/* public override RectangleF Bounds => new RectangleF(0, 0, 200, 200); */ public override void Initialize() { var skin = Skin.CreateDefaultSkin(); var table = Stage.AddElement(new Table()); table.Defaults().SetPadTop(10).SetMinWidth(170).SetMinHeight(30); table.SetFillParent(true).Center(); // add a button for each of the actions/AI types we need table.Add(new TextButton(Constants.MENU_PLAY, skin)) .GetElement <TextButton>() .OnClicked += LoadGame; table.Row(); table.Add(new TextButton(Constants.MENU_OPTION, skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); table.Add(new TextButton(Constants.MENU_CREDITS, skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); table.Add(new TextButton(Constants.MENU_EXIT, skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); }
/* public override RectangleF Bounds => new RectangleF(0, 0, 200, 200); */ public override void Initialize() { var skin = Skin.CreateDefaultSkin(); var table = Stage.AddElement(new Table()); table.Defaults().SetPadTop(10).SetMinWidth(170).SetMinHeight(30); table.SetFillParent(true).Center(); // add a button for each of the actions/AI types we need table.Add(new TextButton("Continue", skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); table.Add(new TextButton("New game", skin)) .GetElement <TextButton>() .OnClicked += LoadGame; table.Row(); table.Add(new TextButton("Settings", skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); table.Add(new TextButton("Credits", skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); table.Add(new TextButton("Quit game", skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); }
/// <summary> /// {@link #pack() Packs} the dialog and adds it to the stage /// </summary> /// <param name="stage">Stage.</param> public Dialog Show(Stage stage) { stage.AddElement(this); SetPosition(Mathf.Round((stage.GetWidth() - GetWidth()) / 2), Mathf.Round((stage.GetHeight() - GetHeight()) / 2)); Pack(); return(this); }
private static void OnHovered(ItemButton obj, WeaponItem item, Skin skin, Stage stage) { ItemHoverWindow hoverWindow = new ItemHoverWindow("HoverWindow", skin, item); Vector2 tempPos = CalculatePosition(hoverWindow); hoverWindow.SetPosition(tempPos.X, tempPos.Y); stage.AddElement(hoverWindow); obj.HoverWindow = hoverWindow; }
public static Window GenerateCharacterWindow(Skin skin, Scene scene, Vector2 position, float width, float height) { Stage stage = (scene as MainScene).UICanvas.Stage; //removes window if it exists CharacterWindow.RemoveCharacterWindow(scene); //Creates new window after removing old one CharacterWindow window = new CharacterWindow(skin, position); stage.AddElement(window); return(window); }
public static InventoryWindow GenerateInventoryWindow(Skin skin, Scene scene, Vector2 position, float width, float height) { Stage stage = (scene as MainScene).UICanvas.Stage; //removes window if it exists InventoryWindow.RemoveInventory(scene); //Creates new window after removing old one InventoryWindow inventoryWindow = new InventoryWindow(skin, position, width, height); stage.AddElement(inventoryWindow); return(inventoryWindow); }
public override void OnAddedToEntity() { base.OnAddedToEntity(); // setup a Skin and a Table for our UI var skin = Skin.CreateDefaultSkin(); var table = Stage.AddElement(new Table()); table.Defaults().SetPadTop(10).SetMinWidth(170).SetMinHeight(30); table.SetFillParent(true).Center(); // add a button for each of the actions/AI types we need table.Add(new TextButton("BT: LowerPriority Abort Tree", skin)) .GetElement <TextButton>() .OnClicked += OnClickBtLowerPriority; table.Row(); table.Add(new TextButton("BT: Self Abort Tree", skin)) .GetElement <TextButton>() .OnClicked += OnClickBtSelfAbort; table.Row(); table.Add(new TextButton("Utility AI", skin)) .GetElement <TextButton>() .OnClicked += OnClickUtilityAi; table.Row(); table.Add(new TextButton("GOAP", skin)) .GetElement <TextButton>() .OnClicked += OnClickGoap; table.Row().SetPadTop(40); table.Add(new TextButton("Stop All Running AI", skin)) .GetElement <TextButton>() .OnClicked += OnClickStopAllAi; // fetch our different AI Components _miner = Entity.Scene.FindComponentOfType <BehaviorTreeMiner>(); _utilityMiner = Entity.Scene.FindComponentOfType <UtilityMiner>(); _goapMiner = Entity.Scene.FindComponentOfType <GoapMiner>(); }