private async void TryRenderControllerModelWithModelProvider() { if (controllerModelProvider == null) { controllerModelProvider = new WindowsMixedRealityControllerModelProvider(ControllerHandedness); } UnityEngine.GameObject controllerModel = await controllerModelProvider.TryGenerateControllerModelFromPlatformSDK(); if (this != null) { if (controllerModel != null && MixedRealityControllerModelHelpers.TryAddVisualizationScript(controllerModel, GetType(), ControllerHandedness) && TryAddControllerModelToSceneHierarchy(controllerModel)) { controllerModel.SetActive(true); return; } UnityEngine.Debug.LogWarning("Failed to create controller model from driver; defaulting to BaseController behavior."); base.TryRenderControllerModel(GetType(), InputSource.SourceType); } if (controllerModel != null) { // If we didn't successfully set up the model and add it to the hierarchy (which returns early), set it inactive. controllerModel.SetActive(false); } }
public static T AddComponent <T>(UnityEngine.GameObject gameObject) where T : ChiselNode { // TODO: ensure we're creating this in the active scene // TODO: handle scene being locked by version control if (!gameObject) { return(null); } bool prevActive = gameObject.activeSelf; if (prevActive) { gameObject.SetActive(false); } try { var brushTransform = gameObject.transform; #if UNITY_EDITOR return(UnityEditor.Undo.AddComponent <T>(gameObject)); #else return(gameObject.AddComponent <T>()); #endif } finally { if (prevActive) { gameObject.SetActive(prevActive); } } }
public static T Create <T>(string name, UnityEngine.Transform parent, Matrix4x4 trsMatrix) where T : ChiselNode { // TODO: ensure we're creating this in the active scene // TODO: handle scene being locked by version control if (string.IsNullOrEmpty(name)) { #if UNITY_EDITOR name = UnityEditor.GameObjectUtility.GetUniqueNameForSibling(parent, typeof(T).Name); #else name = typeof(T).Name; #endif } var newGameObject = new UnityEngine.GameObject(name); #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(newGameObject, "Created " + name); #endif newGameObject.SetActive(false); try { var brushTransform = newGameObject.transform; #if UNITY_EDITOR if (parent) { UnityEditor.Undo.SetTransformParent(brushTransform, parent, "Move child node underneath parent operation"); } UnityEditor.Undo.RecordObject(brushTransform, "Move child node to given position"); #else if (parent) { brushTransform.SetParent(parent, false); } #endif if (parent) { brushTransform.Set(parent.worldToLocalMatrix * trsMatrix); } else { brushTransform.Set(trsMatrix); } #if UNITY_EDITOR return(UnityEditor.Undo.AddComponent <T>(newGameObject)); #else return(newGameObject.AddComponent <T>()); #endif } finally { newGameObject.SetActive(true); } }
public DiContainer CreateSubContainer( List <TypeValuePair> args, InjectContext parentContext) { UnityEngine.Object prefab = _prefabProvider.GetPrefab(); bool shouldMakeActive; UnityEngine.GameObject gameObj = _container.CreateAndParentPrefab( prefab, _gameObjectBindInfo, null, out shouldMakeActive); if (gameObj.GetComponent <GameObjectContext>() != null) { throw Assert.CreateException( "Found GameObjectContext already attached to prefab with name '{0}'! When using ByNewPrefabMethod, the GameObjectContext is added to the prefab dynamically", prefab.name); } GameObjectContext context = gameObj.AddComponent <GameObjectContext>(); AddInstallers(args, context); _container.Inject(context); if (shouldMakeActive) { gameObj.SetActive(true); } // Note: We don't need to call ResolveRoots here because GameObjectContext does this for us return(context.Container); }
static int _m_SetActive(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.GameObject __cl_gen_to_be_invoked = (UnityEngine.GameObject)translator.FastGetCSObj(L, 1); { bool value = LuaAPI.lua_toboolean(L, 2); __cl_gen_to_be_invoked.SetActive( value ); return 0; } } catch(System.Exception __gen_e) { return LuaAPI.luaL_error(L, "c# exception:" + __gen_e); } }
private Data MakeData(UnityEngine.GameObject master, CreatureStateBody.BodyData bodyData, float scale) { var gameObject = new UnityEngine.GameObject(bodyData.m_name); gameObject.SetActive(true); UnityEngine.GameObject parent = null; foreach (var data in _dataArray) { if (data.m_name == bodyData.m_parentName) { parent = data.m_gameObject; break; } } gameObject.transform.position = master.transform.position + (bodyData.m_pos * scale); gameObject.layer = (int)Project.Layer.TIgnoreRaycast; var rigidbody = gameObject.AddComponent <UnityEngine.Rigidbody>(); //rigidbody.drag = 1.0f; rigidbody.useGravity = true; //true; rigidbody.centerOfMass = new UnityEngine.Vector3(0.0f, 0.0f, 0.0f); rigidbody.inertiaTensor = new UnityEngine.Vector3(1.0f, 1.0f, 1.0f); if (0 != bodyData.m_radius) { var sphereCollider = gameObject.AddComponent <UnityEngine.SphereCollider>(); sphereCollider.radius = 0.5f * scale * bodyData.m_radius; } if (null != parent) { //if (true == bodyData.m_jointParent) //{ var characterJoint = gameObject.AddComponent <UnityEngine.CharacterJoint>(); characterJoint.connectedBody = parent.GetComponent <UnityEngine.Rigidbody>(); //} if (false == bodyData.m_jointParent) { //characterJoint.f } gameObject.transform.parent = parent.transform; } //attach to root if no parent if ((null == gameObject.transform.parent) && (null != _root)) { gameObject.transform.parent = _root.transform; } return(new Data() { m_gameObject = gameObject, m_name = bodyData.m_name }); }
/// <summary>Initialization Method of SetActive.</summary> /// <remarks>Activate or deactivate the GameObject.</remarks> public override void OnStart() { if (!targetGameobject) { targetGameobject = gameObject; } targetGameobject.SetActive(active); }
public CreatureBodyVisualFace() { //Assets/Resources/prefab/creaturefaceratmesh.prefab _prefabFace = UnityEngine.Resources.Load <UnityEngine.GameObject>("prefab/creaturefacemesh"); _faceGameObject = UnityEngine.Object.Instantiate(_prefabFace); _faceGameObject.SetActive(true); _facePropertyBlock = _faceGameObject.GetComponent <CreatureFaceShaderPropertyBlock>(); }
public static T Create <T>(string name, UnityEngine.Transform parent, Vector3 position, Quaternion rotation, Vector3 scale) where T : CSGNode { if (string.IsNullOrEmpty(name)) { #if UNITY_EDITOR name = UnityEditor.GameObjectUtility.GetUniqueNameForSibling(parent, typeof(T).Name); #else name = typeof(T).Name; #endif } var newGameObject = new UnityEngine.GameObject(name); #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(newGameObject, "Created " + name); #endif newGameObject.SetActive(false); try { var brushTransform = newGameObject.transform; #if UNITY_EDITOR UnityEditor.Undo.RecordObject(brushTransform, "Move child node to given position"); #endif brushTransform.localPosition = position; brushTransform.localRotation = rotation; brushTransform.localScale = scale; #if UNITY_EDITOR if (parent) { UnityEditor.Undo.SetTransformParent(brushTransform, parent, "Move child node underneath parent operation"); } return(UnityEditor.Undo.AddComponent <T>(newGameObject)); #else if (parent) { brushTransform.SetParent(parent, false); } return(newGameObject.AddComponent <T>()); #endif } finally { newGameObject.SetActive(true); } }
public static void Load() { DisableAnticheat(); while (BaseObject = UnityEngine.GameObject.Find("TemSharp")) { UnityEngine.Object.Destroy(BaseObject); } BaseObject = new UnityEngine.GameObject("TemSharp"); UnityEngine.Object.DontDestroyOnLoad(BaseObject); BaseObject.SetActive(false); var types = Assembly.GetExecutingAssembly().GetTypes().ToList().Where(t => t.BaseType == typeof(UnityEngine.MonoBehaviour) && !t.IsNested); foreach (var type in types) { var component = (UnityEngine.MonoBehaviour)BaseObject.AddComponent(type); component.enabled = false; } BaseObject.GetComponent <Menu>().enabled = true; BaseObject.SetActive(true); }
static private void CreatInstance() { if (sInstance == null) { UnityEngine.GameObject tobj = new UnityEngine.GameObject("PublicUpdateManager"); UnityEngine.GameObject.DontDestroyOnLoad(tobj); sInstance = tobj.AddComponent <PublicUpdateManager>(); AppCore.AddPublicMono("PublicUpdateManager", sInstance); tobj.SetActive(false); } }
private async void TryRenderControllerModelWithModelProvider() { if (controllerModelProvider == null) { controllerModelProvider = new WindowsMixedRealityControllerModelProvider(ControllerHandedness); } UnityEngine.GameObject controllerModel = await controllerModelProvider.TryGenerateControllerModelFromPlatformSDK(); if (controllerModel != null) { if (this != null) { var visualizationProfile = GetControllerVisualizationProfile(); if (visualizationProfile != null) { var visualizationType = visualizationProfile.GetControllerVisualizationTypeOverride(GetType(), ControllerHandedness); if (visualizationType != null) { // Set the platform controller model to not be destroyed when the source is lost. It'll be disabled instead, // and re-enabled when the same controller is re-detected. if (controllerModel.EnsureComponent(visualizationType.Type) is IMixedRealityControllerPoseSynchronizer visualizer) { visualizer.DestroyOnSourceLost = false; } if (TryAddControllerModelToSceneHierarchy(controllerModel)) { return; } } else { UnityEngine.Debug.LogError("Controller visualization type not defined for controller visualization profile"); } } else { UnityEngine.Debug.LogError("Failed to obtain a controller visualization profile"); } UnityEngine.Debug.LogWarning("Failed to create controller model from driver; defaulting to BaseController behavior."); base.TryRenderControllerModel(GetType(), InputSource.SourceType); } // If we didn't successfully set up the model and add it to the hierarchy (which returns early), set it inactive. controllerModel.SetActive(false); } }
/// <inheritdoc /> protected internal override void AddToInMainThread(UnityEngine.GameObject parent) { var gameObject = new UnityEngine.GameObject(Name); gameObject.SetActive(false); _sleeping = AddComponentToInMainThread(gameObject); foreach (var node in this) { node.AddToInMainThread(gameObject); } _sleeping.SetParent(parent.transform, false); Body = _sleeping; }
static StackObject *SetActive_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.Boolean @value = ptr_of_this_method->Value == 1; ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.GameObject instance_of_this_method = (UnityEngine.GameObject) typeof(UnityEngine.GameObject).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.SetActive(@value); return(__ret); }
} /* Update() */ // OnEnable void OnEnable() { bool bOnce = true; // build up buttons foreach (string entry in io.ApollonIOManager.Instance.ListAvailableExperiment()) { // is entry an already loaded button ? if (!this.m_loadedObject.ContainsKey(entry)) { // instantiate UnityEngine.GameObject button = UnityEngine.GameObject.Instantiate(this.buttonPrefab); // attach button.transform.SetParent(this.parentObject.transform, false); // add button click delegate button.GetComponent <UnityEngine.UI.Button>().onClick.AddListener(() => this.OnListButtonClick(entry)); // add cancel trigger event delegate UnityEngine.EventSystems.EventTrigger.Entry cancelEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); cancelEntry.eventID = UnityEngine.EventSystems.EventTriggerType.Cancel; cancelEntry.callback.AddListener(this.OnBackButtonClick); button.GetComponent <UnityEngine.EventSystems.EventTrigger>().triggers.Add(cancelEntry); // then configure button.GetComponentInChildren <UnityEngine.UI.Text>().text = entry; button.SetActive(true); // add to the loaded element this.m_loadedObject.Add(entry, button); this.m_loadedOrder.Add(entry); } /* if() */ } /* for() */ // set selected to the first element if list are not empty if (bOnce && this.m_loadedOrder.Count != 0 && this.m_loadedObject.Count != 0 ) { this.gameObject.GetComponentInChildren <UnityEngine.EventSystems.EventSystem>().firstSelectedGameObject = this.m_loadedObject[this.m_loadedOrder[0]]; bOnce = false; } } /* OnEnable() */
public static int SetActive(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject; Boolean arg1 = (Boolean)LuaStatic.GetObj(L, 2); obj.SetActive(arg1); return(result); }
int UnityEngineGameObject_m_SetActive(RealStatePtr L, int gen_param_count) { ObjectTranslator translator = this; UnityEngine.GameObject gen_to_be_invoked = (UnityEngine.GameObject)translator.FastGetCSObj(L, 1); { bool _value = LuaAPI.lua_toboolean(L, 2); gen_to_be_invoked.SetActive(_value); return(0); } }
//Just pull the zombie down using gravity void Sink(float deltaT) { if (animatedDeath) { EnableRigidBodyPhysics(); } if (ragdollColliders == null) { DisableAllColliders(); } //This works because sink keeps getting repeated calls from Update() The ragdoll position is not the same as the gameobject position because of gravity zombieToKill.transform.Translate(0f, sinkRate * deltaT, 0f); if (zombieToKill.transform.position.y < graveDepth) { zombieToKill.SetActive(false); UnityEngine.Object.Destroy(zombieToKill); } }
public void Request(UnityEngine.Transform parentTransform, CreatureStateHud.HandPoseData handPoseData) { UnityEngine.GameObject gameObject = null; if (_array.Count <= _activeCount) { gameObject = UnityEngine.Object.Instantiate(_prefab); _array.Add(gameObject); } else { gameObject = _array[_activeCount]; } _activeCount += 1; var fov = 60.0f; //todo var aspect = ((float)UnityEngine.Screen.width) / ((float)UnityEngine.Screen.height); //16.0f / 9.0f; var verScale = UnityEngine.Mathf.Tan(UnityEngine.Mathf.Deg2Rad * (fov / 2.0f)) * 2.0f * 2.0f; var hozScale = verScale * aspect; gameObject.transform.parent = parentTransform; gameObject.SetActive(true); gameObject.transform.localPosition = new UnityEngine.Vector3( ((handPoseData.position.x / UnityEngine.Screen.width) - 0.5f) * hozScale, ((handPoseData.position.y / UnityEngine.Screen.height) - 0.5f) * verScale, 2.0f ); var rotY = (((handPoseData.position.x / UnityEngine.Screen.width) - 0.5f) * 2.0f); switch (handPoseData.handPose) { default: rotY *= -15.0f; break; case CreatureStateHud.THandPose.Swing: rotY *= 30.0f; break; } gameObject.transform.localRotation = UnityEngine.Quaternion.Euler(0.0f, rotY, 0.0f); gameObject.transform.localScale = UnityEngine.Vector3.one; }
/// <summary>Hides all the pooled batches.</summary> public static void HideAll() { UIBatch current = First; while (current != null) { UnityEngine.GameObject obj = current.Mesh.OutputGameObject; if (obj != null) { // Hide it: #if PRE_UNITY4 obj.active = false; #else obj.SetActive(false); #endif } current = current.BatchAfter; } }
/// <summary>Gets a batch from the pool. Null if the pool is empty.</summary> public static UIBatch Get(Renderman renderer) { if (First == null) { return(null); } UIBatch result = First; First = result.BatchAfter; result.BatchAfter = null; result.Setup = false; // Get the GO: UnityEngine.GameObject gameobject = result.Mesh.OutputGameObject; if (gameobject == null) { // This occurs when a WorldUI gets destroyed but put its batches in the pool. // We've already removed the first so just go recursive - chances are the next one will be ok. return(Get(renderer)); } // Show it: #if PRE_UNITY4 gameobject.active = true; #else gameobject.SetActive(true); #endif if (result.Renderer != renderer) { result.ChangeRenderer(renderer); } return(result); }
//private IEnumerator<float> CreateInstance() private void CreateInstance(bool worldPositionStays) { int val = requestedSize++; //while (WorkScheduler.Instance.IsToSkipToNextFrame) //{ // yield return 0; //} currentInstanceGameObject = Instantiate(m_prefab.gameObject); Debugging.AssertionHelper.Assert(currentInstanceGameObject.activeInHierarchy, () => $"Prefab '{currentInstanceGameObject.name}' is disabled!", m_prefab); nameBuilder.Append(val); currentInstanceGameObject.name = nameBuilder.ToString(); nameBuilder.Remove(removeStartIndex, nameBuilder.Length - removeStartIndex); currentInstanceGameObject.transform.SetParent(controller.transform, worldPositionStays); currentInstanceGameObject.SetActive(false); currentInstancePoolable = currentInstanceGameObject.GetComponent <Poolable>(); //while (WorkScheduler.Instance.IsToSkipToNextFrame || isTakingInstance) //{ // yield return 0; //} currentInstancePoolable.OnInitializePool(this); pooledObjects.Enqueue(currentInstancePoolable); currentSize++; }
public bool Activate() { PlayerController.InterpreterLock.Set(); if (_isLooted) { return(false); } if (!IsReachable()) { return(false); } GUITexts guiTexts = GUITexts.GetInstance(); guiTexts.CollectCoin(GetValue()); ChestClosed.SetActive(false); ChestOpened.SetActive(true); _isLooted = true; return(true); }
/** インスタンス。作成。 */ public UnityEngine.GameObject Instantiate(string a_id, UnityEngine.Vector3 a_position, UnityEngine.Quaternion a_rotation) { UnityEngine.GameObject t_gameobject = null; switch (a_id) { case Pun_DataLoader.ID_NETWORKOBJECT_PLAYER: { t_gameobject = new UnityEngine.GameObject(Pun_DataLoader.ID_NETWORKOBJECT_PLAYER); t_gameobject.SetActive(false); UnityEngine.GameObject.DontDestroyOnLoad(t_gameobject); { Sync t_sync = new Sync(t_gameobject); if (this.player_component_type != null) { Fee.Network.NetworkObject_Player_MonoBehaviour_Base t_networkobject = (Fee.Network.NetworkObject_Player_MonoBehaviour_Base)t_gameobject.AddComponent(this.player_component_type); if (t_networkobject != null) { t_sync.SetNetworkObject(t_networkobject); t_networkobject.SetSync(t_sync); } } } } break; default: { UnityEngine.GameObject t_prefab = UnityEngine.Resources.Load <UnityEngine.GameObject>(a_id); t_prefab.SetActive(false); t_gameobject = UnityEngine.GameObject.Instantiate <UnityEngine.GameObject>(t_prefab, a_position, a_rotation); } break; } return(t_gameobject); }
public override void Apply(UnityEngine.GameObject obj) { obj.SetActive(this.GetValue()); }
void Start() { _prefabDebugOrientationHint = UnityEngine.Resources.Load <UnityEngine.GameObject>("prefab/debugorientationhint"); _root = new UnityEngine.GameObject("root"); _root.SetActive(true); //_root.transform.parent = gameObject.transform; _root.transform.position = new UnityEngine.Vector3(0.0f, 1.5f, 0.0f); _root.transform.rotation = UnityEngine.Quaternion.Euler(0.0f, 90.0f, 0.0f); _root.layer = (int)Project.Layer.TIgnoreRaycast; _rigidbody = _root.AddComponent <UnityEngine.Rigidbody>(); //_rigidbody.drag = 1.0f; _rigidbody.useGravity = true; _rigidbody.centerOfMass = new UnityEngine.Vector3(0.0f, 0.0f, 0.0f); _rigidbody.inertiaTensor = new UnityEngine.Vector3(1.0f, 1.0f, 1.0f); { var collider = _root.AddComponent <UnityEngine.SphereCollider>(); collider.center = UnityEngine.Vector3.zero; collider.radius = 0.5f; } { var debugOrientationHint = UnityEngine.Object.Instantiate(_prefabDebugOrientationHint); debugOrientationHint.SetActive(true); debugOrientationHint.transform.parent = _root.transform; debugOrientationHint.transform.localPosition = UnityEngine.Vector3.zero; debugOrientationHint.transform.localRotation = UnityEngine.Quaternion.identity; var renderer = debugOrientationHint.GetComponent <UnityEngine.Renderer>(); _material = renderer.material; } #if true { var child = new UnityEngine.GameObject("child"); child.SetActive(true); child.transform.position = new UnityEngine.Vector3(-0.5f, 3.0f, 0.0f); child.transform.parent = _root.transform; child.layer = (int)Project.Layer.TIgnoreRaycast; var rigidbody = child.AddComponent <UnityEngine.Rigidbody>(); rigidbody.useGravity = true; rigidbody.centerOfMass = new UnityEngine.Vector3(0.0f, 0.0f, 0.0f); rigidbody.inertiaTensor = new UnityEngine.Vector3(1.0f, 1.0f, 1.0f); var collider = child.AddComponent <UnityEngine.SphereCollider>(); collider.center = UnityEngine.Vector3.zero; collider.radius = 0.5f; var characterJoint = child.AddComponent <UnityEngine.CharacterJoint>(); characterJoint.connectedBody = _rigidbody; { var debugOrientationHint = UnityEngine.Object.Instantiate(_prefabDebugOrientationHint); debugOrientationHint.SetActive(true); debugOrientationHint.transform.parent = child.transform; debugOrientationHint.transform.localPosition = UnityEngine.Vector3.zero; debugOrientationHint.transform.localRotation = UnityEngine.Quaternion.identity; } } #endif }
// OnEnable void OnEnable() { bool bOnce = true; // build up buttons foreach (string key in io.ApollonIOManager.Instance.Input.GetKeys()) { // is entry an already loaded item ? if (!this.m_loadedObject.ContainsKey(key)) { // Switch on type common.ApollonTypeSwitch.Do( // get data io.ApollonIOManager.Instance.Input.GetData(key), // case : boolean common.ApollonTypeSwitch.Case<bool>(() => { // instantiate UnityEngine.GameObject toggle = UnityEngine.GameObject.Instantiate(this.togglePrefab); // attach toggle.transform.SetParent(this.parentObject.transform,false); // initalize toggle.GetComponentInChildren<UnityEngine.UI.Toggle>().isOn = (bool)io.ApollonIOManager.Instance.Input.GetData(key); // add button click delegate toggle.GetComponentInChildren<UnityEngine.UI.Toggle>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, value); } ); // add cancel trigger event delegate UnityEngine.EventSystems.EventTrigger.Entry cancelEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); cancelEntry.eventID = UnityEngine.EventSystems.EventTriggerType.Cancel; cancelEntry.callback.AddListener(this.OnBackButtonClick); toggle.GetComponent<UnityEngine.EventSystems.EventTrigger>().triggers.Add(cancelEntry); // then configure toggle.GetComponentInChildren<UnityEngine.UI.Text>().text = key; toggle.SetActive(true); // add to the loaded element this.m_loadedObject.Add(key, toggle); this.m_loadedOrder.Add(key); }), common.ApollonTypeSwitch.Case<int>(() => { // instantiate UnityEngine.GameObject slider = UnityEngine.GameObject.Instantiate(this.sliderPrefab); // attach slider.transform.SetParent(this.parentObject.transform, false); // configure slider.GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToInt32(io.ApollonIOManager.Instance.Input.GetData(key)); if (io.ApollonIOManager.Instance.Input.GetRangeMetadata(key) != null) { slider.GetComponentInChildren<UnityEngine.UI.Slider>().minValue = io.ApollonIOManager.Instance.Input.GetRangeMetadata(key).Min; slider.GetComponentInChildren<UnityEngine.UI.Slider>().maxValue = io.ApollonIOManager.Instance.Input.GetRangeMetadata(key).Max; } slider.GetComponentInChildren<UnityEngine.UI.InputField>().text = System.Convert.ToString(io.ApollonIOManager.Instance.Input.GetData(key)); // add delegate // slider -> data slider.GetComponentInChildren<UnityEngine.UI.Slider>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, System.Convert.ToInt32(value)); } ); // slider -> input field slider.GetComponentInChildren<UnityEngine.UI.Slider>().onValueChanged.AddListener( (value) => { slider.GetComponentInChildren<UnityEngine.UI.InputField>().text = System.Convert.ToString(System.Convert.ToInt32(value)); } ); // input field -> data slider.GetComponentInChildren<UnityEngine.UI.InputField>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, System.Convert.ToInt32(value)); } ); // input field -> slider slider.GetComponentInChildren<UnityEngine.UI.InputField>().onValueChanged.AddListener( (value) => { slider.GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToSingle(value); } ); // add cancel trigger event delegate UnityEngine.EventSystems.EventTrigger.Entry cancelEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); cancelEntry.eventID = UnityEngine.EventSystems.EventTriggerType.Cancel; cancelEntry.callback.AddListener(this.OnBackButtonClick); slider.GetComponent<UnityEngine.EventSystems.EventTrigger>().triggers.Add(cancelEntry); // then configure slider.GetComponentInChildren<UnityEngine.UI.Text>().text = key; slider.SetActive(true); // add to the loaded element this.m_loadedObject.Add(key, slider); this.m_loadedOrder.Add(key); }), common.ApollonTypeSwitch.Case<uint>(() => { // instantiate UnityEngine.GameObject slider = UnityEngine.GameObject.Instantiate(this.sliderPrefab); // attach slider.transform.SetParent(this.parentObject.transform, false); // configure slider.GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToUInt32(io.ApollonIOManager.Instance.Input.GetData(key)); if (io.ApollonIOManager.Instance.Input.GetRangeMetadata(key) != null) { slider.GetComponentInChildren<UnityEngine.UI.Slider>().minValue = io.ApollonIOManager.Instance.Input.GetRangeMetadata(key).Min; slider.GetComponentInChildren<UnityEngine.UI.Slider>().maxValue = io.ApollonIOManager.Instance.Input.GetRangeMetadata(key).Max; } slider.GetComponentInChildren<UnityEngine.UI.InputField>().text = System.Convert.ToString(io.ApollonIOManager.Instance.Input.GetData(key)); // add delegate // slider -> data slider.GetComponentInChildren<UnityEngine.UI.Slider>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, System.Convert.ToUInt32(value)); } ); // slider -> input field slider.GetComponentInChildren<UnityEngine.UI.Slider>().onValueChanged.AddListener( (value) => { slider.GetComponentInChildren<UnityEngine.UI.InputField>().text = System.Convert.ToString(System.Convert.ToUInt32(value)); } ); // input field -> data slider.GetComponentInChildren<UnityEngine.UI.InputField>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, System.Convert.ToUInt32(value)); } ); // input field -> slider slider.GetComponentInChildren<UnityEngine.UI.InputField>().onValueChanged.AddListener( (value) => { slider.GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToSingle(value); } ); // add cancel trigger event delegate UnityEngine.EventSystems.EventTrigger.Entry cancelEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); cancelEntry.eventID = UnityEngine.EventSystems.EventTriggerType.Cancel; cancelEntry.callback.AddListener(this.OnBackButtonClick); slider.GetComponent<UnityEngine.EventSystems.EventTrigger>().triggers.Add(cancelEntry); // then configure slider.GetComponentInChildren<UnityEngine.UI.Text>().text = key; slider.SetActive(true); // add to the loaded element this.m_loadedObject.Add(key, slider); this.m_loadedOrder.Add(key); }), common.ApollonTypeSwitch.Case<double>(() => { // instantiate UnityEngine.GameObject slider = UnityEngine.GameObject.Instantiate(this.sliderPrefab); // attach slider.transform.SetParent(this.parentObject.transform, false); // configure slider.GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToSingle(io.ApollonIOManager.Instance.Input.GetData(key)); if (io.ApollonIOManager.Instance.Input.GetRangeMetadata(key) != null) { slider.GetComponentInChildren<UnityEngine.UI.Slider>().minValue = io.ApollonIOManager.Instance.Input.GetRangeMetadata(key).Min; slider.GetComponentInChildren<UnityEngine.UI.Slider>().maxValue = io.ApollonIOManager.Instance.Input.GetRangeMetadata(key).Max; } slider.GetComponentInChildren<UnityEngine.UI.InputField>().text = System.Convert.ToString(io.ApollonIOManager.Instance.Input.GetData(key)); // add delegate // slider -> data slider.GetComponentInChildren<UnityEngine.UI.Slider>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, System.Convert.ToDouble(value)); } ); // slider -> input field slider.GetComponentInChildren<UnityEngine.UI.Slider>().onValueChanged.AddListener( (value) => { slider.GetComponentInChildren<UnityEngine.UI.InputField>().text = System.Convert.ToString(System.Convert.ToDouble(value)); } ); // input field -> data slider.GetComponentInChildren<UnityEngine.UI.InputField>().onValueChanged.AddListener( (value) => { io.ApollonIOManager.Instance.Input.SetData(key, System.Convert.ToDouble(value)); } ); // input field -> slider slider.GetComponentInChildren<UnityEngine.UI.InputField>().onValueChanged.AddListener( (value) => { slider.GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToSingle(value); } ); // add cancel trigger event delegate UnityEngine.EventSystems.EventTrigger.Entry cancelEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); cancelEntry.eventID = UnityEngine.EventSystems.EventTriggerType.Cancel; cancelEntry.callback.AddListener(this.OnBackButtonClick); slider.GetComponent<UnityEngine.EventSystems.EventTrigger>().triggers.Add(cancelEntry); // then configure slider.GetComponentInChildren<UnityEngine.UI.Text>().text = key; slider.SetActive(true); // add to the loaded element this.m_loadedObject.Add(key, slider); this.m_loadedOrder.Add(key); }) ); /* TypeSwitch */ // if it is already there, then we should update values } else { // Switch on type common.ApollonTypeSwitch.Do( // get data io.ApollonIOManager.Instance.Input.GetData(key), // case : boolean common.ApollonTypeSwitch.Case<bool>(() => { // update this.m_loadedObject[key].GetComponentInChildren<UnityEngine.UI.Toggle>().isOn = (bool)io.ApollonIOManager.Instance.Input.GetData(key); }), common.ApollonTypeSwitch.Case<int>(() => { // update this.m_loadedObject[key].GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToInt32(io.ApollonIOManager.Instance.Input.GetData(key)); }), common.ApollonTypeSwitch.Case<uint>(() => { // update this.m_loadedObject[key].GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToUInt32(io.ApollonIOManager.Instance.Input.GetData(key)); }), common.ApollonTypeSwitch.Case<double>(() => { // update this.m_loadedObject[key].GetComponentInChildren<UnityEngine.UI.Slider>().value = System.Convert.ToSingle(io.ApollonIOManager.Instance.Input.GetData(key)); }) ); /* TypeSwitch */ } /* if() */ } /* for() */ // set selected to the first element if list are not empty if (bOnce && this.m_loadedOrder.Count != 0 && this.m_loadedObject.Count != 0 ) { this.gameObject.GetComponentInChildren<UnityEngine.EventSystems.EventSystem>().firstSelectedGameObject = this.m_loadedObject[this.m_loadedOrder[0]]; bOnce = false; } } /* OnEnable() */
public void Hide() { instance?.SetActive(false); }
//优化setActive函数 internal void SetActiveOptim(UnityEngine.GameObject obj, bool active) { obj.SetActive(active); }
public static void Activate(this UnityEngine.GameObject go) { go.SetActive(true); }