当前位置: 首页>>代码示例>>C#>>正文


C# UIProgressBar类代码示例

本文整理汇总了C#中UIProgressBar的典型用法代码示例。如果您正苦于以下问题:C# UIProgressBar类的具体用法?C# UIProgressBar怎么用?C# UIProgressBar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。


UIProgressBar类属于命名空间,在下文中一共展示了UIProgressBar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: Init

 public static void Init(GameAreaInfoPanel g)
 {
     m_AreaIndex = g.GetType().GetField("m_AreaIndex", BindingFlags.NonPublic | BindingFlags.Instance);
        m_FullscreenContainer = UIView.Find("FullScreenContainer");
        m_Title = g.Find<UILabel>("Title");
        m_BuildableArea = g.Find<UILabel>("BuildableArea");
        m_Price = g.Find<UILabel>("Price");
        m_PurchasePanel = g.Find<UIPanel>("PurchasePanel");
        m_OilResources = g.Find<UIProgressBar>("ResourceBarOil");
        m_OreResources = g.Find<UIProgressBar>("ResourceBarOre");
        m_ForestryResources = g.Find<UIProgressBar>("ResourceBarForestry");
        m_FertilityResources = g.Find<UIProgressBar>("ResourceBarFarming");
        m_OilNoResources = g.Find("ResourceOil").Find<UISprite>("NoNoNo");
        m_OreNoResources = g.Find("ResourceOre").Find<UISprite>("NoNoNo");
        m_ForestryNoResources = g.Find("ResourceForestry").Find<UISprite>("NoNoNo");
        m_FertilityNoResources = g.Find("ResourceFarming").Find<UISprite>("NoNoNo");
        m_Water = g.Find<UISprite>("Water");
        m_NoWater =m_Water.Find<UISprite>("NoNoNo");
        m_Highway = g.Find<UISprite>("Highway");
        m_NoHighway =m_Highway.Find<UISprite>("NoNoNo");
        m_InHighway =m_Highway.Find<UISprite>("Incoming");
        m_OutHighway =m_Highway.Find<UISprite>("Outgoing");
        m_Train = g.Find<UISprite>("Train");
        m_NoTrain =m_Train.Find<UISprite>("NoNoNo");
        m_InTrain =m_Train.Find<UISprite>("Incoming");
        m_OutTrain =m_Train.Find<UISprite>("Outgoing");
        m_Ship = g.Find<UISprite>("Ship");
        m_NoShip =m_Ship.Find<UISprite>("NoNoNo");
        m_InShip =m_Ship.Find<UISprite>("Incoming");
        m_OutShip =m_Ship.Find<UISprite>("Outgoing");
        m_Plane = g.Find<UISprite>("Plane");
        m_NoPlane =m_Plane.Find<UISprite>("NoNoNo");
        m_InPlane =m_Plane.Find<UISprite>("Incoming");
        m_OutPlane = m_Plane.Find<UISprite>("Outgoing");
 }
开发者ID:EmperorOfDoom,项目名称:cities-skylines-unlimiter-1,代码行数:35,代码来源:FakeGameAreaInfoPanel.cs

示例2: Update

	// Update is called once per frame
	void Update () {

#if UNITY_EDITOR
		if (host == null)
		{
			host = GetComponent<UIWidget>();
		}
		if (processBar == null)
		{
			processBar = NGUITools.FindInParents<UIProgressBar>(gameObject);
		}
#endif

		if(host == null)
			return;

		if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);
		Rect mRect = uiCamera.pixelRect;
		Vector3 v = new Vector3(mRect.xMax, 0f, 0f);
		v = uiCamera.ScreenToWorldPoint(v);
		Vector3 lp = this.transform.InverseTransformPoint(v);
		int newWidth = (int)lp.x;
		if (newWidth != oldWidth)
		{
			oldWidth = newWidth;
			host.width = (int)lp.x;
			if (processBar != null)
				processBar.ForceUpdate();
		}

	}
开发者ID:fengqk,项目名称:Art,代码行数:32,代码来源:ZLRightAlign.cs

示例3: Start

	// Use this for initialization
	void Start ()
	{
		mCurrentExpLabel = GameObject.Find ("CurrentEXP").GetComponent<UILabel> ();
		mNextExpLabel = GameObject.Find ("NextEXP").GetComponent<UILabel> ();
		mNameLabel = gameObject.transform.FindChild ("Name").GetComponent<UILabel> ();
		mExpProgressBar = gameObject.transform.FindChild ("ProgressBar").GetComponent<UIProgressBar> ();
	}
开发者ID:hanahanaside,项目名称:Wrestling,代码行数:8,代码来源:StatusBoard.cs

示例4: find

 public void find()
 {
     if(!bar){
         var ggg=GameObject.Find(uiProgressBar);
         if(ggg)bar=ggg.GetComponent<UIProgressBar>();
     }
 }
开发者ID:QuenZhan,项目名称:Test,代码行数:7,代码来源:TrnthRadioNguiProgressbar.cs

示例5: Start

	// Use this for initialization
	void Start () {
		NormalAttackManager = this;

		slider = GetComponent<UISlider> ();
		slider.fillDirection = UIProgressBar.FillDirection.BottomToTop;
		CooltimeMax = 1.0f;
		Cooltime = CooltimeMax;
	}
开发者ID:notear0,项目名称:SIMONFramework,代码行数:9,代码来源:CooltimeButtonManager.cs

示例6: Awake

        public override void Awake()
        {
            resourceBars = new Dictionary<ImmaterialResourceManager.Resource, UIProgressBar>();
            resourceLabels = new Dictionary<ImmaterialResourceManager.Resource, UILabel>();

            for (var i = 0; i < 20; i += 1)
            {
                var res = (ImmaterialResourceManager.Resource)i;
                var bar = AddUIComponent<UIProgressBar>();
                bar.backgroundSprite = "LevelBarBackground";
                bar.progressSprite = "LevelBarForeground";
                bar.progressColor = Color.green;
                resourceBars.Add(res, bar);
                var label = AddUIComponent<UILabel>();
                label.text = GetName(res);
                label.textScale = 0.5f;
                label.size = new Vector2(100, 20);
                resourceLabels.Add(res, label);
            }

            pollutionBar = AddUIComponent<UIProgressBar>();
            pollutionBar.backgroundSprite = "LevelBarBackground";
            pollutionBar.progressSprite = "LevelBarForeground";
            pollutionBar.progressColor = Color.red;
            pollutionLabel = AddUIComponent<UILabel>();
            pollutionLabel.text = "Pollution";
            pollutionLabel.textScale = 0.5f;
            pollutionLabel.size = new Vector2(100, 20);

            serviceLabel = AddUIComponent<UILabel>();
            serviceBar = AddUIComponent<UIProgressBar>();

            educationLabel = AddUIComponent<UILabel>();
            educationBar = AddUIComponent<UIProgressBar>();

            happyLabel = AddUIComponent<UILabel>();
            happyBar = AddUIComponent<UIProgressBar>();

            wealthLabel = AddUIComponent<UILabel>();
            wealthBar = AddUIComponent<UIProgressBar>();

            waitLabel = AddUIComponent<UILabel>();
            commuteWaitTimeBar = AddUIComponent<UIProgressBar>();

            incomeLabel = AddUIComponent<UILabel>();

            buildingNames.Clear();
            LoadTextFiles();

            descriptionLabel = AddUIComponent<UILabel>();
            descriptionButton = AddUIComponent<UIButton>();

            base.Awake();
        }
开发者ID:Knighth,项目名称:Cities-Skyline-Proper-Hardness,代码行数:54,代码来源:BuildingInfoWindow.cs

示例7: create

	public static UIProgressBar create( UIToolkit manager, string barFilename, int xPos, int yPos, bool rightToLeft, int depth )
	{
		var textureInfo = manager.textureInfoForFilename( barFilename );
		var frame = new Rect( xPos, yPos, textureInfo.frame.width, textureInfo.frame.height );
		
		if( rightToLeft )
			frame.x = xPos + (int)textureInfo.frame.width;

		var progressBar = new UIProgressBar( manager, frame, depth, textureInfo.uvRect, rightToLeft );
		
		return progressBar;
	}
开发者ID:Foxzter,项目名称:net.kibotu.sandbox.unity.dragnslay,代码行数:12,代码来源:UIProgressBar.cs

示例8: initButton

    // Use this for initialization
    protected override void initButton()
    {
        progressBar = UIProgressBar.create(toolkitManager, buttonNormalState, 0, 0, rightToLeft, 30);
        progressBar.resizeTextureOnChange = true;

        mainControl = progressBar;

        label = GetComponent<UITKText>() as UITKText;

        if (backImageName != null && ! backImageName.Equals(""))
        {
            progressBack = toolkitManager.addSprite(backImageName, 0, 0, 40);
        }
    }
开发者ID:alex-shestakov,项目名称:ld25_game,代码行数:15,代码来源:UITKProgressBar.cs

示例9: Start

	void Start()
	{		
		monsterScrollList = GameObject.Find("MonsterScrollList").GetComponent<UIScrollList>();
		statsPanel = GameObject.Find("MonsterInfoPanel").GetComponent<UIPanel>();
		
		magnitudeBar = statsPanel.transform.FindChild("damage").FindChild("damageBar").GetComponent<UIProgressBar>();
		attackSpeedBar = statsPanel.transform.FindChild("attackSpeed").FindChild("attackSpeedBar").GetComponent<UIProgressBar>();
		attackRangeBar = statsPanel.transform.FindChild("range").FindChild("rangeBar").GetComponent<UIProgressBar>();
		movementSpeedBar = statsPanel.transform.FindChild("moveSpeed").FindChild("moveSpeedBar").GetComponent<UIProgressBar>();
		healthBar = statsPanel.transform.FindChild("health").FindChild("healthBar").GetComponent<UIProgressBar>();
		spawnRate = statsPanel.transform.FindChild("spawnRate").GetComponent<SpriteText>();
		
		monsterName = statsPanel.transform.FindChild("name").GetComponent<SpriteText>();
		monsterSprite = statsPanel.transform.FindChild("sprite").GetComponent<tk2dSprite>();
		
		goldCost = statsPanel.transform.FindChild("goldCost").GetComponent<SpriteText>();
		
		confirmButton = statsPanel.transform.FindChild("okayButton").GetComponent<UIButton>();
		confirmButtonImage = confirmButton.GetComponent<tk2dSprite>();
		
		monsterSaleConfirmationPanel = GameObject.Find("SellConfirmationPanel").GetComponent<UIPanel>();
		monsterSaleConfirmButton = monsterSaleConfirmationPanel.transform.FindChild("okayButton").GetComponent<UIButton>();
		monsterSaleCancelButton = monsterSaleConfirmationPanel.transform.FindChild("cancelButton").GetComponent<UIButton>();
		monsterSaleConfirmButton.scriptWithMethodToInvoke = this;
		monsterSaleCancelButton.scriptWithMethodToInvoke = this;
		monsterSaleConfirmButton.methodToInvoke = "MonsterSaleConfirmed";
		monsterSaleCancelButton.methodToInvoke = "MonsterSaleCancelled";
				
		scrollListCamera = monsterScrollList.renderCamera;		
		
		levelManager = GameObject.Find("LevelManager").GetComponent<LevelManager>();
		
		listPanel = GameObject.Find("MonsterSelectionPanel").GetComponent<UIPanel>();
		
		Transform attackEffectParent = GameObject.Find("attackEffectIcons").transform.FindChild("icons");
		actionEffectIcons = attackEffectParent.GetComponentsInChildren<tk2dSprite>();	
		
		if (playerStatusManager == null)
			playerStatusManager = GameObject.Find("PlayerStatusManager").GetComponent<PlayerStatusManager>();
		
		entityFactory = EntityFactory.GetInstance();
		
		monsterSelectedCallback = null;
		
		LoadMonsterScrollPanel();
	}
开发者ID:stevesolomon,项目名称:MicroDungeonPrototype,代码行数:46,代码来源:MonsterGUIManager.cs

示例10: animateProgressBar

    private IEnumerator animateProgressBar( UIProgressBar progressBar )
    {
        float value = 0.0f;

        while( true )
        {
            // Make sure the progress doesnt exceed 1
            if( value > 1.0f )
            {
                // Swap the progressBars resizeTextureOnChange property
                progressBar.resizeTextureOnChange = !progressBar.resizeTextureOnChange;
                value = 0.0f;
            }
            else
            {
                value += 0.01f;
            }

            progressBar.value = value;

            yield return 0;
        }
    }
开发者ID:nsxdavid,项目名称:UIToolkit,代码行数:23,代码来源:KitchenSinkManager.cs

示例11: Start

	private void Start ()
	{
	  progressBar = GetComponent<UIProgressBar>();
    progressBar.ChangeValue += ChangeValue;
	  GameObject obj = GameObject.Find("Controller(Clone)");
    if (obj != null)
    {
      controller = obj.GetComponent<Controller>();
      if (id == 0)
        progressBar.value = controller.EffectsVolume;
      if (id == 1)
        progressBar.value = controller.MusicVolume;
      if (id == 2)
      {
        progressBar.value = controller.ScreenBright;
        if (dirLight != null)
          dirLight.intensity = progressBar.value * 2;
          //light.intensity = 2.5f + progressBar.value * 5.5f;
        //brightEffect.Bright = progressBar.value;
      }
      
    }
    else Debug.LogWarning("Controller не создан, необходимо запустить сценгу MtnuMain");
	}
开发者ID:farizekber,项目名称:AfterWar,代码行数:24,代码来源:OptionsSetter.cs

示例12: Start

	void Start ()
	{
		mBar = GetComponent<UIProgressBar>();
		mSprite = GetComponent<UIBasicSprite>();
		Update();
	}
开发者ID:AhrenLi,项目名称:QueryTrain,代码行数:6,代码来源:UISliderColors.cs

示例13: Awake

 void Awake()
 {
     cannon = GameObject.FindGameObjectWithTag (Tags.cannon).GetComponent<Cannon> ();
     bar = GetComponent<UIProgressBar> ();
     sprite = GetComponent<UISprite> ();
 }
开发者ID:kkabdol,项目名称:KillTheKraken,代码行数:6,代码来源:UIHPBar.cs

示例14: OnEnable

	void OnEnable()
	{
		if (_usage==null || _usage.Length==0)
		{
			_usage = new int[Enum.GetNames(typeof(NGuiPlayMakerDelegates)).Length];
		}
		
		if (targetFSM == null)
		{
			targetFSM = GetComponent<PlayMakerFSM>();
		}

		if (targetFSM == null)
		{
			enabled = false;
			Debug.LogWarning("No Fsm Target assigned");
		}
		
		// check if we are using on Submit
		if (DoesTargetImplementsEvent(targetFSM,NGuiPlayMakerDelegates.OnSubmitEvent))
		{
			_input = this.GetComponent<UIInput>();
			if (_input!=null)
			{
				EventDelegate _del = new EventDelegate();
				
				_del.target = this;
				_del.methodName = "OnSubmitChange";
				_input.onSubmit.Add(_del);
			}
			
		}
		
		// check if we are using on Slider change
		if (DoesTargetImplementsEvent(targetFSM,NGuiPlayMakerDelegates.OnSliderChangeEvent))
		{
			_pBar = this.GetComponent<UIProgressBar>();
			if (_pBar!=null)
			{
				EventDelegate _del = new EventDelegate();
				
				_del.target = this;
				_del.methodName = "OnSliderChange";
				_pBar.onChange.Add(_del);
			}
			
		}
		
		// check if we are using on Input or toggle change
		if (DoesTargetImplementsEvent(targetFSM,NGuiPlayMakerDelegates.OnChangeEvent))
		{
			_input = this.GetComponent<UIInput>();
			if (_input!=null)
			{
				EventDelegate _del = new EventDelegate();
				
				_del.target = this;
				_del.methodName = "OnChange";
				_input.onChange.Add(_del);
			}
			
			_toggle = this.GetComponent<UIToggle>();
			if (_toggle!=null)
			{
				EventDelegate _del = new EventDelegate();
				
				_del.target = this;
				_del.methodName = "OnChange";
				_toggle.onChange.Add(_del);
			}
		}

	}
开发者ID:britg,项目名称:Try-Force,代码行数:73,代码来源:NGuiEventsToPlaymakerFsmEvents.cs

示例15: LerpBarColor

	public static void LerpBarColor(float _Value, UIProgressBar _Bar)
	{
		_Bar.backgroundWidget.color = LerpColor(_Value) * 0.8f;
		_Bar.foregroundWidget.color = LerpColor(_Value);
	}
开发者ID:nulhax,项目名称:VOID,代码行数:5,代码来源:CDUIUtilities.cs


注:本文中的UIProgressBar类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。