示例#1
0
    public void loadCharacters()
    {
        // start setting the beginning position of the objects and the width of them

        // position X that the character will instantiate
        float _xCharacter = 5.5f,
        // width of the character object. Here it was used Y because the object is with rotation 90
              _wCharacter = (prefabCharacter.GetMaxBounds() - prefabCharacter.GetMinBounds()).y;

        foreach (Item character in this.getCharacters())
        {
            // instantiates the prefabCharacter
            tk2dUILayout _layout = Instantiate(prefabCharacter) as tk2dUILayout;

            // changes the parent
            _layout.transform.parent = scrollableCharacterArea.contentContainer.transform;

            // and changes the position
            _layout.transform.localPosition = new Vector3(_xCharacter, 0, 0);

            // fills the character informations
            _layout.transform.GetChild(0).GetComponent <tk2dSprite>().SetSprite(character.Image);

            _layout.transform.GetChild(1).GetComponent <tk2dTextMesh>().text =
                CurrentLanguage.language == LanguageType.Portuguese ? character.DescriptionPT : character.DescriptionEN;

            // sum the position with the width to other item
            _xCharacter += _wCharacter;
        }

        // the ContentLength receive the length of list
        scrollableCharacterArea.ContentLength = _xCharacter;
    }
示例#2
0
    void Start()
    {
        // Disable the prefab item
        // don't want it visible when the game is running, as it is in the scene
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // How many items do we need to buffer?
        itemStride      = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).x;
        maxVisibleItems = Mathf.CeilToInt(scrollableArea.VisibleAreaLength / itemStride) + 1;

        // Buffer the prefabs that we will need
        float x = 0;

        for (int i = 0; i < maxVisibleItems; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = scrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(x, 0, 0);
            DoSetActive(layout.transform, false);
            unusedContentItems.Add(layout.transform);
            x += itemStride;
        }

        // Add some items to the List
        SetItemCount(100);
    }
    void doLoadData()
    {
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // Disable the prefab item
        // don't want it visible when the game is running, as it is in the scene
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // Add a bunch of items to the manual list
        // You will need to parent the object manually and then calculate the step
        float x = 0;
        float w = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).y;

        for (int i = 0; i < lst.Count; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = manualScrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(0, x, 0);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform, (i + 1), lst[i].Name, lst[i].Coin, lst[i].Second);
            x -= w;
        }
    }
示例#4
0
    public void loadItems()
    {
        // start setting the beginning position of the objects and the width of them
        xWeapon  = 0.85f;                                                                   // position X that the weapon will instantiate
        xClothes = 0.85f;                                                                   // position X that the clothe will instantiate
        wWeapon  = (prefabWeaponItem.GetMaxBounds() - prefabWeaponItem.GetMinBounds()).x;   // width of the weapon object
        wClothes = (prefabClothesItem.GetMaxBounds() - prefabClothesItem.GetMinBounds()).x; // width of the clothe object

        // add default items
        foreach (Item defaultItem in StaticItemsList.getDefault())
        {
            addItem(defaultItem);
        }

        // check if has objects saved
        if (SaveSystem.hasObject("CloakRoom_List"))
        {
            // if yes, then gets them
            ArrayList _itemsList = (ArrayList)SaveSystem.load("CloakRoom_List", typeof(ArrayList));

            // pass through list and add which item
            foreach (Item item in _itemsList)
            {
                addItem(item);
            }
        }

        // add the empty object in the final
        this.addLastWeapon();
        this.addLastClothes();

        // the ContentLength receive the length of list
        scrollableWeaponArea.ContentLength  = xWeapon;
        scrollableClothesArea.ContentLength = xClothes;
    }
示例#5
0
    public void loadTutorial()
    {
        // start setting the beginning position of the objects and the width of them

        // position X that the tutorial will instantiate
        float _xTutorial = 7f,
        // width of the tutorial object. Here it was used Y because the object is with rotation 90
              _wTutorial = (prefabTutorial.GetMaxBounds() - prefabTutorial.GetMinBounds()).y;

        foreach (Item tutorial in this.getTutorials())
        {
            // instantiates the prefabTutorial
            tk2dUILayout _layout = Instantiate(prefabTutorial) as tk2dUILayout;

            // changes the parent
            _layout.transform.parent = scrollableTutorialArea.contentContainer.transform;

            // and changes the position
            _layout.transform.localPosition = new Vector3(_xTutorial, 0, 0);

            // fills the tutorial informations
            _layout.transform.GetChild(0).GetComponent <tk2dSprite>().SetSprite(tutorial.Image);

            _layout.transform.GetChild(0).GetChild(0).GetComponent <tk2dTextMesh>().text = tutorial.Name;

            _layout.transform.GetChild(1).GetComponent <tk2dTextMesh>().text =
                CurrentLanguage.language == LanguageType.Portuguese ? tutorial.DescriptionPT : tutorial.DescriptionEN;

            // sum the position with the width to other item
            _xTutorial += _wTutorial;
        }

        // the ContentLength receive the length of list
        scrollableTutorialArea.ContentLength = _xTutorial;
    }
示例#6
0
    public void loadStoreItems()
    {
        // get items list to buy
        ArrayList _staticItemsList = StaticItemsList.get();

        // used to load the items list bought
        ArrayList _cloakRoomList = new ArrayList();

        // check if there are objects
        if (SaveSystem.hasObject("CloakRoom_List"))
        {
            // if there are, load them
            _cloakRoomList = (ArrayList)SaveSystem.load("CloakRoom_List", typeof(ArrayList));
        }

        float _y = 0.0f;                                                      // position Y that the item will instantiate
        float _h = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).y; // height of the item object

        // pass every item of list
        foreach (Item item in _staticItemsList)
        {
            // it compares if this item was already bought
            if (!compareList(_cloakRoomList, item))
            {
                // instantiates the prefabItem
                tk2dUILayout _layout = Instantiate(prefabItem) as tk2dUILayout;

                // changes the parent
                _layout.transform.parent = scrollableArea.contentContainer.transform;

                // and changes the position
                _layout.transform.localPosition = new Vector3(0, _y, 0);

                // fills the store item informations
                _layout.gameObject.AddComponent <StoreItem>().init(item);

                // add and get the tk2dUIItem Component to set some informations
                tk2dUIItem _uiItem = _layout.transform.FindChild("BlackSquare").FindChild("BuyButton").gameObject.AddComponent <tk2dUIItem>();

                // set message target
                _uiItem.sendMessageTarget = _layout.gameObject;

                // set the method that will call
                _uiItem.SendMessageOnClickMethodName = "buyItem";

                // set this informations
                _uiItem.InternalSetIsChildOfAnotherUIItem(true);
                _uiItem.isHoverEnabled = true;

                // sum the position with the heigth to other item
                _y -= _h;
            }
        }

        // the ContentLength receive the heigth of list
        scrollableArea.ContentLength = Mathf.Abs(_y);
    }
	protected IEnumerator coResizeLayout( tk2dUILayout layout, Vector3 min, Vector3 max, float time ) {
		Vector3 minFrom = layout.GetMinBounds();
		Vector3 maxFrom = layout.GetMaxBounds();
		for (float t = 0; t < time; t += tk2dUITime.deltaTime) {
			float nt = Mathf.SmoothStep(0, 1, Mathf.Clamp01( t / time ));
			Vector3 currMin = Vector3.Lerp( minFrom, min, nt );
			Vector3 currMax = Vector3.Lerp( maxFrom, max, nt );
			layout.SetBounds( currMin, currMax );
			yield return 0;
		}
		layout.SetBounds( min, max );
	}
示例#8
0
    void Start()
    {
        // Disable the prefab item
        // don't want it visible when the game is running, as it is in the scene
        prefabItem.transform.parent = null;
        DoSetActive(prefabItem.transform, false);

        // Add a bunch of items to the manual list
        // You will need to parent the object manually and then calculate the step
        float x = 0;
        float w = (prefabItem.GetMaxBounds() - prefabItem.GetMinBounds()).x;

        for (int i = 0; i < 10; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            layout.transform.parent        = manualScrollableArea.contentContainer.transform;
            layout.transform.localPosition = new Vector3(x, 0, 0);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform);
            x += w;
        }
        lastListItem.transform.localPosition = new Vector3(x, lastListItem.transform.localPosition.y, 0);
        x += (lastListItem.GetMaxBounds() - lastListItem.GetMinBounds()).x;
        manualScrollableArea.ContentLength = x;

        // And some initial entries to the automatic layout list
        // ContentLayoutContainer.AddLayoutAtIndex inserts the layout at a position at the index
        // The main difference is that we don't need to calculate offset correctly - we simply insert
        // as needed and the layout container deals with the rest.
        for (int i = 0; i < 10; ++i)
        {
            tk2dUILayout layout = Instantiate(prefabItem) as tk2dUILayout;
            autoScrollableArea.ContentLayoutContainer.AddLayoutAtIndex(layout, tk2dUILayoutItem.FixedSizeLayoutItem(), autoScrollableArea.ContentLayoutContainer.ItemCount - 1);
            DoSetActive(layout.transform, true);
            CustomizeListObject(layout.transform);
        }
    }
    protected IEnumerator coResizeLayout(tk2dUILayout layout, Vector3 min, Vector3 max, float time)
    {
        Vector3 minFrom = layout.GetMinBounds();
        Vector3 maxFrom = layout.GetMaxBounds();

        for (float t = 0; t < time; t += tk2dUITime.deltaTime)
        {
            float   nt      = Mathf.SmoothStep(0, 1, Mathf.Clamp01(t / time));
            Vector3 currMin = Vector3.Lerp(minFrom, min, nt);
            Vector3 currMax = Vector3.Lerp(maxFrom, max, nt);
            layout.SetBounds(currMin, currMax);
            yield return(0);
        }
        layout.SetBounds(min, max);
    }
示例#10
0
 void Start()
 {
     // Read the current window bounds
     rectMin[0] = windowLayout.GetMinBounds();
     rectMax[0] = windowLayout.GetMaxBounds();
 }