本文整理汇总了C#中UnityEngine.RectTransform.GetChild方法的典型用法代码示例。如果您正苦于以下问题:C# RectTransform.GetChild方法的具体用法?C# RectTransform.GetChild怎么用?C# RectTransform.GetChild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UnityEngine.RectTransform
的用法示例。
在下文中一共展示了RectTransform.GetChild方法的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: Start
private void Start()
{
m_Transition = GetComponent<ShowAndHidePanel>();
m_AudioSource = GetComponent<AudioSource>();
m_CanvasGroup = GetComponent<CanvasGroup>();
m_CanvasGroup.alpha = 0;
m_FaderPanel = transform.GetChild(0).GetComponent<RectTransform>();
m_UserPanel = transform.GetChild(1).GetComponent<RectTransform>();
m_NameInputValue = m_UserPanel.GetChild(1).GetChild(0).GetComponent<InputField>();
m_EmailInputValue = m_UserPanel.GetChild(1).GetChild(1).GetComponent<InputField>();
m_PasswordInputValue = m_UserPanel.GetChild(1).GetChild(2).GetComponent<InputField>();
m_CancelButton = m_UserPanel.GetChild(2).GetComponent<Button>();
m_CancelButton.onClick.RemoveAllListeners();
m_CancelButton.onClick.AddListener(delegate { Cancel(); });
m_RegisterButton = m_UserPanel.GetChild(3).GetComponent<Button>();
m_RegisterButton.onClick.RemoveAllListeners();
m_RegisterButton.onClick.AddListener(delegate { Register(); });
m_FaderPanel.gameObject.SetActive(false);
m_UserPanel.gameObject.SetActive(false);
}
示例2: FlipLayoutAxes
/// <summary>
/// <para>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</para>
/// </summary>
/// <param name="rect">The RectTransform to flip.</param>
/// <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
/// <param name="recursive">Flip the children as well?</param>
public static void FlipLayoutAxes(RectTransform rect, bool keepPositioning, bool recursive)
{
if (rect != null)
{
if (recursive)
{
for (int i = 0; i < rect.childCount; i++)
{
RectTransform child = rect.GetChild(i) as RectTransform;
if (child != null)
{
FlipLayoutAxes(child, false, true);
}
}
}
rect.pivot = GetTransposed(rect.pivot);
rect.sizeDelta = GetTransposed(rect.sizeDelta);
if (!keepPositioning)
{
rect.anchoredPosition = GetTransposed(rect.anchoredPosition);
rect.anchorMin = GetTransposed(rect.anchorMin);
rect.anchorMax = GetTransposed(rect.anchorMax);
}
}
}
示例3: Start
void Start()
{
PlayerMovment playermovment = player.GetComponent<PlayerMovment>();
Vector3 trans = this.transform.position;
CameraStartPosition = Camera.main.transform.position;
CameraStartRotation = Camera.main.transform.rotation;
CameraTargetPosition = new Vector3(trans.x, trans.y + playermovment.p_CamZoomYFromPlayer, trans.z);
CameraTargetRotation = Quaternion.Euler(new Vector3(90,0,0));
canvas = Instantiate(StartCanvas, StartCanvas.position, StartCanvas.rotation) as RectTransform;
title = canvas.GetChild(0).GetComponent<Text>();
title.text = LevelName;
paragraph = canvas.GetChild(1).GetComponent<Text>();
paragraph.text = "";
//subscribe to events
ResourceManager.playerFound += GameOver;
ResourceManager.playerClearedLevel += LevelClear;
StartCoroutine(TextType(trans)); //text type triggers LerpCamera, LerpCamera spawns player when complete
}
示例4: Populate
protected void Populate(RectTransform container, GameObject prefab, int count)
{
if (container.childCount < count)
{
int nbToCreate = count - container.childCount;
Transform tr;
for (int i = 0; i < nbToCreate; ++i)
{
tr = Instantiate(prefab).transform;
tr.SetParent(container);
tr.SetAsLastSibling();
}
}
else if (container.childCount > count)
{
int nbToDelete = container.childCount - count;
for (int i = 0; i < nbToDelete; ++i)
{
DestroyImmediate(container.GetChild(0).gameObject);
}
}
}
示例5: Start
void Start()
{
modalWindowSCR = GameObject.FindGameObjectWithTag("ModalWindowManager").GetComponent<ModalWindowManager>();
tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> ();
tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();
for (int i = 0; i < 8; i++)
{
shopInventory.Add(databaseSCR.GetItem(0));
}
for (int i = 0; i < 8; i++)
{
shopInventoryStacks.Add(0);
}
addItemResult = AddItem(3, 1);
addItemResult = AddItem(6, 1);
}
示例6: buildPopup
//build the popup from the given list of descriptors
//also receives the component that this popup will edit and the type of component used to find the descriptors
public void buildPopup(GameRuleDesignComponent cr, List<GameRuleDesignComponentDescriptor> pd, System.Type describedType)
{
//instead of Start(), this is the place where stuff will get initialized
//store a bunch of size information for positioning things
RectTransform iconArea = (RectTransform)(transform.GetChild(1));
iconAreaBottomLeft = iconArea.offsetMin;
iconAreaTopRight = iconArea.offsetMax; //x and y are both negative for an inset corner
iconAreaTotalBounds = iconAreaBottomLeft - iconAreaTopRight;
iconContainer = (RectTransform)(transform.GetChild(2));
//throw the container out to under the canvas so that it renders over the whole rule
iconContainer.SetParent(GameRuleDesigner.instance.uiCanvas);
RectTransform iconContainerSpacing = (RectTransform)(iconContainer.GetChild(0));
iconContainerSpacingSize = iconContainerSpacing.sizeDelta;
//we only needed these to get their size, we can get rid of them now
Destroy(iconArea.gameObject);
Destroy(iconContainerSpacing.gameObject);
//now we can build the popup
transform.SetParent(GameRuleDesigner.instance.iconContainerTransform);
//setting the parent screwed up the scale so fix it
transform.localScale = new Vector3(1.0f, 1.0f);
componentRepresented = cr;
popupDescriptors = pd;
//go through all the descriptors and add their icon to this popup
foreach (GameRuleDesignComponentDescriptor descriptor in popupDescriptors) {
RectTransform popupIcon;
//int descriptors don't have icon prefabs, so we have to construct the icons
if (descriptor is GameRuleDesignComponentIntDescriptor) {
List<GameObject> iconList = new List<GameObject>();
int i = ((GameRuleDesignComponentIntDescriptor)descriptor).intDescribed;
if (i >= 0) {
if (describedType == typeof(GameRulePointsPlayerEffect))
iconList.Add(GameRuleIconStorage.instance.charPlusIcon);
GameRuleIconStorage.instance.addDigitIcons(i, iconList);
} else {
iconList.Add(GameRuleIconStorage.instance.charMinusIcon);
GameRuleIconStorage.instance.addDigitIcons(-i, iconList);
}
//make a gameobject to hold all of the icons
popupIcon = groupIcons(iconList);
//almost all other descriptors we can construct normally
//if it doesn't have an icon then it's a special case we know about
} else if (descriptor.displayIcon == null) {
if (descriptor is GameRuleDesignComponentClassDescriptor) {
System.Type otherType = ((GameRuleDesignComponentClassDescriptor)descriptor).typeDescribed;
//a points effect shows up as "+?"
if (otherType == typeof(GameRulePointsPlayerEffect))
popupIcon = groupIcons(new List<GameObject>(new GameObject[] {
GameRuleIconStorage.instance.charPlusIcon,
GameRuleIconStorage.instance.charQmarkIcon
}));
else
throw new System.Exception("Bug: no special popup icon cases for type " + otherType);
} else
throw new System.Exception("Bug: no special popup icon cases for " + descriptor);
//it has an icon, it's probably normal
} else
popupIcon = componentRepresented.getIconMaybeOpponent(descriptor);
popupIcon.SetParent(iconContainer);
popupIcons.Add(popupIcon);
}
//we add a "cancel" icon at the end to ensure there's room to cancel out of the popup
RectTransform cancelIcon = instantiateIcon(GameRuleDesigner.instance.cancelIconPopupPrefab);
cancelIcon.SetParent(iconContainer);
popupIcons.Add(cancelIcon);
//if we're doing a points effect, default to the "+1" choice
if (describedType == typeof(GameRulePointsPlayerEffect))
cr.assignDescriptor(popupDescriptors[
GameRulePointsPlayerEffect.POINTS_SERIALIZATION_MASK - GameRulePointsPlayerEffect.POINTS_SERIALIZATION_MAX_VALUE + 1]);
//if we're doing a fixed duration, default to the rule generator min value
else if (describedType == typeof(GameRuleActionFixedDuration))
cr.assignDescriptor(popupDescriptors[GameRuleGenerator.ACTION_DURATION_SECONDS_SHORTEST]);
else
cr.assignDescriptor(popupDescriptors[0]);
}
示例7: FlipLayoutOnAxis
/// <summary>
/// <para>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</para>
/// </summary>
/// <param name="rect">The RectTransform to flip.</param>
/// <param name="keepPositioning">Flips around the pivot if true. Flips within the parent rect if false.</param>
/// <param name="recursive">Flip the children as well?</param>
/// <param name="axis">The axis to flip along. 0 is horizontal and 1 is vertical.</param>
public static void FlipLayoutOnAxis(RectTransform rect, int axis, bool keepPositioning, bool recursive)
{
if (rect != null)
{
if (recursive)
{
for (int i = 0; i < rect.childCount; i++)
{
RectTransform child = rect.GetChild(i) as RectTransform;
if (child != null)
{
FlipLayoutOnAxis(child, axis, false, true);
}
}
}
Vector2 pivot = rect.pivot;
pivot[axis] = 1f - pivot[axis];
rect.pivot = pivot;
if (!keepPositioning)
{
Vector2 anchoredPosition = rect.anchoredPosition;
anchoredPosition[axis] = -anchoredPosition[axis];
rect.anchoredPosition = anchoredPosition;
Vector2 anchorMin = rect.anchorMin;
Vector2 anchorMax = rect.anchorMax;
float num2 = anchorMin[axis];
anchorMin[axis] = 1f - anchorMax[axis];
anchorMax[axis] = 1f - num2;
rect.anchorMin = anchorMin;
rect.anchorMax = anchorMax;
}
}
}
示例8: Awake
void Awake()
{
transform = GetComponent<RectTransform>();
beltLeft = transform.GetChild(0) as RectTransform;
beltRight = transform.GetChild(1) as RectTransform;
}
示例9: Start
// Use this for initialization
void Start()
{
inventorySCR = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>();
tempInventorySCR = GameObject.FindGameObjectWithTag("Inventory").GetComponent<TempInventory>();
databaseSCR = GameObject.FindGameObjectWithTag ("ItemDatabase").GetComponent<ItemDatabase> ();
tooltip = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").transform.GetChild (0).GetComponent<RectTransform>();
tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> ();
tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();
for (int i = 0; i < 5; i++)
{
heroInventory.Add (databaseSCR.GetItem(0));
}
for (int i = 0; i < heroInventory.Count; i++)
{
heroInventoryStacks.Add(0);
}
}
示例10: FlipLayoutAxes
public static void FlipLayoutAxes(RectTransform rect, bool keepPositioning, bool recursive)
{
if (rect == null)
{
return;
}
if (recursive)
{
for (int i = 0; i < rect.childCount; i++)
{
RectTransform rectTransform = rect.GetChild(i) as RectTransform;
if (rectTransform != null)
{
RectTransformUtility.FlipLayoutAxes(rectTransform, false, true);
}
}
}
rect.pivot = RectTransformUtility.GetTransposed(rect.pivot);
rect.sizeDelta = RectTransformUtility.GetTransposed(rect.sizeDelta);
if (keepPositioning)
{
return;
}
rect.anchoredPosition = RectTransformUtility.GetTransposed(rect.anchoredPosition);
rect.anchorMin = RectTransformUtility.GetTransposed(rect.anchorMin);
rect.anchorMax = RectTransformUtility.GetTransposed(rect.anchorMax);
}
示例11: SurveyProjectButton
public SurveyProjectButton(SurveyProject sProject, RectTransform buttonTemplate,float fromTop)
{
surveyProject = sProject;
rectTransform = (RectTransform)Instantiate(buttonTemplate);
name = sProject.projectName;
rectTransform.gameObject.SetActive(true);
rectTransform.name = name;
((Text)rectTransform.GetChild(0).GetComponent<Text>()).text = name;
rectTransform.parent = buttonTemplate.parent;
rectTransform.SetDefaultScale();
rectTransform.SetSize(buttonTemplate.GetSize());
rectTransform.SetPivotAndAnchors(Vector2.zero);
rectTransform.SetLeftTopPosition(new Vector2(-(rectTransform.GetWidth()*0.5f), fromTop));
Button button = rectTransform.GetComponent<Button>();
button.onClick.AddListener(OnUse);
}
示例12: Start
// Initialise l'inventaire
// Remplit l'inventaire d'objets vides
void Start()
{
tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> (); // Récupération du parent du tooltip
tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>(); // Récupération du tooltip
tempInventorySlotContainer.SetActive(false); // Masque l'inventaire temporaire
InitializeInventory(); // Initialise l'inventaire
StartCoroutine(DisplayInventory());
}
示例13: BlockDecoration
private void BlockDecoration(RectTransform blockPrefab, Block block)
{
Color color = new Color();
string name = "";
if (block is LandBlock)
{
color = new Color(0x00 / 255f, 0xB0 / 255f, 0x06 / 255f);
name = (block as LandBlock).land.name;
}
else if (block is ChanceBlock)
{
color = new Color(0xFF / 255f, 0x28 / 255f, 0x28 / 255f);
name = "Chance";
}
else if(block is DestinyBlock)
{
color = new Color(0xFF / 255f, 0xCC / 255f, 0x1F / 255f);
name = "Destiny";
}
blockPrefab.GetComponent<RawImage>().color = color;
blockPrefab.GetChild(0).GetComponent<Text>().text = name;
}
示例14: SignBubbleTimer
IEnumerator SignBubbleTimer(RectTransform PlayerSignBubble)
{
yield return new WaitForSeconds(PlayerSignBubbleStayTime);
for (int i = PlayerSignBubble.childCount; i > 0; i--)
{
Destroy(PlayerSignBubble.GetChild(i-1).gameObject);
}
PlayerSignBubble.gameObject.SetActive(false);
}
示例15: Start
// Initialise l'inventaire
// Remplit l'inventaire d'objets vides
void Start()
{
tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> ();
tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>();
itemHeroSelection = itemHeroSelectionParent.GetChild (0).GetComponent<RectTransform>();
modalWindowSCR = GameObject.FindGameObjectWithTag("ModalWindowManager").GetComponent<ModalWindowManager>();
shopManagerSCR = GameObject.FindGameObjectWithTag("ShopManager").GetComponent<ShopManager>();
for (int i = 0; i < inventorySize; i++)
{
inventory.Add(databaseSCR.GetItem(0));
}
for (int i = 0; i < inventory.Count; i++)
{
inventoryStacks.Add(0);
}
}