/// <summary> /// slider 由p1指向p2 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="mySlider"></param> void SetLineUI(Vector3 p1, Vector3 p2, Slider mySlider) { float centerX = (p1.x + p2.x) / 2; float centerY = (p1.y + p2.y) / 2; float distance = Vector3.Distance(p1, p2); mySlider.transform.position = new Vector3(centerX, centerY, 0); mySlider.transform.localEulerAngles = UIUtils.GetEulerAngle(p1, p2); mySlider.GetComponent <RectTransform>().sizeDelta = new Vector2(distance, 20); mySlider.GetComponent <Slider>().value = 0f; }
// Start is called before the first frame update void Start() { InitOnStart(); SoundManager.Instance.BgmSpeaker (SoundManager.BGM.Boss, SoundManager.State.Play, bgmClip); GameManager.onPlayerDie += IsPlayerDied; playerShieldGauge = GameObject.Find("Player Shield Gauge").GetComponent <UnityEngine.UI.Slider>(); playerShieldGuageRect = playerShieldGauge.GetComponent <RectTransform>(); playerShieldMaxValue = playerShieldGauge.maxValue; playerShieldGuageOriginalOffsetMax = playerShieldGuageRect.offsetMax; //Debug.Log("Orig offsetMax : " + playerShieldGuageRect.offsetMax); //float newOffsetMaxY = // (playerShieldGuageRect.offsetMax.y * 2.0f) - // ((playerShieldGuageRect.offsetMax.y * 0.01f) * playerShieldDivideValue); //Debug.Log("MAX : " + playerShieldGuageRect.offsetMin.y); //Debug.Log("MIN : " + (playerShieldGuageRect.offsetMin.y + playerShieldGuageRect.offsetMax.y)); float newOffsetMaxY = (playerShieldGuageRect.offsetMin.y + playerShieldGuageRect.offsetMax.y) * 0.01f * playerShieldDivideValue; //Debug.Log("1% : " + ((playerShieldGuageRect.offsetMin.y - playerShieldGuageRect.offsetMax.y) // * 0.01f)); //Debug.Log("NEW * Percent : " + newOffsetMaxY); playerShieldGuageFixedOffsetMax = new Vector2(playerShieldGuageRect.offsetMax.x, newOffsetMaxY); //Debug.Log("Now offsetMax : " + playerShieldGuageFixedOffsetMax); SoundManager.Instance.BgmSpeaker (SoundManager.BGM.Boss, SoundManager.State.Play, bgmClip); }
private void Awake() { m_SliderRectTransform = m_ShotSlider.GetComponent <RectTransform>(); m_PerfectPowerBarRectTransform = m_PerfectPowerBar.GetComponent <RectTransform>(); m_SliderHeight = m_SliderRectTransform.sizeDelta.y; }
// Use this for initialization void Start() { sweetSlider.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width - 100, 20); sourSlider.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width - 100, 20); bitterSlider.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width - 100, 20); saltySlider.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width - 100, 20); umamiSlider.GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width - 100, 20); sweet.text = sweetSlider.value.ToString(); sour.text = sourSlider.value.ToString(); bitter.text = bitterSlider.value.ToString(); salty.text = saltySlider.value.ToString(); umami.text = umamiSlider.value.ToString(); }
void init_settings() { NetData.settings = new Dictionary <string, float>() { { "Ambient Occulusion", 0.05f }, { "Bloom Effect", 4f }, { "Depth of Field", 20f }, { "Color Grading", 89f }, }; TestSettings = this.clone(NetData.settings); SettingsPointer = new Dictionary <int, string>(); OPTION_DATA = new GameObject[4]; UnityEngine.UI.Slider[] options = new UnityEngine.UI.Slider[] { OPTION0, OPTION1, OPTION2, OPTION3 }; int i = 0; NetData.fancyGraphics = true; foreach (var option in NetData.settings) { SettingsPointer.Add(i, option.Key); UnityEngine.UI.Slider slider = options[i]; RectTransform s_t = slider.GetComponent <RectTransform>(); TMPro.TextMeshProUGUI text = s_t.GetChild(s_t.childCount - 1).GetComponent <TMPro.TextMeshProUGUI>(); slider.value = option.Value; pieceCode code = slider.gameObject.AddComponent <pieceCode>(); int iCopy = i; slider.onValueChanged.AddListener(delegate { TestSettings[SettingsPointer[iCopy]] = slider.value; }); OPTION_DATA[i] = slider.gameObject; i++; } APPLY_BUTTON.onClick.AddListener(delegate { NetData.settings = clone(TestSettings); }); BUTTON_TOGGLE.onValueChanged.AddListener(delegate { NetData.fancyGraphics = !NetData.fancyGraphics; foreach (var item in options) { item.enabled = NetData.fancyGraphics; } }); }
// Start is called before the first frame update void Start() { jetpackAudio = GetComponent <AudioSource>(); jetpackParticles.Stop(); if (!flightTimeSlider.gameObject.activeSelf) { flightTimeSlider.gameObject.SetActive(true); } isFloating = false; isFlying = false; currentFlightAccel = flightAccel; currentFlightTime = flightTime; sliderAnim = flightTimeSlider.GetComponent <Animator>(); playerFPController = GetComponentInChildren <FirstPersonController>(); playerCharController = playerFPController.GetComponent <CharacterController>(); flightTimeSlider.maxValue = flightTime; }
/// <summary> /// Awakes the script. /// </summary> void Awake() { logSeriesId = LoggerAssembly.GetLogSeriesId(); smc = FindObjectOfType <SumoMainController>(); tic = FindObjectOfType <TrafficIntegrationController>(); ebpc = FindObjectOfType <EventButtonPanelController>(); fped = FindObjectOfType <FlashPedestriansGlobalParameters>(); if (timeSlider != null) { timeSliderContr = timeSlider.GetComponent <TimeSliderController>(); } if (loadingSplash != null) { loadingSplash.SetActive(true); } }
void Start() { ant = slider.GetComponent <Animator>(); }
public UGUINode DrawLayer(GroupNode layer, UGUINode parent) { UGUINode node = PSDImportUtility.InstantiateItem(GroupType.SLIDER, layer.Name, parent); //GameObject.Instantiate(temp) as UnityEngine.UI.Slider; UnityEngine.UI.Slider slider = node.InitComponent <UnityEngine.UI.Slider>(); PSDImportUtility.SetRectTransform(layer, slider.GetComponent <RectTransform>()); slider.value = 1; ImgNode bg = layer.images.Find(x => x.Name.ToLower().StartsWith("b_")); ImgNode fill = layer.images.Find(x => x.Name.ToLower().StartsWith("f_")); ImgNode handle = layer.images.Find(x => x.Name.ToLower().StartsWith("h_")); if (bg != null) { var graph = node.InitComponent <UnityEngine.UI.Image>(); PSDImportUtility.SetPictureOrLoadColor(bg, graph); } if (fill != null) { var fillAreaNode = PSDImportUtility.InstantiateItem(GroupType.EMPTY, "Fill Area", node); var fileNode = ctrl.DrawImage(fill, fillAreaNode); fileNode.InitComponent <Image>().type = Image.Type.Tiled; PSDImportUtility.SetRectTransform(fill, fillAreaNode.InitComponent <RectTransform>()); fillAreaNode.ReprocessEvent = () => { slider.fillRect = fileNode.InitComponent <RectTransform>(); }; } if (handle != null && bg != null) { var tempRect = fill != null ? fill : bg; SetSlider(slider, handle, layer); var handAreaNode = PSDImportUtility.InstantiateItem(GroupType.EMPTY, "Handle Slide Area", node); var handNode = ctrl.DrawImage(handle, handAreaNode); PSDImportUtility.SetRectTransform(tempRect, handAreaNode.InitComponent <RectTransform>()); switch (layer.direction) { case Direction.LeftToRight: handNode.anchoType = AnchoType.Right | AnchoType.YStretch; break; case Direction.BottomToTop: handNode.anchoType = AnchoType.Up | AnchoType.XStretch; break; case Direction.TopToBottom: handNode.anchoType = AnchoType.Down | AnchoType.XStretch; break; case Direction.RightToLeft: handNode.anchoType = AnchoType.Left | AnchoType.YStretch; break; default: break; } handNode.ReprocessEvent = () => { slider.handleRect = handNode.InitComponent <RectTransform>(); slider.handleRect.anchoredPosition = Vector3.zero; }; } else { SetSlider(slider, layer.direction); } return(node); }
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); }
// private void Update() //{ //for (int i = 0; i < DefinePause.ImageNumber; i++) //{ // if (PauseScript[i].pauseUI[i].activeSelf == true) // { // slider = GameObject.Find("Slider").GetComponent<Slider>(); // } //} //} //スライダーで音量調整 public void FixedUpdate() { SoundScript.audio.GetComponent <AudioSource>().volume = slider.GetComponent <Slider>().normalizedValue; }
public void DrawLayer(Layer layer, GameObject parent) { //UnityEngine.UI.Slider temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_SLIDER, typeof(UnityEngine.UI.Slider)) as UnityEngine.UI.Slider; UnityEngine.UI.Slider slider = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Slider>(PSDImporterConst.ASSET_PATH_SLIDER, layer.name, parent); //GameObject.Instantiate(temp) as UnityEngine.UI.Slider; RectTransform rectTransform = slider.GetComponent <RectTransform>(); rectTransform.sizeDelta = new Vector2(layer.size.width, layer.size.height); rectTransform.anchoredPosition = new Vector2(layer.position.x, layer.position.y); //slider.transform.SetParent(parent.transform, true); //parent = parent.transform; PosLoader posloader = slider.gameObject.AddComponent <PosLoader>(); posloader.worldPos = rectTransform.position; 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; } for (int i = 0; i < layer.layers.Length; i++) { PSImage image = layer.layers[i].image; string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX; Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite; if (image.name.ToLower().Contains("bg")) { var bgRect = slider.transform.Find("Background").GetComponent <RectTransform>(); var bgImage = bgRect.GetComponent <UnityEngine.UI.Image>(); if (image.imageType != ImageType.SliceImage) { bgImage.type = Image.Type.Simple; } bgImage.sprite = sprite; bgRect.sizeDelta = new Vector2(image.size.width, image.size.height); } else if (image.name.ToLower().Contains("fill")) { var fillImage = slider.fillRect.GetComponent <UnityEngine.UI.Image>(); if (image.imageType != ImageType.SliceImage) { fillImage.type = Image.Type.Simple; } fillImage.sprite = sprite; var fillArea = slider.transform.Find("Fill Area").GetComponent <RectTransform>(); fillArea.sizeDelta = new Vector2(image.size.width, image.size.height); } else if (image.name.ToLower().Contains("handle")) //默认没有handle { var handleRectTrans = slider.transform.Find("Handle Slide Area/Handle").GetComponent <RectTransform>(); var handleSprite = handleRectTrans.GetComponent <UnityEngine.UI.Image>(); slider.handleRect = handleRectTrans; handleSprite.sprite = sprite; handleRectTrans.gameObject.SetActive(true); } } }
// Start is called before the first frame update void Start() { my_ang_slider = ang_slider.GetComponent <UnityEngine.UI.Slider> (); my_len_slider = len_slider.GetComponent <UnityEngine.UI.Slider> (); }