void Start() { //设置展示数据内容 int total = 10; for (int i = 0; i < total; i++) { GameObject obj = Instantiate(btnPrefab) as GameObject; obj.transform.SetParent(gameObject.transform); ButtonSelect btn = obj.GetComponent <ButtonSelect>(); btn.SetTweenDelay(tweenDelay); btn.item.title = "File" + (i + 1); btn.item.beanCost = 50; btn.item.conType = ContentType.GameWithPad; btn.item.introduction = "束带结发开始叫对方考虑,阿萨德发奖励卡加速度卡。洛手机打发了空间啊爱神,的箭法拉克加快速度就,付了款安静的弗兰克阿克苏的解放了看见卡上的副经理级!"; btn.item.texture = new GUITexture(); btn.rectTrans.anchoredPosition = new Vector2(i * offset, 0f); btn.SetNotCurrent(); buttons.Add(btn); } curIndex = 0; buttons[curIndex].SetCurrent(); imgLeftMask.transform.SetParent(gameObject.transform); imgCenterMask.transform.SetParent(gameObject.transform); imgRightMask.transform.SetParent(gameObject.transform); imgLeftMask.enabled = false; }
void Start() { buttonSelectRef = GetComponent <ButtonSelect>(); mouseSelectedPrimitive = gameObject; rotateSpeed = 35f; scaleMultipler = 1.015f; }
void MoveLeftOrRight(bool isLeft) { float flag = 1f; if (isLeft) { if (curIndex <= 0) { return; } curIndex -= 1; } else { if (curIndex >= buttons.Count - 1) { return; } flag = -1f; curIndex += 1; } //调整显示左右遮罩 imgLeftMask.enabled = true; if (curIndex <= 0) { imgLeftMask.enabled = false; } imgRightMask.enabled = true; if (curIndex >= buttons.Count - 1) { imgRightMask.enabled = false; } //渐变遮罩 TweenMaskAlpha(imgLeftMask, 0.7f, 0.5f); TweenMaskAlpha(imgCenterMask, 0.85f, 2.0f); TweenMaskAlpha(imgRightMask, 0.7f, 0.5f); for (int i = 0; i < buttons.Count; i++) { ButtonSelect btn = buttons[i]; btn.TweenTo(btn.rectTrans.anchoredPosition.x + offset * flag); if (i == curIndex) { btn.SetCurrent(); } else { if (btn.isCurrent) { btn.SetNotCurrent(); } } } }
public CommandItem_ButtonSelection Play(List <string> values, Action <int> _OnClick) { m_ButtonGrid.Clear(); values.Traversal((int index, string temp) => { ButtonSelect btn = m_ButtonGrid.AddItem(index); btn.Init(temp, _OnClick); }); return(this); }
// Start is called before the first frame update void Start() { if (m_FadeObject) { m_Fade = m_FadeObject.GetComponent <FadeManager>(); } m_eSelect = ButtonSelect.BUTTON_GAME; m_ePhase = TitlePhase.TITLEPHASE_INIT; m_bFlag = false; SoundObj = GameObject.Find("SoundManager"); SoundObj.GetComponent <SoundManager>().State(); }
// Method: 버튼 상태를 Enable 하거나 Disable 한다. private void ChangeButtonStatus(ButtonSelect iButton, bool idef) { switch (iButton) { case ButtonSelect.New: btnNew.Enabled = idef; break; case ButtonSelect.Save: btnSave.Enabled = idef; break; case ButtonSelect.Cancel: btnCancel.Enabled = idef; break; case ButtonSelect.Delete: btnDelete.Enabled = idef; break; } }
// Скрыть все кнопки private void HiddenButtons() { ButtonSelect.SetActive(false); ButtonBuy.SetActive(false); ButtonUpgrade.SetActive(false); }
//Показать кнопку "выбрать" private void ShowSelect() { ButtonSelect.SetActive(true); ButtonBuy.SetActive(false); ButtonUpgrade.SetActive(false); }
public ButtonControl(string text, ButtonSelect selectEvent) { ButtonSelectEvent += selectEvent; ButtonText = text; }
// Use this for initialization void Start() { buttonRef = GetComponent <ButtonSelect>(); logoutBtn.onClick.AddListener(Logout); labelLogout = logoutBtn.GetComponentInChildren <Text>(); }
IEnumerator RaycastEvent() { while (uiCanvas.gameObject.activeSelf) { if (!isSlide) { currTime += 1f * Time.deltaTime; if (currTime >= maxTime) { isSlide = true; currTime = 0f; } } isButton = Physics.Raycast(fingerTr.position , fingerTr.forward , out hitButton , dist , buttonMask); if (isButton) //레이에 맞았을 때 { currButton = hitButton.collider.gameObject; //현재 버튼 buttonSelect = currButton.GetComponent <ButtonSelect>(); //현재 버튼 스크립트 받아옮 buttonSelect.PanelOn(); if (currButton != prevButton) //현재 버튼과 이전 버튼이 다를 때 { if (prevButton != null) { buttonSelect = prevButton.GetComponent <ButtonSelect>(); //이전 버튼 스크립트를 받아옮 buttonSelect.PanelOff(); } prevButton = currButton; //현재 버튼을 이전버튼에 저장 } PointerEventData data = new PointerEventData(EventSystem.current); //이벤트 시스템 if (ClimbAction.GetStateDown(inputSource)) //바이브 트리거 클릭 { ExecuteEvents.Execute(currButton, data, ExecuteEvents.pointerClickHandler); //클릭 이벤트 } } else //레이에 맞지 않았을 때 { if (buttonSelect != null) { buttonSelect.PanelOff(); buttonSelect = null; //버튼 스크립트 삭제 } if (prevButton != null) { prevButton = null; //이전 버튼 삭제 } if (currButton != null) { currButton = null; //현재 버튼 삭제 } } //Debug.DrawRay(fingerTr.position, fingerTr.forward * hit.distance, Color.green); /*if (Physics.Raycast(ray, out hit, dist, 1<<16)) * { * * ButtonPlay(); * //print(hit.collider.gameObject.layer); * } * else * ReleaseButton();*/ //Debug.DrawRay(fingerTr.position, -fingerTr.up, Color.green); yield return(null); } }
private void ButtonSelect_GotFocus(object sender, RoutedEventArgs e) { ButtonSelect.MoveFocus(new TraversalRequest(FocusNavigationDirection.Next)); }
// Start is called before the first frame update void Start() { g_image = GetComponent <Image>(); g_image_Array = GetComponent <ImageArray>(); g_button_select_Script = GameObject.Find("Stageparent").GetComponent <ButtonSelect>(); }
// Update is called once per frame void Update() { bool bFlag = false; float Vertical = Input.GetAxisRaw("Vertical"); switch (m_ePhase) { case TitlePhase.TITLEPHASE_INIT: m_ePhase = TitlePhase.TITLEPHASE_FADEIN; break; case TitlePhase.TITLEPHASE_FADEIN: bFlag = m_Fade.isFadeIn(m_fFadeSpeed); if (bFlag) { m_ePhase = TitlePhase.TITLEPHASE_RUN; } break; case TitlePhase.TITLEPHASE_RUN: if (!m_bFlag) { switch (m_eSelect) { case ButtonSelect.BUTTON_GAME: Rurle.GetComponent <TextHilight>().None(); Exit.GetComponent <TextHilight>().None(); Game.GetComponent <TextHilight>().Flash(); if (Vertical < -0.5f) { m_eSelect = ButtonSelect.BUTTON_RULE; m_bFlag = true; } else if (Vertical > 0.5f) { m_eSelect = ButtonSelect.BUTTON_EXIT; m_bFlag = true; } break; case ButtonSelect.BUTTON_RULE: Game.GetComponent <TextHilight>().None(); Exit.GetComponent <TextHilight>().None(); Rurle.GetComponent <TextHilight>().Flash(); if (Vertical < -0.5f) { m_eSelect = ButtonSelect.BUTTON_EXIT; m_bFlag = true; } else if (Vertical > 0.5f) { m_eSelect = ButtonSelect.BUTTON_GAME; m_bFlag = true; } break; case ButtonSelect.BUTTON_EXIT: Rurle.GetComponent <TextHilight>().None(); Game.GetComponent <TextHilight>().None(); Exit.GetComponent <TextHilight>().Flash(); if (Vertical < -0.5f) { m_eSelect = ButtonSelect.BUTTON_GAME; m_bFlag = true; } else if (Vertical > 0.5f) { m_eSelect = ButtonSelect.BUTTON_RULE; m_bFlag = true; } break; } } else { if (Vertical < 0.5f && Vertical > -0.5f) { m_bFlag = false; } } if (Input.GetButtonDown("GamePad1_buttonA") || Input.GetButtonDown("GamePad1_buttonB")) { m_ePhase = TitlePhase.TITLEPHASE_FADEOUT; } break; case TitlePhase.TITLEPHASE_FADEOUT: bFlag = m_Fade.isFadeOut(m_fFadeSpeed); if (bFlag) { m_ePhase = TitlePhase.TITLEPHASE_DONE; } break; case TitlePhase.TITLEPHASE_DONE: switch (m_eSelect) { case ButtonSelect.BUTTON_GAME: SceneManager.LoadScene("MainScene"); break; case ButtonSelect.BUTTON_RULE: SceneManager.LoadScene("RurleScene"); break; case ButtonSelect.BUTTON_EXIT: Quit(); break; } break; } }