/// <summary> /// 获取一个层 /// </summary> /// <param name="type"></param> /// <returns></returns> public Transform GetLayer(UILayer type) { Transform layer = null; mlayers.TryGetValue(type, out layer); return(layer); }
/// <summary> /// Parent-UI退出 /// </summary> /// <param name="u"></param> /// <returns></returns> IEnumerator P_DoExitAnimator([NotNull] UILayer u) { if (u == null) { throw new ArgumentNullException("u"); } u.Refresh(); var images = u.UiImageList; var words = u.UiWordList; foreach (var i in words) { i.DOFade(1, app.model.ui.ExitTime).SetEase(Ease.OutExpo); } u.UiCanvas.transform.localScale = new Vector3(app.model.ui.ExitScale, app.model.ui.ExitScale, app.model.ui.ExitScale); u.UiCanvas.transform.DOScale(app.model.ui.EnterScale, app.model.ui.ExitTime).SetEase(Ease.OutExpo); foreach (var i in images) { i.DOFade(1, app.model.ui.ExitTime).SetEase(Ease.OutExpo); } yield return(null); }
public virtual void Start() { this.name = this.name.Replace("(Clone)", ""); if (exporter == null) { string scriptName = name + "View"; object[] obj = Lua.Call(scriptName, param); LuaController = obj[0] as LuaTable; } else { LuaController = exporter.InitLuaController(param); LuaController["gameObject"] = this.gameObject; LuaController["transform"] = transform; } LuaController["this"] = this; UILayer layer = this.GetComponent <UILayer>(); if (layer != null) { LuaController["layer"] = layer; } updateFunc = LuaController["Update"] as LuaFunction; CallLuaMethod("Start", this, gameObject); }
static int GetLayer(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2 && TypeChecker.CheckTypes <UILayer>(L, 2)) { UIManager obj = (UIManager)ToLua.CheckObject <UIManager>(L, 1); UILayer arg0 = (UILayer)ToLua.ToObject(L, 2); UnityEngine.Transform o = obj.GetLayer(arg0); ToLua.Push(L, o); return(1); } else if (count == 2 && TypeChecker.CheckTypes <int>(L, 2)) { UIManager obj = (UIManager)ToLua.CheckObject <UIManager>(L, 1); int arg0 = (int)LuaDLL.lua_tonumber(L, 2); UnityEngine.Transform o = obj.GetLayer(arg0); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UIManager.GetLayer")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
////////////////////////////////////////////////////////////////// // Successful Sent Layer ////////////////////////////////////////////////////////////////// public void OnSwitchToSuccessLayer() { StomtConfig.UserAmountStomts += 1; UpdateDynamicText(); PlayShowAnimation(ArrowFindStomt.GetComponent <Animator>(), 0.5f); CurrentLayer = UILayer.Success; }
public void OnBuildModuleClick(int moduleId) // Set from editor { if (selectedTitan == null) { return; } if (selectedTitan.Titan.Faction.ID == 1) { return; } if (selectedTitan.Titan.ModuleSlots.Length <= moduleId || selectedTitan.Titan.ModuleSlots[moduleId] == null) { return; } selectedSlot = selectedTitan.Titan.ModuleSlots[moduleId]; var selectModule = UILayer.ShowModal <SelectModuleUI>(); selectModule.Init(modules[moduleId].RectTransform.anchoredPosition + new Vector2(0, 800), selectedSlot); // var module = new ModuleData("laser", 5, 2f); // selectedSlot.Attach(Model.ModulesFactory.CreateBuildModule(module, selectedSlot)); // UpdateModules(); // FullScreenHolder.gameObject.SetActive(true); // BuildContextMenu.gameObject.SetActive(true); // BuildContextMenu.position = modules[moduleId].transform.position; }
// instantiate a new UI object with a given prefab id, onto a specified layer public UIObject CreateNewUIObject(string uiPrefabId, UILayerId layerId) { if (_activeUI.ContainsKey(uiPrefabId)) { CustomLogger.Error(nameof(UIManager), $"Already contains active UI with prefab Id {uiPrefabId}!"); return(null); } if (!_uiLayers.TryGetValue(layerId, out UILayer layer)) { CustomLogger.Error(nameof(UIManager), $"Layer Id {layerId} not found!"); return(null); } GameObject obj = AssetManager.Instance.GetAsset(uiPrefabId); if (obj == null) { CustomLogger.Error(nameof(UIManager), $"Could not retrieve prefab for id {uiPrefabId}!"); return(null); } UIObject uiObject = obj.GetComponent <UIObject>(); if (uiObject == null) { CustomLogger.Error(nameof(UIManager), $"Prefab {uiPrefabId} did not contain type {nameof(UIObject)}!"); return(null); } UILayer parent = _uiLayers[layerId]; UIObject instancedUIObject = Instantiate(uiObject, _uiLayers[layerId].transform); UIObjectEntry newEntry = new UIObjectEntry(layerId, instancedUIObject); _activeUI.Add(uiPrefabId, newEntry); CustomLogger.Log(nameof(UIManager), $"Creating ui object with prefab id {uiPrefabId}"); return(instancedUIObject); }
/// <summary> /// Parent-UI显示 /// </summary> /// <returns></returns> IEnumerator P_DoAnimator([NotNull] UILayer u) { if (u == null) { throw new ArgumentNullException("u"); } u.Refresh(); var images = u.UiImageList; var words = u.UiWordList; foreach (var i in words) { i.DOFade(0, app.model.ui.EnterTime).SetEase(Ease.OutExpo); } u.UiCanvas.transform.localScale = new Vector3(app.model.ui.EnterTime, app.model.ui.EnterTime, app.model.ui.EnterTime); u.UiCanvas.transform.DOScale(app.model.ui.InitScale, app.model.ui.EnterTime).SetEase(Ease.OutExpo); foreach (var i in images) { i.DOFade(0, app.model.ui.EnterTime).SetEase(Ease.OutExpo); } yield return(new WaitForSeconds(app.model.ui.EnterTime)); u.UiState = false; app.model.ui.IsAnimator = false; }
public static void RunApplication(SpreadApplication app) { startTime = DateTime.Now; float lastFrameTime = GetTime(); while (WindowLayer.ShouldRender(app.ctx)) { WindowLayer.EnterRenderLoop(app.ctx); InternalRunners <HookUpdateAttribute>(app); app.Update(); UILayer.EnterUIFrame(); app.DrawUI(); UILayer.ExitUIFrame(); WindowLayer.ExitRenderLoop(app.ctx); app.time = GetTime(); app.deltaTime = GetTime() - lastFrameTime; lastFrameTime = GetTime(); } }
/// <summary> /// 创建队伍 /// </summary> private Team CreateTeam() { if (Field == null) { return(null); } Formation f = CreateForamtion(_Formations [_FormationID].Value); if (f == null) { return(null); } GameObject go = new GameObject(); Team team = go.AddComponent <Team> (); team.name = _TeamID.ToString(); team.Formation.Copy(f); UILayer.AddChild(Field, team); for (int i = 0; i < f.Count; i++) { GameObject child = GameObject.CreatePrimitive(PrimitiveType.Sphere); Unit unit = child.AddComponent <Unit> (); unit.Initialize(); child.transform.position = f.GetPoint(i); UILayer.AddChild(team, unit); } return(team); }
public static async ETTask <UI> Create(this UIComponent self, string uiType, UILayer uiLayer) { UI ui = await UIEventComponent.Instance.OnCreate(self, uiType, uiLayer); self.UIs.Add(uiType, ui); return(ui); }
public static GameObject LoadPanel(string panelName, UILayer layer) { GameObject panelPrefab = Resources.Load <GameObject>(panelName); GameObject panel = Instantiate(panelPrefab); panel.name = panelName; m_PanelsDict.Add(panel.name, panel); //设置Panel显示层级 switch (layer) { case UILayer.Bg: panel.transform.SetParent(UIRoot.transform.Find("Bg")); break; case UILayer.Common: panel.transform.SetParent(UIRoot.transform.Find("Common")); break; case UILayer.Top: panel.transform.SetParent(UIRoot.transform.Find("Top")); break; } RectTransform panelRectTrans = panel.transform as RectTransform; panelRectTrans.offsetMin = Vector2.zero; panelRectTrans.offsetMax = Vector2.zero; panelRectTrans.anchoredPosition3D = Vector3.zero; panelRectTrans.anchorMin = Vector2.zero; panelRectTrans.anchorMax = Vector2.one; return(panel); }
private void ShowPanelBaseInfo() { GUILayout.Label("UI层级"); uiLayer = (UILayer)EditorGUILayout.EnumPopup(uiLayer); GUILayout.Label("显示方式"); activeType = (ActiveType)EditorGUILayout.EnumPopup(activeType); }
public void OnPostButtonPressed() { if (IsErrorState) { this.HideErrorMessage(); return; } if (!IsMessageLengthCorrect()) { this.ShowErrorMessage(_api.lang.getString("SDK_STOMT_ERROR_MORE_TEXT")); return; } // Switch UI Layer _LayerInput.SetActive(false); if (StomtConfig.Subscribed) { _LayerSuccessfulSent.SetActive(true); CurrentLayer = UILayer.Success; OnSwitchToSuccessLayer(); } else { _LayerSubscription.SetActive(true); CurrentLayer = UILayer.Subscription; _EmailInput.ActivateInputField(); _EmailInput.Select(); SubscribtionInfoText.GetComponent <Animator>().SetBool("Show", true); } // Submit this.handleStomtSending(); }
// FIXME: Make this private and use special function on success layer create new stomt public void ResetUILayers() { ResetInputForm(); _ui.SetActive(true); _closeButton.SetActive(ShowCloseButton); this._LayerInput.SetActive(true); this._LayerSuccessfulSent.SetActive(false); // Reset Subscription Layer this._LayerSubscription.SetActive(false); _EmailInput.text = ""; // Reset Login Layer this._LayerLogin.SetActive(false); // Reset Login Message Layer this._LayerLoginMessage.SetActive(false); // Handle Animations _characterLimit.GetComponent <Animator>().SetBool("Active", false); _like.GetComponent <Animator>().SetBool("OnTop", false); _wish.GetComponent <Animator>().SetBool("OnTop", true); CurrentLayer = UILayer.Input; }
public T Open <T>( int context = 0, GameObject parent = null, UILayer uiLayer = UILayer.Common, Vector3 localPosition = new Vector3(), bool isFullScreen = true, bool openImmediately = true ) where T : UIBaseController, new() { string controllerId = UITools.GetControllerKey <T>(context); T controller = FindUIController(controllerId) as T; if (controller == null) { controller = CreateUIController <T>(context, parent, uiLayer, localPosition, isFullScreen); } if (controller != null) { controller.Init(); if (openImmediately) { controller.Open(); } } return(controller); }
/// <summary> /// Create the UIView if not been created and show. /// </summary> public static UIView Open(Type t, UILayer layer = UILayer.BaseLayer, object data = null, bool beForced = true) { if (_uiRoot == null) { return(null); } var layerRectTransform = GetLayerRectTransform(layer); UIView uiView; _openedUIDict.TryGetValue(t, out uiView); if (uiView == null) { uiView = ViewManager.CreateView(t, layerRectTransform, data) as UIView; // TODO: //if (uiView is IRender) { // Debug.LogException(new Exception("IRender 不能通过ViewManager创建")); // return null; //} } else if (beForced) { uiView.Init(layerRectTransform, data); } uiView.UILayer = layer; _openedUIDict[uiView.GetType()] = uiView; return(uiView); }
private Camera _CreateUICamera(UILayer layer) { GameObject newCamera = new GameObject("UICamera_" + layer); newCamera.transform.parent = _uiCameraRoot.transform; Camera camera = newCamera.AddComponent <Camera>(); int depth = (int)layer - (int)UILayer.UIMin; newCamera.layer = (int)layer; newCamera.SetActive(false); camera.clearFlags = CameraClearFlags.Depth; camera.cullingMask = 1 << (int)layer; camera.orthographic = true; camera.orthographicSize = 3.2f; camera.nearClipPlane = 0; camera.farClipPlane = 1000; camera.rect = new Rect(0, 0, 1, 1); camera.depth = depth; camera.renderingPath = RenderingPath.VertexLit; camera.targetTexture = null; camera.useOcclusionCulling = true; camera.hdr = false; return(camera); }
/// <summary> /// 创建层 /// </summary> /// <param name="layer"></param> /// <returns></returns> Transform CreateLayer(UILayer layerType, UILayerLayout layout = UILayerLayout.Stretch) { string layerName = layerType.ToString() + "_Layer"; GameObject layer = new GameObject(layerName); layer.layer = LayerMask.NameToLayer("UI"); layer.transform.SetParent(io.uiCanvas.transform); layer.transform.localScale = Vector3.one; var rect = layer.AddComponent <RectTransform>(); rect.anchorMin = Vector2.zero; switch (layout) { case UILayerLayout.Stretch: rect.anchorMax = Vector2.one; rect.sizeDelta = Vector2.zero; break; case UILayerLayout.LeftBottom: rect.anchorMax = Vector2.zero; rect.sizeDelta = new Vector2(1136, 640); break; } rect.anchoredPosition3D = Vector3.zero; rect.SetSiblingIndex((int)layerType); return(layer.transform); }
private void setLayer(ViewBase view, UILayer layer) { if (view == null) { return; } if (layer == UILayer.Common && commonLayer != null) { view.transform.SetParent(commonLayer, false); } else if (layer == UILayer.Top && topLayer != null) { view.transform.SetParent(topLayer, false); } else if (layer == UILayer.Bottom && bottomLayer != null) { view.transform.SetParent(bottomLayer, false); } var parent = view.transform.parent; if (parent != null) { view.rectTransform.SetSiblingIndex(parent.childCount); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { Effect vitaboyEffect = null; try { GameFacade.MainFont = new FSO.Client.UI.Framework.Font(); GameFacade.MainFont.AddSize(10, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_10px")); GameFacade.MainFont.AddSize(12, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_12px")); GameFacade.MainFont.AddSize(14, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_14px")); GameFacade.MainFont.AddSize(16, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_16px")); GameFacade.EdithFont = new FSO.Client.UI.Framework.Font(); GameFacade.EdithFont.AddSize(12, Content.Load <SpriteFont>("Fonts/Trebuchet_12px")); GameFacade.EdithFont.AddSize(14, Content.Load <SpriteFont>("Fonts/Trebuchet_14px")); vitaboyEffect = GameFacade.Game.Content.Load <Effect>("Effects/Vitaboy"); uiLayer = new UILayer(this, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_12px"), Content.Load <SpriteFont>("Fonts/ProjectDollhouse_16px")); } catch (Exception e) { System.Windows.Forms.MessageBox.Show("Content could not be loaded. Make sure that the Project Dollhouse content has been compiled! (ContentSrc/TSOClientContent.mgcb)"); Exit(); } FSO.Vitaboy.Avatar.setVitaboyEffect(vitaboyEffect); }
protected virtual void BuildItems() { _uiLayerObj = new GameObject ("UILayer_" + _layerName); _uiLayerObj.transform.SetParent (_parentObj.transform, false); _uiLayer = _uiLayerObj.AddComponent<UILayer> (); _uiLayer.Build (_sSettings); _uiLayer.AppearLayer(_curLevel-_prevLevel); }
public void pop(UILayer layer) { if(layer == null) { MDDebug.LogError("layer is null"); return; } layerList.Remove(layer); layer.destroy(); }
/// <summary> /// 获取层容器 /// </summary> /// <param name="layer"></param> /// <returns></returns> public Transform getUILayer(UILayer layer) { return layerList[(int)layer]; }