本文整理汇总了C#中FButton.SetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# FButton.SetPosition方法的具体用法?C# FButton.SetPosition怎么用?C# FButton.SetPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FButton
的用法示例。
在下文中一共展示了FButton.SetPosition方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
public override void Start()
{
background_ = new FSprite("level select screen final");
AddChild(background_);
string highest_level = PlayerPrefs.GetString("highest_level");
if(highest_level.Equals("stomach"))
{
setBrain(ButtonType.locked);
setLungs(ButtonType.locked);
} else if(highest_level.Equals("lung")) {
setBrain(ButtonType.locked);
setLungs(ButtonType.normal);
} else {
setBrain(ButtonType.normal);
setLungs(ButtonType.normal);
}
stomach = new FButton("Stomach", "StomachPressed");
stomach.SignalRelease += HandleStomachButton;
AddChild(stomach);
stomach.SetPosition(STOMACH_POSITION);
background_.scale = 1f;
Go.to(background_, 0.5f, new TweenConfig().setDelay(0.1f).floatProp("scale", 1.0f).setEaseType(EaseType.BackOut));
}
示例2: Start
public override void Start()
{
// once play navigates away from home screen, don't play the intro when they return
Main.instance.playIntro = false;
FSprite background = new FSprite("viewport");
background.SetAnchor(0.0f, 0.0f);
AddChild(background);
string backButtonText = "Back";
string titleText = "About The Game";
if (Main.instance.gameFinished){
// Display end game messages
titleText = "The Ship Went Nuclear!";
_scoreLabel = new FLabel("Emulogic", "You Saved " + Main.instance.crewSaved + " Crew Members");
_scoreLabel.color = Color.black; // new Color(0.173f, 0.722f, 0.976f, 1.0f);
_scoreLabel.scale = 0.25f;
_scoreLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + Futile.screen.halfHeight / 2);
AddChild(_scoreLabel);
_againButton = new FButton("buttonWide");
_againButton.AddLabel("Emulogic","Play Again",Color.black); //new Color(0.45f,0.25f,0.0f,1.0f)
_againButton.label.scale = 0.25f;
_againButton.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + 80);
AddChild(_againButton);
_againButton.SignalRelease += HandleAgainButtonRelease;
backButtonText = "Home";
} else {
// diplay generic message
}
_textLabel = new FLabel("Emulogic", titleText);
_textLabel.color = Color.black;
_textLabel.scale = 0.5f;
_textLabel.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight + Futile.screen.halfHeight * 2 / 3);
AddChild(_textLabel);
_quitButton = new FButton("buttonWide");
_quitButton.AddLabel("Emulogic",backButtonText,Color.black); //new Color(0.45f,0.25f,0.0f,1.0f)
_quitButton.label.scale = 0.25f;
_quitButton.SetPosition(Futile.screen.halfWidth, Futile.screen.halfHeight);
AddChild(_quitButton);
_quitButton.SignalRelease += HandleQuitButtonRelease;
string about = "Game Designed and created by Jason Rendel,\nfor Ludum Dare 27. My first game jam ever!\nCreated for the 48 hour competition.\n\n ---- Tools ----\n Unity 3d - Futile - Gimp \nTexture Packer - Glyph Designer - CFXR\n\nFollow me @jasonrendel\nCheck out what else I'm up to at www.jasonrendel.com";
_scoreLabel = new FLabel("Emulogic", about);
_scoreLabel.color = Color.black;
_scoreLabel.scale = 0.20f;
_scoreLabel.SetPosition(Futile.screen.halfWidth, 200);
AddChild(_scoreLabel);
}
示例3: setBrain
private void setBrain(ButtonType type)
{
if(brain != null){
RemoveChild(brain);
}
switch(type){
case ButtonType.normal:
brain = new FButton("Brain", "BrainPressed");
brain.SignalRelease += HandleBrainButton;
break;
case ButtonType.locked:
brain = new FButton("BrainLocked");
break;
}
AddChild(brain);
brain.SetPosition(BRAIN_POSITION);
}
示例4: setLungs
private void setLungs(ButtonType type)
{
if(lungs != null){
RemoveChild(lungs);
}
switch(type){
case ButtonType.normal:
lungs = new FButton("Lungs", "LungsPressed");
lungs.SignalRelease += HandleLungsButton;
break;
case ButtonType.locked:
lungs = new FButton("LungsLocked");
break;
}
AddChild(lungs);
lungs.SetPosition(LUNGS_POSITION);
}
示例5: HandleUpdate
protected void HandleUpdate()
{
level.Update();
if(player_won_)
{
if(ImmunityCombatManager.instance.stage_name.Equals("stomach"))
{
if(!PlayerPrefs.GetString("highest_level").Equals("brain"))
PlayerPrefs.SetString("highest_level", "lung");
}
else if(ImmunityCombatManager.instance.stage_name.Equals("lung"))
PlayerPrefs.SetString("highest_level", "brain");
player_.play("idle");
if(enemy_.FinishedCount >= 1)
{
if(displayEndScreen){
victory = new FSprite("victory screen final");
nextLevelButton = new FButton("NextLevel", "NextLevelPressed");
levelSelectButton = new FButton("LevelSelect","LevelSelectPressed");
AddChild(victory);
AddChild(nextLevelButton);
AddChild(levelSelectButton);
nextLevelButton.SignalRelease += HandleNextLevelButton;
levelSelectButton.SignalRelease += HandleLevelSelectButton;
nextLevelButton.SetPosition(new Vector2(200, -210));
levelSelectButton.SetPosition(new Vector2(-200,-300));
displayEndScreen = false;
if(ImmunityCombatManager.instance.stage_name.Equals("brain"))
{
nextLevelButton.isVisible = false;
}
AddChild(player_);
player_.x = -Futile.screen.halfWidth*.6f;
player_.y = -Futile.screen.halfHeight*.05f;
player_.scale = 1.4f;
player_.play("idle");
}
}
return;
}
if(player_lost_)
{
enemy_.play("idle");
if(player_.FinishedCount >= 1)
{
if(displayEndScreen){
defeat = new FSprite("try again screen final");
yesButton = new FButton("Yes", "YesPressed");
noButton = new FButton("No","NoPressed");
AddChild(defeat);
AddChild(yesButton);
AddChild(noButton);
yesButton.SignalRelease += HandleYesButton;
noButton.SignalRelease += HandleNoButton;
yesButton.SetPosition(new Vector2(-120, -100));
noButton.SetPosition(new Vector2(150,-100));
displayEndScreen = false;
AddChild(player_);
player_.x = -Futile.screen.halfWidth*.6f;
player_.y = -Futile.screen.halfHeight*.12f;
player_.scale = 1.4f;
player_.play("idle");
}
}
return;
}
switch(enemy_.curr_behavior_)
{
case EnemyCharacter.BehaviorType.MOVE_TOWARDS_PLAYER:
MoveTowardsPlayerBehavior();
break;
case EnemyCharacter.BehaviorType.MOVE_AWAY_FROM_PLAYER:
MoveAwayFromPlayerBehavior();
break;
case EnemyCharacter.BehaviorType.PUNCH:
PunchBehavior();
break;
case EnemyCharacter.BehaviorType.SPAWN_SWARM:
SpawnSwarmBehavior();
break;
case EnemyCharacter.BehaviorType.HIT:
PunchyHitBehavior();
break;
case EnemyCharacter.BehaviorType.BLOCK:
PunchyBlockBehavior();
//.........这里部分代码省略.........
示例6: InitArrows
// this creates all the arrows around the board and sets them up to be able to send their data when pressed and released
private void InitArrows()
{
for (int i = 0; i < tileMapWidth; i++) {
FButton arrowButtonUp = new FButton("arrow", "arrow", "click");
arrowButtonUp.SetPosition((i + 0.5f) * tileSize, (tileMapHeight + 0.5f) * tileSize);
arrowButtonUp.SetColors(Color.white, Color.red);
arrowButtonUp.data = new ArrowData(Direction.Up, i);
arrowButtonUp.SignalRelease += ArrowButtonReleased;
boardContainer.AddChild(arrowButtonUp);
FButton arrowButtonDown = new FButton("arrow", "arrow", "click");
arrowButtonDown.SetPosition((i + 0.5f) * tileSize, -0.5f * tileSize);
arrowButtonDown.SetColors(Color.white, Color.red);
arrowButtonDown.data = new ArrowData(Direction.Down, i);
arrowButtonDown.SignalRelease += ArrowButtonReleased;
arrowButtonDown.rotation = 180;
boardContainer.AddChild(arrowButtonDown);
}
for (int j = 0; j < tileMapHeight; j++) {
FButton arrowButtonRight = new FButton("arrow", "arrow", "click");
arrowButtonRight.SetPosition((tileMapWidth + 0.5f) * tileSize, (j + 0.5f) * tileSize);
arrowButtonRight.SetColors(Color.white, Color.red);
arrowButtonRight.data = new ArrowData(Direction.Right, j);
arrowButtonRight.SignalRelease += ArrowButtonReleased;
arrowButtonRight.rotation = 90;
boardContainer.AddChild(arrowButtonRight);
FButton arrowButtonLeft = new FButton("arrow", "arrow", "click");
arrowButtonLeft.SetPosition(-0.5f * tileSize, (j + 0.5f) * tileSize);
arrowButtonLeft.SetColors(Color.white, Color.red);
arrowButtonLeft.data = new ArrowData(Direction.Left, j);
arrowButtonLeft.SignalRelease += ArrowButtonReleased;
arrowButtonLeft.rotation = 270;
boardContainer.AddChild(arrowButtonLeft);
}
}
示例7: Start
public override void Start()
{
Main.instance.crewSaved = 0;
Main.instance.gameFinished = false;
FSprite background = new FSprite("viewport");
background.SetAnchor(0.0f, 0.0f);
AddChild(background);
_introLabel = new FLabel("Emulogic", "");
_introLabel.color = Color.black; //Color.green; // new Color(0.173f, 0.722f, 0.976f, 1.0f);
_introLabel.scale = 0.2f;
_introLabel.SetAnchor(0.0f, 1.0f);
_introLabel.SetPosition(60, Futile.screen.height - 14);
AddChild(_introLabel);
_titleLabel = new FLabel("Emulogic", "");
_titleLabel.color = Color.black;
_titleLabel.scale = 1.0f;
_titleLabel.SetAnchor(0.0f, 1.0f);
_titleLabel.SetPosition(200, 550);
AddChild(_titleLabel);
_finalLabel = new FLabel("Emulogic", "");
_finalLabel.color = Color.black; //Color.green;
_finalLabel.scale = 0.2f;
_finalLabel.SetAnchor(0.0f, 1.0f);
_finalLabel.SetPosition(575, 400);
AddChild(_finalLabel);
if (!Main.instance.playIntro){
_introLabel.text = _introText;
_titleLabel.text = _titleText;
_finalLabel.text = _finalText;
}
_startButton = new FButton("buttonWide");
_startButton.AddLabel("Emulogic","Play!",Color.black); //new Color(0.45f,0.25f,0.0f,1.0f)
_startButton.label.scale = 0.25f;
_startButton.SetPosition(Futile.screen.width - 225, 155);
AddChild(_startButton);
_startButton.SignalRelease += HandleStartButtonRelease;
_creditsButton = new FButton("buttonWide");
_creditsButton.AddLabel("Emulogic","About",Color.black); //new Color(0.45f,0.25f,0.0f,1.0f)
_creditsButton.label.scale = 0.25f;
_creditsButton.SetPosition(Futile.screen.width - 225, 75);
AddChild(_creditsButton);
_creditsButton.SignalRelease += HandleCreditsButtonRelease;
_lastTextUpdate = Main.GameTime;
FSprite escapePod = new FSprite("escapePod");
FSprite doors = new FSprite("doorsIcon");
FSprite crew = new FSprite("floatingCharacter");
FSprite clock = new FSprite("moveTileIcon");
//FSprite clock = new FSprite("clock4");
escapePod.scale = 0.5f;
doors.scale = 0.5f;
escapePod.SetPosition(140, 305);
doors.SetPosition(140, 230);
crew.SetPosition(140, 155);
clock.SetPosition(140, 80);
AddChild(escapePod);
AddChild(doors);
AddChild(crew);
AddChild(clock);
FLabel escapePodLabel = new FLabel("Emulogic", "Get the crew to \nthe escape pods!");
escapePodLabel.color = Color.black; //Color.green;
escapePodLabel.scale = 0.15f;
escapePodLabel.SetAnchor(0.0f, 0.5f);
escapePodLabel.SetPosition(200, 305);
AddChild(escapePodLabel);
FLabel doorsLabel = new FLabel("Emulogic", "Touch doors to \nopen and close them.");
doorsLabel.color = Color.black; //Color.green;
doorsLabel.scale = 0.15f;
doorsLabel.SetAnchor(0.0f, 0.5f);
doorsLabel.SetPosition(200, 230);
AddChild(doorsLabel);
FLabel crewLabel = new FLabel("Emulogic", "The Crew. They will walk \nthrough open doors, \nbut don't expect much else.");
crewLabel.color = Color.black; //Color.green;
crewLabel.scale = 0.15f;
crewLabel.SetAnchor(0.0f, 0.5f);
crewLabel.SetPosition(200, 155);
AddChild(crewLabel);
FLabel clockLabel = new FLabel("Emulogic", "Place movement tiles \nto redirect the crew.");
//FLabel clockLabel = new FLabel("Emulogic", "10 Seconds.");
clockLabel.color = Color.black; //Color.green;
//.........这里部分代码省略.........