public override void Awake() { rayCastTargetCom = AddComponent <RayCastTarget>(); rayCastTargetCom.OnMoveInEvent += () => { Select(true); }; rayCastTargetCom.OnMoveOutEvent += () => { Select(false); }; //添加边框对象 BoxDrawing = UIFactroy.CreateBoxDrawingRect(Position - new Vector2(1, 1), 2, 25); BoxDrawing.Parent = GameObject; Select(false); //添加Label对象 List <Vector2> posList = new List <Vector2>(); for (int i = 0; i < 25; i++) { posList.Add(new Vector2(i, 0)); } for (int i = 18; i < 25; i++) { posList.Add(new Vector2(i, -1)); } GameObject labelObj = new GameObject("StateLabel", "UI", GameObject, new Vector2(0, 1), posList); labelCom = labelObj.AddComponent <Renderer>(); labelCom.Init(RendererMode.UI, (int)Layer.Label); //添加血条对象 progressBar = ProgressBarChar.Create(length: 18); progressBar.GameObject.Parent = GameObject; progressBar.LocalPosition = new Vector2(0, 0); }
/// <summary> /// 创建一个文本区域,可以设置是否包含文本框 /// </summary> public static Renderer CreateTextAera(int width, int height, bool hasRect) { GameObject gameObject = new GameObject(posList: Utils.CreateRecMesh(width, height)); var renderCom = gameObject.AddComponent <Renderer>(); if (hasRect) { var box = UIFactroy.CreateBoxDrawingRect(new Vector2(-1, -1), height, width); box.Parent = gameObject; } return(renderCom); }
public override void Awake() { //添加边框对象 BoxDrawing = UIFactroy.CreateBoxDrawingRect(Position - new Vector2(1, 1), 2, 6); BoxDrawing.Parent = GameObject; //上面的label 长度6 表示技能名字 var obj = new GameObject("StateLabel", "UI", GameObject, new Vector2(0, 1), Utils.CreateLineMesh(6)); labelUp = obj.AddComponent <Renderer>(); labelUp.Init(RendererMode.UI, (int)Layer.Label); //下面的label长度6 表示技能cd obj = new GameObject("CDLabel", "UI", GameObject, new Vector2(0, 0), Utils.CreateLineMesh(6)); labelDown = obj.AddComponent <Renderer>(); labelDown.Init(RendererMode.UI, (int)Layer.Label); }
public override void Awake() { //这个类是单例且不会随场景销毁的 Instance = this; helpTextBox = UIFactroy.CreateTextBox(new Vector2(Config.ScreenWidth - 12, 0), 5, 10); helpTextBox.GameObject.Parent = GameObject; var drawing = UIFactroy.CreateBoxDrawingRect(new Vector2(Config.ScreenWidth - 12, 6), 1, 10); drawing.Parent = GameObject; returnBtn = UIFactroy.CreateButton(new Vector2(Config.ScreenWidth - 11, 7), "回到主界面", Return, 10); returnBtn.GameObject.Parent = GameObject; InitText(); SceneManager.DontDestroyOnLoad(GameObject); }
public override void Awake() { //添加边框对象 BoxDrawing = UIFactroy.CreateBoxDrawingRect(Position - new Vector2(1, 1), 4, 24); BoxDrawing.Parent = GameObject; label1 = Utils.CreateLabel(24, parent: GameObject, localPosition: new Vector2(0, 3)); label2 = Utils.CreateLabel(24, parent: GameObject, localPosition: new Vector2(0, 2)); labelHP = Utils.CreateLabel(8, parent: GameObject, localPosition: new Vector2(0, 1)); labelMP = Utils.CreateLabel(8, parent: GameObject, localPosition: new Vector2(0, 0)); hpSlider = ProgressBarChar.Create(16); hpSlider.GameObject.Parent = GameObject; hpSlider.LocalPosition = new Vector2(8, 1); mpSlider = ProgressBarChar.Create(16); mpSlider.GameObject.Parent = GameObject; mpSlider.LocalPosition = new Vector2(8, 0); mpSlider.fullColor = Color.Blue; mpSlider.enableColor = false; }
public override void Awake() { //添加边框对象 BoxDrawing = UIFactroy.CreateBoxDrawingRect(Position - new Vector2(1, 1), 2, 30); BoxDrawing.Parent = GameObject; //左上的的label 长度20 表示正在释放的技能的名字和施法时间等 var obj = new GameObject("StateLabel", "UI", GameObject, new Vector2(0, 1), Utils.CreateLineMesh(20)); labelUp = obj.AddComponent <Renderer>(); labelUp.Init(RendererMode.UI, (int)Layer.Label); //上面的条表示公cd progressCommonCD = ProgressBarChar.Create(10, fillChar: '<'); progressCommonCD.GameObject.Parent = GameObject; progressCommonCD.LocalPosition = new Vector2(20, 1); progressCommonCD.emptyColor = Color.Green; progressCommonCD.fullColor = Color.Red; //下面的用实心进度条 表示施法条 progressCasting = ProgressBar.Create(30); progressCasting.GameObject.Parent = GameObject; progressCasting.LocalPosition = new Vector2(0, 0); }