public VirtualButtonView(GameMoudle moudle, GameView view, UIPrefab prefab) : base(moudle, view, prefab) { GetNode <Button>("btnNormalAttack").onClick.AddListener(() => OnClick(ModelAttackLevel.Normal)); GetNode <Button>("btnSkiilOne").onClick.AddListener(() => OnClick(ModelAttackLevel.SkillOne)); GetNode <Button>("btnSkiilTwo").onClick.AddListener(() => OnClick(ModelAttackLevel.SkillTwo)); GetNode <Button>("btnSkiilThree").onClick.AddListener(() => OnClick(ModelAttackLevel.SkillThree)); }
public PlayerView(GameMoudle moudle, GameView view, UIPrefab prefab) : base(moudle, view, prefab) { if (!GameConfig.isDamageUseTextImage) { m_stackDamageText = new Stack <Transform>(); } m_dicHPProcess = new Dictionary <string, UIPrefab>(); GetNode <UIImage>("hpProcess").FillAmountX = 1; }
private int AddItem(string itemName, UIPrefab item) { if (!m_dicItem.ContainsKey(itemName)) { m_dicItem.Add(itemName, new List <UIPrefab>()); } m_dicItem[itemName].Add(item); return(m_dicItem[itemName].Count - 1); }
public ModelPlayer(GameObject node, ModelAttackRoleData attackData) : base(node, attackData) { m_curFoward = m_transform.rotation.eulerAngles.y; SetHands("Glove", "Glove"); UIPrefab prefab = gameObject.GetComponent <UIPrefab>(); Transform weaponNode = prefab.GetNode <Transform>("headusOBJexport009"); m_weapon = weaponNode.GetComponent <ModelWeapon>(); SetWeapon(m_weapon); m_bulletObj = Resources.Load <GameObject>("ModelBullet"); m_weapon.SetBullet(m_bulletObj, OnTriggerEnter); }
public void UpdateHPProcess(string nodeName, float hpPercent) { if (!m_dicHPProcess.ContainsKey(nodeName)) { DebugTool.LogError("PlayerView UpdateHPProcess node is not exit\t" + nodeName); return; } UIPrefab prefab = m_dicHPProcess[nodeName]; UIImage hpProcess = prefab.GetNode <UIImage>("hpProcess"); hpProcess.FillAmountX = hpPercent; if (hpPercent == 0) { m_dicHPProcess.Remove(nodeName); GameObject.Destroy(prefab.gameObject); } }
static private void MakeAtlas() { string spriteDir = Application.dataPath + "/Resources/Prefabs/Sprite"; if (!Directory.Exists(spriteDir)) { Directory.CreateDirectory(spriteDir); } string uiDir = Application.dataPath + "/Art/UI/RawUI"; if (!Directory.Exists(uiDir)) { Directory.CreateDirectory(uiDir);; } DirectoryInfo rootDirInfo = new DirectoryInfo(uiDir); foreach (DirectoryInfo dirInfo in rootDirInfo.GetDirectories()) { GameObject go = new GameObject(dirInfo.Name); PrefabComponent pc = go.AddComponent <PrefabComponent>(); FileInfo[] files = dirInfo.GetFiles("*png", SearchOption.AllDirectories); UIPrefab[] uiPrefab = new UIPrefab[files.Length]; string allPath = ""; int count = 0; foreach (FileInfo pngFile in dirInfo.GetFiles("*.png", SearchOption.AllDirectories)) { UIPrefab uiP = new UIPrefab(); allPath = pngFile.FullName; string assetPath = allPath.Substring(allPath.IndexOf("Assets")); Sprite sprite = AssetDatabase.LoadAssetAtPath <Sprite>(assetPath); uiP.name = sprite.name; uiP.sprite = sprite; uiPrefab[count++] = uiP; } pc.uiPrefab = uiPrefab; allPath = spriteDir + "/" + go.name + ".prefab"; string prefabPath = allPath.Substring(allPath.IndexOf("Assets")); PrefabUtility.CreatePrefab(prefabPath, go); GameObject.DestroyImmediate(go); } AssetDatabase.Refresh(); }
public void close() { onClose(); UIPrefab.SetActive(false); }
public LoadingView(GameMoudle moudle, GameView view, UIPrefab prefab) : base(moudle, view, prefab) { GetNode <UIImage>("loadingProcess").FillAmountX = 0; }
public Prefab(UIPrefab prefab) { m_rootNode = prefab; m_gameobject = prefab.gameObject; m_transform = prefab.transform; }
public void AddUI(UIPrefab uiPrefab) { m_ui.Add(Instantiate(Resources.Load(m_uiPrefabPath[(int)uiPrefab])) as GameObject); m_ui[m_ui.Count - 1].GetComponent <Canvas>().sortingOrder = m_ui.Count; m_ui[m_ui.Count - 1].transform.SetParent(this.gameObject.transform); }
public SelectView(GameMoudle moudle, GameView view, UIPrefab prefab) : base(moudle, view, prefab) { }
public View(GameMoudle moudle, GameView view, UIPrefab prefab) : base(prefab) { m_moudle = moudle; m_view = view; }