Пример #1
0
    private void ApplySprite(Sprite sprite)
    {
        if (sprite == null)
        {
            return;
        }

        if (_Image == null)
        {
            _Image = GetComponent <Image>();
        }

        if (_Image != null)
        {
            _Image.overrideSprite = sprite;
            if (UseNativeSize)
            {
                _Image.SetNativeSize();
            }
        }
        else
        {
            Debug.LogError("This node doesnt have an Image on it! " + GNewUITools.PrintScenePath(transform));
        }
    }
Пример #2
0
    protected override void OnDestroy()
    {
#if UNITY_EDITOR
        if (!_IsQuiting && (_ModelT != null || (_PlatformT != null && _PlatformT.childCount > 0)))
        {
            Debug.LogError("CUIMODEL destroy was not called ! " + GNewUITools.PrintScenePath(rectTransform));
            LuaScriptMgr.Instance.CallOnTraceBack();
        }
#endif

        Release();
        base.OnDestroy();

        _IsDestroyed = true;
    }
Пример #3
0
    public static int SetGroupToggleOn(IntPtr L)
    {
        int       count = LuaDLL.lua_gettop(L);
        const int nRet  = 0;

        if ((count == 2 && LuaScriptMgr.CheckTypes(L, 1, typeof(GameObject), typeof(int))))
        {
            var groupObj = LuaScriptMgr.GetUnityObject <GameObject>(L, 1);
            if (groupObj == null)
            {
                HobaDebuger.LogWarning("SetGroupToggleOn: param 1 must be GameObject");
                return(GameUtilWrap.CheckReturnNum(L, count, nRet));
            }

            var group = groupObj.GetComponent <ToggleGroup>();
            if (group == null)
            {
                HobaDebuger.LogWarning("SetGroupToggleOn: param 1 must have ToggleGroup component " + GNewUITools.PrintScenePath(groupObj.transform, 5));
                return(GameUtilWrap.CheckReturnNum(L, count, nRet));
            }

            var toggleIndex = (int)LuaScriptMgr.GetNumber(L, 2);
            var toggleObj   = groupObj.transform.GetChild(toggleIndex - 1);
            //var toggleObj = LuaScriptMgr.GetUnityObject<GameObject>(L, 2);
            if (toggleObj == null)
            {
                HobaDebuger.LogWarning("SetGroupToggleOn: param 2 must be GameObject");
                return(GameUtilWrap.CheckReturnNum(L, count, nRet));
            }

            var toggle = toggleObj.GetComponent <Toggle>();
            if (toggle == null)
            {
                HobaDebuger.LogWarning("SetGroupToggleOn: param 2 must have Toggle component " + GNewUITools.PrintScenePath(groupObj.transform, 5));
                return(GameUtilWrap.CheckReturnNum(L, count, nRet));
            }
            group.SetAllTogglesOff();
            toggle.isOn = true;
        }
        else
        {
            GameUtilWrap.LogParamError("SetGroupToggleOn", count);
        }
        return(GameUtilWrap.CheckReturnNum(L, count, nRet));
    }
Пример #4
0
    protected virtual void LayoutChildren()
    {
        if (_ChildNodes.Count <= 0)
        {
            return;
        }
        float fx        = 0;
        float fy        = 0;
        int   paddingx1 = 0;
        int   paddingx2 = 0;
        int   paddingy1 = 0;
        int   paddingy2 = 0;

        if (_StartCorner == GridLayoutGroup.Corner.UpperLeft)
        {
            fx        = 1;
            fy        = -1;
            paddingx1 = _Padding.left;
            paddingx2 = _Padding.right;
            paddingy1 = _Padding.top;
            paddingy2 = _Padding.bottom;
        }
        else if (_StartCorner == GridLayoutGroup.Corner.UpperRight)
        {
            fx        = -1;
            fy        = -1;
            paddingx1 = _Padding.right;
            paddingx2 = _Padding.left;
            paddingy1 = _Padding.top;
            paddingy2 = _Padding.bottom;
        }
        else if (_StartCorner == GridLayoutGroup.Corner.LowerRight)
        {
            fx        = -1;
            fy        = 1;
            paddingx1 = _Padding.right;
            paddingx2 = _Padding.left;
            paddingy1 = _Padding.bottom;
            paddingy2 = _Padding.top;
        }
        else if (_StartCorner == GridLayoutGroup.Corner.LowerLeft)
        {
            fx        = 1;
            fy        = 1;
            paddingx1 = _Padding.left;
            paddingx2 = _Padding.right;
            paddingy1 = _Padding.bottom;
            paddingy2 = _Padding.top;
        }

        int   i;
        int   count;
        int   index;
        float width  = 0;
        float height = 0;
        float offset = 0;
        float x;
        float y;
        float max;

        if (_StartAxis == GridLayoutGroup.Axis.Horizontal)
        {
            count = Mathf.RoundToInt(_Size.x);
            if (count < 1)
            {
                HobaDebuger.LogWarning("GLayout size_x==0! " + GNewUITools.PrintScenePath(this.Trans));
                //Debug.LogError("GLayout size_x==0!" + GNewUITools.PrintScenePath(this.Trans));
                count = 1;
            }

            x = paddingx1 * fx;
            y = paddingy1 * fy;
            for (i = 0; i < _ChildNodes.Count; i++)
            {
                index = i % count;
                GLayout layout = _ChildNodes[i];
                if (layout == null || !layout.gameObject.activeSelf /*|| layout.RectTrans.sizeDelta.x <= 0 || layout.RectTrans.sizeDelta.y <= 0*/)
                {
                    continue;
                }

                ApplyLayoutToChild(layout);

                RectTransform rt = layout.RectTrans;

                float dsx = rt.sizeDelta.x /* * rt.localScale.x*/;
                float dsy = rt.sizeDelta.y /* * rt.localScale.y*/;

                layout.RectTrans.anchoredPosition = new Vector2(x + (fx > 0 ? rt.pivot.x : 1 - rt.pivot.x) * dsx, y + (fy > 0 ? rt.pivot.y : 1 - rt.pivot.y) * dsy);

                max = Mathf.Abs(x) + dsx;
                if (max > width)  //最宽的那一行的宽度
                {
                    width = max;
                }
                if (dsy > offset)  //一行中最高的那一个
                {
                    offset = dsy;
                }
                if (index < count - 1)
                {
                    x += dsx * fx;
                    x += _Spacing.x * fx;
                }
                else if (index == count - 1)
                {
                    x  = paddingx1 * fx;
                    y += offset * fy;
                    if (i < _ChildNodes.Count - 1)
                    {
                        y += _Spacing.y * fy;
                    }
                    offset = 0;
                }
            }
            width += paddingx2;
            y     += offset * fy;
            y     += paddingy2 * fy;
            height = Mathf.Abs(y);
            SetSize(width, height);
        }
        else if (_StartAxis == GridLayoutGroup.Axis.Vertical)
        {
            count = Mathf.RoundToInt(_Size.y);
            if (count < 1)
            {
                HobaDebuger.LogWarning("GLayout size_y==0! " + GNewUITools.PrintScenePath(this.Trans));
                //Debug.LogError("GLayout size_x==0!" + GNewUITools.PrintScenePath(this.Trans));
                count = 1;
            }

            x = paddingx1 * fx;
            y = paddingy1 * fy;
            for (i = 0; i < _ChildNodes.Count; i++)
            {
                index = i % count;
                GLayout layout = _ChildNodes[i];
                if (layout == null || !layout.gameObject.activeSelf /*|| layout.RectTrans.sizeDelta.x <= 0 || layout.RectTrans.sizeDelta.y <= 0*/)
                {
                    continue;
                }

                ApplyLayoutToChild(layout);

                RectTransform rt = layout.RectTrans;

                float dsx = rt.sizeDelta.x /* * rt.localScale.x */;
                float dsy = rt.sizeDelta.y /* * rt.localScale.y*/;

                layout.RectTrans.anchoredPosition = new Vector2(x + (fx > 0 ? rt.pivot.x : 1 - rt.pivot.x) * dsx, y + (fy > 0 ? rt.pivot.y : 1 - rt.pivot.y) * dsy);

                max = Mathf.Abs(y) + dsy;
                if (max > height)  //最高的那一行的高度
                {
                    height = max;
                }
                if (dsx > offset)  //一列中最宽的那一个
                {
                    offset = dsx;
                }
                if (index < count - 1)
                {
                    y += dsy * fy;
                    y += _Spacing.y * fy;
                }
                else if (index == count - 1)
                {
                    y  = paddingy1 * fy;
                    x += offset * fx;
                    if (i < _ChildNodes.Count - 1)
                    {
                        x += _Spacing.x * fx;
                    }
                    offset = 0;
                }
            }
            height += paddingy2;
            x      += offset * fx;
            x      += paddingx2 * fx;
            width   = Mathf.Abs(x);
            SetSize(width, height);
        }
    }