旧接口映射

旧接口映射

新增参数对照

旋转组件(AgentComponent_NewInteractiveRotateEx)

可用接口

int AddRotate(ulong id, string objpath, string strParam)
void OnRotateBegin(int nInterativeObjId, string strAxisKeyName, LuaFunction callback)
void OnRotating(int nInterativeObjId, string strAxisKeyName, LuaFunction callback)
void OnRotateEnd(int nInterativeObjId, string strAxisKeyName, LuaFunction callback)
void SetRotateRange(int nInterativeObjId, int RotatePlane, float Max, float min)
void DeleteRotate(int nInterativeObjId)
void SetEnable(int nInterativeObjId, bool bEnable)
void SetActive(int nInterativeObjId, bool bEnable)
void SetRotateAxies(int nInterativeObjId, int rotateAxies)
void SetRotateOffsetAngle(ulong nInterativeObjId, string objpath, int rotateAxies, Vector3 v3Offeset)
void SetRotateObject(ulong entityid, int nInterativeObjId, string objpath)

新增接口

void DebugMode(string mode)
void Init(int nInterativeObjId, float radius, float thickness, string operationMode, bool isAuxiliaryUiValid = true, LuaTable auxiliaryUiInfo = null)
void SetInitDirection(int id, Vector3 initDirection)

弃用接口

void SetCriticalAngle(int nInterativeObjId, float angle)
void SetIgnoreGameObjectPaths(int nInterativeObjId, LuaTable pathTable)
void SetRotateMode(int nInterativeObjId, int Mode)
void SetObjectRotation(int nInterativeObjId, Vector3 angle, bool isLocal = false)
void SetSupportDevice(int nInterativeObjId, int support)
void SetPlaneRotateEnable(int nInterativeObjId)
void SetMutilHandleControlSupport(int nInterativeObjId, bool isSupport)

无极旋转(AgentComponent_VLabUIRotationValueDisplay)

新增接口

void DebugMode(string mode)
// 多实例
void Init(int id, float radius = 1, float thickness = 0.05f, string operationMode = "Rotation", bool isAuxiliaryUiValid = true, LuaTable auxiliaryUiInfo = null)
// 单实例
void Init(float radius = 1, float thickness = 0.05f, string operationMode = "Rotation", bool isAuxiliaryUiValid = true, LuaTable auxiliaryUiInfo = null)
void SetInitDirection(int id, Vector3? initDir)
void SetInitDirection(Vector3? initDir)
void SetAxis(int id, Vector3? axis)
void SetAxis(Vector3? axis)

可用接口

void Init(string elementPath, int rotatetypeValue, bool isLimitAngle, float startangle, float maxangle, bool isAngleOrPercent, Action<float, string> _luaactcallback, bool isclockwise = true)
int InitMulti(string elementPath, int rotatetypeValue, bool isLimitAngle, float startangle, float maxangle, bool isAngleOrPercent, Action<float, string> _luaactcallback, bool isclockwise = true)
void RemoveRotationDisplay()
bool SetInteractiveEnable(bool active)
void RemoveRotationDisplayMulti(int scriptID)
bool SetInteractiveEnableMulti(int scriptID, bool active)

弃用接口

bool SetCircleRotation(Vector3 eulerAngles);
bool SetCirclePos(Vector3 pos);
bool SetCircleRadius(float Radius);
void SetCircleActiveState(bool state);
bool SetCircleIsShowCirText(bool isshowCirText);
bool SetScrollBarScale(float ScrollbarScale);
bool SetScrollBarPosition(Vector3 ScrollbarPosition);
bool SetDirection(bool direction);
void SetScrollbarActiveState(bool state);
void SetRotationAngle(int curangle);
bool SetElementGUID(string guid);
int GetID();
void RegisterClickAction(Action<string> _clickCallBack);
void RegisterBeginRotateAction(Action<float> _beginCallBack);
void RegisterEndRotateAction(Action<float> _endCallBack);
void RegisterRotateingAction(Action<float, Vector3> _rotateCallBack);
bool SetCircleRotationMulti(int scriptID, Vector3 eulerAngles);
bool SetCirclePosMulti(int scriptID, Vector3 pos);
bool SetCircleRadiusMulti(int scriptID, float Radius);
void SetCircleActiveStateMulti(int scriptID, bool state);
bool SetCircleIsShowCirTextMulti(int scriptID, bool isshowCirText);
bool SetScrollBarScaleMulti(int scriptID, float ScrollbarScale);
bool SetScrollBarPositionMulti(int scriptID, Vector3 ScrollbarPosition);
bool SetDirectionMulti(int scriptID, bool direction);
void SetScrollbarActiveStateMulti(int scriptID, bool state);
void SetRotationAngleMulti(int scriptID, int curangle);
bool SetElementGUIDMulti(int scriptID, string guid);
int GetIDMulti(int scriptID);
void RegisterClickActionMulti(int scriptID, Action<string> _clickCallBack);
void RegisterBeginRotateActionMulti(int scriptID, Action<float> _beginCallBack);
void RegisterEndRotateActionMulti(int scriptID, Action<float> _endCallBack);
void RegisterRotateingActionMulti(int scriptID, Action<float, Vector3> _rotateCallBack);

档位旋转(AgentComponent_VLabUIGearSelectCtrl)

新增接口

void DebugMode(string mode)
void Init(int id, float radius = 1, float thickness = 0.05f, string operationMode = "Rotation", bool isAuxiliaryUiValid = true, LuaTable auxiliaryUiInfo = null)
void SetInitDirection(int id, Vector3? initDir)
void SetAxis(int id, Vector3? axis)

可用接口

// 前两个参数弃用
int InitPath(string _UIPath, string _ScrollerPath, string _RotatePath, int rotateType, float minAngle, float maxAngle, Dictionary<string, object> _map)
void SetEntireRotateCallback(int scriptID, ActionSix<string, string, Vector3, Vector3, float, bool> act)
void SetSelectCell(int scriptID, string text)
void SetUIGearSelectCallback(int scriptID, Action<Vector3> act)

弃用接口

void SetGearSelectShowStatus(int scriptID, bool _bar, bool _text)
void SetGearSelectUIStatus(int scriptID, bool flag)
void SetTextContent(int scriptID, string _text)

无极拖动(AgentComponent_VLabUISliderValueDisplay)

新增接口

void DebugMode(string mode)
void InitSliderValue(string elementPath, float startAngle, float endValue, float slidertypeValue, float textshowTypeValue, LuaFunction _luaAct, LuaTable auxiliaryUiInfo)
int InitSliderValueMulti(string elementPath, float startAngle, float endValue, float slidertypeValue, float textshowTypeValue, LuaFunction _luaAct, LuaTable auxiliaryUiInfo)
// 使用上面两个接口始化时直接在最后一个参数auxiliaryUiInfo设置偏移,无需调用该接口(调了也没效果)
void SetLabelOffset(Vector3 offset)

可用接口

void InitSliderValue(string elementPath, float startAngle, float endValue, float slidertypeValue, float textshowTypeValue, LuaFunction _luaAct)
int InitSliderValueMulti(string elementPath, float startAngle, float endValue, float slidertypeValue, float textshowTypeValue, Action<float> _luaActCallBack)
void RegisterBeginSlideAction(LuaFunction _luaAct)
void RegisterBeginSlideActionMulti(int scriptID, Action<float> _beginSlideAction)
void RegisterEndSlideAction(Action<float> _endSlideAction)
void RegisterEndSlideActionMulti(int scriptID, Action<float> _endSlideAction)
bool SetScrollbarOffsetValue(float value)
bool SetScrollbarOffsetValueMulti(int scriptID, float value)

弃用接口

bool SetScrollBarScale(float ScrollbarScale)
bool SetScrollBarScaleMulti(int scriptID, float ScrollbarScale)
bool SetScrollBarPosition(Vector3 ScrollbarPosition)
bool SetScrollBarPositionMulti(int scriptID, Vector3 ScrollbarPosition)
bool SetScrollbarAcitve(bool scrollbarScale)
bool SetScrollbarAcitveMulti(int scriptID, bool scrollbarScale)
bool SetScrollbarTextActive(bool isActive)
bool SetScrollbarTextActiveMulti(int scriptID, bool isActive)
void SetSlideRange(int slidertype, float startValue, float endValue)
void SetSlideRangeMulti(int scriptID, int slidertype, float startValue, float endValue)

档位拖动(AgentComponent_VLabUIGearSliderCtrl)

新增接口

void DebugMode(string mode)
int InitPath(string _UIPath, string _ScrollerPath, string _RotatePath, int sliderType, float minpos, float maxpos, LuaTable key, LuaTable value, LuaTable auxiliaryUiInfo)
// 使用上面的接口初始化时直接在最后一个参数auxiliaryUiInfo设置偏移,无需调用该接口(调了也没效果)
void SetLabelOffset(Vector3 offset)

可用接口

// 前两个参数弃用
int InitPath(string _UIPath, string _ScrollerPath, string _RotatePath, int sliderType, float minpos, float maxpos, LuaTable key, LuaTable value)
void SetUIGearSliderCallback(int scriptID, Action<Vector3> act)
void SetSelectCell(int scriptID, string text)

弃用接口

void SetTextContent(int scriptID, string _text)
void SetUIGearSliderProcessCallback(int scriptID, Action<float> act)

弧形拖动(AgentComponent_VLabUIArcDragCtrl)

新增接口

void Init(string path, int rotateType, float[] range, Action<float, string> callback, bool isNewComponent = false, float radius = 1, Vector3? startDir = null, LuaTable auxiliaryUiInfo = null, string debugMode = default(string))

可用接口

void SetCurrentValue(float process)

弃用接口

void SetScrollBarScale(float scrollbarScale);
void SetScrollBarPosition(Vector3 scrollbarPosition);
void SetSliderAcitve(bool isActive);
void SetTextAcitve(bool isActive);
void SetInteractiveEnable(bool enable);
void SetHighlightObj(string path);
void SetBeginDirection(bool isClockwise);
void OnRemove();

拖动(AgentComponent_NewInteractiveSliderEx)

新增接口

void DebugMode(string mode)
void SetAuxiliaryUiInfo(string path, LuaTable auxiliaryUiInfo)
void SlideTo(int nInterativeObjId, float target)
int AddSlider(ulong id, string objpath, string strParam, string slideMode = "Drag")

可用接口

void OnSlider(int nInterativeObjId, string strAxisKeyName, LuaFunction callback)
void SetPartSliderRange(int nInterativeObjId, int axisIndex, float max, float min)
void SetEnable(int nInterativeObjId, bool bEnable)
void DeletePartSliderComponent(int nInterativeObjId)

弃用接口

void SetMutilHandleControlSupport(int nInterativeObjId, bool isSupport)