public void DisplayPick(GameObject[] pickables, Transform plyr, Collider clckdObj) //wyświetlenie okna z lootem { int i = 0; pick.GetComponent <LootPick>().Refresh(); //usuń poprzednie obiekty z gui_pick foreach (GameObject p in pickables) { if (p != null) { pick.GetComponent <LootPick>().itemButtons[i].GetComponent <ItemButton>().item = p; pick.GetComponent <LootPick>().itemButtons[i].GetComponent <ItemButton>().interactable = clckdObj.transform; pick.GetComponent <LootPick>().itemButtons[i].SetActive(true); i++; } } if (i != 0) // jeśli był jakikolwiek przedmiot do wyświetlenia { pick.rectTransform.anchoredPosition = Input.mousePosition; //pozycja okna taka jak pozycja kursora pick.gameObject.SetActive(true); } else { clckdObj.enabled = false; // wyłącza interakcję z obiektem DisplayInfo("Brak przedmiotów do zebrania"); } }
// ================================================================ // // 创建残余数量的图标 protected UnityEngine.UI.Image create_stock_icon(float x, float y) { UnityEngine.UI.Image icon = GameObject.Instantiate(this.uiStockIconPrefab).GetComponent <UnityEngine.UI.Image>(); icon.GetComponent <RectTransform>().SetParent(this.uiCanvas.GetComponent <RectTransform>()); icon.GetComponent <RectTransform>().localPosition = new Vector3(x, y, 0.0f); return(icon); }
public void updateWeather(WeatherController.weatherList weather) { switch ((int)weather) { case 0: weatherText.text = "Acid Rain"; weatherImg.GetComponent <UnityEngine.UI.Image>().sprite = acidRainSprite; //weatherImg.GetComponent<UnityEngine.UI.Image>().color = Color.green; //weatherBackgroundImg.GetComponent<UnityEngine.UI.Image>().color = Color.green; break; case 1: weatherText.text = "Sand Storm"; weatherImg.GetComponent <UnityEngine.UI.Image>().sprite = sandStormSprite; //weatherImg.GetComponent<UnityEngine.UI.Image>().color = Color.cyan; //weatherBackgroundImg.GetComponent<UnityEngine.UI.Image>().color = Color.cyan; break; case 2: weatherText.text = "High Temp"; weatherImg.GetComponent <UnityEngine.UI.Image>().sprite = highTempSprite; //weatherImg.GetComponent<UnityEngine.UI.Image>().color = Color.red; //weatherBackgroundImg.GetComponent<UnityEngine.UI.Image>().color = Color.red; break; case 3: weatherText.text = "Cold"; weatherImg.GetComponent <UnityEngine.UI.Image>().sprite = coldSprite; //weatherImg.GetComponent<UnityEngine.UI.Image>().color = Color.blue; //weatherBackgroundImg.GetComponent<UnityEngine.UI.Image>().color = Color.blue; break; case 4: weatherText.text = "Normal"; weatherImg.GetComponent <UnityEngine.UI.Image>().sprite = normalSprite; //weatherImg.GetComponent<UnityEngine.UI.Image>().color = Color.white; //weatherBackgroundImg.GetComponent<UnityEngine.UI.Image>().color = Color.white; break; default: break; } intensityText.text = ""; for (int i = 0; i < myWeatherController.getWeatherLevel(); ++i) { intensityText.text += "I"; } weatherChangeAnimator.SetTrigger("Play"); }
public void CreateTape() { if (!MatchRegex(inputField.text)) { invalidInput.GetComponent <Animator>().Play("InvalidInput"); this.SoundObject.GetComponent <AudioSource>().PlayOneShot(Resources.Load("Audio/G1_invalidInput") as AudioClip); return; } //setting initial state state = GetInitialState(); //setting finalstate finalState = GetFinalState(); //play sound on create tape SoundObject.GetComponent <AudioSource>().PlayOneShot(Resources.Load("Audio/G1_createTapeSound") as AudioClip); //getting input string string text = "Δ" + inputField.text + "ΔΔ"; //setting x to leftMostX x = leftMostX; for (int i = 0; i < text.Length; i++) { CreateObjectNode(x, text[i].ToString()); x = x + difference; } RightMostX = x - difference; //setting x for camera to right of left delta or start of string node. x = leftMostX + difference; //hiding inputField gameobject inputField.gameObject.SetActive(false); createBtn.gameObject.SetActive(false); gotoMainMenu.gameObject.SetActive(false); }
public void SetRotation(Quaternion aRotation) { RectTransform r = GetComponent <RectTransform>(); r.rotation = aRotation; mImage.GetComponent <RectTransform>().localRotation = Quaternion.Inverse(aRotation); }
private void Awake() { m_SliderRectTransform = m_ShotSlider.GetComponent <RectTransform>(); m_PerfectPowerBarRectTransform = m_PerfectPowerBar.GetComponent <RectTransform>(); m_SliderHeight = m_SliderRectTransform.sizeDelta.y; }
void Update() { // 잔여 표시. int remain = m_gameCtrl.GetRetryRemain(); if (m_remainImages.Count < remain) { for (int i = m_remainImages.Count; i < remain; i++) { UnityEngine.UI.Image remain_image = this.create_remain_image(); float x = -Screen.width / 2.0f + PLAYER_IMAGE_WIDTH + i * PLAYER_IMAGE_WIDTH; float y = Screen.height / 2.0f - 48.0f; remain_image.GetComponent <RectTransform>().localPosition = new Vector3(x, y, 0.0f); m_remainImages.Add(remain_image); } } else if (m_remainImages.Count > remain) { for (int i = m_remainImages.Count - 1; i > remain - 1; i--) { GameObject.Destroy(m_remainImages[i].gameObject); } m_remainImages.RemoveRange(remain, m_remainImages.Count - remain); } }
private void Awake() { m_reticleTransform = ReticleImage.GetComponent <Transform>(); // Store the original scale and rotation. m_originalScale = m_reticleTransform.localScale; m_originalRotation = m_reticleTransform.localRotation; }
// ================================================================ // // 잔여 아이콘을 만든다. protected UnityEngine.UI.Image create_remain_image() { UnityEngine.UI.Image remain_image = GameObject.Instantiate(this.m_uiRemainImagePrefab).GetComponent <UnityEngine.UI.Image>(); remain_image.GetComponent <RectTransform>().SetParent(this.m_uiCanvas.GetComponent <RectTransform>()); return(remain_image); }
public void Start() { canvasTransform = canvas.GetComponent <RectTransform>(); player = GameObject.FindGameObjectWithTag("MainCamera"); text.text = String.Format("(Space) Interact with {0}", StringUtils.SpaceCase(itemType.ToString())); RectTransform textRectTransform = text.GetComponent <RectTransform>(); RectTransform imageRectTransform = image.GetComponent <RectTransform>(); imageRectTransform.sizeDelta = new Vector2(text.preferredWidth + 10f, imageRectTransform.rect.height); }
private IEnumerator Respawn(float time) { yield return(new WaitForSeconds(time)); keysEnabled = true; gameOverText.gameObject.SetActive(false); Vector3 respawn = GameObject.Find("RespawnPoint").transform.position; gameObject.transform.position = new Vector3(respawn.x, respawn.y, transform.position.z); life = 3; heart1.GetComponent <UnityEngine.UI.Image>().sprite = HeartSprite; heart2.GetComponent <UnityEngine.UI.Image>().sprite = HeartSprite; heart3.GetComponent <UnityEngine.UI.Image>().sprite = HeartSprite; changeForm(forms.Water); }
private IEnumerator Respawn(float time) { yield return(new WaitForSeconds(time)); changeForm(startForm); rigidBody.isKinematic = false; keysEnabled = true; gameOverText.gameObject.SetActive(false); gameOverText.transform.parent.transform.GetChild(0).GetComponent <Timer>().continueTimer(); Vector3 respawn = GameObject.Find("RespawnPoint").transform.position; gameObject.transform.position = new Vector3(respawn.x, respawn.y, transform.position.z); life = 3; heart1.GetComponent <UnityEngine.UI.Image>().sprite = HeartSprite; heart2.GetComponent <UnityEngine.UI.Image>().sprite = HeartSprite; heart3.GetComponent <UnityEngine.UI.Image>().sprite = HeartSprite; }
private void Start() { if (selectionBox != null) { //We need to reset anchors and pivot to ensure proper positioning _rt = selectionBox.GetComponent <RectTransform>(); _rt.pivot = Vector2.one * .5f; _rt.anchorMin = Vector2.one * .5f; _rt.anchorMax = Vector2.one * .5f; selectionBox.gameObject.SetActive(false); } }
static public void initCanvas() { mainCanvas = GameObject.Find("canvas"); mainCanvas.GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceCamera; mainCanvas.GetComponent <Canvas>().worldCamera = Camera.main; mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().uiScaleMode = UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize; mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().referenceResolution = new Vector2(1920, 1080); mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().matchWidthOrHeight = 1.0f; outputImage = GameObject.Find("canvas/image").GetComponent <UnityEngine.UI.Image>(); outputImage.material.mainTexture = outputTexture; outputImage.type = UnityEngine.UI.Image.Type.Simple; outputImage.GetComponent <RectTransform>().sizeDelta = new Vector2(1080, 1080); }
public void DisplayInventory(GameObject player) { if (!inventory.gameObject.activeInHierarchy) { int i = 0; GameObject[] items = player.GetComponent <inventory>().slots; foreach (GameObject x in items) { if (x != null) { inventory.GetComponent <InventoryWindow>().itemButtons[i].GetComponent <ItemButton>().item = x; inventory.GetComponent <InventoryWindow>().itemButtons[i].SetActive(true); } i++; } inventory.gameObject.SetActive(true); } else { inventory.gameObject.SetActive(false); } }
private void SetHealthBar(Text healthBarPercent, Image healthBar, int healthValue, int totalHealthValue) { int healthPercent = (int)(((float)healthValue / (float)totalHealthValue) * 100); healthBarPercent.text = (healthPercent.ToString() + "%"); float width = (float)healthPercent; float height = healthBar.GetComponent<RectTransform>().rect.height; width = Mathf.Clamp(width, 0.0f, 100.0f); healthBar.GetComponent<RectTransform>().sizeDelta = new Vector2(width, height); if (healthPercent >= 80) SetColor(healthBar, colorVeryHighHealth); else if (healthPercent >= 60) SetColor(healthBar, colorHighHealth); else if (healthPercent >= 40) SetColor(healthBar, colorMediumHealth); else if (healthPercent >= 20) SetColor(healthBar, colorLowHealth); else SetColor(healthBar, colorVeryLowHealth); }
void GameOver() { //GameOverText.enabled = true; GameOverScreen.GetComponent <Animation>().Play(); hitbox.enabled = false; rb.gravityScale = 0; _dead = true; ResetAllAnimation(); an.SetBool("Dead", true); //Time.timeScale = 0f; //Destroy(gameObject); // TODO }
private void AnalyseFrame() { if (frame != null) { frame.Dispose(); } frame = capture.QueryFrame(); if (frame != null) { GameObject.Destroy(cameraTex); cameraTex = TextureConvert.ImageToTexture2D <Bgr, byte>(frame, true); Sprite.DestroyImmediate(CameraImageUI.GetComponent <UnityEngine.UI.Image>().sprite); CameraImageUI.sprite = Sprite.Create(cameraTex, new Rect(0, 0, cameraTex.width, cameraTex.height), new Vector2(0.5f, 0.5f)); } if (true) //if (!processingFrame) { processingFrame = true; board = ImageTools.ReadFromFrame(frame.Clone(), filteringParameters); if (lookupImage != null) { lookupImage.Dispose(); } if (board != null) { lookupImage = ImageTools.DrawRooms(320, 240, board.Grid); } else { lookupImage = new Image <Bgr, byte>(320, 240, new Bgr(0, 0, 0)); } if (lookupImage != null) { GameObject.Destroy(lookupTex); lookupTex = TextureConvert.ImageToTexture2D <Bgr, byte>(lookupImage, true); Sprite.DestroyImmediate(LookupUI.GetComponent <UnityEngine.UI.Image>().sprite); LookupUI.sprite = Sprite.Create(lookupTex, new Rect(0, 0, lookupTex.width, lookupTex.height), new Vector2(0.5f, 0.5f)); } processingFrame = false; } }
// Update is called once per frame void Update() { if (bar != null) { _sliderVal = Mathf.MoveTowards(_sliderVal, targetSliderVal, Time.deltaTime * Mathf.Abs(targetSliderVal - _sliderVal) * 10.0f); RectTransform bt = bar.GetComponent <RectTransform>(); Vector2 r = bt.sizeDelta; RectTransform tt = GetComponent <RectTransform>(); if (horizontal) { r.x = tt.sizeDelta.x * _sliderVal; } else { r.y = tt.sizeDelta.y * _sliderVal; } bt.sizeDelta = r; } }
public void initialize() { mainCanvas = GameObject.Find("Canvas"); mainCanvas.GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceCamera; mainCanvas.GetComponent <Canvas>().worldCamera = Camera.main; mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().uiScaleMode = UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize; mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().referenceResolution = new Vector2(1024, 1024); if (Screen.width > Screen.height) { mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().matchWidthOrHeight = 0.0f; } else { mainCanvas.GetComponent <UnityEngine.UI.CanvasScaler>().matchWidthOrHeight = 1.0f; } outputImage = GameObject.Find("Canvas/Image").GetComponent <UnityEngine.UI.Image>(); outputImage.color = new Color(1, 1, 1, 1); outputImage.type = UnityEngine.UI.Image.Type.Simple; outputImage.GetComponent <RectTransform>().sizeDelta = new Vector2(1024, 1024); }
public static void PlayInsufficientMoneyAnim() { moneyPanel.GetComponent <Animation>().Play(); }
public void SetBackground() { image.sprite = spriteToSet; image.GetComponent <UnityEngine.Video.VideoPlayer>().enabled = false; }
private void Start() { Health = MaxHealth; healthBar.GetComponent <UnityEngine.UI.Image>().color = new Color(Mathf.Clamp((1 - (float)Health / (float)MaxHealth), 0, 1), Mathf.Clamp(((float)Health / (float)MaxHealth), 0, 1), 0, 0.5f); transform.position = nodeManager.SetPosition(gameObject.GetComponent <Enemy>(), Column, Row); }
public void OnPointerEnter(UnityEngine.UI.Image image) { image.gameObject.SetActive(true); image.GetComponent <Animator>().Play("languageImage"); }
private void set_highlight_position(float pos_y) { highlight.GetComponent <RectTransform>().localPosition = new Vector3(0, pos_y, 0); current_highlight_position = pos_y; }
private void fitImageInView(Image image) { var rect = image.GetComponent<RectTransform>(); float width = image.mainTexture.width / (float)Screen.width, height = image.mainTexture.height / (float)Screen.height; var size = MathUtilities.FitInView(width, height, 1, 1); rect.anchorMin = new Vector2(-(size.x*.5f) + .5f, -(size.y*.5f) + .5f); rect.anchorMax = new Vector2(-(size.x*.5f) + .5f + size.x, -(size.y*.5f) + .5f + size.y); rect.offsetMin = Vector2.zero; rect.offsetMax = Vector2.zero; }
/// <summary> /// Sets an image or gif/apng from a resource path /// </summary> /// <param name="image">Image component to set the image to</param> /// <param name="location">Resource path, file path, or url of image. Can prefix with # to find and use a base game sprite. May need to prefix resource paths with 'AssemblyName:'</param> /// <param name="loadingAnimation">Whether a loading animation is shown as a placeholder until the image is loaded</param> /// <param name="scaleOptions">If the image should be downscaled and what it should be downscaled to</param> /// <param name="callback">Method to call once SetImage has finished</param> public static void SetImage(this Image image, string location, bool loadingAnimation, ScaleOptions scaleOptions, Action callback) { AnimationStateUpdater oldStateUpdater = image.GetComponent <AnimationStateUpdater>(); if (oldStateUpdater != null) { MonoBehaviour.DestroyImmediate(oldStateUpdater); } if (location.Length > 1 && location[0] == '#') { string imgName = location.Substring(1); image.sprite = Utilities.FindSpriteCached(imgName); if (image.sprite == null) { Logger.log.Error($"Could not find Sprite with image name {imgName}"); } return; } bool isURL = Uri.TryCreate(location, UriKind.Absolute, out Uri uri); if (IsAnimated(location) || isURL && IsAnimated(uri.LocalPath)) { AnimationStateUpdater stateUpdater = image.gameObject.AddComponent <AnimationStateUpdater>(); stateUpdater.image = image; if (loadingAnimation) { stateUpdater.controllerData = AnimationController.instance.loadingAnimation; } if (AnimationController.instance.RegisteredAnimations.TryGetValue(location, out AnimationControllerData animControllerData)) { stateUpdater.controllerData = animControllerData; } else { Utilities.GetData(location, (byte[] data) => { AnimationLoader.Process( (location.EndsWith(".gif", StringComparison.OrdinalIgnoreCase) || (isURL && uri.LocalPath.EndsWith(".gif", StringComparison.OrdinalIgnoreCase))) ? AnimationType.GIF : AnimationType.APNG, data, (Texture2D tex, Rect[] uvs, float[] delays, int width, int height) => { AnimationControllerData controllerData = AnimationController.instance.Register(location, tex, uvs, delays); stateUpdater.controllerData = controllerData; callback?.Invoke(); }); }); return; } } else { AnimationStateUpdater stateUpdater = image.gameObject.AddComponent <AnimationStateUpdater>(); stateUpdater.image = image; if (loadingAnimation) { stateUpdater.controllerData = AnimationController.instance.loadingAnimation; } Utilities.GetData(location, async(byte[] data) => { if (stateUpdater != null) { GameObject.DestroyImmediate(stateUpdater); } if (scaleOptions.ShouldScale) { var imageBytes = await Task.Run(() => DownScaleImage(data, scaleOptions)).ConfigureAwait(false); _ = UnityMainThreadTaskScheduler.Factory.StartNew(() => { image.sprite = Utilities.LoadSpriteRaw(imageBytes); image.sprite.texture.wrapMode = TextureWrapMode.Clamp; }); } else { image.sprite = Utilities.LoadSpriteRaw(data); image.sprite.texture.wrapMode = TextureWrapMode.Clamp; } callback?.Invoke(); }); return; } callback?.Invoke(); }
private void CreateInventoryLayout() { int columns = slots / rows; Vector3 slotSize = slotPrefab.GetComponent <RectTransform>().rect.size; inventoryW = (slotSize.x + leftPad) * columns + outPading * 2 - leftPad; inventoryH = (slotSize.y + topPad) * rows + outPading * 2 - topPad; RectTransform inventoryRect = this.GetComponent <RectTransform>(); inventoryRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, inventoryW); inventoryRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, inventoryH); float orgX = -inventoryW / 2; float orgY = inventoryH / 2; for (int row = 0; row < rows; row++) { for (int column = 0; column < columns; column++) { Slot slot = Instantiate(slotPrefab); slot.transform.SetParent(this.gameObject.transform); slot.transform.localScale = oneSize; slot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading + (leftPad + slotSize.x) * column, orgY - outPading - (topPad + slotSize.y) * row, 0); slotsList.Add(slot); emptySlots++; } } //Equipment Panel equipment = Instantiate(equipmentPrefab); equipment.transform.SetParent(this.transform); equipment.transform.localScale = oneSize; float equipmentW = slotSize.x * 2 + outPading * 5; RectTransform equipmentRect = equipment.GetComponent <RectTransform>(); equipmentRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, equipmentW); equipmentRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, inventoryH); equipmentRect.localPosition = new Vector3(-inventoryW + equipmentW / 2, 0, 0); //InventoryBar inventoryBar = Instantiate(equipmentPrefab); inventoryBar.transform.SetParent(this.transform); inventoryBar.transform.localScale = oneSize; float barW = equipmentW + inventoryW + leftPad; RectTransform barRect = inventoryBar.GetComponent <RectTransform>(); barRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, barW); barRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 36); barRect.localPosition = new Vector3(-(equipmentW + outPading) / 2, (inventoryH + 36) / 2, 0); close.transform.SetParent(inventoryBar.transform); close.transform.localScale = oneSize; RectTransform closeRect = close.GetComponent <RectTransform>(); closeRect.localPosition = new Vector3(barW / 2 - closeRect.sizeDelta.x - leftPad, 0, 0); //StatsPanel RectTransform statsRect = statsPanel.GetComponent <RectTransform>(); statsRect.transform.SetParent(this.transform); statsRect.localPosition = new Vector3(inventoryW / 2, 0, 0); statsText = statsPanel.GetComponentInChildren <Text>(); //Equipment Slots orgX = -equipmentW / 2; //Head slot Slot helmetSlot = Instantiate(slotPrefab); helmetSlot.transform.SetParent(equipment.transform); helmetSlot.transform.localScale = oneSize; helmetSlot.AddSpecialization(ItemType.Head); helmetSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2.5f + slotSize.x / 2, orgY - outPading * 2, 0); equipmentSlots.Add(helmetSlot); //Weapon slot Slot weaponSlot = Instantiate(slotPrefab); weaponSlot.transform.SetParent(equipment.transform); weaponSlot.transform.localScale = oneSize; weaponSlot.AddSpecialization(ItemType.Weapon); weaponSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2, orgY - outPading * 2 - slotSize.y - outPading, 0); equipmentSlots.Add(weaponSlot); //Shield slot Slot shieldSlot = Instantiate(slotPrefab); shieldSlot.transform.SetParent(equipment.transform); shieldSlot.transform.localScale = oneSize; shieldSlot.AddSpecialization(ItemType.Shield); shieldSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 3 + slotSize.x, orgY - outPading * 2 - slotSize.y - outPading, 0); equipmentSlots.Add(shieldSlot); //Armor slot Slot armorSlot = Instantiate(slotPrefab); armorSlot.transform.SetParent(equipment.transform); armorSlot.transform.localScale = oneSize; armorSlot.AddSpecialization(ItemType.Armor); armorSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2, orgY - outPading * 2 - (slotSize.y + outPading) * 2, 0); equipmentSlots.Add(armorSlot); //Hands slot Slot hadsSlot = Instantiate(slotPrefab); hadsSlot.transform.SetParent(equipment.transform); hadsSlot.transform.localScale = oneSize; hadsSlot.AddSpecialization(ItemType.Gloves); hadsSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 3 + slotSize.x, orgY - outPading * 2 - (slotSize.y + outPading) * 2, 0); equipmentSlots.Add(hadsSlot); //Shoes slot Slot shoesSlot = Instantiate(slotPrefab); shoesSlot.transform.SetParent(equipment.transform); shoesSlot.transform.localScale = oneSize; shoesSlot.AddSpecialization(ItemType.Boots); shoesSlot.GetComponent <RectTransform>().localPosition = new Vector3(orgX + outPading * 2.5f + slotSize.x / 2, orgY - outPading * 2 - (slotSize.y + outPading) * 3, 0); equipmentSlots.Add(shoesSlot); //Set final inventory position (centered) Rect canvasRect = canvas.GetComponent <RectTransform>().rect; this.transform.position = new Vector3(canvasRect.width / 2, canvasRect.height / 2, 0); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_SLIDER, layer.name, parent); //GameObject.Instantiate(temp) as UnityEngine.UI.Slider; UnityEngine.UI.Slider slider = node.GetComponent <UnityEngine.UI.Slider>(); string type = layer.arguments[0].ToUpper(); switch (type) { case "R": slider.direction = Slider.Direction.RightToLeft; break; case "L": slider.direction = Slider.Direction.LeftToRight; break; case "T": slider.direction = Slider.Direction.TopToBottom; break; case "B": slider.direction = Slider.Direction.BottomToTop; break; default: break; } bool haveHandle = false; for (int i = 0; i < layer.images.Length; i++) { Image image = layer.images[i]; string lowerName = image.name.ToLower(); UnityEngine.UI.Image graph = null; if (lowerName.StartsWith("b_")) { graph = slider.transform.Find("Background").GetComponent <UnityEngine.UI.Image>(); PSDImportUtility.SetRectTransform(image, slider.GetComponent <RectTransform>()); slider.name = layer.name; } else if (lowerName.StartsWith("f_")) { graph = slider.fillRect.GetComponent <UnityEngine.UI.Image>(); } else if (lowerName.StartsWith("h_")) { graph = slider.handleRect.GetComponent <UnityEngine.UI.Image>(); RectTransform rect = graph.GetComponent <RectTransform>(); rect.name = image.name; rect.sizeDelta = new Vector2(image.size.width, 0); rect.anchoredPosition = Vector2.zero; haveHandle = true; } if (graph == null) { continue; } PSDImportUtility.SetPictureOrLoadColor(image, graph); } if (!haveHandle) { UnityEngine.Object.DestroyImmediate(slider.handleRect.parent.gameObject); } return(node); }
void Start() { //assign health bar and thirst bar x coordinates to max health at first currentThirstX = thirstBarEmpty.GetComponent <RectTransform>().anchoredPosition.x; healthScript = GetComponent <Health>(); }
void Start() { //assign health bar x coordinate to max health at first currentX = healthBarEmpty.GetComponent <RectTransform>().anchoredPosition.x; }
public void DisplayItemMenu(int index) { itemMenu.GetComponent <ItemMenu>().itemIndex = index; itemMenu.rectTransform.anchoredPosition = Input.mousePosition; //pozycja okna taka jak pozycja kursora itemMenu.gameObject.SetActive(true); }