本文整理汇总了C#中MenuButton类的典型用法代码示例。如果您正苦于以下问题:C# MenuButton类的具体用法?C# MenuButton怎么用?C# MenuButton使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
MenuButton类属于命名空间,在下文中一共展示了MenuButton类的15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: DietySelected
public void DietySelected(MenuButton pressed)
{
// Find the diety with the name stored in button text, make the sacrifice to them
Diety[] dieties = WorldManager.instance.GetDieties();
int selectedIdx = -1;
for(int i = 0; i < dieties.Length; i++) {
if(dieties[i].dietyName == pressed.text) {
selectedIdx = i;
break;
}
}
// Found the diety, can make a sacrifice to them
if(selectedIdx >= 0) {
Inventory inventory = UI_base.GetOwner().GetInventory();
if(inventory == null) {
Debug.Log("ERROR! UI_DietyMenu::DietySelected() Failed to find player inventory!");
return;
}
// Only make the actuall sacrifice if the item was actually found and removed from the inventory
if(inventory.RemoveCraftingItem(itemName)) {
dieties[selectedIdx].SacrificeMade(itemName);
}
}
CloseMenu();
}
示例2: SublimeWeaponComponentMenu
private void SublimeWeaponComponentMenu(MenuButton buttonSender, WeaponHash weaponHash)
{
List<IMenuItem> componentButtons = new List<IMenuItem>();
foreach (KeyValuePair<string, string> weaponComponent in weaponComponentItems)
{
int weaponComponentHash = Function.Call<int>(Hash.GET_HASH_KEY, weaponComponent.Key);
bool canWeaponHaveComponent = Function.Call<bool>(Hash._CAN_WEAPON_HAVE_COMPONENT, (int) weaponHash, weaponComponentHash);
if (canWeaponHaveComponent)
{
var componentActivateButton = new MenuButton(weaponComponent.Value);
componentActivateButton.Activated += (sender, args) => WeaponFunctions.ChangeWeaponComponent(weaponHash, weaponComponent);
componentButtons.Add(componentActivateButton);
}
}
foreach (KeyValuePair<string, int> tintIndex in weaponTintIndexDict)
{
var tintActivateButton = new MenuButton(tintIndex.Key);
tintActivateButton.Activated += (sender, args) => WeaponFunctions.ChangeWeaponTint(weaponHash, tintIndex.Value);
componentButtons.Add(tintActivateButton);
}
WeaponComponentsMenu = new GTA.Menu(buttonSender.Caption, componentButtons.ToArray());
DrawMenu(WeaponComponentsMenu);
}
示例3: OpenMenu
public override void OpenMenu()
{
base.OpenMenu();
// Build the options based on what the player currently has in their inventory
options.Clear();
Player player = UI_base.GetOwner();
Inventory inv = player.GetInventory();
if(inv == null) {
Debug.Log("ERROR! UI_SacrificeMenu::OpenMenu() Failed to find player inventory!");
return;
}
// Create an option button for each craftin item
foreach(string item in inv.CraftingItems()) {
int numOfItem = inv.GetNumOfCraftingItem(item);
MenuButton btn = new MenuButton(item, SacrificeSelected);
string itemEffect = WorldManager.instance.GetCraftingItemByName(item).effectText;
btn.info = "x " + numOfItem + " : " + itemEffect;
options.Add(btn);
}
}
示例4: Start
// Use this for initialization
void Start()
{
if (defaultButton != null) {
defaultButtonComponent = (MenuButton) defaultButton.GetComponent("MenuButton");
}
else {
Debug.LogWarning(gameObject.name + ": MenuController: defaultButton not set, menu will get confused unless set.");
}
// store the camera position
foreach (Transform child in transform) {
if (child.gameObject.name == "CameraPosition") {
cameraPostion = child;
}
}
if (cameraPostion == null) {
Debug.LogWarning(gameObject.name + ": MenuController: no cameraPostion object set, please name a game object to 'CameraPosition' and the correct transform will be set");
}
// activate this menu if necessary
if (activateMenuOnStart) {
ActivateMenu();
}
}
示例5: LoadContent
public override void LoadContent()
{
// Set the mouse to be visible so the user can see the mouse to use the UI.
ScreenManager.Game.IsMouseVisible = true;
// Get the center of the screen (right under the Dark Havoc logo).
centerOfScreen = new Vector2(ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Center.X, ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Center.Y + (Assets.darkHavocLogo.Height / 2) + 30);
// Play Button initialization
playGameButton = new MenuButton(centerOfScreen, "Play!");
playGameButton.Selected += new EventHandler<EventArgs>(playGameButton_Selected);
playGameButton.Position = new Vector2(centerOfScreen.X - (MenuButton.ButtonWidth * 2) - 25, centerOfScreen.Y);
playGameButton.Initialize();
// Options/Help button initialization
optionsHelpButton = new MenuButton(centerOfScreen, "Options");
optionsHelpButton.Selected += new EventHandler<EventArgs>(optionsHelpButton_Selected);
optionsHelpButton.Position = new Vector2(centerOfScreen.X - (MenuButton.ButtonWidth / 2), centerOfScreen.Y);
optionsHelpButton.Initialize();
#if WINDOWS
// Exit button initialization
exitButton = new MenuButton(centerOfScreen, "Exit Game");
exitButton.Selected += new EventHandler<EventArgs>(exitButton_Selected);
exitButton.Position = new Vector2(centerOfScreen.X + MenuButton.ButtonWidth + 25, centerOfScreen.Y);
exitButton.Initialize();
#endif
}
示例6: OnSaveGameClick
public void OnSaveGameClick()
{
SetAllActiveFalse();
SaveGame.SetActive(true);
ButtonClick = MenuButton.SAVEGAME;
}
示例7: GiveWeapon
void GiveWeapon(MenuButton sender, KeyValuePair<WeaponHash, int> weapon)
{
{
Game.Player.Character.Weapons.Give(weapon.Key, 120, true, true);
UI.Notify("Weapon Given!", true);
}
}
示例8: giveWeapon
void giveWeapon(MenuButton sender, KeyValuePair<WeaponHash, int> weapon)
{
{
Game.Player.Character.Weapons.Give(weapon.Key, 9999, true, true);
UI.Notify("Item Action", true);
}
}
示例9: AddButton
public override void AddButton( MenuButton button)
{
buttonList.Add(button);
SetSpacing();
for(int i=0; i<buttonList.Count; i++){
buttonList[i].position = new Rect(border,spacing*(i)+border,buttonSize.width,buttonSize.height);
}
}
示例10: OnButtonClicked
protected override void OnButtonClicked(MenuButton code)
{
if (code == MenuButton.About)
{
aboutBox.IsActive = true;
return;
}
base.OnButtonClicked(code);
}
示例11: SublimeVehicleMenu
private void SublimeVehicleMenu()
{
List<IMenuItem> vehicleMenuItems = new List<IMenuItem>();
var buttonVehicleSpawnerMenu = new MenuButton("Vehicle Spawner Menu");
buttonVehicleSpawnerMenu.Activated += (sender, args) => SublimeVehicleSpawnerMenu();
vehicleMenuItems.Add(buttonVehicleSpawnerMenu);
var buttonVehicleModKitMenu = new MenuButton("Vehicle Mod Menu");
buttonVehicleModKitMenu.Activated += (sender, args) => SublimeVehicleModCategoriesMenu();
vehicleMenuItems.Add(buttonVehicleModKitMenu);
var toggleWarpInSpawned = new MenuToggle("Warp in Spawned Vehicle", "", VehicleFunctions.IsWarpInSpawnedVehicleEnabled);
toggleWarpInSpawned.Changed += (sender, args) => VehicleFunctions.ToggleWarpInSpawnedVehicle();
vehicleMenuItems.Add(toggleWarpInSpawned);
var buttonFixVehicle = new MenuButton("Fix Vehicle");
buttonFixVehicle.Activated += (sender, args) => VehicleFunctions.FixVehicle();
vehicleMenuItems.Add(buttonFixVehicle);
var toggleIndestructible = new MenuToggle("Indestructible", "", VehicleFunctions.IsVehicleIndestructible);
toggleIndestructible.Changed += (sender, args) => VehicleFunctions.ToggleVehicleIndestructible();
vehicleMenuItems.Add(toggleIndestructible);
var toggleSeatBelt = new MenuToggle("Seat Belt", "", VehicleFunctions.IsSeatBeltEnabled);
toggleSeatBelt.Changed += (sender, args) => VehicleFunctions.ToggleSeatBelt();
vehicleMenuItems.Add(toggleSeatBelt);
var toggleLockDoors = new MenuToggle("Lock Doors", "", VehicleFunctions.IsLockedDoorsEnabled);
toggleLockDoors.Changed += (sender, args) => VehicleFunctions.ToggleLockDoors();
vehicleMenuItems.Add(toggleLockDoors);
var toggleNeverFallOffBike = new MenuToggle("Never Fall-Off Bike", "", VehicleFunctions.IsNeverFallOffBikeEnabled);
toggleNeverFallOffBike.Changed += (sender, args) => VehicleFunctions.ToggleNeverFallOffBike();
vehicleMenuItems.Add(toggleNeverFallOffBike);
var toggleSpeedBoost = new MenuToggle("Speed Boost", "", VehicleFunctions.IsSpeedBoostEnabled);
toggleSpeedBoost.Changed += (sender, args) => VehicleFunctions.ToggleSpeedBoost();
vehicleMenuItems.Add(toggleSpeedBoost);
var toggleVehicleJump = new MenuToggle("Vehicle Jump", "", VehicleFunctions.CanVehiclesJump);
toggleVehicleJump.Changed += (sender, args) => VehicleFunctions.ToggleVehicleJump();
vehicleMenuItems.Add(toggleVehicleJump);
var enumVehicleWeaponAssets = new MenuEnumScroller("Vehicle Weapon", "", VehicleFunctions.VehicleWeaponAssetsDict.Keys.ToArray(), VehicleFunctions.VehicleWeaponAssetIndex);
enumVehicleWeaponAssets.Changed += (sender, args) => VehicleFunctions.VehicleWeaponAssetIndex = enumVehicleWeaponAssets.Index;
vehicleMenuItems.Add(enumVehicleWeaponAssets);
var toggleVehicleWeapons = new MenuToggle("Vehicle Weapons", "", VehicleFunctions.IsVehicleWeaponsEnabled);
toggleVehicleWeapons.Changed += (sender, args) => VehicleFunctions.ToggleVehicleWeapons();
vehicleMenuItems.Add(toggleVehicleWeapons);
VehicleMenu = new GTA.Menu("Vehicle Options", vehicleMenuItems.ToArray());
DrawMenu(VehicleMenu);
}
示例12: SublimeVehicleModWheelsMenu
private void SublimeVehicleModWheelsMenu(Vehicle currentVehicle)
{
List<IMenuItem> wheelCategoriesList = new List<IMenuItem>();
var buttonWheelType = new MenuButton("Wheel Type");
buttonWheelType.Activated += (sender, args) => SublimeVehicleModWheelTypesMenu(currentVehicle);
wheelCategoriesList.Add(buttonWheelType);
var vehicleModWheelsMenu = new GTA.Menu("Wheels", wheelCategoriesList.ToArray());
DrawMenu(vehicleModWheelsMenu);
}
示例13: LoadContent
public override void LoadContent()
{
MenuButton menuButton = new MenuButton("Play");
this.AddMenuItem(menuButton);
menuButton.Selected += menuButton_Selected;
MenuButton settingsButton = new MenuButton("Settings");
this.AddMenuItem(settingsButton);
settingsButton.Selected += settingsButton_Selected;
base.LoadContent();
}
示例14: Open
public static void Open(MenuButton button)
{
GameObject prefab = Resources.Load<GameObject>("Prefabs/UIPrefabs/PauseMenu");
GameObject g = Instantiate(prefab);
RectTransform tf = g.transform as RectTransform;
tf.SetParent(GameObject.Find("/Canvas").transform);
panel = g.GetComponent<PauseMenu>();
tf.sizeDelta = new Vector2();
tf.position = new Vector3(tf.rect.width / 2, tf.rect.height / 2, 0);
panel.Initialize(button);
GameStatus.IsPausing = true;
}
示例15: HandleClick
private void HandleClick(MenuButton button)
{
switch (button) {
case(MenuButton.NewGame):
Application.LoadLevel ("LevelLoader");
break;
case(MenuButton.LoadGame):
break;
case(MenuButton.About):
Application.Quit ();
break;
}
}