protected override void OnDestroy() { text = null; button = null; base.OnDestroy(); }
internal Button (GameObject parent, string content, bool visible) : base (Addon.Instantiate (parent, "Button"), visible) { button = GameObject.GetComponent<UnityEngine.UI.Button> (); text = new Text (GameObject.GetChild ("Text")); text.Content = content; button.onClick.AddListener (() => { Clicked = true; }); }
protected override void Awake() { //Get Text component text = GetComponentInChildren<UnityEngine.UI.Text>(); //Get Button component button = GetComponentInChildren<UnityEngine.UI.Button>(); if (button == null) throw new Exception("Button component cannot be not found !!"); base.Awake(); }
public override void OnEnter() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go!=null) { button = go.GetComponent<UnityEngine.UI.Button>(); if (button!=null) { button.onClick.AddListener(DoOnClick); }else{ LogError("Missing UI.Button on "+go.name); } }else{ LogError("Missing GameObject "); } }
private void Awake() { button = GetComponentInChildren <Button>(); button.onClick.AddListener(OnClick); }
public void ReplaceUI(UnityEngine.CanvasGroup newGameControlsCanvasGroup, UnityEngine.CanvasGroup newEndGameCanvasGroup, TMPro.TextMeshProUGUI newGameResultText, UnityEngine.UI.Button newAttackButton, UnityEngine.UI.Button newSwitchButton, UnityEngine.UI.Button newRestartGameButton) { var index = GameComponentsLookup.UI; var component = (UIComponent)CreateComponent(index, typeof(UIComponent)); component.gameControlsCanvasGroup = newGameControlsCanvasGroup; component.endGameCanvasGroup = newEndGameCanvasGroup; component.gameResultText = newGameResultText; component.attackButton = newAttackButton; component.switchButton = newSwitchButton; component.restartGameButton = newRestartGameButton; ReplaceComponent(index, component); }
protected override bool ExecCommand(StoryInstance instance, long delta) { UnityEngine.GameObject obj = m_Obj.Value as UnityEngine.GameObject; if (null != obj) { UiStoryInitializer initer = obj.GetComponent <UiStoryInitializer>(); if (null != initer) { UiStoryEventHandler handler = obj.GetComponent <UiStoryEventHandler>(); if (null == handler) { handler = obj.AddComponent <UiStoryEventHandler>(); } if (null != handler) { int ct = m_VarInfos.Count; for (int ix = 0; ix < ct; ++ix) { string name = m_VarInfos[ix].m_VarName.Value; string path = m_VarInfos[ix].m_ControlPath.Value; UnityEngine.GameObject ctrl = Utility.FindChildObjectByPath(obj, path); AddVariable(instance, name, ctrl); } handler.WindowName = initer.WindowName; var list = m_Inputs; for (int k = 0; k < list.Count; ++k) { string path = list[k].Value; var comp = Utility.FindComponentInChildren <UnityEngine.UI.InputField>(obj, path); handler.InputLabels.Add(comp); } list = m_Toggles; for (int k = 0; k < list.Count; ++k) { string path = list[k].Value; var comp = Utility.FindComponentInChildren <UnityEngine.UI.Toggle>(obj, path); handler.InputToggles.Add(comp); } list = m_Sliders; for (int k = 0; k < list.Count; ++k) { string path = list[k].Value; var comp = Utility.FindComponentInChildren <UnityEngine.UI.Slider>(obj, path); handler.InputSliders.Add(comp); } list = m_DropDowns; for (int k = 0; k < list.Count; ++k) { string path = list[k].Value; var comp = Utility.FindComponentInChildren <UnityEngine.UI.Dropdown>(obj, path); handler.InputDropdowns.Add(comp); } ct = m_EventInfos.Count; for (int ix = 0; ix < ct; ++ix) { string evt = m_EventInfos[ix].m_Event.Value; string tag = m_EventInfos[ix].m_Tag.Value; string path = m_EventInfos[ix].m_Path.Value; if (evt == "button") { UnityEngine.UI.Button button = Utility.FindComponentInChildren <UnityEngine.UI.Button>(obj, path); button.onClick.AddListener(() => { handler.OnClickHandler(tag); }); } else if (evt == "toggle") { UnityEngine.UI.Toggle toggle = Utility.FindComponentInChildren <UnityEngine.UI.Toggle>(obj, path); toggle.onValueChanged.AddListener((bool val) => { handler.OnToggleHandler(tag, val); }); } else if (evt == "dropdown") { UnityEngine.UI.Dropdown dropdown = Utility.FindComponentInChildren <UnityEngine.UI.Dropdown>(obj, path); dropdown.onValueChanged.AddListener((int val) => { handler.OnDropdownHandler(tag, val); }); } else if (evt == "slider") { UnityEngine.UI.Slider slider = Utility.FindComponentInChildren <UnityEngine.UI.Slider>(obj, path); slider.onValueChanged.AddListener((float val) => { handler.OnSliderHandler(tag, val); }); } else if (evt == "input") { UnityEngine.UI.InputField input = Utility.FindComponentInChildren <UnityEngine.UI.InputField>(obj, path); input.onEndEdit.AddListener((string val) => { handler.OnInputHandler(tag, val); }); } } } } } return(false); }
/// <summary> /// Draws the RT add node to queue on the maneuver gizmo /// </summary> public void Draw() { if (!this.mShowOverlay) { return; } if (this.mMap != null && FlightGlobals.ActiveVessel != null) { // if we r on local control, skip these part if (FlightGlobals.ActiveVessel.HasLocalControl()) { return; } // if we've no flightcomputer, go out var satellite = RTCore.Instance.Satellites[FlightGlobals.ActiveVessel]; if (satellite == null || satellite.SignalProcessor.FlightComputer == null) { return; } var flightComputer = satellite.SignalProcessor.FlightComputer; PatchedConicSolver pCS = FlightGlobals.ActiveVessel.patchedConicSolver; // PatchedConicSolver instantiated? and more than one maneuver node? if (pCS != null && pCS.maneuverNodes.Count > 0) { // Loop maneuvers for (var i = 0; i < pCS.maneuverNodes.Count; i++) { float btnWidth = 23.0f; ManeuverNode node = pCS.maneuverNodes[i]; // node has an attached gizmo? if (node.attachedGizmo == null || node.UT < RTUtil.GameTime) { continue; } ManeuverGizmo gizmo = node.attachedGizmo; UnityEngine.UI.Button gizmoDeleteBtn = gizmo.deleteBtn; // We are on the right gizmo but no buttons are visible so skip the rest if (!gizmoDeleteBtn.isActiveAndEnabled) { continue; } Vector3 screenCoord = gizmo.camera.WorldToScreenPoint(gizmo.transform.position); //Vector3 screenCenter = new Vector2(Screen.width / 2, Screen.height / 2); //double dist = Math.Sqrt(Math.Pow(screenCenter.x - screenCoord.x, 2.0) + Math.Pow(screenCenter.y - screenCoord.y, 2.0)); //double btnDim = 20.0f + (8.0f * ((1.2f / screenCenter.magnitude) * Math.Abs(dist))); //btnDim = 1.0f * gizmoDeleteBtn.transform.lossyScale.x; Rect screenPos = new Rect(screenCoord.x - btnWidth - 5.0f, Screen.height - screenCoord.y - btnWidth, btnWidth, btnWidth); GUIStyle maneuverCtrl = mManeuverNodeButtonAdd; bool nodeAlreadyQueued = flightComputer.HasManeuverCommandByNode(node); // switch the button style if (nodeAlreadyQueued) { maneuverCtrl = mManeuverNodeButtonDelete; } GUILayout.BeginArea(screenPos); if (GUILayout.Button("", maneuverCtrl)) { if (!nodeAlreadyQueued) { flightComputer.Enqueue(ManeuverCommand.WithNode(i, flightComputer), false, false, true); } else { flightComputer.RemoveManeuverCommandByNode(node); } } GUILayout.EndArea(); } } } }
public void ReplaceUI(UnityEngine.CanvasGroup newGameControlsCanvasGroup, UnityEngine.CanvasGroup newEndGameCanvasGroup, TMPro.TextMeshProUGUI newGameResultText, UnityEngine.UI.Button newAttackButton, UnityEngine.UI.Button newSwitchButton, UnityEngine.UI.Button newRestartGameButton) { var entity = uIEntity; if (entity == null) { entity = SetUI(newGameControlsCanvasGroup, newEndGameCanvasGroup, newGameResultText, newAttackButton, newSwitchButton, newRestartGameButton); } else { entity.ReplaceUI(newGameControlsCanvasGroup, newEndGameCanvasGroup, newGameResultText, newAttackButton, newSwitchButton, newRestartGameButton); } }
/// <summary> /// Create AsyncReactiveCommand and bind to button's interactable and onClick and register async action to command. /// </summary> public static IDisposable BindToOnClick(this UnityEngine.UI.Button button, Func <Unit, IObservable <Unit> > asyncOnClick) { return(new AsyncReactiveCommand().BindToOnClick(button, asyncOnClick)); }
void SetupBinds() { Button = transform.Find("Button").GetComponent <UnityEngine.UI.Button>(); Text = transform.Find("Text").GetComponent <UnityEngine.UI.Text>(); }
void ClearBinds() { AudioButton = null; Mute = null; }
// for uGUI(from 4.6) /// <summary> /// Bind ReactiveCommand to button's interactable and onClick. /// </summary> public static IDisposable BindTo(this IReactiveCommand<Unit> command, UnityEngine.UI.Button button) { var d1 = command.CanExecute.SubscribeToInteractable(button); var d2 = button.OnClickAsObservable().SubscribeWithState(command, (x, c) => c.Execute(x)); return StableCompositeDisposable.Create(d1, d2); }
virtual protected void Awake() { _button = GetComponent <UnityEngine.UI.Button>(); _button.onClick.AddListener(() => Click()); }
void SetupBinds() { AudioButton = transform.Find("AudioButton").GetComponent <UnityEngine.UI.Button>(); Mute = transform.Find("AudioButton/Mute").GetComponent <UnityEngine.UI.Image>(); }
private void Awake() { hostButton = GetComponent <UnityEngine.UI.Button>(); hostButton.onClick.AddListener(HandleClick); }
void AddComponents() { TextContent = GameObject.Find("TextContent").GetComponent <UnityEngine.UI.Text>(); ButtonClear = GameObject.Find("ButtonClear").GetComponent <UnityEngine.UI.Button>(); ButtonClear.onClick.AddListener(ButtonClearHandler); ButtonReset = GameObject.Find("ButtonReset").GetComponent <UnityEngine.UI.Button>(); ButtonReset.onClick.AddListener(ResetHandler); ButtonSubscribe = GameObject.Find("ButtonSubscribe").GetComponent <UnityEngine.UI.Button>(); ButtonSubscribe.onClick.AddListener(SubscribeHandler); ButtonPublishPost = GameObject.Find("ButtonPublishPost").GetComponent <UnityEngine.UI.Button>(); ButtonPublishPost.onClick.AddListener(ButtonPublishPostHandler); ButtonPublish = GameObject.Find("ButtonPublish").GetComponent <UnityEngine.UI.Button>(); ButtonPublish.onClick.AddListener(ButtonPublishHandler); ButtonFire = GameObject.Find("ButtonFire").GetComponent <UnityEngine.UI.Button>(); ButtonFire.onClick.AddListener(ButtonFireHandler); ButtonWhereNow = GameObject.Find("ButtonWhereNow").GetComponent <UnityEngine.UI.Button>(); ButtonWhereNow.onClick.AddListener(ButtonWhereNowHandler); ButtonHereNow = GameObject.Find("ButtonHereNow").GetComponent <UnityEngine.UI.Button>(); ButtonHereNow.onClick.AddListener(ButtonHereNowHandler); ButtonTime = GameObject.Find("ButtonTime").GetComponent <UnityEngine.UI.Button>(); ButtonTime.onClick.AddListener(ButtonTimeHandler); ButtonHistory = GameObject.Find("ButtonHistory").GetComponent <UnityEngine.UI.Button>(); ButtonHistory.onClick.AddListener(ButtonHistoryHandler); ButtonGetPresenceState = GameObject.Find("ButtonGetPresenceState").GetComponent <UnityEngine.UI.Button>(); ButtonGetPresenceState.onClick.AddListener(ButtonGetPresenceStateHandler); ButtonSetPresenceState = GameObject.Find("ButtonSetPresenceState").GetComponent <UnityEngine.UI.Button>(); ButtonSetPresenceState.onClick.AddListener(ButtonSetPresenceStateHandler); ButtonUnsubscribe = GameObject.Find("ButtonUnsubscribe").GetComponent <UnityEngine.UI.Button>(); ButtonUnsubscribe.onClick.AddListener(ButtonUnsubscribeHandler); ButtonFetch = GameObject.Find("ButtonFetch").GetComponent <UnityEngine.UI.Button>(); ButtonFetch.onClick.AddListener(ButtonFetchHandler); ButtonDeleteHistory = GameObject.Find("ButtonDeleteHistory").GetComponent <UnityEngine.UI.Button>(); ButtonDeleteHistory.onClick.AddListener(ButtonDeleteHistoryHandler); ButtonUnsubscribeAll = GameObject.Find("ButtonUnsubscribeAll").GetComponent <UnityEngine.UI.Button>(); ButtonUnsubscribeAll.onClick.AddListener(ButtonUnsubscribeAllHandler); ButtonCleanUp = GameObject.Find("ButtonCleanUp").GetComponent <UnityEngine.UI.Button>(); ButtonCleanUp.onClick.AddListener(ButtonCleanUpHandler); ButtonReconnect = GameObject.Find("ButtonReconnect").GetComponent <UnityEngine.UI.Button>(); ButtonReconnect.onClick.AddListener(ButtonReconnectHandler); ButtonAddChannelsToChannelGroup = GameObject.Find("ButtonAddChannelsToChannelGroup").GetComponent <UnityEngine.UI.Button>(); ButtonAddChannelsToChannelGroup.onClick.AddListener(ButtonAddChannelsToChannelGroupHandler); ButtonDeleteChannelGroup = GameObject.Find("ButtonDeleteChannelGroup").GetComponent <UnityEngine.UI.Button>(); ButtonDeleteChannelGroup.onClick.AddListener(ButtonDeleteChannelGroupHandler); ButtonRemoveChannelsFromChannelGroup = GameObject.Find("ButtonRemoveChannelsFromChannelGroup").GetComponent <UnityEngine.UI.Button>(); ButtonRemoveChannelsFromChannelGroup.onClick.AddListener(ButtonRemoveChannelsFromChannelGroupHandler); ButtonListChannelsForChannelGroup = GameObject.Find("ButtonListChannelsForChannelGroup").GetComponent <UnityEngine.UI.Button>(); ButtonListChannelsForChannelGroup.onClick.AddListener(ButtonListChannelsForChannelGroupHandler); ButtonAddPushNotificationsOnChannels = GameObject.Find("ButtonAddPushNotificationsOnChannels").GetComponent <UnityEngine.UI.Button>(); ButtonAddPushNotificationsOnChannels.onClick.AddListener(ButtonAddPushNotificationsOnChannelsHandler); ButtonAuditPushChannelProvisions = GameObject.Find("ButtonAuditPushChannelProvisions").GetComponent <UnityEngine.UI.Button>(); ButtonAuditPushChannelProvisions.onClick.AddListener(ButtonAuditPushChannelProvisionsHandler); ButtonRemoveAllPushNotifications = GameObject.Find("ButtonRemoveAllPushNotifications").GetComponent <UnityEngine.UI.Button>(); ButtonRemoveAllPushNotifications.onClick.AddListener(ButtonRemoveAllPushNotificationsHandler); ButtonRemovePushNotificationsFromChannels = GameObject.Find("ButtonRemovePushNotificationsFromChannels").GetComponent <UnityEngine.UI.Button>(); ButtonRemovePushNotificationsFromChannels.onClick.AddListener(ButtonRemovePushNotificationsFromChannelsHandler); ButtonMessageCounts = GameObject.Find("ButtonMessageCounts").GetComponent <UnityEngine.UI.Button>(); ButtonMessageCounts.onClick.AddListener(ButtonMessageCountsHandler); ButtonSignal = GameObject.Find("ButtonSignal").GetComponent <UnityEngine.UI.Button>(); ButtonSignal.onClick.AddListener(ButtonSignalHandler); }
override protected void Awake() { base.Awake(); button = GetComponent <UnityEngine.UI.Button>(); button.onClick.AddListener(Pressed); }
/// <summary> /// Bind canExecuteSource to button's interactable and onClick and register onClick action to command. /// </summary> public static IDisposable BindToButtonOnClick(this IObservable <bool> canExecuteSource, UnityEngine.UI.Button button, Action <Unit> onClick, bool initialValue = true) { return(ToReactiveCommand(canExecuteSource, initialValue).BindToOnClick(button, onClick)); }
void ClearBinds() { Button = null; Text = null; }
/// <summary> /// Bind AsyncRaectiveCommand to button's interactable and onClick and register async action to command. /// </summary> public static IDisposable BindToOnClick(this AsyncReactiveCommand <Unit> command, UnityEngine.UI.Button button, Func <Unit, IObservable <Unit> > asyncOnClick) { var d1 = command.CanExecute.SubscribeToInteractable(button); var d2 = button.OnClickAsObservable().SubscribeWithState(command, (x, c) => c.Execute(x)); var d3 = command.Subscribe(asyncOnClick); return(StableCompositeDisposable.Create(d1, d2, d3)); }
void Awake() { button = GetComponent<UnityEngine.UI.Button>(); if (button == null) enabled = false; }
/// <summary> /// Create AsyncReactiveCommand and bind sharedCanExecuteSource source to button's interactable and onClick and register async action to command. /// </summary> public static IDisposable BindToOnClick(this UnityEngine.UI.Button button, IReactiveProperty <bool> sharedCanExecuteSource, Func <Unit, IObservable <Unit> > asyncOnClick) { return(sharedCanExecuteSource.ToAsyncReactiveCommand().BindToOnClick(button, asyncOnClick)); }
public static IDisposable BindValueToButtonOnClick <T>(this IReactiveProperty <T> toUpdateSource, UnityEngine.UI.Button fromButton, Func <T> onClickValue) { return(GenericBindings.Bind(fromButton.OnClickAsObservable(), _ => toUpdateSource.Value = onClickValue()).AddTo(fromButton)); }
/// <summary> /// When loading a game, load the dialogue entry records and resume the conversation. /// </summary> public override void OnApplyPersistentData() { if (DontLoadInThisScene()) { Debug.Log("OnApplyPersistentData Dont Load in this scene: " + SceneManager.GetActiveScene().buildIndex); } if (DontLoadInThisScene()) { return; } records.Clear(); if (!DialogueLua.DoesVariableExist(currentDialogueEntryRecords)) { return; } StopAllCoroutines(); // Load dialogue entry records: var s = DialogueLua.GetVariable(currentDialogueEntryRecords).AsString; if (Debug.isDebugBuild) { Debug.Log("TextlineDialogueUI.OnApplyPersistentData: Restoring current conversation from " + currentDialogueEntryRecords + ": " + s); } var ints = s.Split(';'); var numRecords = Tools.StringToInt(ints[0]); for (int i = 0; i < numRecords; i++) { var conversationID = Tools.StringToInt(ints[1 + i * 2]); var entryID = Tools.StringToInt(ints[2 + i * 2]); records.Add(new DialogueEntryRecord(conversationID, entryID)); } // If we have records, resume the conversation: if (records.Count == 0) { return; } var lastRecord = records[records.Count - 1]; if (lastRecord.conversationID >= 0 && lastRecord.entryID > 0) { UnityEngine.UI.Button lastContinueButton = null; try { // Resume conversation: //if (dontRepeatLastSequence) isLoadingGame = true; isLoadingGame = true; cellDataList.Clear(); var conversation = DialogueManager.MasterDatabase.GetConversation(lastRecord.conversationID); var actorName = DialogueLua.GetVariable(currentConversationActor).AsString; var conversantName = DialogueLua.GetVariable(currentConversationConversant).AsString; var actor = GameObject.Find(actorName); var conversant = GameObject.Find(conversantName); var actorTransform = (actor != null) ? actor.transform : null; var conversantTransform = (conversant != null) ? conversant.transform : null; if (Debug.isDebugBuild) { Debug.Log("Resuming '" + conversation.Title + "' at entry " + lastRecord.entryID); } DialogueManager.StopConversation(); //Open(); //var conversationModel = new ConversationModel(DialogueManager.masterDatabase, conversation.Title, actorTransform, conversantTransform, true, DialogueManager.isDialogueEntryValid); var lastEntry = DialogueManager.MasterDatabase.GetDialogueEntry(lastRecord.conversationID, lastRecord.entryID); var originalSequence = lastEntry.Sequence; // Handle last entry's sequence differently if end entry. npcPreDelaySettings.CopyTo(npcPreDelaySettingsCopy); pcPreDelaySettings.CopyTo(pcPreDelaySettingsCopy); npcPreDelaySettings.basedOnTextLength = false; npcPreDelaySettings.additionalSeconds = 0; pcPreDelaySettings.basedOnTextLength = false; pcPreDelaySettings.additionalSeconds = 0; var isEndEntry = lastEntry.Sequence.Contains("WaitForMessage(Forever)") || lastEntry.outgoingLinks.Count == 0; if (isEndEntry) { if (!lastEntry.Sequence.Contains("WaitForMessage(Forever)")) { lastEntry.Sequence = "WaitForMessage(Forever); " + lastEntry.Sequence; } } else if (dontRepeatLastSequence) { lastEntry.Sequence = "Continue()"; } else { lastEntry.Sequence = "Continue()@0.1"; } skipNextRecord = true; isInPreDelay = false; Open(); //DialogueManager.StartConversation(conversation.Title, actorTransform, conversantTransform, lastRecord.entryID); var conversationModel = new ConversationModel(DialogueManager.masterDatabase, conversation.Title, actorTransform, conversantTransform, true, null, lastRecord.entryID); lastContinueButton = continueButton; npcPreDelaySettingsCopy.CopyTo(npcPreDelaySettings); pcPreDelaySettingsCopy.CopyTo(pcPreDelaySettings); // Populate UI with previous records: var lastInstance = (instantiatedMessages.Count > 0) ? instantiatedMessages[instantiatedMessages.Count - 1] : null; instantiatedMessages.Remove(lastInstance); DestroyInstantiatedMessages(); for (int i = 0; i < records.Count - 1; i++) { var entry = DialogueManager.MasterDatabase.GetDialogueEntry(records[i].conversationID, records[i].entryID); var speakerInfo = conversationModel.GetCharacterInfo(entry.ActorID); var listenerInfo = conversationModel.GetCharacterInfo(entry.ConversantID); var formattedText = FormattedText.Parse(entry.currentDialogueText); var subtitle = new Subtitle(speakerInfo, listenerInfo, formattedText, "None()", entry.ResponseMenuSequence, entry); AddMessage(subtitle); } if (lastInstance != null) { instantiatedMessages.Add(lastInstance); lastInstance.transform.SetAsLastSibling(); } // Start conversation: skipNextRecord = true; isInPreDelay = false; DialogueManager.StartConversation(conversation.Title, actorTransform, conversantTransform, lastRecord.entryID); lastEntry.Sequence = originalSequence; npcPreDelaySettingsCopy.CopyTo(npcPreDelaySettings); pcPreDelaySettingsCopy.CopyTo(pcPreDelaySettings); } finally { StartCoroutine(SetIsLoadingGame(false)); enhancedScroller.ReloadData(); ScrollToBottom(); continueButton = lastContinueButton; if (shouldShowContinueButton && lastContinueButton != null) { lastContinueButton.gameObject.SetActive(true); } } } ScrollToBottom(); }
private void OnValidate() { text = text ?? GetComponent("Body") as UnityEngine.UI.Text; choiceButton = choiceButton ?? GetComponent("ContinueBtn") as UnityEngine.UI.Button; }
void Awake() { this.EventTrigger = GetComponent<EventTrigger>(); this.Button = GetComponent<UnityEngine.UI.Button>(); }
public void DrawLayer(Layer layer, GameObject parent) { UnityEngine.UI.Button button = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Button>(PSDImporterConst.ASSET_PATH_BUTTON, layer.name, parent); if (layer.layers != null) { for (int imageIndex = 0; imageIndex < layer.layers.Length; imageIndex++) { PSImage image = layer.layers[imageIndex].image; string lowerName = image.name.ToLower(); if (image.imageType != ImageType.Label && image.imageType != ImageType.Texture) { if (image.imageSource == ImageSource.Custom || image.imageSource == ImageSource.Common) { string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX; Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite; if (image.name.ToLower().Contains("normal")) { button.image.sprite = sprite; RectTransform rectTransform = button.GetComponent <RectTransform>(); rectTransform.sizeDelta = new Vector2(image.size.width, image.size.height); rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y); adjustButtonBG(image.imageType, button); } else if (image.name.ToLower().Contains("pressed")) { button.transition = UnityEngine.UI.Selectable.Transition.SpriteSwap; UnityEngine.UI.SpriteState state = button.spriteState; state.pressedSprite = sprite; button.spriteState = state; } else if (image.name.ToLower().Contains("disabled")) { button.transition = UnityEngine.UI.Selectable.Transition.SpriteSwap; UnityEngine.UI.SpriteState state = button.spriteState; state.disabledSprite = sprite; button.spriteState = state; } else if (image.name.ToLower().Contains("highlighted")) { button.transition = UnityEngine.UI.Selectable.Transition.SpriteSwap; UnityEngine.UI.SpriteState state = button.spriteState; state.highlightedSprite = sprite; button.spriteState = state; } } else if (image.imageSource == ImageSource.Global) { SpriteImport.SetGlobalImage(button.image, image); } } else { //ctrl.DrawImage(image, button.gameObject); ctrl.DrawLayer(layer.layers[imageIndex], button.gameObject); } } } }
void Start() { Button = GetComponent<UnityEngine.UI.Button>(); }
public GameEntity SetUI(UnityEngine.CanvasGroup newGameControlsCanvasGroup, UnityEngine.CanvasGroup newEndGameCanvasGroup, TMPro.TextMeshProUGUI newGameResultText, UnityEngine.UI.Button newAttackButton, UnityEngine.UI.Button newSwitchButton, UnityEngine.UI.Button newRestartGameButton) { if (hasUI) { throw new Entitas.EntitasException("Could not set UI!\n" + this + " already has an entity with UIComponent!", "You should check if the context already has a uIEntity before setting it or use context.ReplaceUI()."); } var entity = CreateEntity(); entity.AddUI(newGameControlsCanvasGroup, newEndGameCanvasGroup, newGameResultText, newAttackButton, newSwitchButton, newRestartGameButton); return(entity); }