InteractiveItem interactible; // Objeto interactivo que estamos utilizando /// <summary> /// Evento Start de MonoBehavior. /// Se ejecuta una vez al inicio. /// </summary> virtual public void Start() { if (reticle == null) { return; } // El componente Selection.cs también está pensado para estar asociado a la cámara. uiSelection = GetComponent <UISelection>(); // Almacenamos el tamaño y la orientación original de la retícula. originalScale = reticle.localScale; originalRotation = reticle.localRotation; }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.name.Contains("SquareTarget")) { ScoreBehavior.UpdateScore(1); } else if (collision.gameObject.name == "right") { UISelection.OnRightSelected(); } else if (collision.gameObject.name == "left") { UISelection.OnLeftSelected(); } else { HealthBehavior.UpdateHealth(); } }
/// <summary> /// выделение фигуры и отмена выделений /// </summary> /// <param name="e"></param> private void SelectAndDeselect(MouseButtonEventArgs e) { if (!MainWindow.GameWindow.IsActive) { return; } UISelection.ToggleSelection(e.OriginalSource, e); SolidColorBrush stroke_color = new SolidColorBrush(); stroke_color.Color = Colors.Green; // выделение для контейнера временных фигур; int len = UISelection.AllFigures.Count; if (UISelection.SelectedItems.Count != 0) { foreach (FrameworkElement s in UISelection.SelectedItems) { if (s is Shape) { (s as Shape).Stroke = stroke_color; (s as Shape).StrokeThickness = 3; } } } else if (len > 1) { foreach (FrameworkElement s in UISelection.AllFigures[len - 1]) { if (s is Shape) { (s as Shape).Stroke = stroke_color; (s as Shape).StrokeThickness = 3; } } } }
// Start is called before the first frame update void Start() { uiSelection = GetComponent <UISelection>(); Initialize(targetRN); }
void SelectionUI(float width) { EditorGUILayout.BeginVertical(); EditorGUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (selection == UISelection.Sprites) { GUI.enabled = false; } if (GUILayout.Button("Sprites UI", GUILayout.Width(100f))) { selection = UISelection.Sprites; } GUI.enabled = true; if (selection == UISelection.Prefabs) { GUI.enabled = false; } if (GUILayout.Button("Prefabs UI", GUILayout.Width(100f))) { selection = UISelection.Prefabs; } GUI.enabled = true; if (selection == UISelection.Map) { GUI.enabled = false; } if (GUILayout.Button("Map UI", GUILayout.Width(100f))) { selection = UISelection.Map; } GUI.enabled = true; GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); switch (selection) { case UISelection.Sprites: SpriteManager.DisplayUI(width); break; case UISelection.Prefabs: PrefabManager.DisplayUI(width); break; case UISelection.Map: MapManager.DisplayUI(width); break; } EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); }
public void OnClick() { UISelection.OnRightSelected(); }
public void OnClick() { UISelection.OnLeftSelected(); }