void Start() { // Clear the radial buttons here in start so that the menu has no existing items. weaponRadialMenu.RemoveAllRadialButtons(); // For each of the light weapons... for (int i = 0; i < LightWeapons.Length; i++) { // Assign the information inside the WeaponBase class to the radialButtonInfo to supply to the radial menu. LightWeapons[i].radialButtonInfo.name = LightWeapons[i].name; LightWeapons[i].radialButtonInfo.key = LightWeapons[i].key; LightWeapons[i].radialButtonInfo.description = LightWeapons[i].description; LightWeapons[i].radialButtonInfo.icon = LightWeapons[i].weaponIcon; // Add a radial button to the menu with the current Light Weapon information. weaponRadialMenu.RegisterToRadialMenu(ShowCurrentWeaponInfo, LightWeapons[i].radialButtonInfo); // Register this weapon to the dictionary with the current key. WeaponDictionary.Add(LightWeapons[i].key, LightWeapons[i]); } // For each of the Utility weapons... for (int i = 0; i < UtilityWeapons.Length; i++) { // Assign the information inside the WeaponBase class to the radialButtonInfo to supply to the radial menu. UtilityWeapons[i].radialButtonInfo.name = UtilityWeapons[i].name; UtilityWeapons[i].radialButtonInfo.key = UtilityWeapons[i].key; UtilityWeapons[i].radialButtonInfo.description = UtilityWeapons[i].description; UtilityWeapons[i].radialButtonInfo.icon = UtilityWeapons[i].weaponIcon; // Register this weapon to the dictionary with the current key. WeaponDictionary.Add(UtilityWeapons[i].key, UtilityWeapons[i]); } // For each of the Heavy weapons... for (int i = 0; i < HeavyWeapons.Length; i++) { // Assign the information inside the WeaponBase class to the radialButtonInfo to supply to the radial menu. HeavyWeapons[i].radialButtonInfo.name = HeavyWeapons[i].name; HeavyWeapons[i].radialButtonInfo.key = HeavyWeapons[i].key; HeavyWeapons[i].radialButtonInfo.description = HeavyWeapons[i].description; HeavyWeapons[i].radialButtonInfo.icon = HeavyWeapons[i].weaponIcon; // Register this weapon to the dictionary with the current key. WeaponDictionary.Add(HeavyWeapons[i].key, HeavyWeapons[i]); } // Subscribe to the On Enabled and On Disabled functions of the radial menu. weaponRadialMenu.OnRadialMenuEnabled += OnRadialMenuEnabled; weaponRadialMenu.OnRadialMenuDisabled += OnRadialMenuDisabled; // Turn off the background panel game object. backgroundPanel.SetActive(false); // Configure the horizontal input information for calculations. horizontalInputMin = weaponRadialMenu.BasePosition.x - (weaponRadialMenu.GetComponent <RectTransform>().sizeDelta.x / 2); horizontalInputMax = weaponRadialMenu.BasePosition.x + (weaponRadialMenu.GetComponent <RectTransform>().sizeDelta.x / 2); }
public void OnPointerUp(PointerEventData eventData) { // When the pointer is released, get the Ultimate Radial Menu's current button index. int index = UltimateRadialMenu.GetUltimateRadialMenu("ItemWheelExample").CurrentButtonIndex; // If the index is greater than zero ( meaning that the input was on the radial menu ), and this button information does not currently exist on the menu... if (index >= 0 && !usedIndex.Contains(index) && !newRadialButtonInfo.ExistsOnRadialMenu()) { // Update the radial button at the targeted index with this information, and register the ButtonCallback function as the ButtonCallback parameter. UltimateRadialMenu.RegisterToRadialMenu("ItemWheelExample", UseItem, newRadialButtonInfo, index); // Add this index to the used index list so that other buttons know that this button is taken. usedIndex.Add(index); } // Increase this items count. itemCount++; // If this button does exist on the radial menu, then update the text of the button. if (newRadialButtonInfo.ExistsOnRadialMenu()) { newRadialButtonInfo.UpdateText(itemCount.ToString()); } // Update this transform back to the original position. myTransform.localPosition = originalPosition; }
private void Start() { for (int i = 0; i < cubeColors.Length; i++) { cubeColors[i].buttonInfo.id = i; UltimateRadialMenu.RegisterToRadialMenu("ObjectExample", UpdateCubeColor, cubeColors[i].buttonInfo); } }
/// <summary> /// This function is called by the WorldItem that has been picked up. /// </summary> public void PickupItem(ItemInformation itemInfo) { // Increase the item count. itemInfo.itemCount++; // If the item does not exist on the menu already, then add it to the menu. if (itemInfo.buttonInfo.ExistsOnRadialMenu() == false) { radialMenu.RegisterToRadialMenu(UseItem, itemInfo.buttonInfo); } // Update the button text with the new count of the item. itemInfo.buttonInfo.UpdateText(itemInfo.itemCount.ToString()); }
// https://www.youtube.com/watch?v=KSE3MMRRWiM // Start is called before the first frame update void Start() { UltimateRadialMenu.RegisterToRadialMenu("MenuTree", OrderMenu, exampleButton); buttonInfo.UpdateText("Order Food"); RadialContent orderFoodRadial = new RadialContent(new List <string> { "Order Food" }, 1); RadialContent pizzaRadial = new RadialContent(new List <string> { "Pizza" }, 2); RadialContent pizzaSizeRadial = new RadialContent(new List <string> { "Small", "Medium", "Large", "X-Large", "Party Size" }, 3); RadialContent pizzaSauceRadial = new RadialContent(new List <string> { "Toppings", "Pizza Sauce", "Cheese" }, 4); RadialContent sauceToppings = new RadialContent(new List <string> { "Pizza Sauce(Light/Normal/Extra)", "BBQ Sauce", "Alfredo Sauce", "Hearty Marinara Sauce", "Ranch Dressing", "Garlic Parmesan Sauce" }, 5); RadialContent toppingsRadial = new RadialContent(new List <string> { "Pepperoni", "Brooklyn Pepperoni", "Sausage", "Beef Crumble", "Ham", "Bacon", "More Toppings" }, 6); RadialContent toppingsRadialMore = new RadialContent(new List <string> { "Chicken", "Anchovy", "Cheddar", "Feta", "Parmesan Asiago", "Provolone" }, 7); RadialContent paymentRadial = new RadialContent(new List <string> { "Deliver Now", "Toggle Purchase Method", "Place Order" }, 8); // Toggle Purchase method -> (Mastercard / debit card / Credit Card) // Place Order -> Order Confirmation // Delivery Now -> (Use Geolocation to pick closes pizza store) // Creating a strongly typed list of objects that can be accessed by index... Providing us the ability to use search, sort, and manipulate list... radialList.Add(new RadialList() { RadialListName = "orderFoodRadial", RadialListId = 0001 }); radialList.Add(new RadialList() { RadialListName = "pizzaRadial", RadialListId = 0002 }); radialList.Add(new RadialList() { RadialListName = "pizzaSizeRadial", RadialListId = 0003 }); radialList.Add(new RadialList() { RadialListName = "pizzaSauceRadial", RadialListId = 0004 }); radialList.Add(new RadialList() { RadialListName = "sauceToppings", RadialListId = 0005 }); radialList.Add(new RadialList() { RadialListName = "toppingsRadial", RadialListId = 0006 }); radialList.Add(new RadialList() { RadialListName = "toppingsRadialMore", RadialListId = 0007 }); radialList.Add(new RadialList() { RadialListName = "paymentRadial", RadialListId = 0008 }); // Write out all the parts in the RadialList. // print("This is a line we are writting"); /* * foreach (RadialList aList in radialList) * { * print(aList); * } * */ }