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Building list changes
-Adapted UI to give it dynamic resolution (both in terms of position and size).
-Created and used graphics for objects.
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shahidh7 committed Feb 22, 2020
1 parent 27f412a commit ea751f179f9e39b483213d1904f05d7433e29105
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Showing 27 changed files with 655 additions and 39 deletions.
BIN -373 KB (54%) .vs/206CDE/v16/.suo
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@@ -22,7 +22,7 @@
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@@ -48,7 +48,7 @@
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@@ -22,7 +22,7 @@
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@@ -48,7 +48,7 @@
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@@ -22,7 +22,7 @@
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<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
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@@ -48,7 +48,7 @@
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@@ -63,6 +63,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\BuildingListResize.cs" />
<Compile Include="Assets\ButtonAppear.cs" />
<Compile Include="Assets\ButtonGenerator.cs" />
<Compile Include="Assets\ButtonListController.cs" />
@@ -191,6 +192,12 @@
<Reference Include="UnityEngine.ClothModule">
<HintPath>C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.ClusterInputModule">
<HintPath>C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.ClusterRendererModule">
<HintPath>C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>C:/Program Files/Unity/Hub/Editor/2019.3.0f6/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll</HintPath>
</Reference>
@@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BuildingListResize : MonoBehaviour
{
private GameObject curObject; //use this for every game object I need to adjust (not just buttons)

//resize building list as soon as scene is loaded
void Awake()
{
/* see MainMenuResize.cs for an explanation of why this
* Update function is being called here. */
Update();

curObject = GameObject.Find("ButtonListContent");
curObject.GetComponent<RectTransform>().sizeDelta = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
}

//resize building list at every frame update
void Update()
{
curObject = GameObject.Find("Scrollbar"); //get scrollbar first

/* place scroll bar far right of screen (*0.98f so scroll bar is still on screen)
* with vertical centre. */
curObject.transform.position = new Vector3(Screen.width*0.97f, Screen.height*0.5f);

//appealing dynamic size (as opposed to dynamic position) for scroll bar
curObject.GetComponent<RectTransform>().sizeDelta = new Vector3(Screen.height * 0.06f, Screen.height * 0.75f);



curObject = GameObject.Find("ScrollList"); //get ScrollList

//put ScrollList in centre of screen
curObject.transform.position = new Vector3(Screen.width*0.5f, Screen.height*0.5f);

//adjust size of ScrollList to cover whole screen
curObject.GetComponent<RectTransform>().sizeDelta = new Vector2(Screen.width, Screen.height);

curObject = GameObject.Find("ButtonLimiter"); //get panel used for defining button boundaries next
curObject.transform.position = new Vector3(Screen.width * 0.5f, Screen.height * 0.5f); //put in centre
//make the object size look appealing at different resoltuions
curObject.GetComponent<RectTransform>().sizeDelta = new Vector2(Screen.width*0.9f, Screen.height * 0.9f);

}
}

Some generated files are not rendered by default. Learn more.

@@ -11,7 +11,7 @@ public class ButtonListController : MonoBehaviour
// Start is called before the first frame update
void Start()
{
for (int i = 1; i < 20; i++)
for (int i = 1; i <= 10; i++)
{
//create and enable button
GameObject tempButton = Instantiate(buttonTemplate) as GameObject;
@@ -11,10 +11,13 @@ public class MainMenueResize : MonoBehaviour
{
/* call update functoin in Awake (Update is when scene updates,
* and I am calling that when scene loads because only need to store
* dynamic resolution code in one function that way. */
* dynamic resolution code in one function that way and also because
* game resolution automatically changes when I adjust device resolution
* (at frame update). */
Update();
}

//resize for every frame update
void Update()
{
//get first button and store it
@@ -24,11 +27,21 @@ public class MainMenueResize : MonoBehaviour
* and vertical centre in terms of height */
button.transform.position = new Vector3((Screen.width * 0.25f), (Screen.height * 0.5f));

//get recttransform of button so can resize it
var buttonSize = button.GetComponent<RectTransform>();

/* resize button to 40% of screen width horizontally and vertically
* note: using same value for x and y because I created button image to have
* size 400 wide and 400 high. */
buttonSize.sizeDelta = new Vector2(Screen.width * 0.4f, Screen.width * 0.4f);

//get second button now
button = GameObject.Find("ListButton");

/* button on right-centre in terms of width
* and vertical centre in terms of height */
/* same resizing and repositioning explained for first button
* (only difference is button is aligned right-centre instead of left centre) */
button.transform.position = new Vector3((Screen.width * 0.75f), (Screen.height * 0.5f));
buttonSize = button.GetComponent<RectTransform>();
buttonSize.sizeDelta = new Vector2(Screen.width * 0.4f, Screen.width * 0.4f);
}
}
@@ -40,7 +40,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 398e4c9a430bab34a83b7a0f1fbcbd64, type: 3}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:

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