How to Work With GUI button in unity - user-interface

I want to get user input through GUI Button in unity3d unityscript. I have write this script to get user input through keyboard
var f_hor : float = Input.GetAxis("Horizontal");
//Get Vertical move - move forward or backward
var f_ver : float = Input.GetAxis("Vertical");
if (f_ver < 0) {
b_isBackward = true;
} else {
b_isBackward = false;
}
its work fine and its give me 0 and 1 accordingly..But i want the same action through GUI button.Like if i have four GUI button..and they work same as this did...I can make GUI button in ONGUI function..But how can i achieve this functionaility...Any help

Altough I don't know if it is the best way to go (Unity's gui element are not the best for ingame HUD or menu), this should do the job:
private bool buttonPressed = false;
public void Update()
{
if (buttonPressed)
{
//do what you want
buttonPressed = false;
}
}
Sorry for using C# code, but I don't know JS. It should be easy to translate tough.
public void OnGui()
{
Rect rect = new Rect(...); //your button dimension
if (GUI.Button(rect, "AButton")
{
buttonPressed = true;
}
}
EDIT:
If you want to manually handle input from mouse you can use methods of MonoBehavior such as OnMouseDown or OnMouseUp.
Alternatively you can check from inside Update if a mouse event occured, have a look at Input.GetMouseButton or similar methods of Input class.

Related

Should I be thinking differently about cancelling the back button in Xamarin Forms

I have a Prism based Xamarin Forms app that contains an edit page that is wrapped in a Navigation page so there is a back button at top left on both Android and iOS. To avoid the user accidentally losing an edit in progress by accidentally clicking the back button (in particular on Android) we want to prompt them to confirm that they definitely want to cancel.
Thing is, this seems like something that is not baked in to Xamarin forms. You can override OnBackButtonPressed in a navigation page, but that only gets called for the hardware/software back button on Android. There are articles detailing techniques to intercept the actual arrow button at the top left on Android (involving overriding OnOptionsItemSelected in the Android MainActivity), but on iOS I'm not sure it is even possible.
So I can't help but wonder if I am going about this the wrong way? Should I not be intercepting the top left / hardware / software back button in this way? Seems like a pretty common thing to do (e.g. press back when editing a new contact in the android built in Contacts app and you get a prompt) but it really feels like I am fighting the system here somehow.
There are previous questions around this, most relevant appears to be How to intercept Navigation Bar Back Button Clicked in Xamarin Forms? - but I am looking for some broad brush suggestions for an approach here. My objective is to show the user a page with the <- arrow at top left for Android, "Cancel" for iOS but I would like to get some views about the best way to go about it that does not involve me fighting against prism / navigation pages / xamarin forms and (where possible) not breaking the various "best practices" on Android and iOS.
After going down the same path as you and being told not to prevent users from going back, I decided on showing an alert after they tap the back button (within ContentPage.OnDisappearing()) that says something like Would you like to save your work?.
If you go with this approach, be sure to use Application.MainPage.DisplayAlert() instead of just this.DisplayAlert() since your ContentPage might not be visible at that point.
Here is how I currently handle saving work when they click the back button (I consolidated a good bit of code and changed some things):
protected override async void OnDisappearing() {
base.OnDisappearing();
// At this point the page is gone or is disappearing, but all properties are still available
#region Auto-save Check and Execution
/*
* Checks to see if any edits have been made and if a save is not in progress, if both are true, it asks if they want to save, if yes, it checks for validation errors.
* If it finds them, it marks it as such in the model before saving the model to the DB and showing an alert stating what was done
*/
if(!_viewModel.WorkIsEdited || _viewModel.SaveInProgress) { //WorkIsEdited changes if they enter/change data or focus on certain elements such as a Picker
return;
}
if(!await Application.Current.MainPage.DisplayAlert("ALERT", "You have unsaved work! Would you like to save now?", "Yes", "No")) {
return;
}
if(await _viewModel.SaveClaimErrorsOrNotAsync()) { //The return value is whether validation succeeds or not, but it gets saved either way
App.SuccessToastConfig.Message = "Work saved successfully. Try saving it yourself next time!";
UserDialogs.Instance.Toast(App.SuccessToastConfig);
} else if(await Application.Current.MainPage.DisplayAlert("ERROR", "Work saved successfully but errors were detected. Tap the button to go back to your work.", "To Work Entry", "OK")) {
await Task.Delay(200); //BUG: On Android, the alert above could still be displayed when the page below is pushed, which prevents the page from displaying //BUG: On iOS 10+ currently the alerts are not fully removed from the view hierarchy when execution returns (a fix is in the works)
await Application.Current.MainPage.Navigation.PushAsync(new WorkPage(_viewModel.SavedWork));
}
#endregion
}
What you ask for is not possible. The back button tap cannot be canceled on iOS even in native apps. You can do some other tricks like having a custom 'back' button, but in general you shouldn't do that - you should instead have a modal dialog with the Done and Cancel buttons (or something similar).
If you use xamarin forms that code it is work.
CrossPlatform source
public class CoolContentPage : ContentPage
{
public Action CustomBackButtonAction { get; set; }
public static readonly BindableProperty EnableBackButtonOverrideProperty =
BindableProperty.Create(nameof(EnableBackButtonOverride), typeof(bool), typeof(CoolContentPage), false);
public bool EnableBackButtonOverride{
get { return (bool)GetValue(EnableBackButtonOverrideProperty); }
set { SetValue(EnableBackButtonOverrideProperty, value); }
}
}
}
Android source
public override bool OnOptionsItemSelected(IMenuItem item)
{
if (item.ItemId == 16908332)
{
var currentpage = (CoolContentPage)
Xamarin.Forms.Application.
Current.MainPage.Navigation.
NavigationStack.LastOrDefault();
if (currentpage?.CustomBackButtonAction != null)
{
currentpage?.CustomBackButtonAction.Invoke();
return false;
}
return base.OnOptionsItemSelected(item);
}
else
{
return base.OnOptionsItemSelected(item);
}
}
public override void OnBackPressed()
{
var currentpage = (CoolContentPage)
Xamarin.Forms.Application.
Current.MainPage.Navigation.
NavigationStack.LastOrDefault();
if (currentpage?.CustomBackButtonAction != null)
{
currentpage?.CustomBackButtonAction.Invoke();
}
else
{
base.OnBackPressed();
}
}
iOS source
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(animated);
if (((CoolContentPage)Element).EnableBackButtonOverride)
{
SetCustomBackButton();
}
}
private void SetCustomBackButton()
{
var backBtnImage = UIImage.FromBundle("iosbackarrow.png");
backBtnImage = backBtnImage.ImageWithRenderingMode
(UIImageRenderingMode.AlwaysTemplate);
var backBtn = new UIButton(UIButtonType.Custom)
{
HorizontalAlignment =
UIControlContentHorizontalAlignment.Left,
TitleEdgeInsets =
new UIEdgeInsets(11.5f, 15f, 10f, 0f),
ImageEdgeInsets =
new UIEdgeInsets(1f, 8f, 0f, 0f)
};
backBtn.SetTitle("Back", UIControlState.Normal);
backBtn.SetTitleColor(UIColor.White, UIControlState.Normal);
backBtn.SetTitleColor(UIColor.LightGray, UIControlState.Highlighted);
backBtn.Font = UIFont.FromName("HelveticaNeue", (nfloat)17);
backBtn.SetImage(backBtnImage, UIControlState.Normal);
backBtn.SizeToFit();
backBtn.TouchDown += (sender, e) =>
{
// Whatever your custom back button click handling
if(((CoolContentPage)Element)?.
CustomBackButtonAction != null)
{
((CoolContentPage)Element)?.
CustomBackButtonAction.Invoke();
}
};
backBtn.Frame = new CGRect(
0,
0,
UIScreen.MainScreen.Bounds.Width / 4,
NavigationController.NavigationBar.Frame.Height);
var btnContainer = new UIView(
new CGRect(0, 0,
backBtn.Frame.Width, backBtn.Frame.Height));
btnContainer.AddSubview(backBtn);
var fixedSpace =
new UIBarButtonItem(UIBarButtonSystemItem.FixedSpace)
{
Width = -16f
};
var backButtonItem = new UIBarButtonItem("",
UIBarButtonItemStyle.Plain, null)
{
CustomView = backBtn
};
NavigationController.TopViewController.NavigationItem.LeftBarButtonItems = new[] { fixedSpace, backButtonItem };
}
using in xamarin forms
public Page2()
{
InitializeComponent();
if (EnableBackButtonOverride)
{
this.CustomBackButtonAction = async () =>
{
var result = await this.DisplayAlert(null, "Go back?" Yes go back", "Nope");
if (result)
{
await Navigation.PopAsync(true);
}
};
}
}

Unity3D Draggable GUI.Box with GUI controls

I'm constructing a custom node editor window in Unity, and I've had a look at various resources such as this one, which uses GUI.Box to construct node windows.
This works great, and I'm able to drag these windows around the way I want, however once I add controls to the GUI.Box, I want them to override the Drag() function I've written.
Here's an example of the issue - When I move the vertical slider up, the entire box drags with it.
Is there a way to fix this behavior using GUI.Box, or should I go back to GUI.Window with its built-in GUI.DragWindow()?
Here's a simplified version of the code I'm using:
EditorMouseInput.cs:
private bool ActionLeftMouseDown()
{
mouseDownNode = editor.GetSelectedNode(Input.current.mousePosition);
if (mouseDownNode == null)
editor.StartMovingEditorCanvas();
else
mouseDownNode.IsSelected = true;
}
BaseNodeEditor.cs:
public BaseNode GetSelectedNode(Vector2 mousePos)
{
foreach (BaseNode node in Nodes)
{
if (node.WindowRect.Contains(mousePos))
return node;
}
return null;
}
public void Drag(Vector2 delta)
{
if (!MoveEditorMode && !ConnectionMode)
{
foreach (BaseNode node in Nodes)
{
node.Drag(delta);
}
}
BaseNode.cs:
public void Drag(Vector2 delta)
{
if (IsSelected)
draggedDistance += delta;
}
The vertical slider is added in the derived JumpNode class. Extract of the helper class that constructs the slider:
Vector2 pos = node.WindowRect.position + rect.position * GridSpacing;
value = GUI.VerticalSlider(new Rect(pos, rect.size * GridSpacing), value, maxValue, minValue);
I can see why this doesn't do what I want, but I don't know how to go about it given the GUI controls aren't part of the GUI.Box.
Any help or suggestions, even a nudge towards another source would be greatly appreciated - I feel I've used all the search terms that exist in my head!
Edit - Solved: Thanks to Kleber for solving this one for me. In case anyone else runs into this or a similar issue, the solution for me was in realising that GUI controls consume left mousedown events automatically, so clicking a slider means there's no propagation to the Box to check if it was clicked.
What I needed to do was separate the IsSelected and IsDragged flags in the Node class, and clear IsDragged on mouseUp. I originally used IsSelected to flag both drag enabled, and selected (multiple nodes could be selected and dragged at once).
It's quite a complex tutorial so I didn't read it entirely, but the problem seems to be the MouseDrag detection. Well, basically you want to stop the event propagation when you click on a GUI element inside the Box, right? To do so, you call:
Event.current.Use()
every time the user drags the mouse on one of your components.
Using the resource you've mentioned, I altered the Node class and added a slider inside the Draw() method, ending like this:
public void Draw() {
inPoint.Draw();
outPoint.Draw();
GUI.Box(rect, title, style);
GUI.BeginGroup(rect);
_value = GUI.HorizontalSlider(new Rect(20, 0, 50, 20), _value, 100, -100);
GUI.EndGroup();
}
Another thing you can do is change how you draw your window. Here it's a simple example that I've tested on the latest Unity version (5.6):
private void OnGUI() {
GUI.Box(_rect, string.Empty);
GUI.BeginGroup(_rect);
_value = GUI.VerticalSlider(new Rect(145, 100, 20, 100), _value, 100, -100);
GUI.EndGroup();
var e = Event.current;
if (e.type == EventType.MouseDrag && _rect.Contains(e.mousePosition)) {
_rect.x += e.delta.x;
_rect.y += e.delta.y;
Repaint();
}
}
As you can see, this example doesn't need an Event.current.Use() to work properly.

Ripple Effect gone after adding TapGestureRecognizer to ViewCell

I added a custom LongPressGestureRecognizer to the ViewCell's root layout to handle certain cases, but after adding it, I find that the ripple effect when tapping the ViewCell is gone on Android. I tried to add back the animation by getting the native view, set background drawable to Android.Resource.Attribute.SelectableItemBackground by using below code
int[] attrs = { Android.Resource.Attribute.SelectableItemBackground };
var ta = CrossCurrentActivity.Current.Activity.ObtainStyledAttributes(attrs);
var drawable = ta.GetDrawable(0);
nativeView.SetBackgroundDrawable(drawable);
ta.Recycle();
Even this doesn't work. Any other way to make it work?
For those who want to know, I discarded the custom long press gesture recognizer way of achieving the goal, since it's the wrong way of doing things. On Android, we should use ItemLongClick event instead. Here is what I did, first, find out the native ListView through some method, my way is to first get the renderer of the ListView, then get underlying ListView. Another way is to use below code to find the ListView, but this way requires more work if you have multiple ListView
public static List<T> FindViews<T>(this ViewGroup viewGroup) where T : View
{
var result = new List<T>();
var count = viewGroup.ChildCount;
for (int i = 0; i < count; i++)
{
var child = viewGroup.GetChildAt(i);
var item = child as T;
if (item != null)
{
result.Add(item);
}
else if (child is ViewGroup)
{
var innerResult = FindViews<T>(child as ViewGroup);
if (innerResult != null)
{
result.AddRange(innerResult);
}
}
}
return result;
}
var rootView =(ViewGroup)CurrentActivity.Window.DecorView.RootView
var nativeListView = rootView.FindView<Android.Widget.ListView>();
Then override the OnAppearing method of the Page, in it, attach ItemLongClick event handler. Also override OnDisappearing method, in it, detach the ItemLongClick event handler. This is important. Simply add ItemLongClick event handler in constructor seems not working.

Use parameters for variable animation

I'd like to animate my Score-GUI text counting up to a variable value but there are two things in my way:
1: How can I animate to a variable instead of a fixed value?
2: Why can't I add own properties (like int) to my script and animate them?
For #2 I created a property in my script. Yet the editor won't show it in the AddProperty-dialog (as shown below):
public int currentScore = 0;
public int score {
get { return currentScore; }
set { this.currentScore += value; }
}
EDIT: The animator is set up in the most basic way:
Since you only have 1 Animation. An Animator is irrelevant to the solution. This is tested and working. Now you need to make the Animation a Legacy type to get this working because we are not going to use the Animator.
Click the Animation on the Project -> look at the upper right section of the Inspector view, there is a little button there which will drop down a selection. "Debug" then Check the Legacy.
Set your Animation to whatever you want. I force the WrapMode in the script to be wrap mode once. So it will only play once.
Now in the Animation Component make sure you select the Animation that you want by default or it wont work. Cause we only use anim.Play(); Without parameters meaning, run the default animation that is set.
I created a Text UI and added an Animation that alpha is 0 from the start and at the end point making it 1. You have to do that on your own.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class MyScore : MonoBehaviour {
// Use this for initialization
public int currentScore = 0;
public GameObject Myscore; // Drag the GameObject that has the Animation for your score.
public Text myScoreText; //Drag in the Inspector the Text object to reference
public Animation anim;
public int score
{
get { return currentScore; }
set { this.currentScore += value; }
}
void Start()
{
anim = Myscore.GetComponent<Animation>(); // Reference the Animation Component.
anim.wrapMode = WrapMode.Once; // Legacy animation Set to play once
AddScore();
}
public void AddScore()
{
score += 10;
myScoreText.text = score.ToString();
anim.Play();
Debug.Log("Current Score is "+ score);
Invoke("AddScore", 2);
}
}
Good luck.

How to detect a collision between one object and multiple objects in XNA 4.0 C#?

I am new to XNA and CSharp programming so I want to learn to make a treasure hunting game as a beginning so I made a player(as a class) which can walk up, down, left and right. I made a Gem class also which the player can collide with and the gem disappears and a sound is played. But I want to make some walls that the player can collide with and stop so I made a class called Tile.cs (The wall class) and I made a void in it
public void CollideCheck(bool tWalk, bool bottomWalk, bool leftWalk, bool rightWalk, Rectangle topRect, Rectangle bottomRect, Rectangle rightRect, Rectangle leftRect)
{
colRect = new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height);
if (this.colRect.Intersects(topRect))
{
tWalk = false;
}
else
tWalk = true;
if (this.colRect.Intersects(bottomRect))
{
bottomWalk = false;
}
else
bottomWalk = true;
if (this.colRect.Intersects(leftRect))
{
leftWalk = false;
}
else
leftWalk = true;
if (this.colRect.Intersects(rightRect))
{
rightWalk = false;
}
else
rightWalk = true;
}
Then, in the Game1.cs (The main Class) I made an array of "Tiles":
Tile[] tiles = new Tile[5];
And in the update void I made this:
foreach (Tile tile in tiles)
{
tile.CollideCheck(player.topWalk, player.bottomWalk, player.leftWalk, player.rightWalk,
new Rectangle((int)player.Position.X, (int)player.Position.Y - (int)player.Speed.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight),
new Rectangle((int)player.Position.X, (int)player.Position.Y + (int)player.Speed.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight),
new Rectangle((int)player.Position.X + (int)player.Speed.X, (int)player.Position.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight),
new Rectangle((int)player.Position.X - (int)player.Speed.X, (int)player.Position.Y, player.currentAnim.FrameWidth, player.currentAnim.FrameHeight));
}
All those rectangles are the borders of the player but when I run the game the player doesn't collide with it so is there any way to fix this?
I can post the project if I am not very clear.
Your parameters are in only, but you set their values inside the call. You have to declare them as out variables so that their value is sent back to the caller. Using out also makes sure you always set a value to them before exiting the function.
So change your function declaration to public void CollideCheck(out bool tWalk, out bool bottomWalk, out bool leftWalk, out bool rightWalk, Rectangle topRect, Rectangle bottomRect, Rectangle rightRect, Rectangle leftRect) and you get the values back.

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