private void DoStartCorner()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

            if (_go != null)
            {
                _Grid = _go.GetComponent <UnityEngine.UI.GridLayoutGroup>();

                switch (childAlignment)
                {
                case ChildAlignment.UpperLeft:
                    _Grid.childAlignment = TextAnchor.UpperLeft;
                    break;

                case ChildAlignment.UpperRight:
                    _Grid.childAlignment = TextAnchor.UpperRight;
                    break;

                case ChildAlignment.LowerLeft:
                    _Grid.childAlignment = TextAnchor.LowerLeft;
                    break;

                case ChildAlignment.LowerRight:
                    _Grid.childAlignment = TextAnchor.LowerRight;
                    break;
                }
            }
        }
예제 #2
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        private void DoSetCellSize()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

            if (_go != null)
            {
                _Grid = _go.GetComponent <UnityEngine.UI.GridLayoutGroup>();
            }
            if (!cellSize.IsNone)
            {
                newCellSize = cellSize.Value;
            }
            if (!cellSizeX.IsNone)
            {
                newCellSize.x = cellSizeX.Value;
            }
            if (!cellSizeY.IsNone)
            {
                newCellSize.y = cellSizeY.Value;
            }

            _Grid.cellSize = newCellSize;
        }
예제 #3
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        void Start()
        {
            UnityEngine.UI.GridLayoutGroup gridLayoutGroup = GetComponent <UnityEngine.UI.GridLayoutGroup>();
            int width = (int)(((RectTransform)gridLayoutGroup.transform).rect.width - ((gridLayoutGroup.constraintCount + 1) * gridLayoutGroup.spacing.x)) / gridLayoutGroup.constraintCount;

            gridLayoutGroup.cellSize = new Vector2(width, gridLayoutGroup.cellSize.y);
        }
        private void DoSetPadding()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

            if (_go != null)
            {
                _Grid = _go.GetComponent <UnityEngine.UI.GridLayoutGroup>();
            }
            if (!left.IsNone)
            {
                _Grid.padding.left = left.Value;
            }
            if (!right.IsNone)
            {
                _Grid.padding.right = right.Value;
            }
            if (!top.IsNone)
            {
                _Grid.padding.top = top.Value;
            }
            if (!bottom.IsNone)
            {
                _Grid.padding.bottom = bottom.Value;
            }
        }
예제 #5
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        private void DoSetSpacing()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

            if (_go != null)
            {
                _Grid = _go.GetComponent <UnityEngine.UI.GridLayoutGroup>();
            }
            if (!spacing.IsNone)
            {
                newSpacing = spacing.Value;
            }
            if (!spacingX.IsNone)
            {
                newSpacing.x = spacingX.Value;
            }
            if (!spacingY.IsNone)
            {
                newSpacing.y = spacingY.Value;
            }

            _Grid.spacing = newSpacing;
        }
        int UnityEngineUIGridLayoutGroup_g_get_constraintCount(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;

            UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
            LuaAPI.xlua_pushinteger(L, gen_to_be_invoked.constraintCount);
            return(1);
        }
        int UnityEngineUIGridLayoutGroup_g_get_spacing(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;

            UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
            translator.PushUnityEngineVector2(L, gen_to_be_invoked.spacing);
            return(1);
        }
        int UnityEngineUIGridLayoutGroup_s_set_constraint(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;

            UnityEngine.UI.GridLayoutGroup            gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
            UnityEngine.UI.GridLayoutGroup.Constraint gen_value; translator.Get(L, 2, out gen_value);
            gen_to_be_invoked.constraint = gen_value;

            return(0);
        }
예제 #9
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        static int _g_get_constraint(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
                translator.PushUnityEngineUIGridLayoutGroupConstraint(L, gen_to_be_invoked.constraint);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
        static int _g_get_constraintCount(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.GridLayoutGroup __cl_gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
                LuaAPI.xlua_pushinteger(L, __cl_gen_to_be_invoked.constraintCount);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
        static int _g_get_spacing(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.GridLayoutGroup __cl_gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
                translator.PushUnityEngineVector2(L, __cl_gen_to_be_invoked.spacing);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
예제 #12
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        static int _s_set_constraintCount(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.constraintCount = LuaAPI.xlua_tointeger(L, 2);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
예제 #13
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        protected override void OnInit()
        {
            base.OnInit();

            m_output_scroll         = Make <GameUIComponent>("Scroll View (1)");
            m_output_grid           = m_output_scroll.Make <GameUIContainer>("Viewport");
            m_drop_scroll           = Make <GameScrollView>("Scroll View");
            m_drop_grid             = m_drop_scroll.Make <GameUIContainer>("Viewport");
            m_drop_grid_ori_local_x = m_drop_grid.gameObject.transform.localPosition.x;
            m_drop_layout           = m_drop_grid.GetComponent <UnityEngine.UI.GridLayoutGroup>();
            m_drop_item_size_x      = m_drop_layout.cellSize.x;
            m_drop_item_space_x     = m_drop_layout.spacing.x;
        }
예제 #14
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        static int _s_set_spacing(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
                UnityEngine.Vector2            gen_value; translator.Get(L, 2, out gen_value);
                gen_to_be_invoked.spacing = gen_value;
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
        static int _s_set_constraint(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.GridLayoutGroup            __cl_gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);
                UnityEngine.UI.GridLayoutGroup.Constraint __cl_gen_value; translator.Get(L, 2, out __cl_gen_value);
                __cl_gen_to_be_invoked.constraint = __cl_gen_value;
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
        static StackObject *get_startCorner_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.GridLayoutGroup instance_of_this_method = (UnityEngine.UI.GridLayoutGroup) typeof(UnityEngine.UI.GridLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.startCorner;

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
        static StackObject *SetLayoutVertical_15(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.GridLayoutGroup instance_of_this_method = (UnityEngine.UI.GridLayoutGroup) typeof(UnityEngine.UI.GridLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.SetLayoutVertical();

            return(__ret);
        }
예제 #18
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 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.UI.GridLayoutGroup o = (UnityEngine.UI.GridLayoutGroup)obj;
     startCorner     = (uint)o.startCorner;
     startAxis       = (uint)o.startAxis;
     cellSize        = o.cellSize;
     spacing         = o.spacing;
     constraint      = (uint)o.constraint;
     constraintCount = o.constraintCount;
 }
        int UnityEngineUIGridLayoutGroup_m_CalculateLayoutInputVertical(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);


            {
                gen_to_be_invoked.CalculateLayoutInputVertical(  );



                return(0);
            }
        }
        int UnityEngineUIGridLayoutGroup_m_SetLayoutHorizontal(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);


            {
                gen_to_be_invoked.SetLayoutHorizontal(  );



                return(0);
            }
        }
예제 #21
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        static StackObject *get_constraintCount_1(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, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.GridLayoutGroup instance_of_this_method = (UnityEngine.UI.GridLayoutGroup) typeof(UnityEngine.UI.GridLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.constraintCount;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method;
            return(__ret + 1);
        }
예제 #22
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.GridLayoutGroup o = (UnityEngine.UI.GridLayoutGroup)obj;
     o.startCorner     = (UnityEngine.UI.GridLayoutGroup.Corner)startCorner;
     o.startAxis       = (UnityEngine.UI.GridLayoutGroup.Axis)startAxis;
     o.cellSize        = cellSize;
     o.spacing         = spacing;
     o.constraint      = (UnityEngine.UI.GridLayoutGroup.Constraint)constraint;
     o.constraintCount = constraintCount;
     return(o);
 }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.UI.GridLayoutGroup gridLayoutGroup = (UnityEngine.UI.GridLayoutGroup)value;
     writer.WriteProperty("startCorner", gridLayoutGroup.startCorner);
     writer.WriteProperty("startAxis", gridLayoutGroup.startAxis);
     writer.WriteProperty("cellSize", gridLayoutGroup.cellSize);
     writer.WriteProperty("spacing", gridLayoutGroup.spacing);
     writer.WriteProperty("constraint", gridLayoutGroup.constraint);
     writer.WriteProperty("constraintCount", gridLayoutGroup.constraintCount);
     writer.WriteProperty("padding", gridLayoutGroup.padding);
     writer.WriteProperty("childAlignment", gridLayoutGroup.childAlignment);
     writer.WriteProperty("useGUILayout", gridLayoutGroup.useGUILayout);
     writer.WriteProperty("enabled", gridLayoutGroup.enabled);
     writer.WriteProperty("tag", gridLayoutGroup.tag);
     writer.WriteProperty("name", gridLayoutGroup.name);
     writer.WriteProperty("hideFlags", gridLayoutGroup.hideFlags);
 }
        static StackObject *set_constraintCount_11(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.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.Int32 @value = ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.UI.GridLayoutGroup instance_of_this_method = (UnityEngine.UI.GridLayoutGroup) typeof(UnityEngine.UI.GridLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.constraintCount = value;

            return(__ret);
        }
예제 #25
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        static StackObject *set_spacing_0(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);
            UnityEngine.Vector2 @value = (UnityEngine.Vector2) typeof(UnityEngine.Vector2).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.UI.GridLayoutGroup instance_of_this_method = (UnityEngine.UI.GridLayoutGroup) typeof(UnityEngine.UI.GridLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.spacing = value;

            return(__ret);
        }
        static int _m_CalculateLayoutInputVertical(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.UI.GridLayoutGroup __cl_gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);


            try {
                {
                    __cl_gen_to_be_invoked.CalculateLayoutInputVertical(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #27
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        static int _m_SetLayoutHorizontal(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.UI.GridLayoutGroup gen_to_be_invoked = (UnityEngine.UI.GridLayoutGroup)translator.FastGetCSObj(L, 1);



                {
                    gen_to_be_invoked.SetLayoutHorizontal(  );



                    return(0);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
예제 #28
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        void Awake()
        {
            rt = (RectTransform)transform;

            if (GetComponent<UnityEngine.UI.GridLayoutGroup>())
            {
                g = GetComponent<UnityEngine.UI.GridLayoutGroup>();
                g.cellSize = new Vector2(rt.rect.width, g.cellSize.y);
                spacing = g.spacing;
                cellSize = g.cellSize;
            }

            if (GetComponent<CustomGrid>())
            {
                c = GetComponent<CustomGrid>();
                if (!onlySetContainerHeight)
                    c.ObjSize = new Vector2(rt.rect.width, c.ObjSize.y);
                cellSize = c.ObjSize;
                spacing = c.maxSpacing;

            }
        }
예제 #29
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        static StackObject *get_spacing_0(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, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.GridLayoutGroup instance_of_this_method = (UnityEngine.UI.GridLayoutGroup) typeof(UnityEngine.UI.GridLayoutGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.spacing;

            if (ILRuntime.Runtime.Generated.CLRBindings.s_UnityEngine_Vector2_Binding_Binder != null)
            {
                ILRuntime.Runtime.Generated.CLRBindings.s_UnityEngine_Vector2_Binding_Binder.PushValue(ref result_of_this_method, __intp, __ret, __mStack);
                return(__ret + 1);
            }
            else
            {
                return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
            }
        }
예제 #30
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        protected override void OnInit()
        {
            base.OnInit();

            m_3D_view   = Make <Combine3DView>("Panel:3D");
            m_tex_view  = Make <GameTexture>("Panel:RawImage_Tex");
            m_icon_view = Make <GameImage>("Panel:Image_Icon");

            m_left_toggles[0] = Make <ToggleWithArrowTween>("leftBtn:btnTotal");
            m_left_toggles[0].Refresh((int)ENUM_COMBINE_TYPE.POLICE, ENUM_COMBINE_TYPE.POLICE.ToString(), false, LeftToggleChecked);
            m_left_toggles[1] = Make <ToggleWithArrowTween>("leftBtn:btnRecently");
            m_left_toggles[1].Refresh((int)ENUM_COMBINE_TYPE.COLLECTION, ENUM_COMBINE_TYPE.COLLECTION.ToString(), false, LeftToggleChecked);
            m_left_toggles[2] = Make <ToggleWithArrowTween>("leftBtn:btnEnergy");
            m_left_toggles[2].Refresh((int)ENUM_COMBINE_TYPE.OTHER, ENUM_COMBINE_TYPE.OTHER.ToString(), false, LeftToggleChecked);
            m_top_toggle_grid       = Make <GameLoopUIContainer <ToggleCheckMarkView> >("Panel:ScrollView:Viewport");
            m_drop_grid_ori_local_x = m_top_toggle_grid.gameObject.transform.localPosition.x;
            m_drop_layout           = m_top_toggle_grid.GetComponent <UnityEngine.UI.GridLayoutGroup>();
            m_drop_item_size_x      = m_drop_layout.cellSize.x;
            m_drop_item_space_x     = m_drop_layout.spacing.x;
            m_big_stuffs[0]         = Make <BigStuffItemView>("Panel:Panel:Big0");
            m_big_stuffs[1]         = Make <BigStuffItemView>("Panel:Panel:Big1");
            m_big_stuffs[2]         = Make <BigStuffItemView>("Panel:Panel:Big2");
            m_big_stuffs[3]         = Make <BigStuffItemView>("Panel:Panel:Big3");
            m_big_stuffs[4]         = Make <BigStuffItemView>("Panel:Panel:Big4");
            m_big_stuffs[5]         = Make <BigStuffItemView>("Panel:Panel:Big5");

            m_small_stuffs[0] = Make <SmallStuffItemView>("Panel:Panel:Image (6)");
            m_small_stuffs[1] = Make <SmallStuffItemView>("Panel:Panel:Image (7)");
            m_small_stuffs[2] = Make <SmallStuffItemView>("Panel:Panel:Image (8)");
            m_small_stuffs[3] = Make <SmallStuffItemView>("Panel:Panel:Image (9)");

            m_gift_btn     = Make <GameButton>("Panel:Image:Button");
            m_combine_btn  = Make <GameButton>("Panel:Panel:Button");
            m_stored_img   = Make <GameImage>("Panel:Panel:Image_colected");
            m_name_txt     = Make <GameLabel>("Panel:Text");
            m_No_txt       = Make <GameLabel>("Panel:Text (1)");
            m_progress_txt = Make <GameLabel>("Panel:Text (2)");
        }
예제 #31
0
        void Awake()
        {
            rt = (RectTransform)transform;

            if (GetComponent <UnityEngine.UI.GridLayoutGroup>())
            {
                g          = GetComponent <UnityEngine.UI.GridLayoutGroup>();
                g.cellSize = new Vector2(rt.rect.width, g.cellSize.y);
                spacing    = g.spacing;
                cellSize   = g.cellSize;
            }

            if (GetComponent <CustomGrid>())
            {
                c = GetComponent <CustomGrid>();
                if (!onlySetContainerHeight)
                {
                    c.ObjSize = new Vector2(rt.rect.width, c.ObjSize.y);
                }
                cellSize = c.ObjSize;
                spacing  = c.maxSpacing;
            }
        }