// Update is called once per frame public void Refresh(string sign) { if (sign == "+") { currentworld++; } else { currentworld--; } foreach (GameObject Go in frames) { Go.GetComponent <CallLevel> ().ManageStars(); Go.GetComponent <CallLevel> ().world = currentworld; } if (currentworld > 1) { prev.GetComponent <Button> ().interactable = true; } else { prev.GetComponent <Button> ().interactable = false; } if (currentworld < 9) { next.GetComponent <Button> ().interactable = true; } else { next.GetComponent <Button> ().interactable = false; } worldtext.text = GameObject.Find("GameManager").gameObject.GetComponent <LevelLoader> ().worldsnames [currentworld - 1]; }
public override void Init(string objName) { //attach gameobject in scene base.Init(objName); _image = Go.GetComponent <Image>(); }
public ButtonObject(string buttonImageFileName, string text, Action onClick) { Go = Resources.Load(Settings.PREFAB_PATH + "Button") as GameObject; // Go.SetActive(false); Go = GameObject.Instantiate <GameObject>(Go); _image = Go.GetComponent <Image>(); Sprite sprite = Resources.Load <Sprite>(Settings.UI_IMAGE_PATH + buttonImageFileName); if (_image && sprite) { _image.sprite = sprite; } else { Debug.Log("Do not find image file"); } _text = Go.GetComponentInChildren <Text>(); _text.text = text; _button = Go.GetComponent <Button>(); if (_button) { _button.onClick.AddListener(new UnityEngine.Events.UnityAction(onClick)); } }
protected override void OnInit() { base.OnInit(); Template_button = Go.GetComponent <UnityEngine.UI.Button>(); Text_go = Go.transform.Find("Text").gameObject; Text_text = Text_go.GetComponent <UnityEngine.UI.Text>(); Template_button.onClick.AddListener(OnClick); }
public void Exit() { foreach (GameObject Go in Buttons) { Go.GetComponent <Toggle>().isOn = false; } UseGyro = false; }
private void Handle_Completed(AssetOperationHandle obj) { if (_handle.AssetObject == null) { return; } Go = _handle.InstantiateObject; // 设置父类 GameObject uiDesktop = UIManager.Instance.UIDesktop; Go.transform.SetParent(uiDesktop.transform, false); // 获取组件 _manifest = Go.GetComponent <UIManifest>(); if (_manifest == null) { GameLogger.Error($"Not found {nameof(UIManifest)} in window {WindowType}"); return; } // 获取组件 _canvas = Go.GetComponent <Canvas>(); if (_canvas == null) { GameLogger.Error($"Not found {nameof(Canvas)} in window {WindowType}"); return; } _canvas.overrideSorting = true; // 获取组件 _raycaster = Go.GetComponent <GraphicRaycaster>(); if (_raycaster == null) { GameLogger.Error($"Not found {nameof(GraphicRaycaster)} in window {WindowType}"); return; } // 获取组件 _childCanvas = Go.GetComponentsInChildren <Canvas>(true); _childRaycaster = Go.GetComponentsInChildren <GraphicRaycaster>(true); // 虚函数 if (IsPrepare == false) { IsPrepare = true; OnCreate(); } // 最后设置是否激活 Go.SetActive(IsOpen); // 通知UI管理器 _userCallback?.Invoke(this); }
public T Get <T>() where T : Component { if (Go == null) { Debug.LogError(GetType() + "/Get()/ current gameObject is null:" + Go.name); return(null); } return(Go.GetComponent <T>()); }
public T Get <T>() where T : Component { if (Go != null) { return(Go.GetComponent <T>()); } Debug.LogError("當前GameObject為空"); return(null); }
public T Get <T>() where T : Component { if (Go != null) { return(Go.GetComponent <T>()); } Debug.LogError("当前gameobject为空"); return(null); }
private bool doesGridHoldAPipe(float x, float y) { foreach (GameObject Go in pipeGrid) { BgTile bgt = Go.GetComponent <BgTile>(); if (bgt.transform.position.x == x && bgt.transform.position.y == y) { return(bgt.pipeOnBg != null); } } return(false); }
/// <summary> /// Shoots the alt weapon for the ship in use /// </summary> protected virtual IEnumerator ShootAltWeapon(Vector2 Direction, float Spd = 10, int?ShotFrom = null) { CanShootAlt = false; GameObject Go; if (!IsEm) { Go = GetAltWeaponObj(); } else { Go = GetComponent <Enemies>().EmWeapons.GetOrbVariant(); } if (Go) { Go.transform.position = AltPointToShootFrom().transform.position; Go.SetActive(true); if (Go.GetComponent <MissileScript>()) { Go.GetComponent <MissileScript>().ShouldFindTarget = true; } else { Go.GetComponent <Rigidbody2D>().velocity += Direction * Spd; } Go.GetComponent <Damage>().DMG = (int)Ship.AltWeapon.Damage[(int)GM.ActiveStage]; // Sets who shot the bullet if it has a value if (ShotFrom != null) { Go.GetComponent <Damage>().SetPlayerShotFrom((int)ShotFrom); } // Wait for delay time before lettings the player shoot again yield return(new WaitForSeconds(Ship.AltWeapon.Delay)); CanShootAlt = true; } else { yield return(new WaitForSeconds(0)); CanShootAlt = true; } PlayerStats.altShotsFired++; }
private void handleClick(Vector3 worldPos, RaycastHit2D hitData) { bool isBackgroundTile = hitData && hitData.collider.GetComponent <BgTile>() != null; if (isBackgroundTile) { // player clicks on bar to select a pipe if (hitData.collider.GetComponent <BgTile>().IsPipeBar) { SelectedPipe = pipeBarContent[hitData.collider.GetComponent <BgTile>().pipeBarID]; } // player has clicked on the grid else { // the player has a selected pipe that he wants to place if (SelectedPipe != null) { if (isPipePlacementAllowed(SelectedPipe, hitData.collider.gameObject)) { if (isPipeNextToLatestPipe(hitData.collider.gameObject)) { // placing pipe GameObject TempGo = Instantiate(SelectedPipe, hitData.transform.position, Quaternion.identity); // registering pipe on tile hitData.collider.gameObject.GetComponent <BgTile>().pipeOnBg = TempGo; // adding to pipelist for waterflow pipeList.Add(TempGo.GetComponent <Pipe>()); // the player now has to select a new pipe SelectedPipe = null; // check if game won foreach (GameObject Go in pipeGrid) { BgTile bgt = Go.GetComponent <BgTile>(); if (bgt.transform.position.x == endPipe.transform.position.x - 1 && bgt.transform.position.y == endPipe.transform.position.y) { if (bgt.pipeOnBg != null) { if (bgt.pipeOnBg.GetComponent <Pipe>().pipeType == Pipe.PipeType.HorizontalPipe || bgt.pipeOnBg.GetComponent <Pipe>().pipeType == Pipe.PipeType.LeftUpPipe || bgt.pipeOnBg.GetComponent <Pipe>().pipeType == Pipe.PipeType.LeftDownPipe) { GameWon(); } } } } } } } } } }
public PlayerHud(GameObject go, U3DSceneObject player) : base(go) { U3DSceneObject = player; #region AutoMaticAssign m_Hp_go = Go.transform.Find("m_Hp").gameObject; m_Hp_slider = m_Hp_go.GetComponent <Slider>(); #endregion _maxHp = U3DSceneObject.SceneObject.AttributeManager[AttributeType.Maxhp].ToInt(); _curHp = U3DSceneObject.SceneObject.AttributeManager[AttributeType.Hp].ToInt(); UpdateSlider(); U3DSceneObject.SceneObject.TransformComp.EventGroup.ListenEvent((int)TransformComponent.Event.OnPositionChange, OnAttributeChange); rt = Go.GetComponent <RectTransform>(); }
public override void Init(ObjectInfo info) { base.Init(info); _info = (ImageInfo)info; //TODO: create by prefab //TODO: 同一加载管理Prefab if (_info.PrefabName != "") { Go = Resources.Load <GameObject>(_info.PrefabName); if (Go == null) { Go = new GameObject(info.ObjName); _image = Go.AddComponent <Image>(); } else { Go = GameObject.Instantiate(Go); _image = Go.GetComponent <Image>(); } } else { Go = new GameObject(info.ObjName); _image = Go.AddComponent <Image>(); } //set gameobject name Go.name = _info.ObjName; //create image Sprite i = Resources.Load <Sprite>(_info.Path + _info.Name); if (i == null) { Debug.LogFormat("Cannot load image file:{0}", _info.Path + _info.Name); } _image.sprite = i; //set root GameObject parent = GameObject.Find(_info.Root); if (parent) { Go.transform.SetParent(parent.transform, false); } _image.SetNativeSize(); Go.SetActive(false); }
void ApplyRules() { GameObject[] Gos; Gos = GlobalFlock.AllFishes; Vector3 VCenter = Vector3.zero; Vector3 VAvoid = Vector3.zero; Vector3 GoalPos = MyManager.GoalPos; float GSpeed = 0.1f; float Dist; int GroupSize = 0; foreach (GameObject Go in Gos) { if (Go != this.gameObject) { Dist = Vector3.Distance(Go.transform.position, this.transform.position); if (Dist <= NeighbourDistance) { VCenter += Go.transform.position; GroupSize++; //increase if the tank size increased if (Dist < 2.0f) { VAvoid = VAvoid + (this.transform.position - Go.transform.position); } Flock AnotherFlock = Go.GetComponent <Flock> (); GSpeed = GSpeed + AnotherFlock.Speed; } } } if (GroupSize > 0) { VCenter = VCenter / GroupSize + (GoalPos - this.transform.position); Speed = GSpeed / GroupSize * SpeedMul; Vector3 Direction = (VCenter + VAvoid) - transform.position; if (Direction != Vector3.zero) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Direction), RotationSpeed * Time.deltaTime); } } }
/// <summary> /// 设置屏幕安全区域(异形屏支持) /// </summary> /// <param name="safeRect">安全区域</param> public void ApplySafeRect(Rect safeRect) { var rectTrans = this.UIDesktop.transform as RectTransform; CanvasScaler scaler = Go.GetComponent <CanvasScaler>(); // Convert safe area rectangle from absolute pixels to UGUI coordinates float rateX = scaler.referenceResolution.x / Screen.width; float rateY = scaler.referenceResolution.y / Screen.height; float posX = (int)(safeRect.position.x * rateX); float posY = (int)(safeRect.position.y * rateY); float width = (int)(safeRect.size.x * rateX); float height = (int)(safeRect.size.y * rateY); float offsetMin = scaler.referenceResolution.y - posY - height; float offsetMax = scaler.referenceResolution.x - posX - width; rectTrans.offsetMin = new Vector2(posX, offsetMin); rectTrans.offsetMax = new Vector2(-offsetMax, -posY); }
/// <summary> /// 设置屏幕安全区域(异形屏支持) /// </summary> /// <param name="safeRect">安全区域</param> public void ApplySafeRect(Rect safeRect) { // 注意:安全区坐标系的原点为左下角 var rectTrans = this.UIDesktop.transform as RectTransform; CanvasScaler scaler = Go.GetComponent <CanvasScaler>(); // Convert safe area rectangle from absolute pixels to UGUI coordinates float rateX = scaler.referenceResolution.x / Screen.width; float rateY = scaler.referenceResolution.y / Screen.height; float posX = (int)(safeRect.position.x * rateX); float posY = (int)(safeRect.position.y * rateY); float width = (int)(safeRect.size.x * rateX); float height = (int)(safeRect.size.y * rateY); float offsetMaxX = scaler.referenceResolution.x - width - posX; float offsetMaxY = scaler.referenceResolution.y - height - posY; rectTrans.offsetMin = new Vector2(posX, posY); //锚框状态下的屏幕左下角偏移向量 rectTrans.offsetMax = new Vector2(-offsetMaxX, -offsetMaxY); //锚框状态下的屏幕右上角偏移向量 }
private void PlaceStartAndEndPipe() { foreach (GameObject Go in pipeGrid) { BgTile bgt = Go.GetComponent <BgTile>(); //Start pipe if (bgt.transform.position.x == 0 && bgt.transform.position.y == 2) { bgt.pipeOnBg = Instantiate(HorizontalPipe, new Vector3(0, 2, 0), Quaternion.identity); // add to pipelist to enable waterflow pipeList.Add(bgt.pipeOnBg.GetComponent <Pipe>()); } //End pipe if (bgt.transform.position.x == gridWidth - 1 && bgt.transform.position.y == 3) { endPipe = Instantiate(HorizontalPipe, new Vector3(gridWidth - 1, 3, 0), Quaternion.identity); bgt.pipeOnBg = endPipe; } } }
void Update() { /***** Gestion du temps *****/ changeTurn = true; if (!waiting) { if (InferenceEngine.tour == "Ours") { foreach (GameObject Go in Niveau.list_element[0]) { if (Go != null && Go.GetComponent <Element>().aJoue == false) { changeTurn = false; } } foreach (GameObject Go in Niveau.list_element[1]) { if (Go != null) { Go.GetComponent <Element>().flagIsDetected = false; } } } else { foreach (GameObject Go in Niveau.list_element[1]) { if (Go != null && Go.GetComponent <Element>().aJoue == false) { changeTurn = false; } } foreach (GameObject Go in Niveau.list_element[0]) { if (Go != null) { Go.GetComponent <Element>().flagIsDetected = false; } } } if (changeTurn == true) { if (InferenceEngine.tour == "Ours") { foreach (GameObject Go in Niveau.list_element[0]) { if (Go != null) { Go.GetComponent <Element>().aJoue = false; } } } else { foreach (GameObject Go in Niveau.list_element[1]) { if (Go != null) { Go.GetComponent <Element>().aJoue = false; } } } StartCoroutine("ChangeTurn"); } } /***** Fin Gestion du temps *****/ /***** Gestion de la pause *****/ if (Input.GetKeyDown(KeyCode.P) || Input.GetKeyDown(KeyCode.Escape)) { if (pause) { pause = false; Time.timeScale = 1; GameObject.Find("Canvas").SetActive(false); } else { pause = true; Time.timeScale = 0; GameObject.Find("GameObject").transform.GetChild(0).gameObject.SetActive(true); } } /***** Fin Gestion de la pause *****/ /***** Gestion de la santé *****/ if (GameObject.FindGameObjectWithTag("Bunker") != null) { GameObject.Find("HealthValue").GetComponent <Image>().fillAmount = (float)(GameObject.FindGameObjectWithTag("Bunker").GetComponent <Element>().PV / 100); } /***** Fin Gestion de la santé *****/ if (Input.GetKeyDown(KeyCode.K) && GameObject.FindGameObjectWithTag("Bunker") != null) { GameObject.FindGameObjectWithTag("Bunker").GetComponent <Element>().PV -= 5; } else if (GameObject.FindGameObjectWithTag("Bunker") == null) { GameObject.Find("HealthValue").GetComponent <Image>().fillAmount = 0; } }
/// <summary> /// Shoots the main weapon for the ship in use /// </summary> protected virtual IEnumerator ShootMainWeapon(Vector2 Direction, float Spd = 10, int?ShotFrom = null) { CanShootMain = false; GameObject Go; if (!IsEm) { Go = GetMainWeaponObj(); } else { Go = GetComponent <Enemies>().EmWeapons.GetOrb(); } if (Go) { if (Go.name.Contains("Laser")) { Go.GetComponent <LineRenderer>().SetPosition(0, transform.GetChild(0).position); Go.GetComponent <LineRenderer>().SetPosition(1, new Vector3(transform.GetChild(0).position.x, transform.GetChild(0).position.y + 30, transform.GetChild(0).position.z)); Go.GetComponent <LineRenderer>().enabled = false; } Go.transform.position = MainPointToShootFrom().transform.position; Go.SetActive(true); Go.GetComponent <Damage>().DMG = (int)Ship.MainWeapon.Damage[(int)GM.ActiveStage]; if (Go.GetComponent <MissileScript>()) { Go.GetComponent <MissileScript>().ShouldFindTarget = true; } else if (PlayerShip == Ships.UnityGunship) { if (!IsFrozen) { StartCoroutine(UnityGunshipFreeze(Go)); } } else { Go.GetComponent <Rigidbody2D>().velocity += Direction * Spd; } // Sets who shot the bullet if it has a value if (ShotFrom != null) { Go.GetComponent <Damage>().SetPlayerShotFrom((int)ShotFrom); } // Wait for delay time before lettings the player shoot again yield return(new WaitForSeconds(Ship.MainWeapon.Delay)); CanShootMain = true; } else { yield return(new WaitForSeconds(0)); CanShootMain = true; } PlayerStats.mainShotsFired++; }
public override void SetPosition2D(Vector2 p) { Go.GetComponent <RectTransform>().anchoredPosition = p; }
protected override void Start() { LayoutElement = Go.GetComponent <LayoutElement>(); }
public void MoveToPublicAreaForFlat() { var Tut = GameManager.Instance.GetComponent <Tutorial> (); // SelectedPublicArea = PublicAreas [i]; CharacterOriginalPosition = PlayerManager.Instance.MainCharacter.transform.position; Camera.main.transform.position = new Vector3(212f, 4.8f, -10f); // transform.GetChild (0).GetComponent <SpriteRenderer> ().sprite = SelectedPublicArea.Background; GameObject Go; if (!Tut.HostPartyCreated) { SelectedPublicArea = PublicAreas [5]; Go = Instantiate(SelectedPublicArea.BackgroundPrefab, new Vector3(211, 5, 0), Quaternion.identity) as GameObject; } else { Go = Instantiate(SelectedPublicArea.BackgroundPrefab, new Vector3(211, 5, 0), Quaternion.identity) as GameObject; } CurrentPublicArea = Go.GetComponent <MultiplayerPositions> (); Go.name = "FlatPartyPublicArea"; GameObject roomConcatiner = GameObject.Instantiate(HostPartyManager.Instance.FlatPartyRoomContainer, Vector3.zero, Quaternion.identity) as GameObject; roomConcatiner.transform.parent = Go.transform; roomConcatiner.transform.localPosition = Vector3.zero; roomConcatiner.name = "FlatpartyRoomContainer"; Camera.main.GetComponent <DragCamera1> ().enabled = false; Camera.main.GetComponent <DragableCamera> ().enabled = true; Camera.main.GetComponent <DragableCamera> ().RestrictedMinX = SelectedPublicArea.Starting_x; Camera.main.GetComponent <DragableCamera> ().RestrictedMaxX = SelectedPublicArea.Ending_x; Camera.main.GetComponent <DragableCamera> ().RestrictedMaxY = SelectedPublicArea.Starting_y; Camera.main.GetComponent <DragableCamera> ().RestrictedMinY = SelectedPublicArea.Ending_y; Camera.main.orthographicSize = 10f; // GameObject Flat = Instantiate (RoomPurchaseManager.Instance.RoomTypePrefeb [1], new Vector3 (212, -3, 0), Quaternion.identity) as GameObject; // Flat.name = "FlatPartyRoom"; HostPartyManager.Instance.SelectedPartyDecor.Clear(); SetRoomAndDecorForFlatParty(); GameObject[] room = GameObject.FindGameObjectsWithTag("SocietyRoom"); int randomRoom = UnityEngine.Random.Range(0, room.Length); if (Tut.HostPartyCreated) { ChatManager.Instance.MessageCountForFlatParty = 0; HostPartyManager.Instance.SpwanRealPlayerForFlatParty(room [randomRoom]); } else { // Spwan Offline player for flat party. HostPartyManager.Instance.SpwanPlayerForOfllineFlatParty(room [randomRoom]); } DisableWalls(); //Delete all old messeage gameobjects in scene.... // for (int x = 0; x < ChatManager.Instance.message_panel.childCount; x++) { // Destroy (ChatManager.Instance.message_panel.GetChild (x).gameObject); // } }