상속: LayoutGroup
예제 #1
0
        private void DoConstraint()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

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

                switch (constraint)
                {
                case Constraint.Flexible:
                    _Grid.constraint = GridLayoutGroup.Constraint.Flexible;
                    break;

                case Constraint.FixedRowCount:
                    _Grid.constraint = GridLayoutGroup.Constraint.FixedRowCount;
                    break;

                case Constraint.FixedColumnCount:
                    _Grid.constraint = GridLayoutGroup.Constraint.FixedColumnCount;
                    break;
                }
            }
        }
예제 #2
0
    // Use this for initialization
    void Start()
    {
        inventoryPanel = GameObject.Find ("inventory Panel");

        slotPanel = inventoryPanel.transform.FindChild ("slot Panel").gameObject;
        slotPanel2 = inventoryPanel.transform.FindChild ("slot In Game Panel").gameObject;

        gridLayoutGroup = slotPanel.GetComponent<GridLayoutGroup> ();
        gridLayoutGroup2 = slotPanel2.GetComponent<GridLayoutGroup> ();

        rect = gridLayoutGroup2.GetComponent<RectTransform> ();

        gridLayoutGroup2.cellSize = new Vector2 ((float)(rect.rect.width * 0.3), (float)(rect.rect.width * 0.3));
        //		gridLayoutGroup2.padding = new RectOffset((int)(rect.rect.width * 0.10),0,(int)(rect.rect.height * 0.1),0);
        float spacing2 = (slotPanel2.GetComponent<RectTransform> ().rect.width - (3 * gridLayoutGroup2.cellSize.x)) / 2;
        gridLayoutGroup2.spacing = new Vector2 (spacing2, 0);

        int cellCont = 10;

        gridLayoutGroup.cellSize = new Vector2 ((float)(rect.rect.width * 0.3), (float)(rect.rect.width * 0.3));
        float spacing = (slotPanel.GetComponent<RectTransform> ().rect.width - ((cellCont/2) * gridLayoutGroup.cellSize.x)) / ((cellCont/2) - 1);
        gridLayoutGroup.spacing = new Vector2 (spacing, (float)(rect.rect.height * 0.30));
        //		gridLayoutGroup.padding = new RectOffset((int)(rect.rect.width * 0.10),0,(int)(rect.rect.height * 0.1),0);

        print (slotPanel2.GetComponent<RectTransform> ().rect.width);
    }
예제 #3
0
//    int nColumns = 5;
//    //int nRows;
//    int spacing = 5;
//    int paddingH = 15;
//    int paddingV = 15;

    // Use this for initialization
    void GeneratePage(int startNumber, int pageNumber)
    {
        string str = "Level " + (difficulty == 0 ? "4x4" : (difficulty == 1 ? "6x6" : "8x8"));

        pages[pageNumber].transform.Find("Text").GetComponent <Text>().text = str;

        GameObject contentGameObject = pages[pageNumber].transform.Find("Panel").gameObject;

        UnityEngine.UI.GridLayoutGroup grid = contentGameObject.GetComponentInChildren <UnityEngine.UI.GridLayoutGroup>();


//        grid.constraint = UnityEngine.UI.GridLayoutGroup.Constraint.FixedColumnCount;
//        grid.constraintCount = nColumns;
//
//        grid.childAlignment = TextAnchor.MiddleCenter;
//
//        grid.spacing = new Vector2(spacing, spacing);
//        grid.padding = new RectOffset(paddingH, paddingH, paddingV, paddingV);
//
//        grid.cellSize = new Vector2(
//            (Screen.width - Screen.width * 0.3f - (nColumns - 1) * spacing - paddingH * 2) / nColumns,
//            //(Screen.height- Screen.height* 0.2f - (nRows-1) * spacing - paddingV * 2) / nRows
//            (Screen.width - Screen.width * 0.3f - (nColumns - 1) * spacing - paddingH * 2) / nColumns
//            );

        for (int i = 0; i < nElementsPerPage; ++i)
        {
//            GameObject go = Instantiate(levelPrefab) as GameObject;
            contentGameObject.transform.GetChild(i).GetComponent <LevelUIScript>().SetLevel(difficulty, startNumber + i);

//            go.transform.GetComponent<LevelUIScript>().SetLevel(difficulty, startNumber + i);

//            go.transform.SetParent(contentGameObject.transform);
        }
    }
예제 #4
0
    public void RandomLettersTile(List <TMPro.TextMeshProUGUI> _tiles)
    {
        List <char> _tileChar = new List <char>();

        UnityEngine.UI.GridLayoutGroup gridLayoutGroup = _tiles[0].GetComponentInParent <UnityEngine.UI.GridLayoutGroup>();
        gridLayoutGroup.constraintCount = 4;
        gridLayoutGroup.enabled         = true;
        while (_tileChar.Count < 16)
        {
            char _tempChar = alphabet[random.Next(0, 26)];
            if (!_tileChar.Contains(_tempChar))
            {
                _tiles[_tileChar.Count].transform.parent.gameObject.SetActive(true);
                _tiles[_tileChar.Count].text = _tempChar.ToString();
                _tiles[_tileChar.Count].GetComponentInParent <LettersTile>().assignedLetter = _tempChar;
                _tileChar.Add(_tempChar);
            }
        }
        UpdataLayout(gridLayoutGroup);
#if Logs
        string _res = "";
        for (int i = 0; i < _tileChar.Count; i++)
        {
            _res += _tileChar[i];
        }
        Debug.LogError($"=={_res}==");
#endif
    }
예제 #5
0
        private void DoStartAxis()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

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

                switch (startAxis)
                {
                case StartAxis.Horizontal:
                    _Grid.startAxis = GridLayoutGroup.Axis.Horizontal;
                    break;

                case StartAxis.Vertical:
                    _Grid.startAxis = GridLayoutGroup.Axis.Vertical;
                    break;
                }
            }
        }
 static public int SetLayoutHorizontal(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.SetLayoutHorizontal();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int set_constraint(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.UI.GridLayoutGroup            self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         UnityEngine.UI.GridLayoutGroup.Constraint v;
         v = (UnityEngine.UI.GridLayoutGroup.Constraint)LuaDLL.luaL_checkinteger(l, 2);
         self.constraint = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
예제 #8
0
        private void Start()
        {
            gridRect = GetComponentInParent<RectTransform>();
            gridCanvas = GetComponentInParent<Canvas>();
            gridLayout = GetComponentInParent<GridLayoutGroup>();

            gridRect.pivot = new Vector2(0, 0);
            gridRect.position = new Vector3(terrainMesh.transform.position.x, 6.0f, terrainMesh.transform.position.z);
            gridRect.anchorMin = new Vector2(terrainMesh.transform.position.x, terrainMesh.transform.position.z);
            gridRect.anchorMax = new Vector2(terrainMesh.terrainData.size.x, terrainMesh.terrainData.size.z);

            gridLayout.CalculateLayoutInputHorizontal();

            Debug.Log(string.Format("Origin: {0}, Size: {1}, Cell size: {2}\n", gridRect.position.ToString(), gridRect.rect.size.ToString(), gridLayout.cellSize));

            buttonTemplate = GetComponentInChildren<Button>();
            for (int y = 0; y < gridRect.rect.y; y++)
            {
                for (int x = 0; x < gridRect.rect.x; x++)
                {
                    Vector3 pos = new Vector3(x, 0, y); // * spacing;
                    Button b = (Button)Instantiate(buttonTemplate, pos, Quaternion.identity);
                    //b.gameObject.AddComponent<LayoutElement>();

                    //b.name = "Button " + x.ToString() + "," + y.ToString();
                    //b.GetComponentInChildren<Text>().text = b.name;
                    gridLayout.SetLayoutHorizontal();
                }
            }
        }
예제 #9
0
        private void DoStartCorner()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go == null)
            {
                return;
            }

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

                switch (startCorner)
                {
                case StartCorner.UpperLeft:
                    _Grid.startCorner = GridLayoutGroup.Corner.UpperLeft;
                    break;

                case StartCorner.UpperRight:
                    _Grid.startCorner = GridLayoutGroup.Corner.UpperRight;
                    break;

                case StartCorner.LowerLeft:
                    _Grid.startCorner = GridLayoutGroup.Corner.LowerLeft;
                    break;

                case StartCorner.LowerRight:
                    _Grid.startCorner = GridLayoutGroup.Corner.LowerRight;
                    break;
                }
            }
        }
	void Start ()
	{
		gridLayoutGroup = GetComponent<GridLayoutGroup> ();
		rect = GetComponent<RectTransform> ();
		
		gridLayoutGroup.cellSize = new Vector2 (rect.rect.height, rect.rect.height);
		cellCount = GetComponentsInChildren<RectTransform> ().Length;
	}
예제 #11
0
 void UpdataLayout(UnityEngine.UI.GridLayoutGroup _gridLayoutGroup)
 {
     _gridLayoutGroup.CalculateLayoutInputHorizontal();
     _gridLayoutGroup.CalculateLayoutInputVertical();
     _gridLayoutGroup.SetLayoutHorizontal();
     _gridLayoutGroup.SetLayoutVertical();
     _gridLayoutGroup.enabled = false;
 }
예제 #12
0
	void Start (){
		cellCount = transform.childCount;

		gridLayoutGroup = GetComponent<GridLayoutGroup> ();
		rect = GetComponent<RectTransform> ();

		resizeCell();
	}
예제 #13
0
    void AdjustGridLayout()
    {
        GameObject gridTilesContainer = GameObject.FindGameObjectWithTag("GameTiles");

        UnityEngine.UI.GridLayoutGroup layoutGroup = gridTilesContainer.GetComponent <UnityEngine.UI.GridLayoutGroup>();
        layoutGroup.constraint      = UnityEngine.UI.GridLayoutGroup.Constraint.FixedColumnCount;
        layoutGroup.constraintCount = difficultyScript.GetGridSettings().columns;
    }
        private void Awake()
        {
            infectedChipsOrder = new List<int>(InfectedChipsNumber);
            infectedChips = new List<InfectedChip>(InfectedChipsNumber);

            grid = GetComponent<GridLayoutGroup>();
            gridPoints = grid.GetComponentsInChildren<RectTransform>().ToList();
        }
예제 #15
0
 static public int set_startAxis(IntPtr l)
 {
     UnityEngine.UI.GridLayoutGroup      o = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
     UnityEngine.UI.GridLayoutGroup.Axis v;
     checkEnum(l, 2, out v);
     o.startAxis = v;
     return(0);
 }
예제 #16
0
 static public int set_constraint(IntPtr l)
 {
     UnityEngine.UI.GridLayoutGroup            o = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
     UnityEngine.UI.GridLayoutGroup.Constraint v;
     checkEnum(l, 2, out v);
     o.constraint = v;
     return(0);
 }
예제 #17
0
 static public int set_spacing(IntPtr l)
 {
     UnityEngine.UI.GridLayoutGroup o = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
     UnityEngine.Vector2            v;
     checkType(l, 2, out v);
     o.spacing = v;
     return(0);
 }
예제 #18
0
    void Start() {
		PlayerControl = GameObject.FindObjectOfType<PlayerObjectsController> ();
        grid = GetComponent<GridLayoutGroup>();
        rect = GetComponent<RectTransform>();
        scrollRect = GetComponentInParent<ScrollRect>();

        // auto adjust the width of the grid to have space for all the childs
        rect.sizeDelta = new Vector2((transform.childCount + 2f) * grid.cellSize.x + (transform.childCount - 1f) * grid.spacing.x, rect.sizeDelta.y);
    }
 private void Start() {
     itemAmount = transform.childCount;
     grid = GetComponent<GridLayoutGroup>();
     rect = GetComponentInChildren<RectTransform>().rect;
     float xSize = rect.width / itemAmount;
     float ySize = rect.height / itemAmount;
     xSize = rect.width;
     grid.cellSize = new Vector2(xSize, ySize);
 }
    void Start()
    {
        m_ScrollRect = this.GetComponent<ScrollRect>();

        m_Intertia = m_ScrollRect.decelerationRate;
        m_ScrollRect.inertia = false;

        m_Grid = m_ScrollRect.content.GetComponent<GridLayoutGroup>();
        m_ContentRect = m_ScrollRect.content.GetComponent<RectTransform>();
    }
예제 #21
0
 protected void initScroll()
 {
     myScrollRect = GetComponent<ScrollRect> ();
     myscrollBar = myScrollRect.horizontalScrollbar;
     ((SkyScrollRect)myScrollRect).mySkyOnEndDrag = new SkyScrollRect.SkyOnEndDrag (onEndDrag);
     ((SkyScrollRect)myScrollRect).mySkyOnBeginDrag = new SkyScrollRect.SkyOnBeginDrag (onBeginDrag);
     ((SkyScrollRect)myScrollRect).mySkyOnDrag = new SkyScrollRect.SkyOnDrag (onDrag);
     myScrollList = GameObject.Find (SCROLL_LIST);
     myGridLayoutGroup = myScrollList.GetComponent<GridLayoutGroup> ();
 }
예제 #22
0
 void Awake()
 {
     grid = GetComponent<GridLayoutGroup>();
     rect = GetComponent<RectTransform>();
     scrollRect = GetComponentInParent<ScrollRect>();
     rect.localPosition = new Vector3(rect.localPosition.x, buttonHeight * 2 + (buttonHeight * active), 0);
     done = true;
     rect.sizeDelta = new Vector2(rect.sizeDelta.y, (transform.childCount + 2f) * grid.cellSize.y + (transform.childCount - 1f) * grid.spacing.y);
     buttonHeight = grid.spacing.y + grid.cellSize.y;
 }
예제 #23
0
	protected virtual void InitLayoutInfo()
	{
		gridLayout = GetComponentInChildren<GridLayoutGroup>() ;	
		layoutRect = gridLayout.GetComponent<RectTransform>() ; 

		if(gridLayout == null)
		{
			Debug.LogWarning ("Cannot Adjust ScrollView Without Grid Component ") ; 
		}
	}
예제 #24
0
파일: Field.cs 프로젝트: amishyn/TetrisTest
    public virtual void Start()
    {
        fieldMatrix = new Cell[fieldWidth, fieldHeight + upperInvisibleRows];

        myRT = GetComponent<RectTransform>();

        myGrid = GetComponent<GridLayoutGroup>();
        RecalculateCellSize();

        CreatingFieldMatrix();
    }
예제 #25
0
    // Use this for initialization
    void Start()
    {
        //general setup
        menu = GetComponentInParent<Menu>();
        toDraw = true;
        if (options == null) options = new List<MenuViewOptionBasic>();
        GetComponentsInChildren<MenuViewOptionBasic>(options);
        textboxes = new List<GameObject>();
        //Setup view
        viewObject = Instantiate(horizontalViewPrefab);
        viewObject.transform.SetParent(transform);
        canvas = viewObject.GetComponent<Canvas>();
        canvas.worldCamera = drawCamera;
        canvas.planeDistance = 1;
        if (fillScreen) { size.x = drawCamera.pixelWidth; }
        layoutText = viewObject.transform.Find("TextGroup").GetComponentInChildren<GridLayoutGroup>();
        layoutText.transform.GetComponent<RectTransform>().anchoredPosition = new Vector2(offset.x, offset.y);
        layoutText.GetComponent<RectTransform>().sizeDelta = new Vector2(drawCamera.pixelWidth, drawCamera.pixelHeight);
        layoutText.childAlignment = viewAnchor;
        layoutText.cellSize = new Vector2(size.x / options.Count, size.y);

        //Setup textboxes
        if (options.Count > 0)
        {
            GameObject curTextbox;
            Text curText;
            for (int i = 0; i < options.Count; i++)
            {
                curTextbox = Instantiate<GameObject>(menuTextPrefab);
                curTextbox.transform.SetParent(layoutText.transform,false);
                curText = curTextbox.GetComponent<Text>();
                curText.text = options[i].optionText;
                curText.font = textFont;
                if (i == menu.CurOption) { curOption = i; curText.color = highlightedColor; }
                else { curText.color = unhighlightedColor; }
                textboxes.Add(curTextbox);
            }
        }

        //Setup background

        Image background = viewObject.GetComponentInChildren<Image>();
        GameObject backObj = background.gameObject;
        background.sprite = backgroundImage;
        background.color = backgroundColor;
        backObj.GetComponent<RectTransform>().sizeDelta = new Vector2(size.x, size.y);
        backObj.GetComponent<RectTransform>().anchoredPosition = new Vector2(offset.x, offset.y);
        layoutBack = backObj.transform.parent.GetComponent<GridLayoutGroup>();
        layoutBack.cellSize = new Vector2(size.x,size.y);
        layoutBack.GetComponent<RectTransform>().sizeDelta = new Vector2(drawCamera.pixelWidth, drawCamera.pixelHeight);
        layoutBack.GetComponent<RectTransform>().anchoredPosition = new Vector2(offset.x, offset.y);
        layoutBack.childAlignment = viewAnchor;
        //background.set
    }
예제 #26
0
 static public int get_constraintCount(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         pushValue(l, self.constraintCount);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #27
0
 static public int CalculateLayoutInputHorizontal(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.CalculateLayoutInputHorizontal();
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #28
0
 static public int SetLayoutVertical(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.SetLayoutVertical();
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #29
0
 static public int get_startAxis(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         pushEnum(l, (int)self.startAxis);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_startCorner(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.startCorner);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetLayoutHorizontal(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.SetLayoutHorizontal();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int CalculateLayoutInputVertical(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.CalculateLayoutInputVertical();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_spacing(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.spacing);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #34
0
 static public int get_spacing(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         pushValue(l, self.spacing);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
예제 #35
0
 static public int CalculateLayoutInputVertical(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.CalculateLayoutInputVertical();
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
예제 #36
0
 static public int SetLayoutHorizontal(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         self.SetLayoutHorizontal();
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
예제 #37
0
 static public int get_startCorner(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         pushEnum(l, (int)self.startCorner);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
예제 #38
0
    // Use this for initialization
    void Start()
    {
        ss = GetComponentInParent <ScrollRectSize>();
        if (ss != null)
        {
            ss.AddItem(this);
        }

        node = transform.Find("Image").GetComponent <RectTransform>();
        rt   = transform.GetComponent <RectTransform>();
        glg  = ss.content.GetComponent <UnityEngine.UI.GridLayoutGroup>();
    }
예제 #39
0
    private void Awake()
    {
        if (single == null)
        {
            single = this;
        }

        m_SlotGroupGrid = m_SlotGroupTransform.GetComponent <UnityEngine.UI.GridLayoutGroup>();
        for (int i = 0; i < m_Slot.Length; ++i)
        {
            m_Slot[i].SetActive(false);
        }
    }
 static int QPYX_SetLayoutVertical_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 1);
         UnityEngine.UI.GridLayoutGroup QPYX_obj_YXQP = (UnityEngine.UI.GridLayoutGroup)ToLua.CheckObject <UnityEngine.UI.GridLayoutGroup>(L_YXQP, 1);
         QPYX_obj_YXQP.SetLayoutVertical();
         return(0);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
예제 #41
0
 static public int set_startCorner(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup        self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         UnityEngine.UI.GridLayoutGroup.Corner v;
         checkEnum(l, 2, out v);
         self.startCorner = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #42
0
 static public int set_spacing(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         UnityEngine.Vector2            v;
         checkType(l, 2, out v);
         self.spacing = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #43
0
 static public int set_constraintCount(IntPtr l)
 {
     try {
         UnityEngine.UI.GridLayoutGroup self = (UnityEngine.UI.GridLayoutGroup)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.constraintCount = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #44
0
        // Use this for initialization
        public void Init()
        {
            m_UIItemList = new List<ItemUIControl>();
            int i=0;
            foreach(ItemUIControl uiItem in GetComponentsInChildren<ItemUIControl>())
            {
                uiItem.ItemIndexInPackge = i;
                m_UIItemList.Add(uiItem);

                ++i;
            }

            m_ItemLayout = GetComponent<GridLayoutGroup>();
            m_PlayerItemList = DungonManager.Inst.GetPlayerItemList();
        }
예제 #45
0
 // Use this for initialization
 void Start()
 {
     speedMod = 2;
     //colorPoolLayout = colorPool.GetComponent<LayoutGroup>();
     colorPool = GameObject.Find("Color Buttons");
     colorPoolLayout = colorPool.GetComponent<GridLayoutGroup>();
     colors = colorPool.GetComponentsInChildren<Image>();
     buttonSizes = new Vector2[colors.Length];
     int i = 0;
     foreach (Image c in colors)
     {
         buttonSizes[i].x = c.rectTransform.position.x;
         buttonSizes[i].y = c.rectTransform.position.x +
         i++;
     }
 }
    public override void OnStartLocalPlayer()
    {
        base.OnStartLocalPlayer();
        Debug.Log("A local player started");
        isALocalPlayer = true;

        cardLayout = GameObject.Find("PHONECARDLAYOUT").GetComponent<GridLayoutGroup>();
        timer = GameObject.Find("TIMER").GetComponent<Text>();

        artguy = composer = producer = scoper = false;
        /*
        GameObject card = Instantiate(personCardPrefab);
        //card.GetComponent<PhoneUIPersonCard>().UseCard(CardGameManager.instance.cardLib.GetPerson(id));
        card.GetComponent<PhoneUIPersonCard>().SetGray(false);
        card.transform.SetParent(cardLayout.transform, false);
        */
    }
예제 #47
0
	public void Init () {
		m_Rect = GetComponent<RectTransform> ();
		m_Grid = GetComponent<GridLayoutGroup> ();
		List_Member.Add (Default_Member.GetComponent<UI_List_Member>());
		for (int i = 1; i < List_Count; i++) {
			GameObject ob = (GameObject)Instantiate (Default_Member,Default_Member.transform.position,Default_Member.transform.rotation);
			ob.transform.SetParent (Default_Member.transform.parent);
			ob.name = "Member_" + i.ToString (); 
			ob.transform.localScale = Default_Member.transform.localScale;
			List_Member.Add (ob.GetComponent<UI_List_Member>());
		}
		for (int i = 0; i < List_Count; i++) {
			List_Member [i].ID = i;
			if (List_Member [i].Order)
				List_Member [i].Order.text = (i+1).ToString();
		}
		//List_Member = GetComponentsInChildren<UI_List_Member> ();
		Vector2 size = new Vector2(m_Rect.sizeDelta.x,m_Grid.padding.top + (m_Grid.cellSize.y + m_Grid.spacing.y) * List_Count);
		m_Rect.sizeDelta = size;
	}
 public void SetupGrid(int gridSetupSelection)
 {
     foreach (Transform button in buttonList)
     {
         button.gameObject.SetActive(false);
     }
     gridLayout = GetComponent<GridLayoutGroup>();
     int gridSetupCount;
     switch (gridSetupSelection)
     {
         case 0: // OCTANT
             gridSet = "Octant";
             gridSetupCount = octantGridCount;
             gridLayout.cellSize = octantGridSize;
             gridLayout.spacing = octantGridSpacing;
             gridLayout.constraintCount = 10;
             for (int i = 0; i < gridSetupCount; i++)
             {
                 buttonList [i].gameObject.SetActive(true);
                 string buttonText = buttonList [i].GetComponentInChildren<Text>().text = "System " + (i + 1);
             }
             break;
         case 1: // SUBSECTOR
             gridSet = "Subsector";
             gridSetupCount = subsectorGridCount;
             gridLayout.cellSize = subsectorGridSize;
             gridLayout.spacing = subsectorGridSpacing;
             gridLayout.constraintCount = 20;
             for (int i = 0; i < gridSetupCount; i++)
             {
                 buttonList [i].gameObject.SetActive(true);
                 string buttonText = buttonList [i].GetComponentInChildren<Text>().text = "System " + (i + 1);
             }
             break;
         default:
             break;
     }
 }
    void Start()
    {
        /*
        Get the reference from the RectTransform component within this
            game object.
        */
        rectTransform = gameObject.GetComponent<RectTransform>();

        //Get reference from a GridLayoutGroup from this game object.
        gridLayoutGroup = gameObject.GetComponent<GridLayoutGroup>();

        //Assign value of border game object and its script.
        border = GameObject.Find("Border");
        scriptBorder = border.GetComponent<ScriptBorder>();

        //Assign value to the panelLog and scriptPanelLog.
        panelLog = GameObject.Find("PanelLog");
        scriptPanelLog = panelLog.GetComponent<ScriptPanelLog>();

        //Assign value to player and scriptPlayer,.
        player = GameObject.Find("Player");
        scriptPlayer = player.GetComponent<ScriptPlayer>();
    }
예제 #50
0
    private IEnumerable<KeyValuePair<MapPosition, TileController>> InitGrid(GridLayoutGroup grid, int numberOfRows, int numberOfColumns, Const.Team team, Action<MapPosition, bool> onTileClick)
    {
        grid.constraint = GridLayoutGroup.Constraint.FixedColumnCount;
        grid.constraintCount = numberOfColumns;
        for (int i = 0; i < numberOfRows; i++)
        {
            for (int j = 0; j < numberOfColumns; j++)
            {
                var mapPosition = new MapPosition(j, i, team);

                var tile = Instantiate(tilePrefab) as GameObject;
                tile.transform.SetParent(grid.transform);
                tile.transform.localScale = Vector3.one;
                tile.transform.localEulerAngles = Vector3.zero;
                tile.transform.localPosition = Vector3.zero;

                var tileController = tile.GetComponent<TileController>();
                tileController.Init(mapPosition, onTileClick);

                yield return new KeyValuePair<MapPosition, TileController>(mapPosition, tileController);
            }
        }
    }
        public void Start()
        {
            GameObject parentPanel = transform.parent.gameObject;
            buttonHolder = transform.FindChild("Viewport").FindChild("Content").FindChild("ButtonHolder").GetComponent<GridLayoutGroup>();
            menuController = transform.parent.parent.GetComponent<CharacterCreate>();
            UIIcon = parentPanel.transform.FindChild("CurrentPerk").GetComponent<Image>();
            UIName = UIIcon.transform.GetChild(0).GetComponentInChildren<Text>();
            UIDescription = parentPanel.transform.FindChild("DescriptionPanel").GetChild(0).GetComponent<Text>();

            perks = Resources.LoadAll<Perk>("Data/Perks").Where(p => p.IsStartPerk).ToList();

            foreach (Perk perk in perks.OrderBy(p => p.Name))
            {
                Button button = GameObject.Instantiate<Button>(buttonPrefab);
                if (perk.Icon != null)
                    button.GetComponent<Image>().sprite = perk.Icon;
                else
                    button.GetComponentInChildren<Text>().text = perk.Name;
                button.transform.SetParent(buttonHolder.transform, false);

                Perk temp = perk;
                button.onClick.AddListener(() => { PerkClicked(temp); });
            }
        }
예제 #52
0
    void Start()
    {
        this.behave = GameObject.FindGameObjectWithTag("Behaviour").GetComponent<GameBehavior>();

        RectTransform headRect = heads.GetComponent<RectTransform> ();
        maxSize = headRect.rect.height;
        maxCollumn = 6;
        amountCollumn = Mathf.Floor(behave.enemiesKilled / 11) + 1;
        if (amountCollumn > maxCollumn)
            amountCollumn = maxCollumn;

        float imageSize;
        if (behave.enemiesKilled == 0) {
            this.coinsPerEnemy = 0;
            imageSize = 0;
        } else {

            imageSize = (headRect.rect.width / behave.enemiesKilled) * amountCollumn; //define tamanho de cada imagem sendo: area_total/total_de_inimigos
            if(imageSize > maxSize)
                imageSize = maxSize;
            this.coinsPerEnemy = (behave.getEarnedCoins () / behave.enemiesKilled);
        }

        headsGrid = heads.GetComponent<GridLayoutGroup> ();
        headsGrid.cellSize = new Vector2(imageSize,imageSize);

        if (behave.totalEnemies == 0)
            this.totalEnimies.text = "∞";
        else
            this.totalEnimies.text = behave.totalEnemies.ToString ();

        if (this.coinsPerEnemy < 1)
            coinsPerEnemy = 1;

        this.startIncrementCoins ();
    }
예제 #53
0
 private void CreateLayoutGroup()
 {
     if (isVertical)
     {
         if (isHorizontal)
         {
             grid = contextMenuRT.gameObject.AddComponent<GridLayoutGroup>();
             //type = TYPE_GRID;
             grid.spacing = new Vector2(buttonsSpacingX,buttonsSpacingY);
             grid.padding = new RectOffset(buttonsPaddingX, buttonsPaddingX, buttonsPaddingY, buttonsPaddingY);
             grid.cellSize = new Vector2(buttonsWidth,buttonsHeight);
             return;
         }
         vertical = contextMenuRT.gameObject.AddComponent<VerticalLayoutGroup>();
         //type = TYPE_VERTICAL;
         vertical.spacing = buttonsSpacingY;
         vertical.padding = new RectOffset(buttonsPaddingX, buttonsPaddingX, buttonsPaddingY, buttonsPaddingY);
         vertical.childForceExpandWidth = true;
         vertical.childForceExpandHeight = false;
         return;
     }
     if (isHorizontal)
     {
         horizontal = contextMenuRT.gameObject.AddComponent<HorizontalLayoutGroup>();
         //type = TYPE_HORIZONTAL;
         vertical.spacing = buttonsSpacingX;
         horizontal.padding = new RectOffset(buttonsPaddingX, buttonsPaddingX, buttonsPaddingY, buttonsPaddingY);
         horizontal.childForceExpandWidth = true;
         horizontal.childForceExpandHeight = false;
         return;
     }
 }
    // Use this for initialization
    private void Start()
    {
        this.animationState = InventoryAnimationStates.NONE;
        this.layoutGroup = this.gameObject.GetComponent<GridLayoutGroup>();
        this.canvasGroup = this.gameObject.GetComponent<CanvasGroup>();

        var responsiveUtil = this.gameObject.GetComponent<ResponsiveUtil>();
        if(responsiveUtil != null)
            responsiveUtil.CalculateSize();

        this.InitInventoryPanel();
        this.PopulateSlots();
        this.PopulateItems();
    }
        /// <summary>
        /// Creates the options container.
        /// </summary>
        protected void CreateOptionsContainer()
        {
            // Create new game object
            this.m_OptionsContGameObject = new GameObject("Options Grid", typeof(RectTransform), typeof(GridLayoutGroup));
            this.m_OptionsContGameObject.layer = this.gameObject.layer;
            this.m_OptionsContGameObject.transform.SetParent(this.transform, false);
            this.m_OptionsContGameObject.transform.SetAsFirstSibling();

            // Get the rect transform
            this.m_OptionsContRect = this.m_OptionsContGameObject.GetComponent<RectTransform>();
            this.m_OptionsContRect.sizeDelta = new Vector2(0f, 0f);
            this.m_OptionsContRect.anchorMin = new Vector2(0f, 0f);
            this.m_OptionsContRect.anchorMax = new Vector2(1f, 1f);
            this.m_OptionsContRect.anchoredPosition = new Vector2(0f, 0f);

            // Get the grid layout group
            this.m_OptionsContGrid = this.m_OptionsContGameObject.GetComponent<GridLayoutGroup>();
        }
 void Start()
 {
     gridLayoutGroup = gameObject.GetComponent<GridLayoutGroup>();
     explanationHashSet = new HashSet<string>();
 }
 private void Awake()
 {
     achievementList = Achievements.GetAchievements();
     gridLayout = GetComponent<GridLayoutGroup>();
 }
예제 #58
0
		/// <summary>
		/// Set the width of the line.
		/// </summary>
		/// <param name="lineWidth">Line width.</param>
	public void SetWidthGrid (float lineWidth, GridLayoutGroup contentsGrid){
		this.lineWidth = lineWidth;
		contentsGridLayout = contentsGrid;
	}
예제 #59
0
    void Start()
    {
        // Re-map all this ascii because I hate myself. Nothing to see here.
        indices = new Dictionary<char, int>();
        indices.Add('a',  0);		indices.Add('b',  1);		indices.Add('c',  2);
        indices.Add('d',  3);		indices.Add('e',  4);		indices.Add('f',  5);
        indices.Add('g',  6);		indices.Add('h',  7);		indices.Add('i',  8);
        indices.Add('j',  9);		indices.Add('k', 10);		indices.Add('l', 11);
        indices.Add('m', 12);		indices.Add('n', 13);		indices.Add('o', 14);
        indices.Add('p', 15);		indices.Add('q', 16);		indices.Add('r', 17);
        indices.Add('s', 18);		indices.Add('t', 19);		indices.Add('u', 20);
        indices.Add('v', 21);		indices.Add('w', 22);		indices.Add('x', 23);
        indices.Add('y', 24);		indices.Add('z', 25);		indices.Add('1', 26);
        indices.Add('2', 27);		indices.Add('3', 28);		indices.Add('4', 29);
        indices.Add('5', 30);		indices.Add('6', 31);		indices.Add('7', 32);
        indices.Add('8', 33);		indices.Add('9', 34);		indices.Add('0', 35);
        indices.Add('!', 36);		indices.Add('@', 37);		indices.Add('#', 38);
        indices.Add('$', 39);		indices.Add('%', 40);		indices.Add('^', 41);
        indices.Add('&', 42);		indices.Add('*', 43);		indices.Add('(', 44);
        indices.Add(')', 45);		indices.Add('[', 46);		indices.Add(']', 47);
        indices.Add('/', 48);		indices.Add('\\',49);		indices.Add('+', 50);
        indices.Add('-', 51);		indices.Add('=', 52);		indices.Add('?', 53);
        indices.Add('.', 54);		indices.Add(',', 55);		indices.Add('\'',56);
        indices.Add('"', 57);		indices.Add(':', 58);		indices.Add(';', 59);
        indices.Add('|', 60);		indices.Add(' ', 61);		indices.Add('\n',61);
        indices.Add('\t',61);

        // Check for a scrolling text controller.
        scrollController = GetComponent<ScrollingText>();

        // Load each sprite on the sheet so we can reference it with our silly map.
        sprites = Resources.LoadAll<Sprite>("HUDElements/Font");

        // Init our letter prefab.
        letterPrefab = Resources.Load<GameObject>("Prefabs/TextSystem/TextElement");

        // Init our list
        letterObjects = new List<GameObject>();

        // Get and check the text component
        txt = GetComponent<Text>();
        if (txt == null)
        {
            Debug.LogError("No Text component found on object marked as text!");
            Destroy(this);	// Delete this script for safety.
        }

        // Prepare the object for sprite text.
        layout = gameObject.AddComponent<GridLayoutGroup>();
        layout.cellSize = new Vector2(8 * sizeMultiplierX * kerningMultiplier, 16 * sizeMultiplierY * leadingMultiplier);
        layout.spacing = new Vector2(spacingX, spacingY);

        // Disappearify the default text in the hackiest way possible so as to conserve its other attributes for use with sprite text.
        txt.material = Resources.Load<Material>("HUDElements/FontBeGone");

        // Populate initial text
        RefreshText();
    }
예제 #60
0
 void setReferences()
 {
     gridLayout = GetComponent<GridLayoutGroup>();
     canvas = GetComponentInParent<Canvas>();
     selector = GetComponentInParent<PhraseSelector>();
 }