本文整理汇总了C#中UIGrid.Reposition方法的典型用法代码示例。如果您正苦于以下问题:C# UIGrid.Reposition方法的具体用法?C# UIGrid.Reposition怎么用?C# UIGrid.Reposition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UIGrid
的用法示例。
在下文中一共展示了UIGrid.Reposition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: IntilizationBlocksWaitForSecond
public static void IntilizationBlocksWaitForSecond(UIGrid grid, int number, GameObject itemPre, List<GameObject> list, float time, float time2, Action<List<GameObject>> callback = null)
{
for (int i = 0; i < number; i++)
{
GameObject gameO = (GameObject)GameObject.Instantiate(itemPre);
gameO.transform.parent = grid.transform;
gameO.transform.localScale = Vector3.one;
gameO.transform.localPosition = Vector3.one;
gameO.name = i.ToString();
list.Add(gameO);
}
Utility.instance.WaitForSecs(time, () =>
{
if(grid != null)
grid.Reposition();
});
Utility.instance.WaitForSecs(time2, () =>
{
for (int i = 0; i < list.Count; i++)
{
if (list[i] != null)
list[i].SetActive(true);
}
});
}
示例2: Start
void Start () {
grid = gridObject.GetComponent<UIGrid>();
foreach (string spriteName in itemSprites)
{
GameObject go = NGUITools.AddChild(gridObject, itemPrefab);
UISprite sprite = go.transform.FindChild("Item").GetComponent<UISprite>();
sprite.spriteName = spriteName;
}
grid.Reposition();
}
示例3: LocalRefresh
void LocalRefresh () {
Util.DestroyChildren (instance.gameObject);
foreach (Unit unit in UnitManager.GetUnitsInSlots()) {
GameObject uiItem = Instantiate ( slotUIItem ) as GameObject;
uiItem.transform.parent = transform;
uiItem.GetComponent <SlotButton>().unit = unit;
uiItem.GetComponent <UISprite>().spriteName = unit.spriteName;
}
uiGrid = GetComponent <UIGrid>();
uiGrid.Reposition();
}
示例4: IntilizationBlocks
public static void IntilizationBlocks(UIGrid grid , int number, GameObject itemPre , List<GameObject> list)
{
for (int i = 0; i < number; i++)
{
GameObject gameO = (GameObject)GameObject.Instantiate(itemPre);
gameO.transform.parent = grid.transform;
gameO.transform.localScale = Vector3.one;
gameO.transform.localPosition = Vector3.one;
gameO.SetActive(true);
gameO.name = i.ToString();
list.Add(gameO);
}
grid.Reposition();
}
示例5: CreateCardInstance
private void CreateCardInstance(int cardId, bool isUsing, UIGrid parent)
{
this.CreateCardInstance(cardId, isUsing, parent.gameObject);
parent.Reposition();
}
示例6: Start
void Start()
{
MasterGrid = this.transform.GetComponent<UIGrid>();
AchievementDisplay display = achievePrefab.GetComponent<AchievementDisplay>();
GameObject newAchievementObj = null;
for (int j = 0; j < Achievements.Length; j++) {
//Fill achievements with current info
Debug.Log ("AAUNITY/ACHIEVEMENT Achievement " + Achievements[j].Name + " is unlocked=" + db.isUnlocked(j+1));
if(db.isUnlocked(j+1)) {
Debug.Log("AAUNITY/ACHIEVEMENT Now set setting " + Achievements[j].Name + " to full progress of " + Achievements[j].TargetProgress);
Achievements[j].SetProgress(Achievements[j].TargetProgress);
}
if(j >= 39 || (j >= 27 && j <= 29)) //for store and lifetime achievements show current progress
Achievements[j].SetProgress((float)db.getProgress(j+1));
// Get UI Label for name in child obj and set it to Achievments[j].name
// Do this for description, points, and target
display.nameLabel.text = Achievements[j].Name;
display.descriptionLabel.text = Achievements[j].Description;
display.targetLabel.text = Achievements[j].getProgress().ToString() + " / " + Achievements[j].TargetProgress.ToString();
Debug.Log ("AAUNITY/ACHIEVEMENT Achievement " + Achievements[j].Name + " is Earned? " + Achievements[j].Earned);
if(Achievements[j].Earned) {
display.earned.SetActive(true);
display.unearned.SetActive(false);
} else {
display.earned.SetActive(false);
display.unearned.SetActive(true);
}
dragPanelContents = achievePrefab.GetComponent<UIDragPanelContents>();
dragPanelContents.draggablePanel = MasterDragPanel;
newAchievementObj = NGUITools.AddChild(MasterGrid.gameObject, achievePrefab.gameObject);
}
MasterGrid.Reposition();
ValidateAchievements();
UpdateRewardPointTotals();
}
示例7: Start
private void Start()
{
// Create Ranking Draggable Panel
Transform grid_trans = transform.FindChild("DraggablePanel/Grid");
//Transform grid_trans = transform.FindChild("Grid");
if( grid_trans != null ){
for(int i = 0; i < RANKING_LIST_NUM; ++i){
GameObject panel = NGUITools.AddChild(grid_trans.gameObject, m_RankingPanel_Prefab);
if( panel != null ){
panel.name = "Item_" + i.ToString("D2");
UIRankingPanel ranking_panel = panel.GetComponent<UIRankingPanel>();
m_RankingPanelList[i] = ranking_panel;
}
}
Transform draggable_panel_trans = transform.FindChild("DraggablePanel");
if( draggable_panel_trans != null ){
m_DraggablePanel = draggable_panel_trans.gameObject.GetComponent<UIDraggablePanel>();
if( m_DraggablePanel != null ){
m_OriginalClippingCenter_y = m_DraggablePanel.panel.clipRange.y;
m_OriginalLocalPosition_y = m_DraggablePanel.transform.localPosition.y;
if( (m_DraggablePanel.verticalScrollBar != null) && (m_DraggablePanel.horizontalScrollBar != null) ){
m_DraggablePanel.UpdateScrollbars(true);
m_DraggablePanel.verticalScrollBar.scrollValue = 0.0f;
}
}
}
m_UIGrid = grid_trans.gameObject.GetComponent<UIGrid>();
if( m_UIGrid != null ){
m_UIGrid.Reposition();
}
foreach(UIRankingPanel panel in m_RankingPanelList){
panel.gameObject.isStatic = true;
NGUITools.SetActive(panel.gameObject, false);
}
}
Transform panel_middle = transform.FindChild("Panel Middle/Icon");
if( panel_middle != null ){
for(int i = 0; i < (int)SaveData.TRACK_RECORD.MAX_NUM; ++i ){
m_MyTrackRecords[i] = panel_middle.FindChild("Sprite (rank_" + i.ToString("D2") + ")").gameObject;
if( m_MyTrackRecords[i] != null ){
NGUITools.SetActive( m_MyTrackRecords[i], false);
}
}
}
}