示例#1
0
        private static void DoLookToActionParameters(Rect rect, GeoActionDataControl action)
        {
            var horiz = rect.Divide(2);
            var vert  = horiz[0].Divide(1, 2);

            EditorGUI.BeginChangeCheck();
            var newInside = GUI.Toggle(vert[0, 0], (bool)action["Inside"],
                                       "Geo.GeoElementWindow.Actions.Parameter.Inside".Traslate());

            if (EditorGUI.EndChangeCheck())
            {
                action["Inside"] = newInside;
            }

            EditorGUI.BeginChangeCheck();
            var newCenter = GUI.Toggle(vert[1, 0], (bool)action["Center"],
                                       "Geo.GeoElementWindow.Actions.Parameter.Center".Traslate());

            if (EditorGUI.EndChangeCheck())
            {
                action["Center"] = newCenter;
            }

            if (newCenter)
            {
                EditorGUI.BeginChangeCheck();
                var newDirection = RadialSlider.Do(horiz[1],
                                                   "Geo.GeoElementWindow.Actions.Parameter.Direction".Traslate(), (Vector2)action["Direction"]);
                if (EditorGUI.EndChangeCheck())
                {
                    action["Direction"] = newDirection;
                }
            }
        }
示例#2
0
    public override void Initialize()
    {
        m_Content       = FindComponent <Animator>("Content");
        m_AltitudeRule  = FindComponent <RadialSlider>("Content/Ruler");
        m_AltitudeArrow = FindComponent <RadialSlider>("Content/Arrow");

        m_Content.gameObject.SetActive(false);
    }
示例#3
0
 void Awake()
 {
     if (sliderObj)
     {
         radialSlider = sliderObj.GetComponent <RadialSlider>();
     }
     if (radialSlider)
     {
         radialSlider.ValueChangedCallback += OnValueChanged;
     }
 }
示例#4
0
        public PerformancePage()
        {
            InitializeComponent();

            for (int i = 0; i < 40; i++)
            {
                RadialSlider slider = new RadialSlider();
                slider.Width              = 90;
                slider.Height             = 90;
                slider.ShowSliderValue    = true;
                slider.MinimumValue       = 0;
                slider.MaximumValue       = 360;
                slider.CurrentValue       = i * 9;
                slider.AllowKeyboardInput = false;
                wrapPanel.Children.Add(slider);
            }
        }
示例#5
0
 void Awake()
 {
     if (GameObject.FindGameObjectWithTag("myRadialSlider"))
     {
         mainSlider = (RadialSlider)GameObject.FindObjectOfType(typeof(RadialSlider));
     }
     if (GameObject.FindGameObjectWithTag("cat"))
     {
         cat = (GameObject)FindObjectOfType(typeof(GameObject));
     }
     //initialize the position of the sun
     if (count == 0)
     {
         StopTime = 0;
     }
     StopTime  = mainSlider.Value * numHours;
     TimeOfDay = mainSlider.Value * numHours;
     count     = count + 1;
 }
    /// <summary>
    /// 更新武器的子弹信息
    /// </summary>
    private void UpdateWeaponBullets()
    {
        if (m_Crosshair != null && m_WeaponStyle != WeaponAndCrossSight.WeaponAndCrossSightTypes.Null)
        {
            Transform powerSlider = FindComponent<Transform>(m_Crosshair, "Slider");
            Animator powerSliderAnimator = FindComponent<Animator>(m_Crosshair, "Slider");
            if (powerSlider == null)
                return;

            PlayerSkillProxy skillProxy = Facade.RetrieveProxy(ProxyName.PlayerSkillProxy) as PlayerSkillProxy;
            if (skillProxy.UsingReformer())
            {
                powerSlider.gameObject.SetActive(false);
                return;
            }

            IWeapon currentWeapon = skillProxy.GetCurrentWeapon();
            if (currentWeapon == null)
            {
                powerSlider.gameObject.SetActive(false);
                return;
            }

            WeaponPowerVO weaponVO1 = skillProxy.GetWeaponPowerOfMainPlayer(0);
            WeaponPowerVO weaponVO2 = skillProxy.GetWeaponPowerOfMainPlayer(1);

            WeaponPowerVO power = weaponVO1 != null && skillProxy.GetWeaponByUID(weaponVO1.WeaponUID) == currentWeapon ? weaponVO1 : weaponVO2;

            float curr = 0;
            float total = 0;

			if (power != null)
			{
				if (m_WeaponStyle == WeaponAndCrossSight.WeaponAndCrossSightTypes.MachineGun  )
				{
					curr = power.CurrentValue;
					total = power.MaxValue;
				}
				else if (m_WeaponStyle == WeaponAndCrossSight.WeaponAndCrossSightTypes.Missile)
				{
					foreach (var entity in m_CurrentTargetList.Values)
					{
						curr += entity.LockTimes;
					}
                    total = MaxMissileCount;// skillProxy.GetCurrentBattleWeapon().GetRelativeHeightOfReticle().MissileCountInOneShot;
				}
				else if ((int)m_WeaponStyle ==(int)WeaponAndCrossSight.WeaponAndCrossSightTypes.ShotGun)
				{
					curr = power.CurrentValue;
					total = power.MaxValue;
				}
			}

			float weaponPowerRatio = total != 0 ? curr / total : 0;

            if (powerSliderAnimator)
            {
                if (power.ForceCooldown)
                    powerSliderAnimator.SetInteger("State", 2);
                else if (weaponPowerRatio <= 0.7f)
                    powerSliderAnimator.SetInteger("State", 0);
                else if (weaponPowerRatio > 0.7f)
                    powerSliderAnimator.SetInteger("State", 1);

                if (m_lastFireFail)
                    powerSliderAnimator.SetTrigger("FireFail");
            }

            m_lastFireFail = false;

            RadialSlider radialSlider = powerSlider.GetComponent<RadialSlider>();
            if(radialSlider)
            {
                radialSlider.FillAmount = weaponPowerRatio;
                return;
            }

            BulletSlider bulletSlider = powerSlider.GetComponent<BulletSlider>();
            if(bulletSlider)
            {
                bulletSlider.BulletCount = (int)total;
                bulletSlider.FillAmount = weaponPowerRatio;
                return;
            }

            Slider commonSlider = powerSlider.GetComponent<Slider>();
            if(commonSlider)
            {
                commonSlider.minValue = 0;
                commonSlider.maxValue = 1;
                commonSlider.value = weaponPowerRatio;
                return;
            }
        }
    }