示例#1
0
    // Use this for initialization
    void Start()
    {
        MagicsCount      = 0;
        PointsToGetMagic = 0;
        NowInMagic       = new Color();

        bText = bImage.GetComponentInChildren <UnityEngine.UI.Text>();
    }
示例#2
0
    private void UpdateMouseHUD()
    {
        if (mouseHUDText.Equals(""))
        {
            mouseHUD.gameObject.SetActive(false);
        }
        else
        {
            mouseHUD.gameObject.SetActive(true);
            UnityEngine.UI.Text textBox = mouseHUD.GetComponentInChildren <UnityEngine.UI.Text>();
            textBox.text = mouseHUDText;
            mouseHUD.rectTransform.sizeDelta = new Vector2(textBox.preferredWidth + 16, mouseHUD.rectTransform.sizeDelta.y);
            mouseHUD.rectTransform.position  = Input.mousePosition + new Vector3(8, 0, -8);
        }

        mouseHUDText = "";
    }
示例#3
0
    public void TakeScreenShoot()
    {
#if UNITY_ANDROID && !UNITY_EDITOR
        SaveScreenshotAndroid();
        return;

        //documentsPath = Application.streamingAssetsPath + "/SAGE2_Media/images";
#endif

#if !UNITY_ANDROID || UNITY_EDITOR
        string documentsPath;
        documentsPath = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments) + "/SAGE2_Media/images";

        timer_to_reset = 5;
        ToogleShowSlots();
        bg_Color = slots_area.GetComponent <Image>().color;
        slots_area.GetComponent <Image>().color = color_save_bg;
        if (Directory.Exists(documentsPath))
        {
            ScreenCapture.CaptureScreenshot(documentsPath + "/NetTopology_ScreenShoot_" + screenShoot_num + ".png");
            screenshot_full_path = documentsPath + "/NetTopology_ScreenShoot_" + (screenShoot_num) + ".png";
            screenShoot_num++;
            //SendPhotoInEmail();
            PlayerPrefs.SetInt("screenShoot_num", screenShoot_num);
            avisoExtPanel.GetComponent <Animation>().Play("inout");
        }
        else
        {
            avisoExtPanel.GetComponentInChildren <Text>().text = "Invalid Directory";
            avisoExtPanel.GetComponent <Animation>().Play("inout");
            avisoPath.text  = "Invalid path. Please change select type a valid directory path.";
            avisoPath.color = Color.red;
        }
        reseting_bg = true;
        Debug.Log("FOTO TIRADA");
#endif
    }
示例#4
0
    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);
    }