static public int SetLayoutHorizontal(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.UI.HorizontalLayoutGroup self = (UnityEngine.UI.HorizontalLayoutGroup)checkSelf(l); self.SetLayoutHorizontal(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int CalculateLayoutInputHorizontal(IntPtr l) { try { UnityEngine.UI.HorizontalLayoutGroup self = (UnityEngine.UI.HorizontalLayoutGroup)checkSelf(l); self.CalculateLayoutInputHorizontal(); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int SetLayoutVertical(IntPtr l) { try { UnityEngine.UI.HorizontalLayoutGroup self = (UnityEngine.UI.HorizontalLayoutGroup)checkSelf(l); self.SetLayoutVertical(); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int SetLayoutHorizontal(IntPtr l) { try{ UnityEngine.UI.HorizontalLayoutGroup self = (UnityEngine.UI.HorizontalLayoutGroup)checkSelf(l); self.SetLayoutHorizontal(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
/* Core of the game's code */ void Update() { // This creates a small buffer timer so that the game doesn't just zip from text to text while (timer >= 0) { timer -= Time.deltaTime; return; } // Moves things along if any key is pressed if (!Input.anyKeyDown) { return; } // Variable for formatting float offset = 0; // If the story can continue and a key has been pressed, clears the board, creates new text, and resets timer. if (_inkStory.canContinue) { RemoveChildren(); GetText(offset); } // Calls the CheckVariables method CheckVariables(); EncounterDesign(); // If there are choices and the the needChoices variable is set, then this will create the choices if (_inkStory.currentChoices.Count > 0 && needChoices) { for (int ii = 0; ii < _inkStory.currentChoices.Count; ++ii) { UnityEngine.UI.Button choice = Instantiate(button); choice.transform.SetParent(canvas.transform, false); choice.transform.Translate(new Vector2(0, offset)); TextMeshProUGUI choiceText = choice.GetComponentInChildren <TextMeshProUGUI> (); choiceText.text = _inkStory.currentChoices [ii].text; StartCoroutine(FadeImageToFullAlpha(2f, choice.image)); StartCoroutine(FadeTextToFullAlpha(2f, choice.GetComponentInChildren <TextMeshProUGUI>())); UnityEngine.UI.HorizontalLayoutGroup layoutGroup = choice.GetComponent <UnityEngine.UI.HorizontalLayoutGroup> (); int choiceId = ii; choice.onClick.AddListener(delegate { ChoiceSelected(choiceId); }); offset -= (choiceText.fontSize + layoutGroup.padding.top + layoutGroup.padding.bottom + elementPadding); } timer = 1.0f; needChoices = false; } }
static int QPYX_SetLayoutVertical_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 1); UnityEngine.UI.HorizontalLayoutGroup QPYX_obj_YXQP = (UnityEngine.UI.HorizontalLayoutGroup)ToLua.CheckObject <UnityEngine.UI.HorizontalLayoutGroup>(L_YXQP, 1); QPYX_obj_YXQP.SetLayoutVertical(); return(0); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int CalculateLayoutInputVertical(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.UI.HorizontalLayoutGroup obj = (UnityEngine.UI.HorizontalLayoutGroup)ToLua.CheckObject <UnityEngine.UI.HorizontalLayoutGroup>(L, 1); obj.CalculateLayoutInputVertical(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int SetLayoutVertical(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.UI.HorizontalLayoutGroup obj = (UnityEngine.UI.HorizontalLayoutGroup)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.HorizontalLayoutGroup)); obj.SetLayoutVertical(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public override void OnInit(GameObject go) { base.OnInit(go); m_followme_go = Go.transform.Find("Strategy/m_followme").gameObject; m_followme_button = m_followme_go.GetComponent <UnityEngine.UI.Button>(); m_atk_go = Go.transform.Find("m_atk").gameObject; m_atk_button = m_atk_go.GetComponent <UnityEngine.UI.Button>(); m_scrollRect_go = Go.transform.Find("m_scrollRect").gameObject; m_layout_go = Go.transform.Find("m_scrollRect/m_layout").gameObject; m_layout_go.SetActive(false); m_layout_horizontallayoutgroup = m_layout_go.GetComponent <UnityEngine.UI.HorizontalLayoutGroup>(); m_template_cell_go = Go.transform.Find("m_scrollRect/m_layout/m_template_cell").gameObject; m_template_cell_go.SetActive(false); m_atk_button.onClick.AddListener(OnAtkBtnClick); }
public RichEditLine(Transform parent, float width) { gameObject = new GameObject("RichEditLine"); transform = gameObject.AddComponent<RectTransform>(); transform.SetParent(parent, false); transform.SetAsLastSibling(); layoutElement = gameObject.AddComponent<LayoutElement>(); layoutElement.preferredWidth = width; layoutElement.preferredHeight = 0; layoutGroup = gameObject.AddComponent<HorizontalLayoutGroup>(); layoutGroup.childForceExpandWidth = false; layoutGroup.childForceExpandHeight = false; layoutGroup.childAlignment = TextAnchor.LowerLeft; }
void Update() { if (storyNeeded == true) { RemoveChildren(); float offset = 0; while (_inkStory.canContinue) { storyText = Instantiate(text); storyText.name = "Scroll View"; _inkStory.ObserveVariable("Char_Image", (string varName, object newValue) => { loadImage((string)newValue); }); // _inkStory.ObserveVariable ("food", (string varName, object newValue) => { // updateFood((int)newValue); // }); // int food = (int)_inkStory.variablesState ["food"]; storyText.GetComponentInChildren <UnityEngine.UI.Text>().text = _inkStory.ContinueMaximally(); storyText.transform.SetParent(canvas.transform, false); storyText.transform.SetSiblingIndex(1); } if (_inkStory.currentChoices.Count > 0) { for (int ii = 0; ii < _inkStory.currentChoices.Count; ++ii) { UnityEngine.UI.Button choice = Instantiate(button) as UnityEngine.UI.Button; choice.transform.SetParent(storyText.GetComponentInChildren <Text>().gameObject.transform.parent, false); choice.transform.Translate(new Vector2(0, offset)); UnityEngine.UI.Text choiceText = choice.GetComponentInChildren <UnityEngine.UI.Text> (); choiceText.text = _inkStory.currentChoices [ii].text; UnityEngine.UI.HorizontalLayoutGroup layoutGroup = choice.GetComponent <UnityEngine.UI.HorizontalLayoutGroup> (); int choiceId = ii; choice.onClick.AddListener(delegate { ChoiceSelected(choiceId); }); offset -= (choiceText.fontSize + layoutGroup.padding.top + layoutGroup.padding.bottom + elementPadding); } } storyNeeded = false; } }
// Update is called once per frame void Update() { if (storyNeeded == true) { RemoveChildren(); float offset = 0; while (_inkStory.canContinue) { UnityEngine.UI.Text storyText = Instantiate(text) as UnityEngine.UI.Text; storyText.text = _inkStory.Continue(); storyText.transform.SetParent(canvas.transform, false); storyText.transform.Translate(new Vector2(0, offset)); offset -= (storyText.fontSize + elementPadding); } if (_inkStory.currentChoices.Count > 0) { for (int ii = 0; ii < _inkStory.currentChoices.Count; ++ii) { UnityEngine.UI.Button choice = Instantiate(button) as UnityEngine.UI.Button; choice.transform.SetParent(canvas.transform, false); choice.transform.Translate(new Vector2(0, offset)); UnityEngine.UI.Text choiceText = choice.GetComponentInChildren <UnityEngine.UI.Text> (); choiceText.text = _inkStory.currentChoices [ii].text; UnityEngine.UI.HorizontalLayoutGroup layoutGroup = choice.GetComponent <UnityEngine.UI.HorizontalLayoutGroup> (); int choiceId = ii; choice.onClick.AddListener(delegate { ChoiceSelected(choiceId); }); offset -= (choiceText.fontSize + layoutGroup.padding.top + layoutGroup.padding.bottom + elementPadding); } } storyNeeded = false; } }
private void Start() { LayoutGroup = GetComponentInChildren<HorizontalLayoutGroup>(); UiScripts = GameObject.FindObjectOfType<IngameFunctions>(); //Achievements = GameObject.FindObjectOfType<AchievementsRecord>(); Ads = GameObject.FindObjectOfType<FullScreenAds>(); Dialogs = GameObject.FindObjectOfType<DialogBox>(); scrollBar = gameObject.GetComponentInChildren<Scrollbar>(); TotalSize = BasicPalette.Count + 1; //1 for rainbow PaletteList = new List<Image>(TotalSize); WasColorUsed = new List<bool>(BasicPalette.Count); AddColors(); OnSelectNewColor(1); }
public void Startup() { controller = GameObject.Find ("GameController").GetComponent<GameController> (); ingress_call_text = GameObject.Find ("IngressNumber").GetComponent<Text> (); egress_call_text = GameObject.Find ("EgressNumber").GetComponent<Text> (); dangerous_func_text = GameObject.Find ("TheStrings").GetComponent<Text> (); dangerous_func_count_text = GameObject.Find ("interestingFuncNumber").GetComponent<Text> (); basic_blks_text = GameObject.Find ("BasicBlocksSelector").GetComponent<Text> (); strings_text = GameObject.Find ("AttributeMiddle").GetComponentsInChildren<Text> () [0]; strings_count_text = GameObject.Find ("stringsNumber").GetComponent<Text> (); module_name_text = GameObject.Find ("ModuleName").GetComponent<Text> (); func_name_input = GameObject.Find ("longFuncRenameInput").GetComponent<InputField> (); func_name_text = GameObject.Find ("LongFuncName").GetComponent<Text> (); func_address_text = GameObject.Find ("Address").GetComponent<Text> (); func_name_group = GameObject.Find ("LongNamePanel").GetComponent<HorizontalLayoutGroup> (); comment_input = GameObject.Find ("NotesInputField").GetComponent<InputField> (); mark_input = GameObject.Find ("markInputField").GetComponent<InputField> (); marked_scroll_canvas = GameObject.Find ("MarklistContent").GetComponent<Canvas> (); InputField.SubmitEvent commentChangeEvent = new InputField.SubmitEvent (); commentChangeEvent.AddListener (ChangeComment); comment_input.onEndEdit = commentChangeEvent; InputField.SubmitEvent functionChangeEvent = new InputField.SubmitEvent (); functionChangeEvent.AddListener (ChangeFunctionName); func_name_input.onEndEdit = functionChangeEvent; InputField.SubmitEvent markChangeEvent = new InputField.SubmitEvent (); markChangeEvent.AddListener (ChangeMark); mark_input.onEndEdit = markChangeEvent; }
void Start() { rectTransform = gameObject.GetComponent<RectTransform>(); horizontalLayoutGroup = gameObject.GetComponent<HorizontalLayoutGroup>(); }
private void CreateLayoutGroup() { if (isVertical) { if (isHorizontal) { grid = contextMenuRT.gameObject.AddComponent<GridLayoutGroup>(); //type = TYPE_GRID; grid.spacing = new Vector2(buttonsSpacingX,buttonsSpacingY); grid.padding = new RectOffset(buttonsPaddingX, buttonsPaddingX, buttonsPaddingY, buttonsPaddingY); grid.cellSize = new Vector2(buttonsWidth,buttonsHeight); return; } vertical = contextMenuRT.gameObject.AddComponent<VerticalLayoutGroup>(); //type = TYPE_VERTICAL; vertical.spacing = buttonsSpacingY; vertical.padding = new RectOffset(buttonsPaddingX, buttonsPaddingX, buttonsPaddingY, buttonsPaddingY); vertical.childForceExpandWidth = true; vertical.childForceExpandHeight = false; return; } if (isHorizontal) { horizontal = contextMenuRT.gameObject.AddComponent<HorizontalLayoutGroup>(); //type = TYPE_HORIZONTAL; vertical.spacing = buttonsSpacingX; horizontal.padding = new RectOffset(buttonsPaddingX, buttonsPaddingX, buttonsPaddingY, buttonsPaddingY); horizontal.childForceExpandWidth = true; horizontal.childForceExpandHeight = false; return; } }
protected override void InitLayoutInfo () { layout = GetComponentInChildren<HorizontalLayoutGroup> (); layoutRect = layout.GetComponent<RectTransform> (); }
void Awake() { layoutGroup = GetComponent<HorizontalLayoutGroup>(); }
void Start () { myLayoutGroup = GetComponent<HorizontalLayoutGroup>(); }
/// <summary> /// Creates new line column object. /// </summary> /// <param name="parent">Parent.</param> /// <param name="content">Content.</param> /// <param name="isLeft">If set to <c>true</c> is left.</param> /// <param name="style">The style.</param> private void CreateLineColumn(Transform parent, string content, bool isLeft, UITooltipLines.LineStyle style) { // Create the game object GameObject obj = new GameObject("Column", typeof(RectTransform), typeof(CanvasRenderer)); obj.layer = this.gameObject.layer; obj.transform.SetParent(parent); // Set the pivot to top left (obj.transform as RectTransform).pivot = new Vector2(0f, 1f); // Set a fixed size for attribute columns if (style == UITooltipLines.LineStyle.Attribute) { VerticalLayoutGroup vlg = this.gameObject.GetComponent <VerticalLayoutGroup>(); HorizontalLayoutGroup phlg = parent.gameObject.GetComponent <HorizontalLayoutGroup>(); LayoutElement le = obj.AddComponent <LayoutElement>(); le.preferredWidth = (this.m_Rect.sizeDelta.x - vlg.padding.horizontal - phlg.padding.horizontal) / 2f; } // Prepare the text component Text text = obj.AddComponent <Text>(); text.text = content; text.supportRichText = true; text.alignment = (isLeft) ? TextAnchor.LowerLeft : TextAnchor.LowerRight; // Prepare some style properties TextEffectType effect = TextEffectType.None; Color effectColor = Color.white; Vector2 effectDistance = new Vector2(1f, -1f); bool effectUseAlpha = true; switch (style) { case UITooltipLines.LineStyle.Title: text.font = this.m_TitleFont; text.fontStyle = this.m_TitleFontStyle; text.fontSize = this.m_TitleFontSize; text.lineSpacing = this.m_TitleFontLineSpacing; text.color = this.m_TitleFontColor; effect = this.m_TitleTextEffect; effectColor = this.m_TitleTextEffectColor; effectDistance = this.m_TitleTextEffectDistance; effectUseAlpha = this.m_TitleTextEffectUseGraphicAlpha; break; case UITooltipLines.LineStyle.Attribute: text.font = this.m_AttributeFont; text.fontStyle = this.m_AttributeFontStyle; text.fontSize = this.m_AttributeFontSize; text.lineSpacing = this.m_AttributeFontLineSpacing; text.color = this.m_AttributeFontColor; effect = this.m_AttributeTextEffect; effectColor = this.m_AttributeTextEffectColor; effectDistance = this.m_AttributeTextEffectDistance; effectUseAlpha = this.m_AttributeTextEffectUseGraphicAlpha; break; case UITooltipLines.LineStyle.Description: text.font = this.m_DescriptionFont; text.fontStyle = this.m_DescriptionFontStyle; text.fontSize = this.m_DescriptionFontSize; text.lineSpacing = this.m_DescriptionFontLineSpacing; text.color = this.m_DescriptionFontColor; effect = this.m_DescriptionTextEffect; effectColor = this.m_DescriptionTextEffectColor; effectDistance = this.m_DescriptionTextEffectDistance; effectUseAlpha = this.m_DescriptionTextEffectUseGraphicAlpha; break; } // Add text effect component if (effect == TextEffectType.Shadow) { Shadow s = obj.AddComponent <Shadow>(); s.effectColor = effectColor; s.effectDistance = effectDistance; s.useGraphicAlpha = effectUseAlpha; } else if (effect == TextEffectType.Outline) { Outline o = obj.AddComponent <Outline>(); o.effectColor = effectColor; o.effectDistance = effectDistance; o.useGraphicAlpha = effectUseAlpha; } }
public void Generate(GameObject currSimon) { pushSimonColor(Random.Range(0, MAX_INDEX)); currSimon.transform.FindChild("NewLetter").GetComponent<SpriteRenderer>().sprite = LastSprite; progressSlider = currSimon.GetComponentInChildren<Slider>(); recordContent = currSimon.GetComponentInChildren<HorizontalLayoutGroup>(); }