private void LoadRoomItem(List <UserData> udList)//加载房间 { RoomItem[] riArray = roomLayout.GetComponentsInChildren <RoomItem>(); foreach (RoomItem ri in riArray) { ri.DestroySelf(); } int count = udList.Count; for (int i = 0; i < count; i++) { GameObject roomItem = GameObject.Instantiate(roomItemPrefab); roomItem.transform.SetParent(roomLayout.transform); UserData ud = udList[i]; roomItem.GetComponent <RoomItem>().SetRoomInfo(ud.Id, ud.Username, ud.TotalCount, ud.WinCount, this); } //计算多少个子 /* * int roomCount = roomLayout.GetComponentsInChildren<RoomItem>().Length; * Vector2 size = roomLayout.GetComponent<RectTransform>().sizeDelta; * roomLayout.GetComponent<RectTransform>().sizeDelta = new Vector2(size.x, * (roomItemPrefab.GetComponent<RectTransform>().sizeDelta.y * roomCount) + (roomCount * roomLayout.spacing) - 420.4f + );*/ int roomCount = roomLayout.GetComponentsInChildren <RoomItem>().Length; Vector2 size = roomLayout.GetComponent <RectTransform>().sizeDelta; roomLayout.GetComponent <RectTransform>().sizeDelta = new Vector2(size.x, roomCount * (roomItemPrefab.GetComponent <RectTransform>().sizeDelta.y + roomLayout.spacing) - 420.4f); }
public void LoadRoomItem(List <UserData> udList) { // Debug.Log("--------loadRoomItem-------"); RoomItem [] riArray = roomList.GetComponentsInChildren <RoomItem>(); foreach (RoomItem ri in riArray) { ri.DestorySelf(); } int count = udList.Count; for (int i = 0; i < count; i++) { GameObject roomItem = GameObject.Instantiate(roomItemPrefab); roomItem.transform.SetParent(roomList.transform); UserData ud = udList[i]; roomItem.GetComponent <RoomItem>().SetRoomInfo(ud.NickName, ud.RoomId, this); } int roomCount = GetComponentsInChildren <RoomItem>().Length; Vector2 size = roomListContent.sizeDelta; roomListContent.sizeDelta = new Vector2(size.x, roomCount * roomItemPrefab.GetComponent <RectTransform>().sizeDelta.y); }
private void EmptyRoomItem() { //清空原有房间 RoomItem[] roomItems = layoutGroup.GetComponentsInChildren <RoomItem>(); foreach (RoomItem r in roomItems) { r.DestroyItem(); } }
public void Choice(int choice) { currentNode = ((ChoiceNode)dialogtree.dialogTree[currentNode]).GetNextBasedOnChoice(choice); readyNext = true; for (int i = buttonHolder.GetComponentsInChildren <Button>().Length - 1; i >= 0; i--) { Destroy(buttonHolder.GetComponentsInChildren <Button>()[i].gameObject); } }
public void revisarCompletadas() { Toggle[] estados = colCriteriosT.GetComponentsInChildren <Toggle>(); Text[] descripciones = colCriteriosT.GetComponentsInChildren <Text>(); for (int i = 0; i < estados.Length; i++) { if (estados[i].isOn) { controlador.eliminarCriterioMinijuego(descripciones[i].text); } } }
public void ClearPanel() { foreach (Button button in buttonParent.GetComponentsInChildren <Button>()) { Destroy(button.gameObject); } }
public void Setup() { ConstructionSiteUI[] children = ConstructionsContainer.GetComponentsInChildren <ConstructionSiteUI> (); foreach (ConstructionSiteUI child in children) { if (child != ConstructionsContainer.transform) { Destroy(child.gameObject); } } foreach (ConstructionSite site in BuildingManager.Instance.ReadySites) { ConstructionSiteUI siteUI = Instantiate(ConstructionSiteUI, ConstructionsContainer.transform); //site.ItemIcon.sprite = site.Building siteUI.NameText.text = site.Building.name + " - " + site.LevelName; siteUI.Site = site; siteUI.ConfirmButton.onClick.AddListener(delegate { SelectConstructionSite(siteUI); }); } GetComponent <WindowToggle> ().Toggle(); }
private void ClearButtonLayout() { foreach (AbilityButton btn in abilityListLayout.GetComponentsInChildren <AbilityButton>()) { Destroy(btn.gameObject); } }
public void ShowPersons(List <Personnel> personnelsT) { //如果在播放就让它终止 ExecuteEvents.Execute <IPointerClickHandler>(StopBtn.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.pointerClickHandler); CreatePersons(personnelsT); items = new List <HistoryPersonUIItem>(personsGrid.GetComponentsInChildren <HistoryPersonUIItem>()); }
/// <summary> /// 加载房间列表 /// </summary> private void LoadRoomList(List <UserData> userDataList) { //在加载房间列表之前先清空列表,防止重复加载 RoomItem[] roomItems = roomLayout.GetComponentsInChildren <RoomItem>(); //逐个调用销毁自身的方法 foreach (RoomItem roomItem in roomItems) { roomItem.DestorySelf(); } foreach (UserData userData in userDataList) //逐个创建房间信息对象,并添加到房间列表布局中 { GameObject roomItem = GameObject.Instantiate(roomItemPrefab); roomItem.transform.SetParent(roomLayout.transform); //逐个设置房间信息 roomItem.GetComponent <RoomItem>().SetRoomItemInfo(userData.Id, userData.Username, userData.TotalCount, userData.WinCount, this); } //获取所有子物体中RoomItem对象的个数,即房间个数 int roomCount = GetComponentsInChildren <RoomItem>().Length; //房间列表原来的大小 Vector2 size = roomLayout.GetComponent <RectTransform>().sizeDelta; //单个房间信息框的高度 float roomItemHeight = roomItemPrefab.GetComponent <RectTransform>().sizeDelta.y; //重新设置房间列表的长度,新的长度等于所有房间信息的个数×(一个roomItem的高度+两个roomItem之间的间隙) roomLayout.GetComponent <RectTransform>().sizeDelta = new Vector2(size.x, roomCount * (roomItemHeight + roomLayout.spacing)); }
public void Setup(List <BuildingMaterial> pMaterials, ConstructionSite pSite) { Site = pSite; ConfirmButton.interactable = true; SupplySlotUI[] children = ItemsContainer.GetComponentsInChildren <SupplySlotUI>(); foreach (SupplySlotUI child in children) { if (child != ItemsContainer.transform) { Destroy(child.gameObject); } } foreach (BuildingMaterial material in pMaterials) { InventoryItemStack boxStack = Site.Box.FindItemStack(material.ContainedItem); int amount = 0; if (boxStack != null) { amount = boxStack.Amount; } SupplySlotUI slot = Instantiate(SlotUI, ItemsContainer.transform); slot.ItemIcon.sprite = material.ContainedItem.Icon; slot.NameText.text = material.ContainedItem.Name; slot.AmountText.text = amount + "/" + material.TargetAmount; if (boxStack == null || boxStack.Amount < material.TargetAmount) { ConfirmButton.interactable = false; } } GetComponent <WindowToggle>().Toggle(); }
private void LoadRoomItem(List <UserData> udList) { // 加载之前先进行清空操作 防止重复加载 得到roomLayout下的所有子物体 RoomItem[] riArray = roomLayout.GetComponentsInChildren <RoomItem>(); foreach (RoomItem ri in riArray) { ri.DestroySelf(); // 所有roomItem现存的物体销毁掉 } int count = udList.Count; for (int i = 0; i < count; i++) { // 实例化后放在布局下 GameObject roomItem = GameObject.Instantiate(roomItemPrefab); roomItem.transform.SetParent(roomLayout.transform); UserData ud = udList[i]; roomItem.GetComponent <RoomItem>().SetRoomInfo(ud.Id, ud.Username, ud.TotalCount, ud.WinCount, this); } // 设置房间列表高度 // 得到子物体的个数 int roomCount = GetComponentsInChildren <RoomItem>().Length; // 得到原有的size Vector2 size = roomLayout.GetComponent <RectTransform>().sizeDelta; // 房间个数乘以房间自身高度 需要加上房间与房间之间的间隔 roomLayout.GetComponent <RectTransform>().sizeDelta = new Vector2(size.x, roomCount * (roomItemPrefab.GetComponent <RectTransform>().sizeDelta.y + roomLayout.spacing)); }
private void DisplayChoices() { // check if choices are already being displayed if (_choiceButtonContainer.GetComponentsInChildren <Button>().Length > 0) { return; } for (int i = 0; i < _story.currentChoices.Count; i++) { var choice = _story.currentChoices[i]; var button = CreateChoiceButton(choice.text); button.onClick.AddListener(() => OnClickChoiceButton(choice)); } }
private void ClearCurrentRoomItems() { RoomItem[] riArray = roomLayout.GetComponentsInChildren <RoomItem>(); foreach (RoomItem ri in riArray) { ri.DestroySelf(); } }
void Start() { GameController.OnGameStart += OnGameStart; GameController.OnGameOver += OnGameOver; GameController.OnPause += OnPause; GameController.OnMainMenu += OnMainMenu; _buttons = buttonsLayoutGroup.GetComponentsInChildren <Button>(); }
private void OnScoreUpdate(object sender, IGameEvent gameEvent) { try { // since the score update is made by the player, the sender of this event should be the player Player player = (Player)sender; PlayerUIController[] playerUIControllers = _playerGridGroup.GetComponentsInChildren <PlayerUIController>(); if (playerUIControllers != null && playerUIControllers.Length > 0) { PlayerUIController playerUIController = playerUIControllers.FirstOrDefault(p => p.name.Equals(player.Name)); playerUIController.NameNScore.text = player.Name + " " + player.Score; } } catch (Exception) { } }
public void FreeTemporaryUiElements() { IEnumerable <GameObject> statusesToFree = _statusesGroup.GetComponentsInChildren <Image>().Select(i => i.gameObject); foreach (GameObject statusObject in statusesToFree) { PoolingManager.Free(PoolingManager.StatusImage, statusObject); } }
private void RemoveCurrentButtons() { var existingButtons = responseOptionWrapper.GetComponentsInChildren <ResponseButton>(); foreach (var button in existingButtons) { Destroy(button.gameObject); } this.responseButtons = new List <Button>(); }
public void Enable(City city, Building building, GUIMaster gui) { //this.city = city; this.building = building; this.gui = gui; // Clear lists foreach (VerticalLayoutGroup districtPanel in districtList.GetComponentsInChildren <VerticalLayoutGroup>()) { if (districtPanel.gameObject.name != "District List") { Destroy(districtPanel.gameObject); } } // Load all districts // Foreach instantiate district panel prefab for (int i = 0; i < city.Districts.Count; i++) { District district = city.Districts[i]; VerticalLayoutGroup districtPanel = Instantiate(districtPanelPrefab); districtPanel.transform.SetParent(districtList.transform); districtPanel.GetComponentInChildren <Text>().text = district.Name; Button districtButton = districtPanel.GetComponentInChildren <Button>(); districtButton.onClick.AddListener(() => SelectDistrict(district, districtButton)); // Load building slots // Foreach instantiate building slot prefab VerticalLayoutGroup slotList = districtPanel.GetComponentsInChildren <VerticalLayoutGroup>()[1]; slotList.gameObject.SetActive(true); foreach (Building b in district.Buildings) { RectTransform slot = Instantiate(buildingSlotPrefab); string name = "Empty"; if (b != null) { name = b.ID; // TODO: Change to building.Name } slot.GetComponentInChildren <Text>().text = name; slot.SetParent(slotList.transform); } if (district.Buildings.Count == 0) { slotList.gameObject.SetActive(false); } } confirmButton.interactable = false; gameObject.SetActive(true); }
private void FillHigscore() { List <Highscore> highscores = HighscoreFacade.FindBest10(); //Debug.Log(Facade<Highscore>.ToStringAll()); int count = highscores.Count <= 10 ? highscores.Count : 10; for (int i = 0; i < count; i++) { Names.GetComponentsInChildren <Text>()[i].text = highscores[i].Name; Scores.GetComponentsInChildren <Text>()[i].text = highscores[i].Score.ToString(); } }
public void Clear() { if (!content) { return; } ComboboxEntry[] entries = content.GetComponentsInChildren <ComboboxEntry>(); foreach (ComboboxEntry entry in entries) { Destroy(entry.gameObject); } }
public void cambiarAltura() { float altura = 0; Text[] hijos = alturaACopiar.GetComponentsInChildren <Text>(false); foreach (Text hijo in hijos) { altura += hijo.gameObject.transform.localScale.y; } contenidoAModificar.transform.localScale = new Vector3 (contenidoAModificar.transform.localScale.x, altura, contenidoAModificar.transform.localScale.z); }
public IEnumerator DrawOnLockedMenu() { var gatherInfoButton = CreateButtonInLayout("gatherInfo"); var hackButton = CreateButtonInLayout("hack"); gatherInfoButton.onClick.AddListener(() => StartCoroutine(DrawText($"key {Context.key} model {Context.model}"))); yield return(new WaitForSeconds(0.5f)); yield return(new WaitUntil(() => _playerInstance.State != PlayerState.DoingNothing)); var btns = buttonsLayout.GetComponentsInChildren <Button>(); foreach (var btn in btns) { Destroy(btn.gameObject); } }
public void UpdateShow(List <KeyValuePair <float, float> > personalList, List <float> allPersonList) { var deleteList = _layout.GetComponentsInChildren <Transform>(); for (int i = 0; i < deleteList.Count(); i++) { if (deleteList[i] == _layout.transform) { continue; } GameObject.Destroy(deleteList[i].gameObject); } UpdatePersonal(personalList); UpdatePublic(allPersonList); StartCoroutine(UpadteHeight()); }
private void LoadRoomItem(List <Room> roomList) { RoomItem[] riArray = roomLayout.GetComponentsInChildren <RoomItem>(); foreach (RoomItem ri in riArray) { ri.DestroySelf(); } int count = roomList.Count; for (int i = 0; i < count; i++) { GameObject roomItem = Instantiate(roomItemPrefab); roomItem.transform.SetParent(roomLayout.transform); Room room = roomList[i]; roomItem.GetComponent <RoomItem>().SetRoomInfo(room, this); } //int roomCount = GetComponentsInChildren<RoomItem>().Length; //Vector2 size = roomLayout.GetComponent<RectTransform>().sizeDelta; //roomLayout.GetComponent<RectTransform>().sizeDelta = new Vector2(size.x, roomCount * roomItemPrefab.GetComponent<RectTransform>().sizeDelta.y + roomLayout.spacing * Mathf.Max(0, roomCount - 1)); }
public void LoadRoomItem(List <UserData> userdata) { RoomItem[] riArray = Layout.GetComponentsInChildren <RoomItem>(); foreach (RoomItem ri in riArray) { ri.DestroySelf(); } for (int i = 0; i < userdata.Count; i++) { GameObject roomitem = Instantiate(roomItem); roomitem.transform.parent = Layout.transform; RoomItemList.Add(roomitem.GetComponent <RoomItem>()); roomitem.GetComponent <RoomItem>().SetRoomInfo(userdata[i], this); roomitem.transform.localScale = Vector3.one; } int roomcount = GetComponentsInChildren <RoomItem>().Length; Vector2 size = Layout.GetComponent <RectTransform>().sizeDelta; Layout.GetComponent <RectTransform>().sizeDelta = new Vector2(size.x, roomcount * (roomItem.GetComponent <RectTransform>().sizeDelta.y + Layout.spacing)); }
private void SetInstalledComponents(IDictionary <Components.ItemName, int> installedItems, IDictionary <Components.ItemName, GameObject> itemPrefabs) { ItemInstallSlot[] leftList = leftWeaponPanel.GetComponentsInChildren <ItemInstallSlot>(); ItemInstallSlot[] rightList = rightWeaponPanel.GetComponentsInChildren <ItemInstallSlot>(); int leftCounter = 0; int rightCounter = 0; int bodyCounter = 0; foreach (KeyValuePair <Components.ItemName, int> item in installedItems) { if (availableWeapon.Contains(item.Key)) { for (int i = 0; i < item.Value; ++i) { Transform weaponSlot = null; if (leftCounter < leftList.Length) { weaponSlot = leftList[leftCounter].transform; leftCounter++; } else if (rightCounter < rightList.Length) { weaponSlot = rightList[rightCounter].transform; rightCounter++; } Instantiate(itemPrefabs[item.Key], weaponSlot); } } else if (availableBody.Contains(item.Key)) { for (int i = 0; i < item.Value; ++i) { Transform bodySlot = bodyPanel.transform.GetChild(bodyCounter).transform; Instantiate(itemPrefabs[item.Key], bodySlot); bodyCounter++; } } } }
private void LoadRoomItem(List <UserData> userList) { RoomItem[] ri = layoutGroup.GetComponentsInChildren <RoomItem>(); foreach (RoomItem item in ri) { item.ChangeColor(); } int count = userList.Count; for (int i = 0; i < count; i++) { GameObject roomItem = GameObject.Instantiate(roomItemPrefab); roomItem.transform.SetParent(layoutGroup.transform); UserData ud = userList[i]; roomItem.GetComponent <RoomItem>().SetRoomInfor(ud.UserId, ud.UserName, ud.TotalCount, ud.WinCount, this); } int roomCount = GetComponentsInChildren <RoomItem>().Length; Vector2 group = layoutGroup.GetComponent <RectTransform>().sizeDelta; layoutGroup.GetComponent <RectTransform>().sizeDelta = new Vector2(group.x, roomCount * (roomItemPrefab.GetComponent <RectTransform>().sizeDelta.y + layoutGroup.spacing)); }
public void DisplayActions() { // Clear action menu foreach (Button btn in actionMenu.GetComponentsInChildren <Button>()) { Destroy(btn.gameObject); } // Fill action menu foreach (ItemAction action in item.GetItemActions()) { Button btn = Instantiate(actionButtonPrefab); btn.transform.SetParent(actionMenu.transform); btn.GetComponentInChildren <Text>().text = action.Name; btn.interactable = action.Enabled; btn.onClick.AddListener(() => action.Action(actor)); btn.onClick.AddListener(() => actionMenu.gameObject.SetActive(false)); btn.onClick.AddListener(() => inventoryPanel.SetActive(false)); } actionMenu.transform.position = Input.mousePosition; actionMenu.gameObject.SetActive(true); }
private void LoadRoomItem(List <UserData> udList) //列每個房間RoomItem到列表上,同時載入UserData { RoomItem[] riArray = roomLayout.GetComponentsInChildren <RoomItem>(); //抓到垂直的Layout下的子層(RoomItem) foreach (RoomItem ri in riArray) { ri.DestroySelf(); //陣列內每個項目都摧毀 } int count = udList.Count; //依據udList.Count數量,重新載入 for (int i = 0; i < count; i++) { GameObject roomItem = GameObject.Instantiate(roomItemPrefab); //載入房間的Prefab roomItem.transform.SetParent(roomLayout.transform); //設置房間的父層,父層是垂直的Layout UserData ud = udList[i]; roomItem.GetComponent <RoomItem>().SetRoomInfo(ud.Id, ud.Username, ud.TotalCount, ud.WinCount, this); //設置房間資訊 } int roomCount = GetComponentsInChildren <RoomItem>().Length; //抓到RoomItem數目 Vector2 size = roomLayout.GetComponent <RectTransform>().sizeDelta; //抓取垂直Layout的長度 roomLayout.GetComponent <RectTransform>().sizeDelta = new Vector2(size.x, //重新設置roomLayout長度,因為多增加房間項目,Layout也得變長 roomCount * (roomItemPrefab.GetComponent <RectTransform>().sizeDelta.y + roomLayout.spacing)); //RoomItem數目 * (一個房間在列表所需的長度+spacing) }