.x; // TODO : m_UIEffect = m_GameObject.GetComponent <UIEffect>(); if (m_UIEffect != null) { m_UIEffect.highlight.onUpdate += OnHighlight; m_UIEffect.highlight.onUpdate(0.0f); } }
//**********PointUpEvent /// <summary> /// Addlistener to uieffect PointerUpEvent event /// </summary> /// <param name="effect"></param> /// <param name="handle"></param> protected void AddUIEffectListener(UIEffect effect, PointerUpDelegate handle) { if (effect == null) { return; } if (m_RegistUIEffect.Contains(effect.GetInstanceID())) { return; } m_RegistUIEffect.Add(effect.GetInstanceID()); effect.PointerUpEvent += handle; //注册点击的抬起事件 }
/// <summary> /// remove listenner of PointerUpEvent /// </summary> /// <param name="effect"></param> /// <param name="handle"></param> protected void RemoveUIEffectListener(UIEffect effect, PointerUpDelegate handle) { if (effect == null) { return; } if (m_RegistUIEffect.Contains(effect.GetInstanceID()) == false) { return; } m_RegistUIEffect.Remove(effect.GetInstanceID()); effect.PointerUpEvent -= handle; //注销点击的抬起事件 }
/// <summary> /// 自动反转状态 /// </summary> /// <param name="_operateUIEffect">Operate user interface effect.</param> public void AutoFlipSpecialUIEffect(UIEffect _operateUIEffect) { if (_operateUIEffect == null) { return; } if (_operateUIEffect.isSelected) { ForceUnSelectSpecial(_operateUIEffect); } else { ForceSelectSpecial(_operateUIEffect); } }
private void CheckNextEffects() { if (effects_cluster.Count > 0) { List <UIEffect> curr_active_cluster = effects_cluster[0]; bool finished = true; for (int i = 0; i < curr_active_cluster.Count; ++i) { UIEffect curr_effect = curr_active_cluster[i]; if (!curr_effect.GetStarted()) { curr_effect.Start(); curr_effect.SetStarted(); } if (!curr_effect.GetFinished()) { finished = false; break; } } if (finished) { if (effects_cluster.Count > 0) { effects_cluster.RemoveAt(0); if (effects_cluster.Count > 0) { List <UIEffect> new_active_cluster = effects_cluster[0]; for (int i = 0; i < new_active_cluster.Count; ++i) { UIEffect curr_effect = new_active_cluster[i]; curr_effect.Start(); curr_effect.SetStarted(); } } } } } }
void UpdateEndingList() { foreach (Ending ending in endingList) { GameObject content = GameObject.Find(ending.GetType().Name); content.GetComponent <Button>().onClick.AddListener(() => { if (!ending.CheckPossibility()) { return; } UIEffect.Fade(canvasGroup, 0f, 1f); TaskManager.Delay(1f, () => ending.LoadEnding()); }); } }