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//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using UnityEditor; using System.Collections.Generic; /// <summary> /// Unity doesn't keep the values of static variables after scripts change get recompiled. One way around this /// is to store the references in EditorPrefs -- retrieve them at start, and save them whenever something changes. /// </summary> public class NGUISettings { public enum ColorMode { Orange, Green, Blue, } #region Generic Get and Set methods /// <summary> /// Save the specified boolean value in settings. /// </summary> static public void SetBool (string name, bool val) { EditorPrefs.SetBool(name, val); } /// <summary> /// Save the specified integer value in settings. /// </summary> static public void SetInt (string name, int val) { EditorPrefs.SetInt(name, val); } /// <summary> /// Save the specified float value in settings. /// </summary> static public void SetFloat (string name, float val) { EditorPrefs.SetFloat(name, val); } /// <summary> /// Save the specified string value in settings. /// </summary> static public void SetString (string name, string val) { EditorPrefs.SetString(name, val); } /// <summary> /// Save the specified color value in settings. /// </summary> static public void SetColor (string name, Color c) { SetString(name, c.r + " " + c.g + " " + c.b + " " + c.a); } /// <summary> /// Save the specified enum value to settings. /// </summary> static public void SetEnum (string name, System.Enum val) { SetString(name, val.ToString()); } /// <summary> /// Save the specified object in settings. /// </summary> static public void Set (string name, Object obj) { if (obj == null) { EditorPrefs.DeleteKey(name); } else { if (obj != null) { string path = AssetDatabase.GetAssetPath(obj); if (!string.IsNullOrEmpty(path)) { EditorPrefs.SetString(name, path); } else { EditorPrefs.SetString(name, obj.GetInstanceID().ToString()); } } else EditorPrefs.DeleteKey(name); } } /// <summary> /// Get the previously saved boolean value. /// </summary> static public bool GetBool (string name, bool defaultValue) { return EditorPrefs.GetBool(name, defaultValue); } /// <summary> /// Get the previously saved integer value. /// </summary> static public int GetInt (string name, int defaultValue) { return EditorPrefs.GetInt(name, defaultValue); } /// <summary> /// Get the previously saved float value. /// </summary> static public float GetFloat (string name, float defaultValue) { return EditorPrefs.GetFloat(name, defaultValue); } /// <summary> /// Get the previously saved string value. /// </summary> static public string GetString (string name, string defaultValue) { return EditorPrefs.GetString(name, defaultValue); } /// <summary> /// Get a previously saved color value. /// </summary> static public Color GetColor (string name, Color c) { string strVal = GetString(name, c.r + " " + c.g + " " + c.b + " " + c.a); string[] parts = strVal.Split(' '); if (parts.Length == 4) { float.TryParse(parts[0], out c.r); float.TryParse(parts[1], out c.g); float.TryParse(parts[2], out c.b); float.TryParse(parts[3], out c.a); } return c; } /// <summary> /// Get a previously saved enum from settings. /// </summary> static public T GetEnum<T> (string name, T defaultValue) { string val = GetString(name, defaultValue.ToString()); string[] names = System.Enum.GetNames(typeof(T)); System.Array values = System.Enum.GetValues(typeof(T)); for (int i = 0; i < names.Length; ++i) { if (names[i] == val) return (T)values.GetValue(i); } return defaultValue; } /// <summary> /// Get a previously saved object from settings. /// </summary> static public T Get<T> (string name, T defaultValue) where T : Object { string path = EditorPrefs.GetString(name); if (string.IsNullOrEmpty(path)) return null; T retVal = NGUIEditorTools.LoadAsset<T>(path); if (retVal == null) { int id; if (int.TryParse(path, out id)) return EditorUtility.InstanceIDToObject(id) as T; } return retVal; } #endregion #region Convenience accessor properties static public Color color { get { return GetColor("NGUI Color", Color.white); } set { SetColor("NGUI Color", value); } } static public Color foregroundColor { get { return GetColor("NGUI FG Color", Color.white); } set { SetColor("NGUI FG Color", value); } } static public Color backgroundColor { get { return GetColor("NGUI BG Color", Color.black); } set { SetColor("NGUI BG Color", value); } } static public ColorMode colorMode { get { return GetEnum("NGUI Color Mode", ColorMode.Blue); } set { SetEnum("NGUI Color Mode", value); } } static public Object ambigiousFont { get { Font fnt = Get<Font>("NGUI Dynamic Font", null); if (fnt != null) return fnt; return Get<UIFont>("NGUI Bitmap Font", null); } set { if (value == null) { Set("NGUI Bitmap Font", null); Set("NGUI Dynamic Font", null); } else if (value is Font) { Set("NGUI Bitmap Font", null); Set("NGUI Dynamic Font", value as Font); } else if (value is UIFont) { Set("NGUI Bitmap Font", value as UIFont); Set("NGUI Dynamic Font", null); } } } static public UIAtlas atlas { get { return Get<UIAtlas>("NGUI Atlas", null); } set { Set("NGUI Atlas", value); } } static public Texture texture { get { return Get<Texture>("NGUI Texture", null); } set { Set("NGUI Texture", value); } } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 static public Sprite sprite2D { get { return Get<Sprite>("NGUI Sprite2D", null); } set { Set("NGUI Sprite2D", value); } } #endif static public string selectedSprite { get { return GetString("NGUI Sprite", null); } set { SetString("NGUI Sprite", value); } } static public UIWidget.Pivot pivot { get { return GetEnum("NGUI Pivot", UIWidget.Pivot.Center); } set { SetEnum("NGUI Pivot", value); } } static public int layer { get { int layer = GetInt("NGUI Layer", -1); if (layer == -1) layer = LayerMask.NameToLayer("UI"); if (layer == -1) layer = LayerMask.NameToLayer("2D UI"); return (layer == -1) ? 9 : layer; } set { SetInt("NGUI Layer", value); } } static public TextAsset fontData { get { return Get<TextAsset>("NGUI Font Data", null); } set { Set("NGUI Font Data", value); } } static public Texture2D fontTexture { get { return Get<Texture2D>("NGUI Font Texture", null); } set { Set("NGUI Font Texture", value); } } static public int fontSize { get { return GetInt("NGUI Font Size", 16); } set { SetInt("NGUI Font Size", value); } } static public FontStyle fontStyle { get { return GetEnum("NGUI Font Style", FontStyle.Normal); } set { SetEnum("NGUI Font Style", value); } } static public Font dynamicFont { get { return Get<Font>("NGUI Dynamic Font", null); } set { Set("NGUI Dynamic Font", value); } } static public UILabel.Overflow overflowStyle { get { return GetEnum("NGUI Overflow", UILabel.Overflow.ShrinkContent); } set { SetEnum("NGUI Overflow", value); } } static public string partialSprite { get { return GetString("NGUI Partial", null); } set { SetString("NGUI Partial", value); } } static public int atlasPadding { get { return GetInt("NGUI Padding", 1); } set { SetInt("NGUI Padding", value); } } static public bool atlasTrimming { get { return GetBool("NGUI Trim", true); } set { SetBool("NGUI Trim", value); } } static public bool atlasPMA { get { return GetBool("NGUI PMA", false); } set { SetBool("NGUI PMA", value); } } static public bool unityPacking { get { return GetBool("NGUI Packing", true); } set { SetBool("NGUI Packing", value); } } static public bool forceSquareAtlas { get { return GetBool("NGUI Square", false); } set { SetBool("NGUI Square", value); } } static public bool allow4096 { get { return GetBool("NGUI 4096", true); } set { SetBool("NGUI 4096", value); } } static public bool showAllDCs { get { return GetBool("NGUI DCs", true); } set { SetBool("NGUI DCs", value); } } static public bool drawGuides { get { return GetBool("NGUI Guides", false); } set { SetBool("NGUI Guides", value); } } static public string charsToInclude { get { return GetString("NGUI Chars", ""); } set { SetString("NGUI Chars", value); } } static public string pathToFreeType { get { string path = Application.dataPath; if (Application.platform == RuntimePlatform.WindowsEditor) path += "/NGUI/Editor/FreeType.dll"; else path += "/NGUI/Editor/FreeType.dylib"; return GetString("NGUI FreeType", path); } set { SetString("NGUI FreeType", value); } } #endregion /// <summary> /// Convenience method -- add a widget. /// </summary> static public UIWidget AddWidget (GameObject go) { UIWidget w = NGUITools.AddWidget<UIWidget>(go); w.name = "Container"; w.pivot = pivot; w.width = 100; w.height = 100; return w; } /// <summary> /// Convenience method -- add a texture. /// </summary> static public UITexture AddTexture (GameObject go) { UITexture w = NGUITools.AddWidget<UITexture>(go); w.name = "Texture"; w.pivot = pivot; w.mainTexture = texture; w.width = 100; w.height = 100; return w; } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 /// <summary> /// Convenience method -- add a UnityEngine.Sprite. /// </summary> static public UI2DSprite Add2DSprite (GameObject go) { UI2DSprite w = NGUITools.AddWidget<UI2DSprite>(go); w.name = "2D Sprite"; w.pivot = pivot; w.sprite2D = sprite2D; w.width = 100; w.height = 100; return w; } #endif /// <summary> /// Convenience method -- add a sprite. /// </summary> static public UISprite AddSprite (GameObject go) { UISprite w = NGUITools.AddWidget<UISprite>(go); w.name = "Sprite"; w.atlas = atlas; w.spriteName = selectedSprite; if (w.atlas != null && !string.IsNullOrEmpty(w.spriteName)) { UISpriteData sp = w.atlas.GetSprite(w.spriteName); if (sp != null && sp.hasBorder) w.type = UISprite.Type.Sliced; } w.pivot = pivot; w.width = 100; w.height = 100; w.MakePixelPerfect(); return w; } /// <summary> /// Convenience method -- add a label with default parameters. /// </summary> static public UILabel AddLabel (GameObject go) { UILabel w = NGUITools.AddWidget<UILabel>(go); w.name = "Label"; w.ambigiousFont = ambigiousFont; w.text = "New Label"; w.pivot = pivot; w.width = 120; w.height = Mathf.Max(20, GetInt("NGUI Font Height", 16)); w.fontStyle = fontStyle; w.fontSize = fontSize; w.applyGradient = true; w.gradientBottom = new Color(0.7f, 0.7f, 0.7f); w.AssumeNaturalSize(); return w; } /// <summary> /// Convenience method -- add a new panel. /// </summary> static public UIPanel AddPanel (GameObject go) { if (go == null) return null; int depth = UIPanel.nextUnusedDepth; UIPanel panel = NGUITools.AddChild<UIPanel>(go); panel.depth = depth; return panel; } /// <summary> /// Copy the specified widget's parameters. /// </summary> static public void CopyWidget (UIWidget widget) { SetInt("Width", widget.width); SetInt("Height", widget.height); SetInt("Depth", widget.depth); SetColor("Widget Color", widget.color); SetEnum("Widget Pivot", widget.pivot); if (widget is UISprite) CopySprite(widget as UISprite); else if (widget is UILabel) CopyLabel(widget as UILabel); } /// <summary> /// Paste the specified widget's style. /// </summary> static public void PasteWidget (UIWidget widget, bool fully) { widget.color = GetColor("Widget Color", widget.color); widget.pivot = GetEnum<UIWidget.Pivot>("Widget Pivot", widget.pivot); if (fully) { widget.width = GetInt("Width", widget.width); widget.height = GetInt("Height", widget.height); widget.depth = GetInt("Depth", widget.depth); } if (widget is UISprite) PasteSprite(widget as UISprite, fully); else if (widget is UILabel) PasteLabel(widget as UILabel, fully); } /// <summary> /// Copy the specified sprite's style. /// </summary> static void CopySprite (UISprite sp) { SetString("Atlas", NGUIEditorTools.ObjectToGUID(sp.atlas)); SetString("Sprite", sp.spriteName); SetEnum("Sprite Type", sp.type); SetEnum("Left Type", sp.leftType); SetEnum("Right Type", sp.rightType); SetEnum("Top Type", sp.topType); SetEnum("Bottom Type", sp.bottomType); SetEnum("Center Type", sp.centerType); SetFloat("Fill", sp.fillAmount); SetEnum("FDir", sp.fillDirection); } /// <summary> /// Copy the specified label's style. /// </summary> static void CopyLabel (UILabel lbl) { SetString("Font", NGUIEditorTools.ObjectToGUID(lbl.ambigiousFont)); SetInt("Font Size", lbl.fontSize); SetEnum("Font Style", lbl.fontStyle); SetEnum("Overflow", lbl.overflowMethod); SetInt("SpacingX", lbl.spacingX); SetInt("SpacingY", lbl.spacingY); SetInt("MaxLines", lbl.maxLineCount); SetBool("Encoding", lbl.supportEncoding); SetBool("Gradient", lbl.applyGradient); SetColor("Gradient B", lbl.gradientBottom); SetColor("Gradient T", lbl.gradientTop); SetEnum("Effect", lbl.effectStyle); SetColor("Effect C", lbl.effectColor); SetFloat("Effect X", lbl.effectDistance.x); SetFloat("Effect Y", lbl.effectDistance.y); } /// <summary> /// Paste the specified sprite's style. /// </summary> static void PasteSprite (UISprite sp, bool fully) { if (fully) sp.atlas = NGUIEditorTools.GUIDToObject<UIAtlas>(GetString("Atlas", null)); sp.spriteName = GetString("Sprite", sp.spriteName); sp.type = GetEnum<UISprite.Type>("Sprite Type", sp.type); sp.leftType = GetEnum<UISprite.AdvancedType>("Left Type", UISprite.AdvancedType.Sliced); sp.rightType = GetEnum<UISprite.AdvancedType>("Right Type", UISprite.AdvancedType.Sliced); sp.topType = GetEnum<UISprite.AdvancedType>("Top Type", UISprite.AdvancedType.Sliced); sp.bottomType = GetEnum<UISprite.AdvancedType>("Bottom Type", UISprite.AdvancedType.Sliced); sp.centerType = GetEnum<UISprite.AdvancedType>("Center Type", UISprite.AdvancedType.Sliced); sp.fillAmount = GetFloat("Fill", sp.fillAmount); sp.fillDirection = GetEnum<UISprite.FillDirection>("FDir", sp.fillDirection); } /// <summary> /// Paste the specified label's style. /// </summary> static void PasteLabel (UILabel lbl, bool fully) { if (fully) { Object obj = NGUIEditorTools.GUIDToObject(GetString("Font", null)); if (obj != null) { if (obj.GetType() == typeof(Font)) { lbl.ambigiousFont = obj as Font; } else if (obj.GetType() == typeof(GameObject)) { lbl.ambigiousFont = (obj as GameObject).GetComponent<UIFont>(); } } lbl.fontSize = GetInt("Font Size", lbl.fontSize); lbl.fontStyle = GetEnum<FontStyle>("Font Style", lbl.fontStyle); } lbl.overflowMethod = GetEnum<UILabel.Overflow>("Overflow", lbl.overflowMethod); lbl.spacingX = GetInt("SpacingX", lbl.spacingX); lbl.spacingY = GetInt("SpacingY", lbl.spacingY); lbl.maxLineCount = GetInt("MaxLines", lbl.maxLineCount); lbl.supportEncoding = GetBool("Encoding", lbl.supportEncoding); lbl.applyGradient = GetBool("Gradient", lbl.applyGradient); lbl.gradientBottom = GetColor("Gradient B", lbl.gradientBottom); lbl.gradientTop = GetColor("Gradient T", lbl.gradientTop); lbl.effectStyle = GetEnum<UILabel.Effect>("Effect", lbl.effectStyle); lbl.effectColor = GetColor("Effect C", lbl.effectColor); float x = GetFloat("Effect X", lbl.effectDistance.x); float y = GetFloat("Effect Y", lbl.effectDistance.y); lbl.effectDistance = new Vector2(x, y); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/NGUISettings.cs
C#
asf20
15,891
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using UnityEditor; [CustomEditor(typeof(TweenColor))] public class TweenColorEditor : UITweenerEditor { public override void OnInspectorGUI () { GUILayout.Space(6f); NGUIEditorTools.SetLabelWidth(120f); TweenColor tw = target as TweenColor; GUI.changed = false; Color from = EditorGUILayout.ColorField("From", tw.from); Color to = EditorGUILayout.ColorField("To", tw.to); if (GUI.changed) { NGUIEditorTools.RegisterUndo("Tween Change", tw); tw.from = from; tw.to = to; NGUITools.SetDirty(tw); } DrawCommonProperties(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/TweenColorEditor.cs
C#
asf20
766
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using UnityEditor; using System; using System.Collections.Generic; /// <summary> /// This script adds the NGUI menu options to the Unity Editor. /// </summary> static public class NGUIMenu { #region Selection static public GameObject SelectedRoot () { return NGUIEditorTools.SelectedRoot(); } [MenuItem("NGUI/Selection/Bring To Front &#=", false, 0)] static public void BringForward2 () { int val = 0; for (int i = 0; i < Selection.gameObjects.Length; ++i) val |= NGUITools.AdjustDepth(Selection.gameObjects[i], 1000); if ((val & 1) != 0) { NGUITools.NormalizePanelDepths(); if (UIPanelTool.instance != null) UIPanelTool.instance.Repaint(); } if ((val & 2) != 0) NGUITools.NormalizeWidgetDepths(); } [MenuItem("NGUI/Selection/Bring To Front &#=", true)] static public bool BringForward2Validation () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Selection/Push To Back &#-", false, 0)] static public void PushBack2 () { int val = 0; for (int i = 0; i < Selection.gameObjects.Length; ++i) val |= NGUITools.AdjustDepth(Selection.gameObjects[i], -1000); if ((val & 1) != 0) { NGUITools.NormalizePanelDepths(); if (UIPanelTool.instance != null) UIPanelTool.instance.Repaint(); } if ((val & 2) != 0) NGUITools.NormalizeWidgetDepths(); } [MenuItem("NGUI/Selection/Push To Back &#-", true)] static public bool PushBack2Validation () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Selection/Adjust Depth By +1 %=", false, 0)] static public void BringForward () { int val = 0; for (int i = 0; i < Selection.gameObjects.Length; ++i) val |= NGUITools.AdjustDepth(Selection.gameObjects[i], 1); if (((val & 1) != 0) && UIPanelTool.instance != null) UIPanelTool.instance.Repaint(); } [MenuItem("NGUI/Selection/Adjust Depth By +1 %=", true)] static public bool BringForwardValidation () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Selection/Adjust Depth By -1 %-", false, 0)] static public void PushBack () { int val = 0; for (int i = 0; i < Selection.gameObjects.Length; ++i) val |= NGUITools.AdjustDepth(Selection.gameObjects[i], -1); if (((val & 1) != 0) && UIPanelTool.instance != null) UIPanelTool.instance.Repaint(); } [MenuItem("NGUI/Selection/Adjust Depth By -1 %-", true)] static public bool PushBackValidation () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Selection/Make Pixel Perfect &#p", false, 0)] static void PixelPerfectSelection () { foreach (Transform t in Selection.transforms) NGUITools.MakePixelPerfect(t); } [MenuItem("NGUI/Selection/Make Pixel Perfect &#p", true)] static bool PixelPerfectSelectionValidation () { return (Selection.activeTransform != null); } #endregion #region Create [MenuItem("NGUI/Create/Sprite &#s", false, 6)] static public void AddSprite () { GameObject go = NGUIEditorTools.SelectedRoot(true); if (go != null) { #if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterSceneUndo("Add a Sprite"); #endif Selection.activeGameObject = NGUISettings.AddSprite(go).gameObject; } else { Debug.Log("You must select a game object first."); } } [MenuItem("NGUI/Create/Label &#l", false, 6)] static public void AddLabel () { GameObject go = NGUIEditorTools.SelectedRoot(true); if (go != null) { #if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterSceneUndo("Add a Label"); #endif Selection.activeGameObject = NGUISettings.AddLabel(go).gameObject; } else { Debug.Log("You must select a game object first."); } } [MenuItem("NGUI/Create/Texture &#t", false, 6)] static public void AddTexture () { GameObject go = NGUIEditorTools.SelectedRoot(true); if (go != null) { #if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterSceneUndo("Add a Texture"); #endif Selection.activeGameObject = NGUISettings.AddTexture(go).gameObject; } else { Debug.Log("You must select a game object first."); } } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 [MenuItem("NGUI/Create/Unity 2D Sprite &#r", false, 6)] static public void AddSprite2D () { GameObject go = NGUIEditorTools.SelectedRoot(true); if (go != null) Selection.activeGameObject = NGUISettings.Add2DSprite(go).gameObject; else Debug.Log("You must select a game object first."); } #endif [MenuItem("NGUI/Create/Widget &#w", false, 6)] static public void AddWidget () { GameObject go = NGUIEditorTools.SelectedRoot(true); if (go != null) { #if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterSceneUndo("Add a Widget"); #endif Selection.activeGameObject = NGUISettings.AddWidget(go).gameObject; } else { Debug.Log("You must select a game object first."); } } [MenuItem("NGUI/Create/", false, 6)] static void AddBreaker123 () {} [MenuItem("NGUI/Create/Anchor (Legacy)", false, 6)] static void AddAnchor2 () { Add<UIAnchor>(); } [MenuItem("NGUI/Create/Panel", false, 6)] static void AddPanel () { UIPanel panel = NGUISettings.AddPanel(SelectedRoot()); Selection.activeGameObject = (panel == null) ? NGUIEditorTools.SelectedRoot(true) : panel.gameObject; } [MenuItem("NGUI/Create/Scroll View", false, 6)] static void AddScrollView () { UIPanel panel = NGUISettings.AddPanel(SelectedRoot()); if (panel == null) panel = NGUIEditorTools.SelectedRoot(true).GetComponent<UIPanel>(); panel.clipping = UIDrawCall.Clipping.SoftClip; panel.name = "Scroll View"; panel.gameObject.AddComponent<UIScrollView>(); Selection.activeGameObject = panel.gameObject; } [MenuItem("NGUI/Create/Grid", false, 6)] static void AddGrid () { Add<UIGrid>(); } [MenuItem("NGUI/Create/Table", false, 6)] static void AddTable () { Add<UITable>(); } static T Add<T> () where T : MonoBehaviour { T t = NGUITools.AddChild<T>(SelectedRoot()); Selection.activeGameObject = t.gameObject; return t; } [MenuItem("NGUI/Create/2D UI", false, 6)] [MenuItem("Assets/NGUI/Create 2D UI", false, 1)] static void Create2D () { UICreateNewUIWizard.CreateNewUI(UICreateNewUIWizard.CameraType.Simple2D); } [MenuItem("NGUI/Create/2D UI", true)] [MenuItem("Assets/NGUI/Create 2D UI", true, 1)] static bool Create2Da () { return UIRoot.list.Count == 0 || UICamera.list.size == 0 || !UICamera.list[0].camera.isOrthoGraphic; } [MenuItem("NGUI/Create/3D UI", false, 6)] [MenuItem("Assets/NGUI/Create 3D UI", false, 1)] static void Create3D () { UICreateNewUIWizard.CreateNewUI(UICreateNewUIWizard.CameraType.Advanced3D); } [MenuItem("NGUI/Create/3D UI", true)] [MenuItem("Assets/NGUI/Create 3D UI", true, 1)] static bool Create3Da () { return UIRoot.list.Count == 0 || UICamera.list.size == 0 || UICamera.list[0].camera.isOrthoGraphic; } #endregion #region Attach static void AddIfMissing<T> () where T : Component { if (Selection.activeGameObject != null) { for (int i = 0; i < Selection.gameObjects.Length; ++i) Selection.gameObjects[i].AddMissingComponent<T>(); } else Debug.Log("You must select a game object first."); } static bool Exists<T> () where T : Component { GameObject go = Selection.activeGameObject; if (go != null) return go.GetComponent<T>() != null; return false; } [MenuItem("NGUI/Attach/Collider &#c", false, 7)] static public void AddCollider () { if (Selection.activeGameObject != null) { for (int i = 0; i < Selection.gameObjects.Length; ++i) NGUITools.AddWidgetCollider(Selection.gameObjects[i]); } else Debug.Log("You must select a game object first, such as your button."); } //[MenuItem("NGUI/Attach/Anchor", false, 7)] //static public void Add1 () { AddIfMissing<UIAnchor>(); } //[MenuItem("NGUI/Attach/Anchor", true)] //static public bool Add1a () { return !Exists<UIAnchor>(); } //[MenuItem("NGUI/Attach/Stretch (Legacy)", false, 7)] //static public void Add2 () { AddIfMissing<UIStretch>(); } //[MenuItem("NGUI/Attach/Stretch (Legacy)", true)] //static public bool Add2a () { return !Exists<UIStretch>(); } //[MenuItem("NGUI/Attach/", false, 7)] //static public void Add3s () {} [MenuItem("NGUI/Attach/Button Script", false, 7)] static public void Add3 () { AddIfMissing<UIButton>(); } [MenuItem("NGUI/Attach/Toggle Script", false, 7)] static public void Add4 () { AddIfMissing<UIToggle>(); } [MenuItem("NGUI/Attach/Slider Script", false, 7)] static public void Add5 () { AddIfMissing<UISlider>(); } [MenuItem("NGUI/Attach/Scroll Bar Script", false, 7)] static public void Add6 () { AddIfMissing<UIScrollBar>(); } [MenuItem("NGUI/Attach/Progress Bar Script", false, 7)] static public void Add7 () { AddIfMissing<UIProgressBar>(); } [MenuItem("NGUI/Attach/Popup List Script", false, 7)] static public void Add8 () { AddIfMissing<UIPopupList>(); } [MenuItem("NGUI/Attach/Input Field Script", false, 7)] static public void Add9 () { AddIfMissing<UIInput>(); } [MenuItem("NGUI/Attach/Key Binding Script", false, 7)] static public void Add10 () { AddIfMissing<UIKeyBinding>(); } [MenuItem("NGUI/Attach/Key Navigation Script", false, 7)] static public void Add10a () { AddIfMissing<UIKeyNavigation>(); } [MenuItem("NGUI/Attach/Play Tween Script", false, 7)] static public void Add11 () { AddIfMissing<UIPlayTween>(); } [MenuItem("NGUI/Attach/Play Animation Script", false, 7)] static public void Add12 () { AddIfMissing<UIPlayAnimation>(); } [MenuItem("NGUI/Attach/Play Sound Script", false, 7)] static public void Add13 () { AddIfMissing<UIPlaySound>(); } [MenuItem("NGUI/Attach/Localization Script", false, 7)] static public void Add14 () { AddIfMissing<UILocalize>(); } #endregion #region Tweens [MenuItem("NGUI/Tween/Alpha", false, 8)] static void Tween1 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenAlpha>(); } [MenuItem("NGUI/Tween/Alpha", true)] static bool Tween1a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); } [MenuItem("NGUI/Tween/Color", false, 8)] static void Tween2 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenColor>(); } [MenuItem("NGUI/Tween/Color", true)] static bool Tween2a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); } [MenuItem("NGUI/Tween/Width", false, 8)] static void Tween3 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenWidth>(); } [MenuItem("NGUI/Tween/Width", true)] static bool Tween3a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); } [MenuItem("NGUI/Tween/Height", false, 8)] static void Tween4 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenHeight>(); } [MenuItem("NGUI/Tween/Height", true)] static bool Tween4a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); } [MenuItem("NGUI/Tween/Position", false, 8)] static void Tween5 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenPosition>(); } [MenuItem("NGUI/Tween/Position", true)] static bool Tween5a () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Tween/Rotation", false, 8)] static void Tween6 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenRotation>(); } [MenuItem("NGUI/Tween/Rotation", true)] static bool Tween6a () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Tween/Scale", false, 8)] static void Tween7 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenScale>(); } [MenuItem("NGUI/Tween/Scale", true)] static bool Tween7a () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Tween/Transform", false, 8)] static void Tween8 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenTransform>(); } [MenuItem("NGUI/Tween/Transform", true)] static bool Tween8a () { return (Selection.activeGameObject != null); } [MenuItem("NGUI/Tween/Volume", false, 8)] static void Tween9 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenVolume>(); } [MenuItem("NGUI/Tween/Volume", true)] static bool Tween9a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<AudioSource>() != null); } [MenuItem("NGUI/Tween/Field of View", false, 8)] static void Tween10 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenFOV>(); } [MenuItem("NGUI/Tween/Field of View", true)] static bool Tween10a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<Camera>() != null); } [MenuItem("NGUI/Tween/Orthographic Size", false, 8)] static void Tween11 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenOrthoSize>(); } [MenuItem("NGUI/Tween/Orthographic Size", true)] static bool Tween11a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<Camera>() != null); } #endregion #region Open [MenuItem("NGUI/Open/Atlas Maker", false, 9)] [MenuItem("Assets/NGUI/Open Atlas Maker", false, 0)] static public void OpenAtlasMaker () { EditorWindow.GetWindow<UIAtlasMaker>(false, "Atlas Maker", true).Show(); } [MenuItem("NGUI/Open/Font Maker", false, 9)] [MenuItem("Assets/NGUI/Open Bitmap Font Maker", false, 0)] static public void OpenFontMaker () { EditorWindow.GetWindow<UIFontMaker>(false, "Font Maker", true).Show(); } [MenuItem("NGUI/Open/", false, 9)] [MenuItem("Assets/NGUI/", false, 0)] static public void OpenSeparator2 () { } [MenuItem("NGUI/Open/Panel Tool", false, 9)] static public void OpenPanelWizard () { EditorWindow.GetWindow<UIPanelTool>(false, "Panel Tool", true).Show(); } [MenuItem("NGUI/Open/Draw Call Tool", false, 9)] static public void OpenDCTool () { EditorWindow.GetWindow<UIDrawCallViewer>(false, "Draw Call Tool", true).Show(); } [MenuItem("NGUI/Open/Camera Tool", false, 9)] static public void OpenCameraWizard () { EditorWindow.GetWindow<UICameraTool>(false, "Camera Tool", true).Show(); } [MenuItem("NGUI/Open/Widget Wizard (Legacy)", false, 9)] static public void CreateWidgetWizard () { EditorWindow.GetWindow<UICreateWidgetWizard>(false, "Widget Tool", true).Show(); } //[MenuItem("NGUI/Open/UI Wizard (Legacy)", false, 9)] //static public void CreateUIWizard () //{ // EditorWindow.GetWindow<UICreateNewUIWizard>(false, "UI Tool", true).Show(); //} #endregion #region Options [MenuItem("NGUI/Options/Handles/Turn On", false, 10)] static public void TurnHandlesOn () { UIWidget.showHandlesWithMoveTool = true; } [MenuItem("NGUI/Options/Handles/Turn On", true, 10)] static public bool TurnHandlesOnCheck () { return !UIWidget.showHandlesWithMoveTool; } [MenuItem("NGUI/Options/Handles/Turn Off", false, 10)] static public void TurnHandlesOff () { UIWidget.showHandlesWithMoveTool = false; } [MenuItem("NGUI/Options/Handles/Turn Off", true, 10)] static public bool TurnHandlesOffCheck () { return UIWidget.showHandlesWithMoveTool; } [MenuItem("NGUI/Options/Handles/Set to Blue", false, 10)] static public void SetToBlue () { NGUISettings.colorMode = NGUISettings.ColorMode.Blue; } [MenuItem("NGUI/Options/Handles/Set to Blue", true, 10)] static public bool SetToBlueCheck () { return UIWidget.showHandlesWithMoveTool && NGUISettings.colorMode != NGUISettings.ColorMode.Blue; } [MenuItem("NGUI/Options/Handles/Set to Orange", false, 10)] static public void SetToOrange () { NGUISettings.colorMode = NGUISettings.ColorMode.Orange; } [MenuItem("NGUI/Options/Handles/Set to Orange", true, 10)] static public bool SetToOrangeCheck () { return UIWidget.showHandlesWithMoveTool && NGUISettings.colorMode != NGUISettings.ColorMode.Orange; } [MenuItem("NGUI/Options/Handles/Set to Green", false, 10)] static public void SetToGreen () { NGUISettings.colorMode = NGUISettings.ColorMode.Green; } [MenuItem("NGUI/Options/Handles/Set to Green", true, 10)] static public bool SetToGreenCheck () { return UIWidget.showHandlesWithMoveTool && NGUISettings.colorMode != NGUISettings.ColorMode.Green; } [MenuItem("NGUI/Options/Snapping/Turn On", false, 10)] static public void TurnSnapOn () { NGUISnap.allow = true; } [MenuItem("NGUI/Options/Snapping/Turn On", true, 10)] static public bool TurnSnapOnCheck () { return !NGUISnap.allow; } [MenuItem("NGUI/Options/Snapping/Turn Off", false, 10)] static public void TurnSnapOff () { NGUISnap.allow = false; } [MenuItem("NGUI/Options/Snapping/Turn Off", true, 10)] static public bool TurnSnapOffCheck () { return NGUISnap.allow; } [MenuItem("NGUI/Options/Guides/Always On", false, 10)] static public void TurnGuidesOn () { NGUISettings.drawGuides = true; } [MenuItem("NGUI/Options/Guides/Always On", true, 10)] static public bool TurnGuidesOnCheck () { return !NGUISettings.drawGuides; } [MenuItem("NGUI/Options/Guides/Only When Needed", false, 10)] static public void TurnGuidesOff () { NGUISettings.drawGuides = false; } [MenuItem("NGUI/Options/Guides/Only When Needed", true, 10)] static public bool TurnGuidesOffCheck () { return NGUISettings.drawGuides; } #endregion [MenuItem("NGUI/Normalize Depth Hierarchy &#0", false, 11)] static public void Normalize () { NGUITools.NormalizeDepths(); } [MenuItem("NGUI/", false, 11)] static void Breaker () { } [MenuItem("NGUI/Help", false, 12)] static public void Help () { NGUIHelp.Show(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/NGUIMenu.cs
C#
asf20
18,007
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_FLASH #define DYNAMIC_FONT #endif using UnityEngine; using UnityEditor; /// <summary> /// Inspector class used to edit UILabels. /// </summary> [CanEditMultipleObjects] #if UNITY_3_5 [CustomEditor(typeof(UILabel))] #else [CustomEditor(typeof(UILabel), true)] #endif public class UILabelInspector : UIWidgetInspector { public enum FontType { NGUI, Unity, } UILabel mLabel; FontType mFontType; protected override void OnEnable () { base.OnEnable(); SerializedProperty bit = serializedObject.FindProperty("mFont"); mFontType = (bit != null && bit.objectReferenceValue != null) ? FontType.NGUI : FontType.Unity; } void OnNGUIFont (Object obj) { serializedObject.Update(); SerializedProperty sp = serializedObject.FindProperty("mFont"); sp.objectReferenceValue = obj; serializedObject.ApplyModifiedProperties(); NGUISettings.ambigiousFont = obj; } void OnUnityFont (Object obj) { serializedObject.Update(); SerializedProperty sp = serializedObject.FindProperty("mTrueTypeFont"); sp.objectReferenceValue = obj; serializedObject.ApplyModifiedProperties(); NGUISettings.ambigiousFont = obj; } /// <summary> /// Draw the label's properties. /// </summary> protected override bool ShouldDrawProperties () { mLabel = mWidget as UILabel; GUILayout.BeginHorizontal(); #if DYNAMIC_FONT mFontType = (FontType)EditorGUILayout.EnumPopup(mFontType, "DropDown", GUILayout.Width(74f)); if (NGUIEditorTools.DrawPrefixButton("Font", GUILayout.Width(64f))) #else mFontType = FontType.NGUI; if (NGUIEditorTools.DrawPrefixButton("Font", GUILayout.Width(74f))) #endif { if (mFontType == FontType.NGUI) { ComponentSelector.Show<UIFont>(OnNGUIFont); } else { ComponentSelector.Show<Font>(OnUnityFont, new string[] { ".ttf", ".otf" }); } } bool isValid = false; SerializedProperty fnt = null; SerializedProperty ttf = null; if (mFontType == FontType.NGUI) { fnt = NGUIEditorTools.DrawProperty("", serializedObject, "mFont", GUILayout.MinWidth(40f)); if (fnt.objectReferenceValue != null) { NGUISettings.ambigiousFont = fnt.objectReferenceValue; isValid = true; } } else { ttf = NGUIEditorTools.DrawProperty("", serializedObject, "mTrueTypeFont", GUILayout.MinWidth(40f)); if (ttf.objectReferenceValue != null) { NGUISettings.ambigiousFont = ttf.objectReferenceValue; isValid = true; } } GUILayout.EndHorizontal(); EditorGUI.BeginDisabledGroup(!isValid); { UIFont uiFont = (fnt != null) ? fnt.objectReferenceValue as UIFont : null; Font dynFont = (ttf != null) ? ttf.objectReferenceValue as Font : null; if (uiFont != null && uiFont.isDynamic) { dynFont = uiFont.dynamicFont; uiFont = null; } if (dynFont != null) { GUILayout.BeginHorizontal(); { EditorGUI.BeginDisabledGroup((ttf != null) ? ttf.hasMultipleDifferentValues : fnt.hasMultipleDifferentValues); SerializedProperty prop = NGUIEditorTools.DrawProperty("Font Size", serializedObject, "mFontSize", GUILayout.Width(142f)); NGUISettings.fontSize = prop.intValue; prop = NGUIEditorTools.DrawProperty("", serializedObject, "mFontStyle", GUILayout.MinWidth(40f)); NGUISettings.fontStyle = (FontStyle)prop.intValue; GUILayout.Space(18f); EditorGUI.EndDisabledGroup(); } GUILayout.EndHorizontal(); NGUIEditorTools.DrawProperty("Material", serializedObject, "mMaterial"); } else if (uiFont != null) { GUILayout.BeginHorizontal(); SerializedProperty prop = NGUIEditorTools.DrawProperty("Font Size", serializedObject, "mFontSize", GUILayout.Width(142f)); EditorGUI.BeginDisabledGroup(true); if (!serializedObject.isEditingMultipleObjects) GUILayout.Label(" Default: " + mLabel.defaultFontSize); EditorGUI.EndDisabledGroup(); NGUISettings.fontSize = prop.intValue; GUILayout.EndHorizontal(); } bool ww = GUI.skin.textField.wordWrap; GUI.skin.textField.wordWrap = true; SerializedProperty sp = serializedObject.FindProperty("mText"); #if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 GUI.changed = false; string text = EditorGUILayout.TextArea(sp.stringValue, GUI.skin.textArea, GUILayout.Height(100f)); if (GUI.changed) sp.stringValue = text; #else #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 GUILayout.Space(-16f); #endif if (sp.hasMultipleDifferentValues) { NGUIEditorTools.DrawProperty("", sp, GUILayout.Height(128f)); } else { GUIStyle style = new GUIStyle(EditorStyles.textField); style.wordWrap = true; float height = style.CalcHeight(new GUIContent(sp.stringValue), Screen.width - 100f); bool offset = true; if (height > 90f) { offset = false; height = style.CalcHeight(new GUIContent(sp.stringValue), Screen.width - 20f); } else { GUILayout.BeginHorizontal(); GUILayout.BeginVertical(GUILayout.Width(76f)); GUILayout.Space(3f); GUILayout.Label("Text"); GUILayout.EndVertical(); GUILayout.BeginVertical(); } Rect rect = EditorGUILayout.GetControlRect(GUILayout.Height(height)); GUI.changed = false; string text = EditorGUI.TextArea(rect, sp.stringValue, style); if (GUI.changed) sp.stringValue = text; if (offset) { GUILayout.EndVertical(); GUILayout.EndHorizontal(); } } #endif GUI.skin.textField.wordWrap = ww; SerializedProperty ov = NGUIEditorTools.DrawPaddedProperty("Overflow", serializedObject, "mOverflow"); NGUISettings.overflowStyle = (UILabel.Overflow)ov.intValue; NGUIEditorTools.DrawPaddedProperty("Alignment", serializedObject, "mAlignment"); if (dynFont != null) NGUIEditorTools.DrawPaddedProperty("Keep crisp", serializedObject, "keepCrispWhenShrunk"); EditorGUI.BeginDisabledGroup(mLabel.bitmapFont != null && mLabel.bitmapFont.packedFontShader); GUILayout.BeginHorizontal(); SerializedProperty gr = NGUIEditorTools.DrawProperty("Gradient", serializedObject, "mApplyGradient", #if UNITY_3_5 GUILayout.Width(93f)); #else GUILayout.Width(95f)); #endif EditorGUI.BeginDisabledGroup(!gr.hasMultipleDifferentValues && !gr.boolValue); { NGUIEditorTools.SetLabelWidth(30f); NGUIEditorTools.DrawProperty("Top", serializedObject, "mGradientTop", GUILayout.MinWidth(40f)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); NGUIEditorTools.SetLabelWidth(50f); #if UNITY_3_5 GUILayout.Space(81f); #else GUILayout.Space(79f); #endif NGUIEditorTools.DrawProperty("Bottom", serializedObject, "mGradientBottom", GUILayout.MinWidth(40f)); NGUIEditorTools.SetLabelWidth(80f); } EditorGUI.EndDisabledGroup(); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("Effect", GUILayout.Width(76f)); sp = NGUIEditorTools.DrawProperty("", serializedObject, "mEffectStyle", GUILayout.MinWidth(16f)); EditorGUI.BeginDisabledGroup(!sp.hasMultipleDifferentValues && !sp.boolValue); { NGUIEditorTools.DrawProperty("", serializedObject, "mEffectColor", GUILayout.MinWidth(10f)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); { GUILayout.Label(" ", GUILayout.Width(56f)); NGUIEditorTools.SetLabelWidth(20f); NGUIEditorTools.DrawProperty("X", serializedObject, "mEffectDistance.x", GUILayout.MinWidth(40f)); NGUIEditorTools.DrawProperty("Y", serializedObject, "mEffectDistance.y", GUILayout.MinWidth(40f)); GUILayout.Space(18f); NGUIEditorTools.SetLabelWidth(80f); } } EditorGUI.EndDisabledGroup(); GUILayout.EndHorizontal(); EditorGUI.EndDisabledGroup(); GUILayout.BeginHorizontal(); GUILayout.Label("Spacing", GUILayout.Width(56f)); NGUIEditorTools.SetLabelWidth(20f); NGUIEditorTools.DrawProperty("X", serializedObject, "mSpacingX", GUILayout.MinWidth(40f)); NGUIEditorTools.DrawProperty("Y", serializedObject, "mSpacingY", GUILayout.MinWidth(40f)); GUILayout.Space(18f); NGUIEditorTools.SetLabelWidth(80f); GUILayout.EndHorizontal(); NGUIEditorTools.DrawProperty("Max Lines", serializedObject, "mMaxLineCount", GUILayout.Width(110f)); GUILayout.BeginHorizontal(); sp = NGUIEditorTools.DrawProperty("BBCode", serializedObject, "mEncoding", GUILayout.Width(100f)); EditorGUI.BeginDisabledGroup(!sp.boolValue || mLabel.bitmapFont == null || !mLabel.bitmapFont.hasSymbols); NGUIEditorTools.SetLabelWidth(60f); NGUIEditorTools.DrawPaddedProperty("Symbols", serializedObject, "mSymbols"); NGUIEditorTools.SetLabelWidth(80f); EditorGUI.EndDisabledGroup(); GUILayout.EndHorizontal(); } EditorGUI.EndDisabledGroup(); return isValid; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/UILabelInspector.cs
C#
asf20
8,912
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEditor; using UnityEngine; using System.Collections.Generic; /// <summary> /// Draw Call Viewer shows a list of draw calls created by NGUI and lets you hide them selectively. /// </summary> public class UIDrawCallViewer : EditorWindow { static public UIDrawCallViewer instance; enum Visibility { Visible, Hidden, } enum ShowFilter { AllPanels, SelectedPanel, } Vector2 mScroll = Vector2.zero; void OnEnable () { instance = this; } void OnDisable () { instance = null; } void OnSelectionChange () { Repaint(); } /// <summary> /// Draw the custom wizard. /// </summary> void OnGUI () { BetterList<UIDrawCall> dcs = UIDrawCall.activeList; dcs.Sort(delegate(UIDrawCall a, UIDrawCall b) { return a.finalRenderQueue.CompareTo(b.finalRenderQueue); }); if (dcs.size == 0) { EditorGUILayout.HelpBox("No NGUI draw calls present in the scene", MessageType.Info); return; } UIPanel selectedPanel = NGUITools.FindInParents<UIPanel>(Selection.activeGameObject); GUILayout.Space(12f); NGUIEditorTools.SetLabelWidth(100f); ShowFilter show = (NGUISettings.showAllDCs ? ShowFilter.AllPanels : ShowFilter.SelectedPanel); if ((ShowFilter)EditorGUILayout.EnumPopup("Draw Call Filter", show) != show) NGUISettings.showAllDCs = !NGUISettings.showAllDCs; GUILayout.Space(6f); if (selectedPanel == null && !NGUISettings.showAllDCs) { EditorGUILayout.HelpBox("No panel selected", MessageType.Info); return; } NGUIEditorTools.SetLabelWidth(80f); mScroll = GUILayout.BeginScrollView(mScroll); int dcCount = 0; for (int i = 0; i < dcs.size; ++i) { UIDrawCall dc = dcs[i]; string key = "Draw Call " + (i + 1); bool highlight = (selectedPanel == null || selectedPanel == dc.manager); if (!highlight) { if (!NGUISettings.showAllDCs) continue; if (UnityEditor.EditorPrefs.GetBool(key, true)) { GUI.color = new Color(0.85f, 0.85f, 0.85f); } else { GUI.contentColor = new Color(0.85f, 0.85f, 0.85f); } } else GUI.contentColor = Color.white; ++dcCount; string name = key + " of " + dcs.size; if (!dc.isActive) name = name + " (HIDDEN)"; else if (!highlight) name = name + " (" + dc.manager.name + ")"; if (NGUIEditorTools.DrawHeader(name, key)) { GUI.color = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f); NGUIEditorTools.BeginContents(); EditorGUILayout.ObjectField("Material", dc.dynamicMaterial, typeof(Material), false); int count = 0; for (int a = 0; a < UIPanel.list.size; ++a) { UIPanel p = UIPanel.list.buffer[a]; for (int b = 0; b < p.widgets.size; ++b) { UIWidget w = p.widgets.buffer[b]; if (w.drawCall == dc) ++count; } } string myPath = NGUITools.GetHierarchy(dc.manager.cachedGameObject); string remove = myPath + "\\"; string[] list = new string[count + 1]; list[0] = count.ToString(); count = 0; for (int a = 0; a < UIPanel.list.size; ++a) { UIPanel p = UIPanel.list.buffer[a]; for (int b = 0; b < p.widgets.size; ++b) { UIWidget w = p.widgets.buffer[b]; if (w.drawCall == dc) { string path = NGUITools.GetHierarchy(w.cachedGameObject); list[++count] = count + ". " + (string.Equals(path, myPath) ? w.name : path.Replace(remove, "")); } } } GUILayout.BeginHorizontal(); int sel = EditorGUILayout.Popup("Widgets", 0, list); GUILayout.Space(18f); GUILayout.EndHorizontal(); if (sel != 0) { count = 0; for (int a = 0; a < UIPanel.list.size; ++a) { UIPanel p = UIPanel.list.buffer[a]; for (int b = 0; b < p.widgets.size; ++b) { UIWidget w = p.widgets.buffer[b]; if (w.drawCall == dc && ++count == sel) { Selection.activeGameObject = w.gameObject; break; } } } } GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Render Q", dc.finalRenderQueue.ToString(), GUILayout.Width(120f)); bool draw = (Visibility)EditorGUILayout.EnumPopup(dc.isActive ? Visibility.Visible : Visibility.Hidden) == Visibility.Visible; GUILayout.Space(18f); GUILayout.EndHorizontal(); if (dc.isActive != draw) { dc.isActive = draw; NGUITools.SetDirty(dc.manager); } GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Triangles", dc.triangles.ToString(), GUILayout.Width(120f)); if (dc.manager != selectedPanel) { if (GUILayout.Button("Select the Panel")) { Selection.activeGameObject = dc.manager.gameObject; } GUILayout.Space(18f); } GUILayout.EndHorizontal(); if (dc.manager.clipping != UIDrawCall.Clipping.None && !dc.isClipped) { EditorGUILayout.HelpBox("You must switch this material's shader to Unlit/Transparent Colored or Unlit/Premultiplied Colored in order for clipping to work.", MessageType.Warning); } NGUIEditorTools.EndContents(); GUI.color = Color.white; } } if (dcCount == 0) { EditorGUILayout.HelpBox("No draw calls found", MessageType.Info); } GUILayout.EndScrollView(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/UIDrawCallViewer.cs
C#
asf20
5,370
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using UnityEditor; [CanEditMultipleObjects] [CustomEditor(typeof(UIForwardEvents))] public class UIForwardEventsEditor : Editor { public override void OnInspectorGUI () { EditorGUILayout.HelpBox("This is a legacy component. Consider using the Event Trigger instead.", MessageType.Warning); base.OnInspectorGUI(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/UIForwardEventsEditor.cs
C#
asf20
528
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if UNITY_3_5 using UnityEngine; using UnityEditor; [CanEditMultipleObjects] [CustomEditor(typeof(UITable))] public class UITableEditor : UIWidgetContainerEditor { } #endif
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Editor/UITableEditor.cs
C#
asf20
358
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- // Dynamic font support contributed by the NGUI community members: // Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK. #if !UNITY_3_5 && !UNITY_FLASH #define DYNAMIC_FONT #endif using UnityEngine; using System.Collections.Generic; using System.Text; /// <summary> /// UIFont contains everything needed to be able to print text. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Font")] public class UIFont : MonoBehaviour { [HideInInspector][SerializeField] Material mMat; [HideInInspector][SerializeField] Rect mUVRect = new Rect(0f, 0f, 1f, 1f); [HideInInspector][SerializeField] BMFont mFont = new BMFont(); [HideInInspector][SerializeField] UIAtlas mAtlas; [HideInInspector][SerializeField] UIFont mReplacement; // List of symbols, such as emoticons like ":)", ":(", etc [HideInInspector][SerializeField] List<BMSymbol> mSymbols = new List<BMSymbol>(); // Used for dynamic fonts [HideInInspector][SerializeField] Font mDynamicFont; [HideInInspector][SerializeField] int mDynamicFontSize = 16; [HideInInspector][SerializeField] FontStyle mDynamicFontStyle = FontStyle.Normal; // Cached value [System.NonSerialized] UISpriteData mSprite = null; int mPMA = -1; int mPacked = -1; /// <summary> /// Access to the BMFont class directly. /// </summary> public BMFont bmFont { get { return (mReplacement != null) ? mReplacement.bmFont : mFont; } set { if (mReplacement != null) mReplacement.bmFont = value; else mFont = value; } } /// <summary> /// Original width of the font's texture in pixels. /// </summary> public int texWidth { get { return (mReplacement != null) ? mReplacement.texWidth : ((mFont != null) ? mFont.texWidth : 1); } set { if (mReplacement != null) mReplacement.texWidth = value; else if (mFont != null) mFont.texWidth = value; } } /// <summary> /// Original height of the font's texture in pixels. /// </summary> public int texHeight { get { return (mReplacement != null) ? mReplacement.texHeight : ((mFont != null) ? mFont.texHeight : 1); } set { if (mReplacement != null) mReplacement.texHeight = value; else if (mFont != null) mFont.texHeight = value; } } /// <summary> /// Whether the font has any symbols defined. /// </summary> public bool hasSymbols { get { return (mReplacement != null) ? mReplacement.hasSymbols : (mSymbols != null && mSymbols.Count != 0); } } /// <summary> /// List of symbols within the font. /// </summary> public List<BMSymbol> symbols { get { return (mReplacement != null) ? mReplacement.symbols : mSymbols; } } /// <summary> /// Atlas used by the font, if any. /// </summary> public UIAtlas atlas { get { return (mReplacement != null) ? mReplacement.atlas : mAtlas; } set { if (mReplacement != null) { mReplacement.atlas = value; } else if (mAtlas != value) { if (value == null) { if (mAtlas != null) mMat = mAtlas.spriteMaterial; if (sprite != null) mUVRect = uvRect; } mPMA = -1; mAtlas = value; MarkAsChanged(); } } } /// <summary> /// Get or set the material used by this font. /// </summary> public Material material { get { if (mReplacement != null) return mReplacement.material; if (mAtlas != null) return mAtlas.spriteMaterial; if (mMat != null) { if (mDynamicFont != null && mMat != mDynamicFont.material) { mMat.mainTexture = mDynamicFont.material.mainTexture; } return mMat; } if (mDynamicFont != null) { return mDynamicFont.material; } return null; } set { if (mReplacement != null) { mReplacement.material = value; } else if (mMat != value) { mPMA = -1; mMat = value; MarkAsChanged(); } } } /// <summary> /// Whether the font is using a premultiplied alpha material. /// </summary> public bool premultipliedAlphaShader { get { if (mReplacement != null) return mReplacement.premultipliedAlphaShader; if (mAtlas != null) return mAtlas.premultipliedAlpha; if (mPMA == -1) { Material mat = material; mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0; } return (mPMA == 1); } } /// <summary> /// Whether the font is a packed font. /// </summary> public bool packedFontShader { get { if (mReplacement != null) return mReplacement.packedFontShader; if (mAtlas != null) return false; if (mPacked == -1) { Material mat = material; mPacked = (mat != null && mat.shader != null && mat.shader.name.Contains("Packed")) ? 1 : 0; } return (mPacked == 1); } } /// <summary> /// Convenience function that returns the texture used by the font. /// </summary> public Texture2D texture { get { if (mReplacement != null) return mReplacement.texture; Material mat = material; return (mat != null) ? mat.mainTexture as Texture2D : null; } } /// <summary> /// Offset and scale applied to all UV coordinates. /// </summary> public Rect uvRect { get { if (mReplacement != null) return mReplacement.uvRect; return (mAtlas != null && sprite != null) ? mUVRect : new Rect(0f, 0f, 1f, 1f); } set { if (mReplacement != null) { mReplacement.uvRect = value; } else if (sprite == null && mUVRect != value) { mUVRect = value; MarkAsChanged(); } } } /// <summary> /// Sprite used by the font, if any. /// </summary> public string spriteName { get { return (mReplacement != null) ? mReplacement.spriteName : mFont.spriteName; } set { if (mReplacement != null) { mReplacement.spriteName = value; } else if (mFont.spriteName != value) { mFont.spriteName = value; MarkAsChanged(); } } } /// <summary> /// Whether this is a valid font. /// </summary> #if DYNAMIC_FONT public bool isValid { get { return mDynamicFont != null || mFont.isValid; } } #else public bool isValid { get { return mFont.isValid; } } #endif [System.Obsolete("Use UIFont.defaultSize instead")] public int size { get { return defaultSize; } set { defaultSize = value; } } /// <summary> /// Pixel-perfect size of this font. /// </summary> public int defaultSize { get { if (mReplacement != null) return mReplacement.defaultSize; if (isDynamic || mFont == null) return mDynamicFontSize; return mFont.charSize; } set { if (mReplacement != null) mReplacement.defaultSize = value; else mDynamicFontSize = value; } } /// <summary> /// Retrieves the sprite used by the font, if any. /// </summary> public UISpriteData sprite { get { if (mReplacement != null) return mReplacement.sprite; if (mSprite == null && mAtlas != null && !string.IsNullOrEmpty(mFont.spriteName)) { mSprite = mAtlas.GetSprite(mFont.spriteName); if (mSprite == null) mSprite = mAtlas.GetSprite(name); if (mSprite == null) mFont.spriteName = null; else UpdateUVRect(); for (int i = 0, imax = mSymbols.Count; i < imax; ++i) symbols[i].MarkAsChanged(); } return mSprite; } } /// <summary> /// Setting a replacement atlas value will cause everything using this font to use the replacement font instead. /// Suggested use: set up all your widgets to use a dummy font that points to the real font. Switching that font to /// another one (for example an eastern language one) is then a simple matter of setting this field on your dummy font. /// </summary> public UIFont replacement { get { return mReplacement; } set { UIFont rep = value; if (rep == this) rep = null; if (mReplacement != rep) { if (rep != null && rep.replacement == this) rep.replacement = null; if (mReplacement != null) MarkAsChanged(); mReplacement = rep; MarkAsChanged(); } } } /// <summary> /// Whether the font is dynamic. /// </summary> public bool isDynamic { get { return (mReplacement != null) ? mReplacement.isDynamic : (mDynamicFont != null); } } /// <summary> /// Get or set the dynamic font source. /// </summary> public Font dynamicFont { get { return (mReplacement != null) ? mReplacement.dynamicFont : mDynamicFont; } set { if (mReplacement != null) { mReplacement.dynamicFont = value; } else if (mDynamicFont != value) { if (mDynamicFont != null) material = null; mDynamicFont = value; MarkAsChanged(); } } } /// <summary> /// Get or set the dynamic font's style. /// </summary> public FontStyle dynamicFontStyle { get { return (mReplacement != null) ? mReplacement.dynamicFontStyle : mDynamicFontStyle; } set { if (mReplacement != null) { mReplacement.dynamicFontStyle = value; } else if (mDynamicFontStyle != value) { mDynamicFontStyle = value; MarkAsChanged(); } } } /// <summary> /// Trim the glyphs, making sure they never go past the trimmed texture bounds. /// </summary> void Trim () { Texture tex = mAtlas.texture; if (tex != null && mSprite != null) { Rect full = NGUIMath.ConvertToPixels(mUVRect, texture.width, texture.height, true); Rect trimmed = new Rect(mSprite.x, mSprite.y, mSprite.width, mSprite.height); int xMin = Mathf.RoundToInt(trimmed.xMin - full.xMin); int yMin = Mathf.RoundToInt(trimmed.yMin - full.yMin); int xMax = Mathf.RoundToInt(trimmed.xMax - full.xMin); int yMax = Mathf.RoundToInt(trimmed.yMax - full.yMin); mFont.Trim(xMin, yMin, xMax, yMax); } } /// <summary> /// Helper function that determines whether the font uses the specified one, taking replacements into account. /// </summary> bool References (UIFont font) { if (font == null) return false; if (font == this) return true; return (mReplacement != null) ? mReplacement.References(font) : false; } /// <summary> /// Helper function that determines whether the two atlases are related. /// </summary> static public bool CheckIfRelated (UIFont a, UIFont b) { if (a == null || b == null) return false; #if DYNAMIC_FONT if (a.isDynamic && b.isDynamic && a.dynamicFont.fontNames[0] == b.dynamicFont.fontNames[0]) return true; #endif return a == b || a.References(b) || b.References(a); } Texture dynamicTexture { get { if (mReplacement) return mReplacement.dynamicTexture; if (isDynamic) return mDynamicFont.material.mainTexture; return null; } } /// <summary> /// Refresh all labels that use this font. /// </summary> public void MarkAsChanged () { #if UNITY_EDITOR NGUITools.SetDirty(gameObject); #endif if (mReplacement != null) mReplacement.MarkAsChanged(); mSprite = null; UILabel[] labels = NGUITools.FindActive<UILabel>(); for (int i = 0, imax = labels.Length; i < imax; ++i) { UILabel lbl = labels[i]; if (lbl.enabled && NGUITools.GetActive(lbl.gameObject) && CheckIfRelated(this, lbl.bitmapFont)) { UIFont fnt = lbl.bitmapFont; lbl.bitmapFont = null; lbl.bitmapFont = fnt; } } // Clear all symbols for (int i = 0, imax = mSymbols.Count; i < imax; ++i) symbols[i].MarkAsChanged(); } /// <summary> /// Forcefully update the font's sprite reference. /// </summary> public void UpdateUVRect () { if (mAtlas == null) return; Texture tex = mAtlas.texture; if (tex != null) { mUVRect = new Rect( mSprite.x - mSprite.paddingLeft, mSprite.y - mSprite.paddingTop, mSprite.width + mSprite.paddingLeft + mSprite.paddingRight, mSprite.height + mSprite.paddingTop + mSprite.paddingBottom); mUVRect = NGUIMath.ConvertToTexCoords(mUVRect, tex.width, tex.height); #if UNITY_EDITOR // The font should always use the original texture size if (mFont != null) { float tw = (float)mFont.texWidth / tex.width; float th = (float)mFont.texHeight / tex.height; if (tw != mUVRect.width || th != mUVRect.height) { //Debug.LogWarning("Font sprite size doesn't match the expected font texture size.\n" + // "Did you use the 'inner padding' setting on the Texture Packer? It must remain at '0'.", this); mUVRect.width = tw; mUVRect.height = th; } } #endif // Trimmed sprite? Trim the glyphs if (mSprite.hasPadding) Trim(); } } /// <summary> /// Retrieve the specified symbol, optionally creating it if it's missing. /// </summary> BMSymbol GetSymbol (string sequence, bool createIfMissing) { for (int i = 0, imax = mSymbols.Count; i < imax; ++i) { BMSymbol sym = mSymbols[i]; if (sym.sequence == sequence) return sym; } if (createIfMissing) { BMSymbol sym = new BMSymbol(); sym.sequence = sequence; mSymbols.Add(sym); return sym; } return null; } /// <summary> /// Retrieve the symbol at the beginning of the specified sequence, if a match is found. /// </summary> public BMSymbol MatchSymbol (string text, int offset, int textLength) { // No symbols present int count = mSymbols.Count; if (count == 0) return null; textLength -= offset; // Run through all symbols for (int i = 0; i < count; ++i) { BMSymbol sym = mSymbols[i]; // If the symbol's length is longer, move on int symbolLength = sym.length; if (symbolLength == 0 || textLength < symbolLength) continue; bool match = true; // Match the characters for (int c = 0; c < symbolLength; ++c) { if (text[offset + c] != sym.sequence[c]) { match = false; break; } } // Match found if (match && sym.Validate(atlas)) return sym; } return null; } /// <summary> /// Add a new symbol to the font. /// </summary> public void AddSymbol (string sequence, string spriteName) { BMSymbol symbol = GetSymbol(sequence, true); symbol.spriteName = spriteName; MarkAsChanged(); } /// <summary> /// Remove the specified symbol from the font. /// </summary> public void RemoveSymbol (string sequence) { BMSymbol symbol = GetSymbol(sequence, false); if (symbol != null) symbols.Remove(symbol); MarkAsChanged(); } /// <summary> /// Change an existing symbol's sequence to the specified value. /// </summary> public void RenameSymbol (string before, string after) { BMSymbol symbol = GetSymbol(before, false); if (symbol != null) symbol.sequence = after; MarkAsChanged(); } /// <summary> /// Whether the specified sprite is being used by the font. /// </summary> public bool UsesSprite (string s) { if (!string.IsNullOrEmpty(s)) { if (s.Equals(spriteName)) return true; for (int i = 0, imax = symbols.Count; i < imax; ++i) { BMSymbol sym = symbols[i]; if (s.Equals(sym.spriteName)) return true; } } return false; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIFont.cs
C#
asf20
14,859
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Simple script that lets you localize a UIWidget. /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(UIWidget))] [AddComponentMenu("NGUI/UI/Localize")] public class UILocalize : MonoBehaviour { /// <summary> /// Localization key. /// </summary> public string key; /// <summary> /// Manually change the value of whatever the localization component is attached to. /// </summary> public string value { set { if (!string.IsNullOrEmpty(value)) { UIWidget w = GetComponent<UIWidget>(); UILabel lbl = w as UILabel; UISprite sp = w as UISprite; if (lbl != null) { // If this is a label used by input, we should localize its default value instead UIInput input = NGUITools.FindInParents<UIInput>(lbl.gameObject); if (input != null && input.label == lbl) input.defaultText = value; else lbl.text = value; #if UNITY_EDITOR if (!Application.isPlaying) NGUITools.SetDirty(lbl); #endif } else if (sp != null) { sp.spriteName = value; sp.MakePixelPerfect(); #if UNITY_EDITOR if (!Application.isPlaying) NGUITools.SetDirty(sp); #endif } } } } bool mStarted = false; /// <summary> /// Localize the widget on enable, but only if it has been started already. /// </summary> void OnEnable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mStarted) OnLocalize(); } /// <summary> /// Localize the widget on start. /// </summary> void Start () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif mStarted = true; OnLocalize(); } /// <summary> /// This function is called by the Localization manager via a broadcast SendMessage. /// </summary> void OnLocalize () { // If no localization key has been specified, use the label's text as the key if (string.IsNullOrEmpty(key)) { UILabel lbl = GetComponent<UILabel>(); if (lbl != null) key = lbl.text; } // If we still don't have a key, leave the value as blank if (!string.IsNullOrEmpty(key)) value = Localization.Get(key); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UILocalize.cs
C#
asf20
2,273
//-------------------------------------------- // NGUI: HUD Text // Copyright © 2012 Tasharen Entertainment //-------------------------------------------- using UnityEngine; /// <summary> /// Attaching this script to an object will make it visibly follow another object, even if the two are using different cameras to draw them. /// </summary> [AddComponentMenu("NGUI/Examples/Follow Target")] public class UIFollowTarget : MonoBehaviour { /// <summary> /// 3D target that this object will be positioned above. /// </summary> public Transform target; /// <summary> /// Whether the children will be disabled when this object is no longer visible. /// </summary> public bool disableIfInvisible = true; Transform mTrans; Camera mGameCamera; Camera mUICamera; //bool mIsVisible = false; /// <summary> /// Cache the transform; /// </summary> void Awake () { mTrans = transform; } /// <summary> /// Find both the UI camera and the game camera so they can be used for the position calculations /// </summary> void Start() { if (target != null) { mGameCamera = Camera.mainCamera; if (mGameCamera == null) { if (GameObject.FindGameObjectWithTag("MainCamera") != null) mGameCamera = GameObject.FindGameObjectWithTag("MainCamera").camera; } mUICamera = GameObject.FindObjectOfType<UICamera>().camera; SetVisible(false); } else { //Debug.LogError("Expected to have 'target' set to a valid transform", this); //enabled = false; } } /// <summary> /// Enable or disable child objects. /// </summary> void SetVisible (bool val) { //mIsVisible = val; //Debug.LogWarning("Set Visible : " + val + mTrans.childCount); for (int i = 0, imax = mTrans.childCount; i < imax; ++i) { NGUITools.SetActive(mTrans.GetChild(i).gameObject, val); } } /// <summary> /// Update the position of the HUD object every frame such that is position correctly over top of its real world object. /// </summary> void Update () { if (target != null) { if (mGameCamera == null) { mGameCamera = Camera.mainCamera; if (mGameCamera == null) { if (GameObject.FindGameObjectWithTag("MainCamera") != null) mGameCamera = GameObject.FindObjectOfType<UICamera>().camera; } } if(mUICamera == null) { mUICamera = GameObject.FindObjectOfType<UICamera>().camera; } //SetVisible(false); } else{ return; } Vector3 pos = mGameCamera.WorldToViewportPoint(target.position); // Determine the visibility and the target alpha bool isVisible = (pos.z > 0f && pos.x > 0f && pos.x < 1f && pos.y > 0f && pos.y < 1f); // Update the visibility flag //if (disableIfInvisible && mIsVisible != isVisible) SetVisible(isVisible); SetVisible(isVisible); //mTrans.localPosition = new Vector3( 1000.0f,1000.0f,1000.0f); // If visible, update the position if (isVisible) { Vector3 convert = mUICamera.ViewportToWorldPoint(pos); transform.position = convert; pos = mTrans.localPosition; pos.x = Mathf.RoundToInt(pos.x); pos.y = Mathf.RoundToInt(pos.y); pos.z = 0f; mTrans.localPosition = pos; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIFollowTarget.cs
C#
asf20
3,448
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script can be used to stretch objects relative to the screen's width and height. /// The most obvious use would be to create a full-screen background by attaching it to a sprite. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/Stretch")] public class UIStretch : MonoBehaviour { public enum Style { None, Horizontal, Vertical, Both, BasedOnHeight, FillKeepingRatio, // Fits the image so that it entirely fills the specified container keeping its ratio FitInternalKeepingRatio // Fits the image/item inside of the specified container keeping its ratio } /// <summary> /// Camera used to determine the anchor bounds. Set automatically if none was specified. /// </summary> public Camera uiCamera = null; /// <summary> /// Object used to determine the container's bounds. Overwrites the camera-based anchoring if the value was specified. /// </summary> public GameObject container = null; /// <summary> /// Stretching style. /// </summary> public Style style = Style.None; /// <summary> /// Whether the operation will occur only once and the script will then be disabled. /// Screen size changes will still cause the script's logic to execute. /// </summary> public bool runOnlyOnce = true; /// <summary> /// Relative-to-target size. /// </summary> public Vector2 relativeSize = Vector2.one; /// <summary> /// The size that the item/image should start out initially. /// Used for FillKeepingRatio, and FitInternalKeepingRatio. /// Contributed by Dylan Ryan. /// </summary> public Vector2 initialSize = Vector2.one; /// <summary> /// Padding applied after the size of the stretched object gets calculated. This value is in pixels. /// </summary> public Vector2 borderPadding = Vector2.zero; // Deprecated legacy functionality [HideInInspector][SerializeField] UIWidget widgetContainer; Transform mTrans; UIWidget mWidget; UISprite mSprite; UIPanel mPanel; UIRoot mRoot; Animation mAnim; Rect mRect; bool mStarted = false; void Awake () { mAnim = animation; mRect = new Rect(); mTrans = transform; mWidget = GetComponent<UIWidget>(); mSprite = GetComponent<UISprite>(); mPanel = GetComponent<UIPanel>(); UICamera.onScreenResize += ScreenSizeChanged; } void OnDestroy () { UICamera.onScreenResize -= ScreenSizeChanged; } void ScreenSizeChanged () { if (mStarted && runOnlyOnce) Update(); } void Start () { if (container == null && widgetContainer != null) { container = widgetContainer.gameObject; widgetContainer = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); mRoot = NGUITools.FindInParents<UIRoot>(gameObject); Update(); mStarted = true; } void Update () { if (mAnim != null && mAnim.isPlaying) return; if (style != Style.None) { UIWidget wc = (container == null) ? null : container.GetComponent<UIWidget>(); UIPanel pc = (container == null && wc == null) ? null : container.GetComponent<UIPanel>(); float adjustment = 1f; if (wc != null) { Bounds b = wc.CalculateBounds(transform.parent); mRect.x = b.min.x; mRect.y = b.min.y; mRect.width = b.size.x; mRect.height = b.size.y; } else if (pc != null) { if (pc.clipping == UIDrawCall.Clipping.None) { // Panel has no clipping -- just use the screen's dimensions float ratio = (mRoot != null) ? (float)mRoot.activeHeight / Screen.height * 0.5f : 0.5f; mRect.xMin = -Screen.width * ratio; mRect.yMin = -Screen.height * ratio; mRect.xMax = -mRect.xMin; mRect.yMax = -mRect.yMin; } else { // Panel has clipping -- use it as the mRect Vector4 cr = pc.finalClipRegion; mRect.x = cr.x - (cr.z * 0.5f); mRect.y = cr.y - (cr.w * 0.5f); mRect.width = cr.z; mRect.height = cr.w; } } else if (container != null) { Transform root = transform.parent; Bounds b = (root != null) ? NGUIMath.CalculateRelativeWidgetBounds(root, container.transform) : NGUIMath.CalculateRelativeWidgetBounds(container.transform); mRect.x = b.min.x; mRect.y = b.min.y; mRect.width = b.size.x; mRect.height = b.size.y; } else if (uiCamera != null) { mRect = uiCamera.pixelRect; if (mRoot != null) adjustment = mRoot.pixelSizeAdjustment; } else return; float rectWidth = mRect.width; float rectHeight = mRect.height; if (adjustment != 1f && rectHeight > 1f) { float scale = mRoot.activeHeight / rectHeight; rectWidth *= scale; rectHeight *= scale; } Vector3 size = (mWidget != null) ? new Vector3(mWidget.width, mWidget.height) : mTrans.localScale; if (style == Style.BasedOnHeight) { size.x = relativeSize.x * rectHeight; size.y = relativeSize.y * rectHeight; } else if (style == Style.FillKeepingRatio) { // Contributed by Dylan Ryan float screenRatio = rectWidth / rectHeight; float imageRatio = initialSize.x / initialSize.y; if (imageRatio < screenRatio) { // Fit horizontally float scale = rectWidth / initialSize.x; size.x = rectWidth; size.y = initialSize.y * scale; } else { // Fit vertically float scale = rectHeight / initialSize.y; size.x = initialSize.x * scale; size.y = rectHeight; } } else if (style == Style.FitInternalKeepingRatio) { // Contributed by Dylan Ryan float screenRatio = rectWidth / rectHeight; float imageRatio = initialSize.x / initialSize.y; if (imageRatio > screenRatio) { // Fit horizontally float scale = rectWidth / initialSize.x; size.x = rectWidth; size.y = initialSize.y * scale; } else { // Fit vertically float scale = rectHeight / initialSize.y; size.x = initialSize.x * scale; size.y = rectHeight; } } else { if (style != Style.Vertical) size.x = relativeSize.x * rectWidth; if (style != Style.Horizontal) size.y = relativeSize.y * rectHeight; } if (mSprite != null) { float multiplier = (mSprite.atlas != null) ? mSprite.atlas.pixelSize : 1f; size.x -= borderPadding.x * multiplier; size.y -= borderPadding.y * multiplier; if (style != Style.Vertical) mSprite.width = Mathf.RoundToInt(size.x); if (style != Style.Horizontal) mSprite.height = Mathf.RoundToInt(size.y); size = Vector3.one; } else if (mWidget != null) { if (style != Style.Vertical) mWidget.width = Mathf.RoundToInt(size.x - borderPadding.x); if (style != Style.Horizontal) mWidget.height = Mathf.RoundToInt(size.y - borderPadding.y); size = Vector3.one; } else if (mPanel != null) { Vector4 cr = mPanel.baseClipRegion; if (style != Style.Vertical) cr.z = size.x - borderPadding.x; if (style != Style.Horizontal) cr.w = size.y - borderPadding.y; mPanel.baseClipRegion = cr; size = Vector3.one; } else { if (style != Style.Vertical) size.x -= borderPadding.x; if (style != Style.Horizontal) size.y -= borderPadding.y; } if (mTrans.localScale != size) mTrans.localScale = size; if (runOnlyOnce && Application.isPlaying) enabled = false; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIStretch.cs
C#
asf20
7,554
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners. /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("NGUI/UI/Viewport Camera")] public class UIViewport : MonoBehaviour { public Camera sourceCamera; public Transform topLeft; public Transform bottomRight; public float fullSize = 1f; Camera mCam; void Start () { mCam = camera; if (sourceCamera == null) sourceCamera = Camera.main; } void LateUpdate () { if (topLeft != null && bottomRight != null) { Vector3 tl = sourceCamera.WorldToScreenPoint(topLeft.position); Vector3 br = sourceCamera.WorldToScreenPoint(bottomRight.position); Rect rect = new Rect(tl.x / Screen.width, br.y / Screen.height, (br.x - tl.x) / Screen.width, (tl.y - br.y) / Screen.height); float size = fullSize * rect.height; if (rect != mCam.rect) mCam.rect = rect; if (mCam.orthographicSize != size) mCam.orthographicSize = size; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIViewport.cs
C#
asf20
1,235
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// This is a script used to keep the game object scaled to 2/(Screen.height). /// If you use it, be sure to NOT use UIOrthoCamera at the same time. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/Root")] public class UIRoot : MonoBehaviour { static public List<UIRoot> list = new List<UIRoot>(); /// <summary> /// List of all UIRoots present in the scene. /// </summary> public enum Scaling { PixelPerfect, FixedSize, FixedSizeOnMobiles, } /// <summary> /// Type of scaling used by the UIRoot. /// </summary> public Scaling scalingStyle = Scaling.PixelPerfect; /// <summary> /// Height of the screen when the scaling style is set to FixedSize. /// </summary> public int manualHeight = 720; /// <summary> /// If the screen height goes below this value, it will be as if the scaling style /// is set to FixedSize with manualHeight of this value. /// </summary> public int minimumHeight = 320; /// <summary> /// If the screen height goes above this value, it will be as if the scaling style /// is set to FixedSize with manualHeight of this value. /// </summary> public int maximumHeight = 1536; /// <summary> /// Whether the final value will be adjusted by the device's DPI setting. /// </summary> public bool adjustByDPI = false; /// <summary> /// If set and the game is in portrait mode, the UI will shrink based on the screen's width instead of height. /// </summary> public bool shrinkPortraitUI = false; /// <summary> /// UI Root's active height, based on the size of the screen. /// </summary> public int activeHeight { get { int h = Screen.height; int height = Mathf.Max(2, h); if (scalingStyle == Scaling.FixedSize) return manualHeight; int w = Screen.width; #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY if (scalingStyle == Scaling.FixedSizeOnMobiles) return manualHeight; #endif if (height < minimumHeight) height = minimumHeight; if (height > maximumHeight) height = maximumHeight; // Portrait mode uses the maximum of width or height to shrink the UI if (shrinkPortraitUI && h > w) height = Mathf.RoundToInt(height * ((float)h / w)); // Adjust the final value by the DPI setting return adjustByDPI ? NGUIMath.AdjustByDPI(height) : height; } } /// <summary> /// Pixel size adjustment. Most of the time it's at 1, unless the scaling style is set to FixedSize. /// </summary> public float pixelSizeAdjustment { get { return GetPixelSizeAdjustment(Screen.height); } } /// <summary> /// Helper function that figures out the pixel size adjustment for the specified game object. /// </summary> static public float GetPixelSizeAdjustment (GameObject go) { UIRoot root = NGUITools.FindInParents<UIRoot>(go); return (root != null) ? root.pixelSizeAdjustment : 1f; } /// <summary> /// Calculate the pixel size adjustment at the specified screen height value. /// </summary> public float GetPixelSizeAdjustment (int height) { height = Mathf.Max(2, height); if (scalingStyle == Scaling.FixedSize) return (float)manualHeight / height; #if UNITY_IPHONE || UNITY_ANDROID if (scalingStyle == Scaling.FixedSizeOnMobiles) return (float)manualHeight / height; #endif if (height < minimumHeight) return (float)minimumHeight / height; if (height > maximumHeight) return (float)maximumHeight / height; return 1f; } Transform mTrans; protected virtual void Awake () { mTrans = transform; } protected virtual void OnEnable () { list.Add(this); } protected virtual void OnDisable () { list.Remove(this); } protected virtual void Start () { UIOrthoCamera oc = GetComponentInChildren<UIOrthoCamera>(); if (oc != null) { Debug.LogWarning("UIRoot should not be active at the same time as UIOrthoCamera. Disabling UIOrthoCamera.", oc); Camera cam = oc.gameObject.GetComponent<Camera>(); oc.enabled = false; if (cam != null) cam.orthographicSize = 1f; } else Update(); } void Update () { #if UNITY_EDITOR if (!Application.isPlaying && gameObject.layer != 0) UnityEditor.EditorPrefs.SetInt("NGUI Layer", gameObject.layer); #endif if (mTrans != null) { float calcActiveHeight = activeHeight; if (calcActiveHeight > 0f ) { float size = 2f / calcActiveHeight; Vector3 ls = mTrans.localScale; if (!(Mathf.Abs(ls.x - size) <= float.Epsilon) || !(Mathf.Abs(ls.y - size) <= float.Epsilon) || !(Mathf.Abs(ls.z - size) <= float.Epsilon)) { mTrans.localScale = new Vector3(size, size, size); } } } } /// <summary> /// Broadcast the specified message to the entire UI. /// </summary> static public void Broadcast (string funcName) { #if UNITY_EDITOR if (Application.isPlaying) #endif { for (int i = 0, imax = list.Count; i < imax; ++i) { UIRoot root = list[i]; if (root != null) root.BroadcastMessage(funcName, SendMessageOptions.DontRequireReceiver); } } } /// <summary> /// Broadcast the specified message to the entire UI. /// </summary> static public void Broadcast (string funcName, object param) { if (param == null) { // More on this: http://answers.unity3d.com/questions/55194/suggested-workaround-for-sendmessage-bug.html Debug.LogError("SendMessage is bugged when you try to pass 'null' in the parameter field. It behaves as if no parameter was specified."); } else { for (int i = 0, imax = list.Count; i < imax; ++i) { UIRoot root = list[i]; if (root != null) root.BroadcastMessage(funcName, param, SendMessageOptions.DontRequireReceiver); } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIRoot.cs
C#
asf20
5,844
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// This script should be attached to each camera that's used to draw the objects with /// UI components on them. This may mean only one camera (main camera or your UI camera), /// or multiple cameras if you happen to have multiple viewports. Failing to attach this /// script simply means that objects drawn by this camera won't receive UI notifications: /// /// * OnHover (isOver) is sent when the mouse hovers over a collider or moves away. /// * OnPress (isDown) is sent when a mouse button gets pressed on the collider. /// * OnSelect (selected) is sent when a mouse button is released on the same object as it was pressed on. /// * OnClick () is sent with the same conditions as OnSelect, with the added check to see if the mouse has not moved much. /// UICamera.currentTouchID tells you which button was clicked. /// * OnDoubleClick () is sent when the click happens twice within a fourth of a second. /// UICamera.currentTouchID tells you which button was clicked. /// /// * OnDragStart () is sent to a game object under the touch just before the OnDrag() notifications begin. /// * OnDrag (delta) is sent to an object that's being dragged. /// * OnDragOver (draggedObject) is sent to a game object when another object is dragged over its area. /// * OnDragOut (draggedObject) is sent to a game object when another object is dragged out of its area. /// * OnDragEnd () is sent to a dragged object when the drag event finishes. /// /// * OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving. /// * OnScroll (float delta) is sent out when the mouse scroll wheel is moved. /// * OnKey (KeyCode key) is sent when keyboard or controller input is used. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Event System (UICamera)")] [RequireComponent(typeof(Camera))] public class UICamera : MonoBehaviour { public enum ControlScheme { Mouse, Touch, Controller, } /// <summary> /// Whether the touch event will be sending out the OnClick notification at the end. /// </summary> public enum ClickNotification { None, Always, BasedOnDelta, } /// <summary> /// Ambiguous mouse, touch, or controller event. /// </summary> public class MouseOrTouch { public Vector2 pos; // Current position of the mouse or touch event public Vector2 lastPos; // Previous position of the mouse or touch event public Vector2 delta; // Delta since last update public Vector2 totalDelta; // Delta since the event started being tracked public Camera pressedCam; // Camera that the OnPress(true) was fired with public GameObject last; // Last object under the touch or mouse public GameObject current; // Current game object under the touch or mouse public GameObject pressed; // Last game object to receive OnPress public GameObject dragged; // Game object that's being dragged public float clickTime = 0f; // The last time a click event was sent out public ClickNotification clickNotification = ClickNotification.Always; public bool touchBegan = true; public bool pressStarted = false; public bool dragStarted = false; } /// <summary> /// Camera type controls how raycasts are handled by the UICamera. /// </summary> public enum EventType { World, // Perform a Physics.Raycast and sort by distance to the point that was hit. UI, // Perform a Physics.Raycast and sort by widget depth. #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 Unity2D, // Perform a Physics2D.OverlapPoint #endif } /// <summary> /// List of all active cameras in the scene. /// </summary> static public BetterList<UICamera> list = new BetterList<UICamera>(); public delegate void OnScreenResize (); /// <summary> /// Delegate triggered when the screen size changes for any reason. /// Subscribe to it if you don't want to compare Screen.width and Screen.height each frame. /// </summary> static public OnScreenResize onScreenResize; /// <summary> /// Event type -- use "UI" for your user interfaces, and "World" for your game camera. /// This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras. /// </summary> public EventType eventType = EventType.UI; /// <summary> /// Which layers will receive events. /// </summary> public LayerMask eventReceiverMask = -1; /// <summary> /// If 'true', currently hovered object will be shown in the top left corner. /// </summary> public bool debug = false; /// <summary> /// Whether the mouse input is used. /// </summary> public bool useMouse = true; /// <summary> /// Whether the touch-based input is used. /// </summary> public bool useTouch = true; /// <summary> /// Whether multi-touch is allowed. /// </summary> public bool allowMultiTouch = true; /// <summary> /// Whether the keyboard events will be processed. /// </summary> public bool useKeyboard = true; /// <summary> /// Whether the joystick and controller events will be processed. /// </summary> public bool useController = true; [System.Obsolete("Use new OnDragStart / OnDragOver / OnDragOut / OnDragEnd events instead")] public bool stickyPress { get { return true; } } /// <summary> /// Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true). /// </summary> public bool stickyTooltip = true; /// <summary> /// How long of a delay to expect before showing the tooltip. /// </summary> public float tooltipDelay = 1f; /// <summary> /// How much the mouse has to be moved after pressing a button before it starts to send out drag events. /// </summary> public float mouseDragThreshold = 4f; /// <summary> /// How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. /// </summary> public float mouseClickThreshold = 10f; /// <summary> /// How much the mouse has to be moved after pressing a button before it starts to send out drag events. /// </summary> public float touchDragThreshold = 40f; /// <summary> /// How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. /// </summary> public float touchClickThreshold = 40f; /// <summary> /// Raycast range distance. By default it's as far as the camera can see. /// </summary> public float rangeDistance = -1f; /// <summary> /// Name of the axis used for scrolling. /// </summary> public string scrollAxisName = "Mouse ScrollWheel"; /// <summary> /// Name of the axis used to send up and down key events. /// </summary> public string verticalAxisName = "Vertical"; /// <summary> /// Name of the axis used to send left and right key events. /// </summary> public string horizontalAxisName = "Horizontal"; /// <summary> /// Various keys used by the camera. /// </summary> public KeyCode submitKey0 = KeyCode.Return; public KeyCode submitKey1 = KeyCode.JoystickButton0; public KeyCode cancelKey0 = KeyCode.Escape; public KeyCode cancelKey1 = KeyCode.JoystickButton1; public delegate void OnCustomInput (); /// <summary> /// Custom input processing logic, if desired. For example: WP7 touches. /// Use UICamera.current to get the current camera. /// </summary> static public OnCustomInput onCustomInput; /// <summary> /// Whether tooltips will be shown or not. /// </summary> static public bool showTooltips = true; /// <summary> /// Position of the last touch (or mouse) event. /// </summary> static public Vector2 lastTouchPosition = Vector2.zero; /// <summary> /// Last raycast hit prior to sending out the event. This is useful if you want detailed information /// about what was actually hit in your OnClick, OnHover, and other event functions. /// </summary> static public RaycastHit lastHit; /// <summary> /// UICamera that sent out the event. /// </summary> static public UICamera current = null; /// <summary> /// Last camera active prior to sending out the event. This will always be the camera that actually sent out the event. /// </summary> static public Camera currentCamera = null; /// <summary> /// Current control scheme. Set automatically when events arrive. /// </summary> static public ControlScheme currentScheme = ControlScheme.Mouse; /// <summary> /// ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle. /// </summary> static public int currentTouchID = -1; /// <summary> /// Key that triggered the event, if any. /// </summary> static public KeyCode currentKey = KeyCode.None; /// <summary> /// Ray projected into the screen underneath the current touch. /// </summary> static public Ray currentRay { get { return (currentCamera != null && currentTouch != null) ? currentCamera.ScreenPointToRay(currentTouch.pos) : new Ray(); } } /// <summary> /// Current touch, set before any event function gets called. /// </summary> static public MouseOrTouch currentTouch = null; /// <summary> /// Whether an input field currently has focus. /// </summary> static public bool inputHasFocus = false; /// <summary> /// If set, this game object will receive all events regardless of whether they were handled or not. /// </summary> static public GameObject genericEventHandler; /// <summary> /// If events don't get handled, they will be forwarded to this game object. /// </summary> static public GameObject fallThrough; // Selected widget (for input) static GameObject mCurrentSelection = null; static GameObject mNextSelection = null; static ControlScheme mNextScheme = ControlScheme.Controller; // Mouse events static MouseOrTouch[] mMouse = new MouseOrTouch[] { new MouseOrTouch(), new MouseOrTouch(), new MouseOrTouch() }; // The last object to receive OnHover static GameObject mHover; // Joystick/controller/keyboard event static public MouseOrTouch controller = new MouseOrTouch(); // Used to ensure that joystick-based controls don't trigger that often static float mNextEvent = 0f; // List of currently active touches static Dictionary<int, MouseOrTouch> mTouches = new Dictionary<int, MouseOrTouch>(); // Used to detect screen dimension changes static int mWidth = 0; static int mHeight = 0; // Tooltip widget (mouse only) GameObject mTooltip = null; // Mouse input is turned off on iOS Camera mCam = null; float mTooltipTime = 0f; float mNextRaycast = 0f; /// <summary> /// Helper function that determines if this script should be handling the events. /// </summary> bool handlesEvents { get { return eventHandler == this; } } /// <summary> /// Caching is always preferable for performance. /// </summary> public Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } } /// <summary> /// Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility. /// </summary> static public bool isDragging = false; /// <summary> /// The object hit by the last Raycast that was the result of a mouse or touch event. /// </summary> static public GameObject hoveredObject; /// <summary> /// Option to manually set the selected game object. /// </summary> static public GameObject selectedObject { get { return mCurrentSelection; } set { SetSelection(value, UICamera.currentScheme); } } /// <summary> /// Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object. /// </summary> static public bool IsPressed (GameObject go) { for (int i = 0; i < 3; ++i) if (mMouse[i].pressed == go) return true; foreach (KeyValuePair<int, MouseOrTouch> touch in mTouches) if (touch.Value.pressed == go) return true; if (controller.pressed == go) return true; return false; } /// <summary> /// Change the selection. /// </summary> static protected void SetSelection (GameObject go, ControlScheme scheme) { if (mNextSelection != null) { mNextSelection = go; } else if (mCurrentSelection != go) { mNextSelection = go; mNextScheme = scheme; if (UICamera.list.size > 0) { UICamera cam = (mNextSelection != null) ? FindCameraForLayer(mNextSelection.layer) : UICamera.list[0]; if (cam != null) cam.StartCoroutine(cam.ChangeSelection()); } } } /// <summary> /// Selection change is delayed on purpose. This way selection changes during event processing won't cause /// the newly selected widget to continue processing when it is it's turn. Example: pressing 'tab' on one /// button selects the next button, and then it also processes its 'tab' in turn, selecting the next one. /// </summary> System.Collections.IEnumerator ChangeSelection () { yield return new WaitForEndOfFrame(); Notify(mCurrentSelection, "OnSelect", false); mCurrentSelection = mNextSelection; mNextSelection = null; if (mCurrentSelection != null) { current = this; currentCamera = mCam; UICamera.currentScheme = mNextScheme; inputHasFocus = (mCurrentSelection.GetComponent<UIInput>() != null); Notify(mCurrentSelection, "OnSelect", true); current = null; } else inputHasFocus = false; } /// <summary> /// Number of active touches from all sources. /// </summary> static public int touchCount { get { int count = 0; foreach (KeyValuePair<int, MouseOrTouch> touch in mTouches) if (touch.Value.pressed != null) ++count; for (int i = 0; i < mMouse.Length; ++i) if (mMouse[i].pressed != null) ++count; if (controller.pressed != null) ++count; return count; } } /// <summary> /// Number of active drag events from all sources. /// </summary> static public int dragCount { get { int count = 0; foreach (KeyValuePair<int, MouseOrTouch> touch in mTouches) if (touch.Value.dragged != null) ++count; for (int i = 0; i < mMouse.Length; ++i) if (mMouse[i].dragged != null) ++count; if (controller.dragged != null) ++count; return count; } } /// <summary> /// Convenience function that returns the main HUD camera. /// </summary> static public Camera mainCamera { get { UICamera mouse = eventHandler; return (mouse != null) ? mouse.cachedCamera : null; } } /// <summary> /// Event handler for all types of events. /// </summary> static public UICamera eventHandler { get { for (int i = 0; i < list.size; ++i) { // Invalid or inactive entry -- keep going UICamera cam = list.buffer[i]; if (cam == null || !cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue; return cam; } return null; } } /// <summary> /// Static comparison function used for sorting. /// </summary> static int CompareFunc (UICamera a, UICamera b) { if (a.cachedCamera.depth < b.cachedCamera.depth) return 1; if (a.cachedCamera.depth > b.cachedCamera.depth) return -1; return 0; } struct DepthEntry { public int depth; public RaycastHit hit; } static DepthEntry mHit = new DepthEntry(); static BetterList<DepthEntry> mHits = new BetterList<DepthEntry>(); static RaycastHit mEmpty = new RaycastHit(); /// <summary> /// Returns the object under the specified position. /// </summary> static public bool Raycast (Vector3 inPos, out RaycastHit hit) { for (int i = 0; i < list.size; ++i) { UICamera cam = list.buffer[i]; // Skip inactive scripts if (!cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue; // Convert to view space currentCamera = cam.cachedCamera; Vector3 pos = currentCamera.ScreenToViewportPoint(inPos); if (float.IsNaN(pos.x) || float.IsNaN(pos.y)) continue; // If it's outside the camera's viewport, do nothing if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) continue; // Cast a ray into the screen Ray ray = currentCamera.ScreenPointToRay(inPos); // Raycast into the screen int mask = currentCamera.cullingMask & (int)cam.eventReceiverMask; float dist = (cam.rangeDistance > 0f) ? cam.rangeDistance : currentCamera.farClipPlane - currentCamera.nearClipPlane; if (cam.eventType == EventType.World) { if (Physics.Raycast(ray, out hit, dist, mask)) { hoveredObject = hit.collider.gameObject; return true; } continue; } else if (cam.eventType == EventType.UI) { RaycastHit[] hits = Physics.RaycastAll(ray, dist, mask); if (hits.Length > 1) { for (int b = 0; b < hits.Length; ++b) { GameObject go = hits[b].collider.gameObject; UIWidget w = go.GetComponent<UIWidget>(); if (w != null) { if (!w.isVisible) continue; if (w.hitCheck != null && !w.hitCheck(hits[b].point)) continue; } else { UIRect rect = NGUITools.FindInParents<UIRect>(go); if (rect != null && rect.finalAlpha < 0.001f) continue; } mHit.depth = NGUITools.CalculateRaycastDepth(go); if (mHit.depth != int.MaxValue) { mHit.hit = hits[b]; mHits.Add(mHit); } } mHits.Sort(delegate(DepthEntry r1, DepthEntry r2) { return r2.depth.CompareTo(r1.depth); }); for (int b = 0; b < mHits.size; ++b) { #if UNITY_FLASH if (IsVisible(mHits.buffer[b])) #else if (IsVisible(ref mHits.buffer[b])) #endif { hit = mHits[b].hit; hoveredObject = hit.collider.gameObject; mHits.Clear(); return true; } } mHits.Clear(); } else if (hits.Length == 1) { Collider c = hits[0].collider; UIWidget w = c.GetComponent<UIWidget>(); if (w != null) { if (!w.isVisible) continue; if (w.hitCheck != null && !w.hitCheck(hits[0].point)) continue; } else { UIRect rect = NGUITools.FindInParents<UIRect>(c.gameObject); if (rect != null && rect.finalAlpha < 0.001f) continue; } if (IsVisible(ref hits[0])) { hit = hits[0]; hoveredObject = hit.collider.gameObject; return true; } } continue; } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 else if (cam.eventType == EventType.Unity2D) { if (m2DPlane.Raycast(ray, out dist)) { Collider2D c2d = Physics2D.OverlapPoint(ray.GetPoint(dist), mask); if (c2d) { hit = lastHit; hit.point = pos; hoveredObject = c2d.gameObject; return true; } } continue; } #endif } hit = mEmpty; return false; } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 static Plane m2DPlane = new Plane(Vector3.back, 0f); #endif /// <summary> /// Helper function to check if the specified hit is visible by the panel. /// </summary> static bool IsVisible (ref RaycastHit hit) { UIPanel panel = NGUITools.FindInParents<UIPanel>(hit.collider.gameObject); while (panel != null) { if (!panel.IsVisible(hit.point)) return false; panel = panel.parentPanel; } return true; } /// <summary> /// Helper function to check if the specified hit is visible by the panel. /// </summary> #if UNITY_FLASH static bool IsVisible (DepthEntry de) #else static bool IsVisible (ref DepthEntry de) #endif { UIPanel panel = NGUITools.FindInParents<UIPanel>(de.hit.collider.gameObject); while (panel != null) { if (!panel.IsVisible(de.hit.point)) return false; panel = panel.parentPanel; } return true; } /// <summary> /// Whether the specified object should be highlighted. /// </summary> static public bool IsHighlighted (GameObject go) { if (UICamera.currentScheme == UICamera.ControlScheme.Mouse) return (UICamera.hoveredObject == go); if (UICamera.currentScheme == UICamera.ControlScheme.Controller) return (UICamera.selectedObject == go); return false; } /// <summary> /// Find the camera responsible for handling events on objects of the specified layer. /// </summary> static public UICamera FindCameraForLayer (int layer) { int layerMask = 1 << layer; for (int i = 0; i < list.size; ++i) { UICamera cam = list.buffer[i]; Camera uc = cam.cachedCamera; if ((uc != null) && (uc.cullingMask & layerMask) != 0) return cam; } return null; } /// <summary> /// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed. /// </summary> static int GetDirection (KeyCode up, KeyCode down) { if (Input.GetKeyDown(up)) return 1; if (Input.GetKeyDown(down)) return -1; return 0; } /// <summary> /// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed. /// </summary> static int GetDirection (KeyCode up0, KeyCode up1, KeyCode down0, KeyCode down1) { if (Input.GetKeyDown(up0) || Input.GetKeyDown(up1)) return 1; if (Input.GetKeyDown(down0) || Input.GetKeyDown(down1)) return -1; return 0; } /// <summary> /// Using the joystick to move the UI results in 1 or -1 if the threshold has been passed, mimicking up/down keys. /// </summary> static int GetDirection (string axis) { float time = RealTime.time; if (mNextEvent < time && !string.IsNullOrEmpty(axis)) { float val = Input.GetAxis(axis); if (val > 0.75f) { mNextEvent = time + 0.25f; return 1; } if (val < -0.75f) { mNextEvent = time + 0.25f; return -1; } } return 0; } static bool mNotifying = false; /// <summary> /// Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver. /// </summary> static public void Notify (GameObject go, string funcName, object obj) { if (mNotifying) return; mNotifying = true; if (NGUITools.GetActive(go)) { go.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver); if (genericEventHandler != null && genericEventHandler != go) { genericEventHandler.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver); } } mNotifying = false; } /// <summary> /// Get the details of the specified mouse button. /// </summary> static public MouseOrTouch GetMouse (int button) { return mMouse[button]; } /// <summary> /// Get or create a touch event. /// </summary> static public MouseOrTouch GetTouch (int id) { MouseOrTouch touch = null; if (id < 0) return GetMouse(-id - 1); if (!mTouches.TryGetValue(id, out touch)) { touch = new MouseOrTouch(); touch.touchBegan = true; mTouches.Add(id, touch); } return touch; } /// <summary> /// Remove a touch event from the list. /// </summary> static public void RemoveTouch (int id) { mTouches.Remove(id); } /// <summary> /// Add this camera to the list. /// </summary> void Awake () { mWidth = Screen.width; mHeight = Screen.height; if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 || Application.platform == RuntimePlatform.WP8Player #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || Application.platform == RuntimePlatform.BB10Player #else || Application.platform == RuntimePlatform.BlackBerryPlayer #endif #endif ) { useMouse = false; useTouch = true; if (Application.platform == RuntimePlatform.IPhonePlayer) { useKeyboard = false; useController = false; } } else if (Application.platform == RuntimePlatform.PS3 || Application.platform == RuntimePlatform.XBOX360) { useMouse = false; useTouch = false; useKeyboard = false; useController = true; } // Save the starting mouse position mMouse[0].pos.x = Input.mousePosition.x; mMouse[0].pos.y = Input.mousePosition.y; for (int i = 1; i < 3; ++i) { mMouse[i].pos = mMouse[0].pos; mMouse[i].lastPos = mMouse[0].pos; } lastTouchPosition = mMouse[0].pos; } /// <summary> /// Sort the list when enabled. /// </summary> void OnEnable () { list.Add(this); list.Sort(CompareFunc); } /// <summary> /// Remove this camera from the list. /// </summary> void OnDisable () { list.Remove(this); } #if !UNITY_3_5 && !UNITY_4_0 /// <summary> /// We don't want the camera to send out any kind of mouse events. /// </summary> void Start () { if (eventType != EventType.World && cachedCamera.transparencySortMode != TransparencySortMode.Orthographic) cachedCamera.transparencySortMode = TransparencySortMode.Orthographic; if (Application.isPlaying) cachedCamera.eventMask = 0; if (handlesEvents) NGUIDebug.debugRaycast = debug; } #else void Start () { if (handlesEvents) NGUIDebug.debugRaycast = debug; } #endif #if UNITY_EDITOR void OnValidate () { Start(); } #endif /// <summary> /// Check the input and send out appropriate events. /// </summary> void Update () { // Only the first UI layer should be processing events #if UNITY_EDITOR if (!Application.isPlaying || !handlesEvents) return; #else if (!handlesEvents) return; #endif current = this; // Process touch events first if (useTouch) ProcessTouches (); else if (useMouse) ProcessMouse(); // Custom input processing if (onCustomInput != null) onCustomInput(); // Clear the selection on the cancel key, but only if mouse input is allowed if (useMouse && mCurrentSelection != null) { if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0)) { currentScheme = ControlScheme.Controller; currentKey = cancelKey0; selectedObject = null; } else if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1)) { currentScheme = ControlScheme.Controller; currentKey = cancelKey1; selectedObject = null; } } // If nothing is selected, input focus is lost if (mCurrentSelection == null) inputHasFocus = false; // Update the keyboard and joystick events if (mCurrentSelection != null) ProcessOthers(); // If it's time to show a tooltip, inform the object we're hovering over if (useMouse && mHover != null) { float scroll = !string.IsNullOrEmpty(scrollAxisName) ? Input.GetAxis(scrollAxisName) : 0f; if (scroll != 0f) Notify(mHover, "OnScroll", scroll); if (showTooltips && mTooltipTime != 0f && (mTooltipTime < RealTime.time || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) { mTooltip = mHover; ShowTooltip(true); } } current = null; } /// <summary> /// Keep an eye on screen size changes. /// </summary> void LateUpdate () { #if UNITY_EDITOR if (!Application.isPlaying || !handlesEvents) return; #else if (!handlesEvents) return; #endif int w = Screen.width; int h = Screen.height; if (w != mWidth || h != mHeight) { mWidth = w; mHeight = h; UIRoot.Broadcast("UpdateAnchors"); if (onScreenResize != null) onScreenResize(); } } /// <summary> /// Update mouse input. /// </summary> public void ProcessMouse () { // Update the position and delta lastTouchPosition = Input.mousePosition; mMouse[0].delta = lastTouchPosition - mMouse[0].pos; mMouse[0].pos = lastTouchPosition; bool posChanged = mMouse[0].delta.sqrMagnitude > 0.001f; // Propagate the updates to the other mouse buttons for (int i = 1; i < 3; ++i) { mMouse[i].pos = mMouse[0].pos; mMouse[i].delta = mMouse[0].delta; } // Is any button currently pressed? bool isPressed = false; bool justPressed = false; for (int i = 0; i < 3; ++i) { if (Input.GetMouseButtonDown(i)) { currentScheme = ControlScheme.Mouse; justPressed = true; isPressed = true; } else if (Input.GetMouseButton(i)) { currentScheme = ControlScheme.Mouse; isPressed = true; } } // No need to perform raycasts every frame if (isPressed || posChanged || mNextRaycast < RealTime.time) { mNextRaycast = RealTime.time + 0.02f; if (!Raycast(Input.mousePosition, out lastHit)) hoveredObject = fallThrough; if (hoveredObject == null) hoveredObject = genericEventHandler; for (int i = 0; i < 3; ++i) mMouse[i].current = hoveredObject; } bool highlightChanged = (mMouse[0].last != mMouse[0].current); if (highlightChanged) currentScheme = ControlScheme.Mouse; if (isPressed) { // A button was pressed -- cancel the tooltip mTooltipTime = 0f; } else if (posChanged && (!stickyTooltip || highlightChanged)) { if (mTooltipTime != 0f) { // Delay the tooltip mTooltipTime = RealTime.time + tooltipDelay; } else if (mTooltip != null) { // Hide the tooltip ShowTooltip(false); } } // The button was released over a different object -- remove the highlight from the previous if ((justPressed || !isPressed) && mHover != null && highlightChanged) { currentScheme = ControlScheme.Mouse; if (mTooltip != null) ShowTooltip(false); Notify(mHover, "OnHover", false); mHover = null; } // Process all 3 mouse buttons as individual touches for (int i = 0; i < 3; ++i) { bool pressed = Input.GetMouseButtonDown(i); bool unpressed = Input.GetMouseButtonUp(i); if (pressed || unpressed) currentScheme = ControlScheme.Mouse; currentTouch = mMouse[i]; currentTouchID = -1 - i; currentKey = KeyCode.Mouse0 + i; // We don't want to update the last camera while there is a touch happening if (pressed) currentTouch.pressedCam = currentCamera; else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam; // Process the mouse events ProcessTouch(pressed, unpressed); currentKey = KeyCode.None; } currentTouch = null; // If nothing is pressed and there is an object under the touch, highlight it if (!isPressed && highlightChanged) { currentScheme = ControlScheme.Mouse; mTooltipTime = RealTime.time + tooltipDelay; mHover = mMouse[0].current; Notify(mHover, "OnHover", true); } // Update the last value mMouse[0].last = mMouse[0].current; for (int i = 1; i < 3; ++i) mMouse[i].last = mMouse[0].last; } /// <summary> /// Update touch-based events. /// </summary> public void ProcessTouches () { currentScheme = ControlScheme.Touch; for (int i = 0; i < Input.touchCount; ++i) { Touch touch = Input.GetTouch(i); currentTouchID = allowMultiTouch ? touch.fingerId : 1; currentTouch = GetTouch(currentTouchID); bool pressed = (touch.phase == TouchPhase.Began) || currentTouch.touchBegan; bool unpressed = (touch.phase == TouchPhase.Canceled) || (touch.phase == TouchPhase.Ended); currentTouch.touchBegan = false; // Although input.deltaPosition can be used, calculating it manually is safer (just in case) currentTouch.delta = pressed ? Vector2.zero : touch.position - currentTouch.pos; currentTouch.pos = touch.position; // Raycast into the screen if (!Raycast(currentTouch.pos, out lastHit)) hoveredObject = fallThrough; if (hoveredObject == null) hoveredObject = genericEventHandler; currentTouch.last = currentTouch.current; currentTouch.current = hoveredObject; lastTouchPosition = currentTouch.pos; // We don't want to update the last camera while there is a touch happening if (pressed) currentTouch.pressedCam = currentCamera; else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam; // Double-tap support if (touch.tapCount > 1) currentTouch.clickTime = RealTime.time; // Process the events from this touch ProcessTouch(pressed, unpressed); // If the touch has ended, remove it from the list if (unpressed) RemoveTouch(currentTouchID); currentTouch.last = null; currentTouch = null; // Don't consider other touches if (!allowMultiTouch) break; } if (Input.touchCount == 0) { if (useMouse) ProcessMouse(); #if UNITY_EDITOR else ProcessFakeTouches(); #endif } } /// <summary> /// Process fake touch events where the mouse acts as a touch device. /// Useful for testing mobile functionality in the editor. /// </summary> void ProcessFakeTouches () { bool pressed = Input.GetMouseButtonDown(0); bool unpressed = Input.GetMouseButtonUp(0); bool held = Input.GetMouseButton(0); if (pressed || unpressed || held) { currentTouchID = 1; currentTouch = mMouse[0]; currentTouch.touchBegan = pressed; Vector2 pos = Input.mousePosition; currentTouch.delta = pressed ? Vector2.zero : pos - currentTouch.pos; currentTouch.pos = pos; // Raycast into the screen if (!Raycast(currentTouch.pos, out lastHit)) hoveredObject = fallThrough; if (hoveredObject == null) hoveredObject = genericEventHandler; currentTouch.last = currentTouch.current; currentTouch.current = hoveredObject; lastTouchPosition = currentTouch.pos; // We don't want to update the last camera while there is a touch happening if (pressed) currentTouch.pressedCam = currentCamera; else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam; // Process the events from this touch ProcessTouch(pressed, unpressed); // If the touch has ended, remove it from the list if (unpressed) RemoveTouch(currentTouchID); currentTouch.last = null; currentTouch = null; } } /// <summary> /// Process keyboard and joystick events. /// </summary> public void ProcessOthers () { currentTouchID = -100; currentTouch = controller; bool submitKeyDown = false; bool submitKeyUp = false; if (submitKey0 != KeyCode.None && Input.GetKeyDown(submitKey0)) { currentKey = submitKey0; submitKeyDown = true; } if (submitKey1 != KeyCode.None && Input.GetKeyDown(submitKey1)) { currentKey = submitKey1; submitKeyDown = true; } if (submitKey0 != KeyCode.None && Input.GetKeyUp(submitKey0)) { currentKey = submitKey0; submitKeyUp = true; } if (submitKey1 != KeyCode.None && Input.GetKeyUp(submitKey1)) { currentKey = submitKey1; submitKeyUp = true; } if (submitKeyDown || submitKeyUp) { currentScheme = ControlScheme.Controller; currentTouch.last = currentTouch.current; currentTouch.current = mCurrentSelection; ProcessTouch(submitKeyDown, submitKeyUp); currentTouch.last = null; } int vertical = 0; int horizontal = 0; if (useKeyboard) { if (inputHasFocus) { vertical += GetDirection(KeyCode.UpArrow, KeyCode.DownArrow); horizontal += GetDirection(KeyCode.RightArrow, KeyCode.LeftArrow); } else { vertical += GetDirection(KeyCode.W, KeyCode.UpArrow, KeyCode.S, KeyCode.DownArrow); horizontal += GetDirection(KeyCode.D, KeyCode.RightArrow, KeyCode.A, KeyCode.LeftArrow); } } if (useController) { if (!string.IsNullOrEmpty(verticalAxisName)) vertical += GetDirection(verticalAxisName); if (!string.IsNullOrEmpty(horizontalAxisName)) horizontal += GetDirection(horizontalAxisName); } // Send out key notifications if (vertical != 0) { currentScheme = ControlScheme.Controller; Notify(mCurrentSelection, "OnKey", vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow); } if (horizontal != 0) { currentScheme = ControlScheme.Controller; Notify(mCurrentSelection, "OnKey", horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow); } if (useKeyboard && Input.GetKeyDown(KeyCode.Tab)) { currentKey = KeyCode.Tab; currentScheme = ControlScheme.Controller; Notify(mCurrentSelection, "OnKey", KeyCode.Tab); } // Send out the cancel key notification if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0)) { currentKey = cancelKey0; currentScheme = ControlScheme.Controller; Notify(mCurrentSelection, "OnKey", KeyCode.Escape); } if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1)) { currentKey = cancelKey1; currentScheme = ControlScheme.Controller; Notify(mCurrentSelection, "OnKey", KeyCode.Escape); } currentTouch = null; currentKey = KeyCode.None; } /// <summary> /// Process the events of the specified touch. /// </summary> public void ProcessTouch (bool pressed, bool unpressed) { // Whether we're using the mouse bool isMouse = (currentScheme == ControlScheme.Mouse); float drag = isMouse ? mouseDragThreshold : touchDragThreshold; float click = isMouse ? mouseClickThreshold : touchClickThreshold; // So we can use sqrMagnitude below drag *= drag; click *= click; // Send out the press message if (pressed) { if (mTooltip != null) ShowTooltip(false); currentTouch.pressStarted = true; Notify(currentTouch.pressed, "OnPress", false); currentTouch.pressed = currentTouch.current; currentTouch.dragged = currentTouch.current; currentTouch.clickNotification = ClickNotification.BasedOnDelta; currentTouch.totalDelta = Vector2.zero; currentTouch.dragStarted = false; Notify(currentTouch.pressed, "OnPress", true); // Clear the selection if (currentTouch.pressed != mCurrentSelection) { if (mTooltip != null) ShowTooltip(false); currentScheme = ControlScheme.Touch; selectedObject = null; } } else if (currentTouch.pressed != null && (currentTouch.delta.sqrMagnitude != 0f || currentTouch.current != currentTouch.last)) { // Keep track of the total movement currentTouch.totalDelta += currentTouch.delta; float mag = currentTouch.totalDelta.sqrMagnitude; bool justStarted = false; // If the drag process hasn't started yet but we've already moved off the object, start it immediately if (!currentTouch.dragStarted && currentTouch.last != currentTouch.current) { currentTouch.dragStarted = true; currentTouch.delta = currentTouch.totalDelta; // OnDragOver is sent for consistency, so that OnDragOut is always preceded by OnDragOver isDragging = true; Notify(currentTouch.dragged, "OnDragStart", null); Notify(currentTouch.last, "OnDragOver", currentTouch.dragged); isDragging = false; } else if (!currentTouch.dragStarted && drag < mag) { // If the drag event has not yet started, see if we've dragged the touch far enough to start it justStarted = true; currentTouch.dragStarted = true; currentTouch.delta = currentTouch.totalDelta; } // If we're dragging the touch, send out drag events if (currentTouch.dragStarted) { if (mTooltip != null) ShowTooltip(false); isDragging = true; bool isDisabled = (currentTouch.clickNotification == ClickNotification.None); if (justStarted) { Notify(currentTouch.dragged, "OnDragStart", null); Notify(currentTouch.current, "OnDragOver", currentTouch.dragged); } else if (currentTouch.last != currentTouch.current) { Notify(currentTouch.last, "OnDragOut", currentTouch.dragged); Notify(currentTouch.current, "OnDragOver", currentTouch.dragged); } Notify(currentTouch.dragged, "OnDrag", currentTouch.delta); currentTouch.last = currentTouch.current; isDragging = false; if (isDisabled) { // If the notification status has already been disabled, keep it as such currentTouch.clickNotification = ClickNotification.None; } else if (currentTouch.clickNotification == ClickNotification.BasedOnDelta && click < mag) { // We've dragged far enough to cancel the click currentTouch.clickNotification = ClickNotification.None; } } } // Send out the unpress message if (unpressed) { currentTouch.pressStarted = false; if (mTooltip != null) ShowTooltip(false); if (currentTouch.pressed != null) { // If there was a drag event in progress, make sure OnDragOut gets sent if (currentTouch.dragStarted) { Notify(currentTouch.last, "OnDragOut", currentTouch.dragged); Notify(currentTouch.dragged, "OnDragEnd", null); } // Send the notification of a touch ending Notify(currentTouch.pressed, "OnPress", false); // Send a hover message to the object if (isMouse) Notify(currentTouch.current, "OnHover", true); mHover = currentTouch.current; // If the button/touch was released on the same object, consider it a click and select it if (currentTouch.dragged == currentTouch.current || (currentScheme != ControlScheme.Controller && currentTouch.clickNotification != ClickNotification.None && currentTouch.totalDelta.sqrMagnitude < drag)) { if (currentTouch.pressed != mCurrentSelection) { mNextSelection = null; mCurrentSelection = currentTouch.pressed; Notify(currentTouch.pressed, "OnSelect", true); } else { mNextSelection = null; mCurrentSelection = currentTouch.pressed; } // If the touch should consider clicks, send out an OnClick notification if (currentTouch.clickNotification != ClickNotification.None && currentTouch.pressed == currentTouch.current) { float time = RealTime.time; Notify(currentTouch.pressed, "OnClick", null); if (currentTouch.clickTime + 0.35f > time) { Notify(currentTouch.pressed, "OnDoubleClick", null); } currentTouch.clickTime = time; } } else if (currentTouch.dragStarted) // The button/touch was released on a different object { // Send a drop notification (for drag & drop) Notify(currentTouch.current, "OnDrop", currentTouch.dragged); } } currentTouch.dragStarted = false; currentTouch.pressed = null; currentTouch.dragged = null; } } /// <summary> /// Show or hide the tooltip. /// </summary> public void ShowTooltip (bool val) { mTooltipTime = 0f; Notify(mTooltip, "OnTooltip", val); if (!val) mTooltip = null; } #if !UNITY_EDITOR /// <summary> /// Clear all active press states when the application gets paused. /// </summary> void OnApplicationPause () { MouseOrTouch prev = currentTouch; if (useTouch) { BetterList<int> ids = new BetterList<int>(); foreach (KeyValuePair<int, MouseOrTouch> pair in mTouches) { if (pair.Value != null && pair.Value.pressed) { currentTouch = pair.Value; currentTouchID = pair.Key; currentScheme = ControlScheme.Touch; currentTouch.clickNotification = ClickNotification.None; ProcessTouch(false, true); ids.Add(currentTouchID); } } for (int i = 0; i < ids.size; ++i) RemoveTouch(ids[i]); } if (useMouse) { for (int i = 0; i < 3; ++i) { if (mMouse[i].pressed) { currentTouch = mMouse[i]; currentTouchID = -1 - i; currentKey = KeyCode.Mouse0 + i; currentScheme = ControlScheme.Mouse; currentTouch.clickNotification = ClickNotification.None; ProcessTouch(false, true); } } } if (useController) { if (controller.pressed) { currentTouch = controller; currentTouchID = -100; currentScheme = ControlScheme.Controller; currentTouch.last = currentTouch.current; currentTouch.current = mCurrentSelection; currentTouch.clickNotification = ClickNotification.None; ProcessTouch(false, true); currentTouch.last = null; } } currentTouch = prev; } #endif }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UICamera.cs
C#
asf20
43,311
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; using System; [System.Serializable] public class UISpriteData { public string name = "Sprite"; public int x = 0; public int y = 0; public int width = 0; public int height = 0; public int borderLeft = 0; public int borderRight = 0; public int borderTop = 0; public int borderBottom = 0; public int paddingLeft = 0; public int paddingRight = 0; public int paddingTop = 0; public int paddingBottom = 0; //bool rotated = false; /// <summary> /// Whether the sprite has a border. /// </summary> public bool hasBorder { get { return (borderLeft | borderRight | borderTop | borderBottom) != 0; } } /// <summary> /// Whether the sprite has been offset via padding. /// </summary> public bool hasPadding { get { return (paddingLeft | paddingRight | paddingTop | paddingBottom) != 0; } } /// <summary> /// Convenience function -- set the X, Y, width, and height. /// </summary> public void SetRect (int x, int y, int width, int height) { this.x = x; this.y = y; this.width = width; this.height = height; } /// <summary> /// Convenience function -- set the sprite's padding. /// </summary> public void SetPadding (int left, int bottom, int right, int top) { paddingLeft = left; paddingBottom = bottom; paddingRight = right; paddingTop = top; } /// <summary> /// Convenience function -- set the sprite's border. /// </summary> public void SetBorder (int left, int bottom, int right, int top) { borderLeft = left; borderBottom = bottom; borderRight = right; borderTop = top; } /// <summary> /// Copy all values of the specified sprite data. /// </summary> public void CopyFrom (UISpriteData sd) { name = sd.name; x = sd.x; y = sd.y; width = sd.width; height = sd.height; borderLeft = sd.borderLeft; borderRight = sd.borderRight; borderTop = sd.borderTop; borderBottom = sd.borderBottom; paddingLeft = sd.paddingLeft; paddingRight = sd.paddingRight; paddingTop = sd.paddingTop; paddingBottom = sd.paddingBottom; } /// <summary> /// Copy the border information from the specified sprite. /// </summary> public void CopyBorderFrom (UISpriteData sd) { borderLeft = sd.borderLeft; borderRight = sd.borderRight; borderTop = sd.borderTop; borderBottom = sd.borderBottom; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UISpriteData.cs
C#
asf20
2,527
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. /// Keep in mind though that this will create an extra draw call with each UITexture present, so it's /// best to use it only for backgrounds or temporary visible widgets. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Texture")] public class UITexture : UIWidget { public enum Flip { Nothing, Horizontally, Vertically, Both, } [HideInInspector][SerializeField] Rect mRect = new Rect(0f, 0f, 1f, 1f); [HideInInspector][SerializeField] Texture mTexture; [HideInInspector][SerializeField] Material mMat; [HideInInspector][SerializeField] Shader mShader; [HideInInspector][SerializeField] Flip mFlip = Flip.Nothing; int mPMA = -1; /// <summary> /// Texture used by the UITexture. You can set it directly, without the need to specify a material. /// </summary> public override Texture mainTexture { get { return mTexture; } set { if (mTexture != value) { RemoveFromPanel(); mTexture = value; MarkAsChanged(); } } } /// <summary> /// Material used by the widget. /// </summary> public override Material material { get { return mMat; } set { if (mMat != value) { RemoveFromPanel(); mShader = null; mMat = value; mPMA = -1; MarkAsChanged(); } } } /// <summary> /// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not). /// </summary> public override Shader shader { get { if (mMat != null) return mMat.shader; if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored"); return mShader; } set { if (mShader != value) { RemoveFromPanel(); mShader = value; mPMA = -1; mMat = null; MarkAsChanged(); } } } /// <summary> /// Sprite texture setting. /// </summary> public Flip flip { get { return mFlip; } set { if (mFlip != value) { mFlip = value; MarkAsChanged(); } } } /// <summary> /// Whether the texture is using a premultiplied alpha material. /// </summary> public bool premultipliedAlpha { get { if (mPMA == -1) { Material mat = material; mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0; } return (mPMA == 1); } } /// <summary> /// UV rectangle used by the texture. /// </summary> public Rect uvRect { get { return mRect; } set { if (mRect != value) { mRect = value; MarkAsChanged(); } } } /// <summary> /// Widget's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top. /// This function automatically adds 1 pixel on the edge if the texture's dimensions are not even. /// It's used to achieve pixel-perfect sprites even when an odd dimension widget happens to be centered. /// </summary> public override Vector4 drawingDimensions { get { Vector2 offset = pivotOffset; float x0 = -offset.x * mWidth; float y0 = -offset.y * mHeight; float x1 = x0 + mWidth; float y1 = y0 + mHeight; Texture tex = mainTexture; int w = (tex != null) ? tex.width : mWidth; int h = (tex != null) ? tex.height : mHeight; if ((w & 1) != 0) x1 -= (1f / w) * mWidth; if ((h & 1) != 0) y1 -= (1f / h) * mHeight; return new Vector4( mDrawRegion.x == 0f ? x0 : Mathf.Lerp(x0, x1, mDrawRegion.x), mDrawRegion.y == 0f ? y0 : Mathf.Lerp(y0, y1, mDrawRegion.y), mDrawRegion.z == 1f ? x1 : Mathf.Lerp(x0, x1, mDrawRegion.z), mDrawRegion.w == 1f ? y1 : Mathf.Lerp(y0, y1, mDrawRegion.w)); } } /// <summary> /// Adjust the scale of the widget to make it pixel-perfect. /// </summary> public override void MakePixelPerfect () { Texture tex = mainTexture; if (tex != null) { int x = tex.width; if ((x & 1) == 1) ++x; int y = tex.height; if ((y & 1) == 1) ++y; width = x; height = y; } base.MakePixelPerfect(); } /// <summary> /// Virtual function called by the UIPanel that fills the buffers. /// </summary> public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { Color colF = color; colF.a = finalAlpha; Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; Vector4 v = drawingDimensions; verts.Add(new Vector3(v.x, v.y)); verts.Add(new Vector3(v.x, v.w)); verts.Add(new Vector3(v.z, v.w)); verts.Add(new Vector3(v.z, v.y)); if (mFlip == Flip.Horizontally) { uvs.Add(new Vector2(mRect.xMax, mRect.yMin)); uvs.Add(new Vector2(mRect.xMax, mRect.yMax)); uvs.Add(new Vector2(mRect.xMin, mRect.yMax)); uvs.Add(new Vector2(mRect.xMin, mRect.yMin)); } else if (mFlip == Flip.Vertically) { uvs.Add(new Vector2(mRect.xMin, mRect.yMax)); uvs.Add(new Vector2(mRect.xMin, mRect.yMin)); uvs.Add(new Vector2(mRect.xMax, mRect.yMin)); uvs.Add(new Vector2(mRect.xMax, mRect.yMax)); } else if (mFlip == Flip.Both) { uvs.Add(new Vector2(mRect.xMax, mRect.yMin)); uvs.Add(new Vector2(mRect.xMax, mRect.yMax)); uvs.Add(new Vector2(mRect.xMin, mRect.yMax)); uvs.Add(new Vector2(mRect.xMin, mRect.yMin)); } else { uvs.Add(new Vector2(mRect.xMin, mRect.yMin)); uvs.Add(new Vector2(mRect.xMin, mRect.yMax)); uvs.Add(new Vector2(mRect.xMax, mRect.yMax)); uvs.Add(new Vector2(mRect.xMax, mRect.yMin)); } cols.Add(col); cols.Add(col); cols.Add(col); cols.Add(col); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UITexture.cs
C#
asf20
5,794
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_EDITOR && (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY) #define MOBILE #endif using UnityEngine; using System.Collections.Generic; using System.Text; /// <summary> /// Input field makes it possible to enter custom information within the UI. /// </summary> [AddComponentMenu("NGUI/UI/Input Field")] public class UIInput : MonoBehaviour { public enum InputType { Standard, AutoCorrect, Password, } public enum Validation { None, Integer, Float, Alphanumeric, Username, Name, } public enum KeyboardType { Default = 0, ASCIICapable = 1, NumbersAndPunctuation = 2, URL = 3, NumberPad = 4, PhonePad = 5, NamePhonePad = 6, EmailAddress = 7, } public delegate char OnValidate (string text, int charIndex, char addedChar); /// <summary> /// Currently active input field. Only valid during callbacks. /// </summary> static public UIInput current; /// <summary> /// Currently selected input field, if any. /// </summary> static public UIInput selection; /// <summary> /// Text label used to display the input's value. /// </summary> public UILabel label; /// <summary> /// Type of data expected by the input field. /// </summary> public InputType inputType = InputType.Standard; /// <summary> /// Keyboard type applies to mobile keyboards that get shown. /// </summary> public KeyboardType keyboardType = KeyboardType.Default; /// <summary> /// What kind of validation to use with the input field's data. /// </summary> public Validation validation = Validation.None; /// <summary> /// Maximum number of characters allowed before input no longer works. /// </summary> public int characterLimit = 0; /// <summary> /// Field in player prefs used to automatically save the value. /// </summary> public string savedAs; /// <summary> /// Object to select when Tab key gets pressed. /// </summary> public GameObject selectOnTab; /// <summary> /// Color of the label when the input field has focus. /// </summary> public Color activeTextColor = Color.white; /// <summary> /// Color used by the caret symbol. /// </summary> public Color caretColor = new Color(1f, 1f, 1f, 0.8f); /// <summary> /// Color used by the selection rectangle. /// </summary> public Color selectionColor = new Color(1f, 223f / 255f, 141f / 255f, 0.5f); /// <summary> /// Event delegates triggered when the input field submits its data. /// </summary> public List<EventDelegate> onSubmit = new List<EventDelegate>(); /// <summary> /// Event delegates triggered when the input field's text changes for any reason. /// </summary> public List<EventDelegate> onChange = new List<EventDelegate>(); /// <summary> /// Custom validation callback. /// </summary> public OnValidate onValidate; /// <summary> /// Input field's value. /// </summary> [SerializeField][HideInInspector] protected string mValue; protected string mDefaultText = ""; protected Color mDefaultColor = Color.white; protected float mPosition = 0f; protected bool mDoInit = true; protected UIWidget.Pivot mPivot = UIWidget.Pivot.TopLeft; protected bool mLoadSavedValue = true; static protected int mDrawStart = 0; #if MOBILE static protected TouchScreenKeyboard mKeyboard; #else protected int mSelectionStart = 0; protected int mSelectionEnd = 0; protected UITexture mHighlight = null; protected UITexture mCaret = null; protected Texture2D mBlankTex = null; protected float mNextBlink = 0f; protected float mLastAlpha = 0f; static protected string mLastIME = ""; #endif /// <summary> /// Default text used by the input's label. /// </summary> public string defaultText { get { return mDefaultText; } set { if (mDoInit) Init(); mDefaultText = value; UpdateLabel(); } } [System.Obsolete("Use UIInput.value instead")] public string text { get { return this.value; } set { this.value = value; } } /// <summary> /// Input field's current text value. /// </summary> public string value { get { #if UNITY_EDITOR if (!Application.isPlaying) return ""; #endif if (mDoInit) Init(); return mValue; } set { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mDoInit) Init(); mDrawStart = 0; #if MOBILE && !UNITY_3_5 // BB10's implementation has a bug in Unity if (Application.platform == RuntimePlatform.BB10Player) value = value.Replace("\\b", "\b"); #endif // Validate all input value = Validate(value); #if MOBILE if (isSelected && mKeyboard != null && mCached != value) { mKeyboard.text = value; mCached = value; } if (mValue != value) { mValue = value; mLoadSavedValue = false; if (!isSelected) SaveToPlayerPrefs(value); UpdateLabel(); ExecuteOnChange(); } #else if (mValue != value) { mValue = value; mLoadSavedValue = false; if (isSelected) { if (string.IsNullOrEmpty(value)) { mSelectionStart = 0; mSelectionEnd = 0; } else { mSelectionStart = value.Length; mSelectionEnd = mSelectionStart; } } else SaveToPlayerPrefs(value); UpdateLabel(); ExecuteOnChange(); } #endif } } [System.Obsolete("Use UIInput.isSelected instead")] public bool selected { get { return isSelected; } set { isSelected = value; } } /// <summary> /// Whether the input is currently selected. /// </summary> public bool isSelected { get { return selection == this; } set { if (!value) { if (isSelected) UICamera.selectedObject = null; } else UICamera.selectedObject = gameObject; } } #if MOBILE /// <summary> /// Current position of the cursor. /// </summary> public int cursorPosition { get { return value.Length; } set {} } /// <summary> /// Index of the character where selection begins. /// </summary> public int selectionStart { get { return value.Length; } set {} } /// <summary> /// Index of the character where selection ends. /// </summary> public int selectionEnd { get { return value.Length; } set {} } /// <summary> /// Caret, in case it's needed. /// </summary> public UITexture caret { get { return null; } } #else /// <summary> /// Current position of the cursor. /// </summary> public int cursorPosition { get { return isSelected ? mSelectionEnd : value.Length; } set { if (isSelected) { mSelectionEnd = value; UpdateLabel(); } } } /// <summary> /// Index of the character where selection begins. /// </summary> public int selectionStart { get { return isSelected ? mSelectionStart : value.Length; } set { if (isSelected) { mSelectionStart = value; UpdateLabel(); } } } /// <summary> /// Index of the character where selection ends. /// </summary> public int selectionEnd { get { return isSelected ? mSelectionEnd : value.Length; } set { if (isSelected) { mSelectionEnd = value; UpdateLabel(); } } } /// <summary> /// Caret, in case it's needed. /// </summary> public UITexture caret { get { return mCaret; } } #endif /// <summary> /// Validate the specified text, returning the validated version. /// </summary> public string Validate (string val) { if (string.IsNullOrEmpty(val)) return ""; StringBuilder sb = new StringBuilder(val.Length); for (int i = 0; i < val.Length; ++i) { char c = val[i]; if (onValidate != null) c = onValidate(sb.ToString(), sb.Length, c); else if (validation != Validation.None) c = Validate(sb.ToString(), sb.Length, c); if (c != 0) sb.Append(c); } if (characterLimit > 0 && sb.Length > characterLimit) return sb.ToString(0, characterLimit); return sb.ToString(); } /// <summary> /// Automatically set the value by loading it from player prefs if possible. /// </summary> void Start () { if (mLoadSavedValue) LoadValue(); else value = mValue.Replace("\\n", "\n"); } /// <summary> /// Labels used for input shouldn't support rich text. /// </summary> protected void Init () { if (mDoInit && label != null) { mDoInit = false; mDefaultText = label.text; mDefaultColor = label.color; label.supportEncoding = false; if (label.alignment == NGUIText.Alignment.Justified) { label.alignment = NGUIText.Alignment.Left; Debug.LogWarning("Input fields using labels with justified alignment are not supported at this time", this); } mPivot = label.pivot; mPosition = label.cachedTransform.localPosition.x; UpdateLabel(); } } /// <summary> /// Save the specified value to player prefs. /// </summary> protected void SaveToPlayerPrefs (string val) { if (!string.IsNullOrEmpty(savedAs)) { if (string.IsNullOrEmpty(val)) PlayerPrefs.DeleteKey(savedAs); else PlayerPrefs.SetString(savedAs, val); } } /// <summary> /// Selection event, sent by the EventSystem. /// </summary> protected virtual void OnSelect (bool isSelected) { if (isSelected) OnSelectEvent(); else OnDeselectEvent(); } /// <summary> /// Notification of the input field gaining selection. /// </summary> protected void OnSelectEvent () { selection = this; if (mDoInit) Init(); if (label != null && NGUITools.GetActive(this)) { label.color = activeTextColor; #if MOBILE if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android #if UNITY_WP8 || Application.platform == RuntimePlatform.WP8Player #endif #if UNITY_BLACKBERRY || Application.platform == RuntimePlatform.BB10Player #endif ) { mKeyboard = (inputType == InputType.Password) ? TouchScreenKeyboard.Open(mValue, TouchScreenKeyboardType.Default, false, false, true) : TouchScreenKeyboard.Open(mValue, (TouchScreenKeyboardType)((int)keyboardType), inputType == InputType.AutoCorrect, label.multiLine, false, false, defaultText); } else #endif { Vector2 pos = (UICamera.current != null && UICamera.current.cachedCamera != null) ? UICamera.current.cachedCamera.WorldToScreenPoint(label.worldCorners[0]) : label.worldCorners[0]; pos.y = Screen.height - pos.y; Input.imeCompositionMode = IMECompositionMode.On; Input.compositionCursorPos = pos; #if !MOBILE mSelectionStart = 0; mSelectionEnd = string.IsNullOrEmpty(mValue) ? 0 : mValue.Length; #endif mDrawStart = 0; } UpdateLabel(); } } /// <summary> /// Notification of the input field losing selection. /// </summary> protected void OnDeselectEvent () { if (mDoInit) Init(); if (label != null && NGUITools.GetActive(this)) { mValue = value; #if MOBILE if (mKeyboard != null) { mKeyboard.active = false; mKeyboard = null; } #endif if (string.IsNullOrEmpty(mValue)) { label.text = mDefaultText; label.color = mDefaultColor; } else label.text = mValue; Input.imeCompositionMode = IMECompositionMode.Auto; RestoreLabelPivot(); } selection = null; UpdateLabel(); } /// <summary> /// Update the text based on input. /// </summary> #if MOBILE string mCached = ""; void Update() { if (mKeyboard != null && isSelected) { string text = mKeyboard.text; if (mCached != text) { mCached = text; value = text; } if (mKeyboard.done) { #if !UNITY_3_5 if (!mKeyboard.wasCanceled) #endif Submit(); mKeyboard = null; isSelected = false; mCached = ""; } } } #else void Update () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (isSelected) { if (mDoInit) Init(); if (selectOnTab != null && Input.GetKeyDown(KeyCode.Tab)) { UICamera.selectedObject = selectOnTab; return; } string ime = Input.compositionString; // There seems to be an inconsistency between IME on Windows, and IME on OSX. // On Windows, Input.inputString is always empty while IME is active. On the OSX it is not. if (string.IsNullOrEmpty(ime) && !string.IsNullOrEmpty(Input.inputString)) { // Process input ignoring non-printable characters as they are not consistent. // Windows has them, OSX may not. They get handled inside OnGUI() instead. string s = Input.inputString; for (int i = 0; i < s.Length; ++i) { char ch = s[i]; if (ch < ' ') continue; // OSX inserts these characters for arrow keys if (ch == '\uF700') continue; if (ch == '\uF701') continue; if (ch == '\uF702') continue; if (ch == '\uF703') continue; Insert(ch.ToString()); } } // Append IME composition if (mLastIME != ime) { mSelectionEnd = string.IsNullOrEmpty(ime) ? mSelectionStart : mValue.Length + ime.Length; mLastIME = ime; UpdateLabel(); ExecuteOnChange(); } // Blink the caret if (mCaret != null && mNextBlink < RealTime.time) { mNextBlink = RealTime.time + 0.5f; mCaret.enabled = !mCaret.enabled; } // If the label's final alpha changes, we need to update the drawn geometry, // or the highlight widgets (which have their geometry set manually) won't update. if (isSelected && mLastAlpha != label.finalAlpha) UpdateLabel(); } } /// <summary> /// Unfortunately Unity 4.3 and earlier doesn't offer a way to properly process events outside of OnGUI. /// </summary> void OnGUI () { if (isSelected && Event.current.rawType == EventType.KeyDown) ProcessEvent(Event.current); } /// <summary> /// Handle the specified event. /// </summary> bool ProcessEvent (Event ev) { if (label == null) return false; RuntimePlatform rp = Application.platform; bool isMac = ( rp == RuntimePlatform.OSXEditor || rp == RuntimePlatform.OSXPlayer || rp == RuntimePlatform.OSXWebPlayer); bool ctrl = isMac ? ((ev.modifiers & EventModifiers.Command) != 0) : ((ev.modifiers & EventModifiers.Control) != 0); bool shift = ((ev.modifiers & EventModifiers.Shift) != 0); switch (ev.keyCode) { case KeyCode.Backspace: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { if (mSelectionStart == mSelectionEnd) { if (mSelectionStart < 1) return true; --mSelectionEnd; } Insert(""); } return true; } case KeyCode.Delete: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { if (mSelectionStart == mSelectionEnd) { if (mSelectionStart >= mValue.Length) return true; ++mSelectionEnd; } Insert(""); } return true; } case KeyCode.LeftArrow: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { mSelectionEnd = Mathf.Max(mSelectionEnd - 1, 0); if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.RightArrow: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { mSelectionEnd = Mathf.Min(mSelectionEnd + 1, mValue.Length); if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.PageUp: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { mSelectionEnd = 0; if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.PageDown: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { mSelectionEnd = mValue.Length; if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.Home: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { if (label.multiLine) { mSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.Home); } else mSelectionEnd = 0; if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.End: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { if (label.multiLine) { mSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.End); } else mSelectionEnd = mValue.Length; if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.UpArrow: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { mSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.UpArrow); if (mSelectionEnd != 0) mSelectionEnd += mDrawStart; if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } case KeyCode.DownArrow: { ev.Use(); if (!string.IsNullOrEmpty(mValue)) { mSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.DownArrow); if (mSelectionEnd != label.processedText.Length) mSelectionEnd += mDrawStart; else mSelectionEnd = mValue.Length; if (!shift) mSelectionStart = mSelectionEnd; UpdateLabel(); } return true; } // Copy case KeyCode.C: { if (ctrl) { ev.Use(); NGUITools.clipboard = GetSelection(); } return true; } // Paste case KeyCode.V: { if (ctrl) { ev.Use(); Insert(NGUITools.clipboard); } return true; } // Cut case KeyCode.X: { if (ctrl) { ev.Use(); NGUITools.clipboard = GetSelection(); Insert(""); } return true; } // Submit case KeyCode.Return: case KeyCode.KeypadEnter: { ev.Use(); if (label.multiLine && !ctrl && label.overflowMethod != UILabel.Overflow.ClampContent && validation == Validation.None) { Insert("\n"); } else { UICamera.currentScheme = UICamera.ControlScheme.Controller; UICamera.currentKey = ev.keyCode; Submit(); UICamera.currentKey = KeyCode.None; } return true; } } return false; } /// <summary> /// Insert the specified text string into the current input value, respecting selection and validation. /// </summary> protected virtual void Insert (string text) { string left = GetLeftText(); string right = GetRightText(); int rl = right.Length; StringBuilder sb = new StringBuilder(left.Length + right.Length + text.Length); sb.Append(left); // Append the new text for (int i = 0, imax = text.Length; i < imax; ++i) { // Can't go past the character limit if (characterLimit > 0 && sb.Length + rl >= characterLimit) break; // If we have an input validator, validate the input first char c = text[i]; if (onValidate != null) c = onValidate(sb.ToString(), sb.Length, c); else if (validation != Validation.None) c = Validate(sb.ToString(), sb.Length, c); // Append the character if it hasn't been invalidated if (c != 0) sb.Append(c); } // Advance the selection mSelectionStart = sb.Length; mSelectionEnd = mSelectionStart; // Append the text that follows it, ensuring that it's also validated after the inserted value for (int i = 0, imax = right.Length; i < imax; ++i) { char c = right[i]; if (onValidate != null) c = onValidate(sb.ToString(), sb.Length, c); else if (validation != Validation.None) c = Validate(sb.ToString(), sb.Length, c); if (c != 0) sb.Append(c); } mValue = sb.ToString(); UpdateLabel(); ExecuteOnChange(); } /// <summary> /// Get the text to the left of the selection. /// </summary> protected string GetLeftText () { int min = Mathf.Min(mSelectionStart, mSelectionEnd); return (string.IsNullOrEmpty(mValue) || min < 0) ? "" : mValue.Substring(0, min); } /// <summary> /// Get the text to the right of the selection. /// </summary> protected string GetRightText () { int max = Mathf.Max(mSelectionStart, mSelectionEnd); return (string.IsNullOrEmpty(mValue) || max >= mValue.Length) ? "" : mValue.Substring(max); } /// <summary> /// Get currently selected text. /// </summary> protected string GetSelection () { if (string.IsNullOrEmpty(mValue) || mSelectionStart == mSelectionEnd) { return ""; } else { int min = Mathf.Min(mSelectionStart, mSelectionEnd); int max = Mathf.Max(mSelectionStart, mSelectionEnd); return mValue.Substring(min, max - min); } } /// <summary> /// Helper function that retrieves the index of the character under the mouse. /// </summary> protected int GetCharUnderMouse () { Vector3[] corners = label.worldCorners; Ray ray = UICamera.currentRay; Plane p = new Plane(corners[0], corners[1], corners[2]); float dist; return p.Raycast(ray, out dist) ? mDrawStart + label.GetCharacterIndexAtPosition(ray.GetPoint(dist)) : 0; } /// <summary> /// Move the caret on press. /// </summary> protected virtual void OnPress (bool isPressed) { if (isPressed && isSelected && label != null && UICamera.currentScheme == UICamera.ControlScheme.Mouse) { mSelectionEnd = GetCharUnderMouse(); if (!Input.GetKey(KeyCode.LeftShift) && !Input.GetKey(KeyCode.RightShift)) mSelectionStart = mSelectionEnd; UpdateLabel(); } } /// <summary> /// Drag selection. /// </summary> protected virtual void OnDrag (Vector2 delta) { if (label != null && UICamera.currentScheme == UICamera.ControlScheme.Mouse) { mSelectionEnd = GetCharUnderMouse(); UpdateLabel(); } } /// <summary> /// Ensure we've released the dynamically created resources. /// </summary> void OnDisable () { Cleanup(); } /// <summary> /// Cleanup. /// </summary> protected virtual void Cleanup () { if (mHighlight) mHighlight.enabled = false; if (mCaret) mCaret.enabled = false; if (mBlankTex) { NGUITools.Destroy(mBlankTex); mBlankTex = null; } } #endif // !MOBILE /// <summary> /// Submit the input field's text. /// </summary> public void Submit () { if (NGUITools.GetActive(this)) { mValue = value; if (current == null) { current = this; EventDelegate.Execute(onSubmit); current = null; } SaveToPlayerPrefs(mValue); } } /// <summary> /// Update the visual text label. /// </summary> public void UpdateLabel () { if (label != null) { if (mDoInit) Init(); bool selected = isSelected; string fullText = value; bool isEmpty = string.IsNullOrEmpty(fullText) && string.IsNullOrEmpty(Input.compositionString); label.color = (isEmpty && !selected) ? mDefaultColor : activeTextColor; string processed; if (isEmpty) { processed = selected ? "" : mDefaultText; RestoreLabelPivot(); } else { if (inputType == InputType.Password) { processed = ""; string asterisk = "*"; if (label.bitmapFont != null && label.bitmapFont.bmFont != null && label.bitmapFont.bmFont.GetGlyph('*') == null) asterisk = "x"; for (int i = 0, imax = fullText.Length; i < imax; ++i) processed += asterisk; } else processed = fullText; // Start with text leading up to the selection int selPos = selected ? Mathf.Min(processed.Length, cursorPosition) : 0; string left = processed.Substring(0, selPos); // Append the composition string and the cursor character if (selected) left += Input.compositionString; // Append the text from the selection onwards processed = left + processed.Substring(selPos, processed.Length - selPos); // Clamped content needs to be adjusted further if (selected && label.overflowMethod == UILabel.Overflow.ClampContent) { // Determine what will actually fit into the given line int offset = label.CalculateOffsetToFit(processed); if (offset == 0) { mDrawStart = 0; RestoreLabelPivot(); } else if (selPos < mDrawStart) { mDrawStart = selPos; SetPivotToLeft(); } else if (offset < mDrawStart) { mDrawStart = offset; SetPivotToLeft(); } else { offset = label.CalculateOffsetToFit(processed.Substring(0, selPos)); if (offset > mDrawStart) { mDrawStart = offset; SetPivotToRight(); } } // If necessary, trim the front if (mDrawStart != 0) processed = processed.Substring(mDrawStart, processed.Length - mDrawStart); } else { mDrawStart = 0; RestoreLabelPivot(); } } label.text = processed; #if !MOBILE if (selected) { int start = mSelectionStart - mDrawStart; int end = mSelectionEnd - mDrawStart; // Blank texture used by selection and caret if (mBlankTex == null) { mBlankTex = new Texture2D(2, 2, TextureFormat.ARGB32, false); for (int y = 0; y < 2; ++y) for (int x = 0; x < 2; ++x) mBlankTex.SetPixel(x, y, Color.white); mBlankTex.Apply(); } // Create the selection highlight if (start != end) { if (mHighlight == null) { mHighlight = NGUITools.AddWidget<UITexture>(label.cachedGameObject); mHighlight.name = "Input Highlight"; mHighlight.mainTexture = mBlankTex; mHighlight.fillGeometry = false; mHighlight.pivot = label.pivot; mHighlight.SetAnchor(label.cachedTransform); } else { mHighlight.pivot = label.pivot; mHighlight.mainTexture = mBlankTex; mHighlight.MarkAsChanged(); mHighlight.enabled = true; } } // Create the caret if (mCaret == null) { mCaret = NGUITools.AddWidget<UITexture>(label.cachedGameObject); mCaret.name = "Input Caret"; mCaret.mainTexture = mBlankTex; mCaret.fillGeometry = false; mCaret.pivot = label.pivot; mCaret.SetAnchor(label.cachedTransform); } else { mCaret.pivot = label.pivot; mCaret.mainTexture = mBlankTex; mCaret.MarkAsChanged(); mCaret.enabled = true; } if (start != end) { label.PrintOverlay(start, end, mCaret.geometry, mHighlight.geometry, caretColor, selectionColor); mHighlight.enabled = mHighlight.geometry.hasVertices; } else { label.PrintOverlay(start, end, mCaret.geometry, null, caretColor, selectionColor); if (mHighlight != null) mHighlight.enabled = false; } // Reset the blinking time mNextBlink = RealTime.time + 0.5f; mLastAlpha = label.finalAlpha; } else Cleanup(); #endif } } /// <summary> /// Set the label's pivot to the left. /// </summary> protected void SetPivotToLeft () { Vector2 po = NGUIMath.GetPivotOffset(mPivot); po.x = 0f; label.pivot = NGUIMath.GetPivot(po); } /// <summary> /// Set the label's pivot to the right. /// </summary> protected void SetPivotToRight () { Vector2 po = NGUIMath.GetPivotOffset(mPivot); po.x = 1f; label.pivot = NGUIMath.GetPivot(po); } /// <summary> /// Restore the input label's pivot point. /// </summary> protected void RestoreLabelPivot () { if (label != null && label.pivot != mPivot) label.pivot = mPivot; } /// <summary> /// Validate the specified input. /// </summary> protected char Validate (string text, int pos, char ch) { // Validation is disabled if (validation == Validation.None || !enabled) return ch; if (validation == Validation.Integer) { // Integer number validation if (ch >= '0' && ch <= '9') return ch; if (ch == '-' && pos == 0 && !text.Contains("-")) return ch; } else if (validation == Validation.Float) { // Floating-point number if (ch >= '0' && ch <= '9') return ch; if (ch == '-' && pos == 0 && !text.Contains("-")) return ch; if (ch == '.' && !text.Contains(".")) return ch; } else if (validation == Validation.Alphanumeric) { // All alphanumeric characters if (ch >= 'A' && ch <= 'Z') return ch; if (ch >= 'a' && ch <= 'z') return ch; if (ch >= '0' && ch <= '9') return ch; } else if (validation == Validation.Username) { // Lowercase and numbers if (ch >= 'A' && ch <= 'Z') return (char)(ch - 'A' + 'a'); if (ch >= 'a' && ch <= 'z') return ch; if (ch >= '0' && ch <= '9') return ch; } else if (validation == Validation.Name) { char lastChar = (text.Length > 0) ? text[Mathf.Clamp(pos, 0, text.Length - 1)] : ' '; char nextChar = (text.Length > 0) ? text[Mathf.Clamp(pos + 1, 0, text.Length - 1)] : '\n'; if (ch >= 'a' && ch <= 'z') { // Space followed by a letter -- make sure it's capitalized if (lastChar == ' ') return (char)(ch - 'a' + 'A'); return ch; } else if (ch >= 'A' && ch <= 'Z') { // Uppercase letters are only allowed after spaces (and apostrophes) if (lastChar != ' ' && lastChar != '\'') return (char)(ch - 'A' + 'a'); return ch; } else if (ch == '\'') { // Don't allow more than one apostrophe if (lastChar != ' ' && lastChar != '\'' && nextChar != '\'' && !text.Contains("'")) return ch; } else if (ch == ' ') { // Don't allow more than one space in a row if (lastChar != ' ' && lastChar != '\'' && nextChar != ' ' && nextChar != '\'') return ch; } } return (char)0; } /// <summary> /// Execute the OnChange callback. /// </summary> protected void ExecuteOnChange () { if (current == null && EventDelegate.IsValid(onChange)) { current = this; EventDelegate.Execute(onChange); current = null; } } /// <summary> /// Convenience function to be used as a callback that will clear the input field's focus. /// </summary> public void RemoveFocus () { isSelected = false; } /// <summary> /// Convenience function that can be used as a callback for On Change notification. /// </summary> public void SaveValue () { SaveToPlayerPrefs(mValue); } /// <summary> /// Convenience function that can forcefully reset the input field's value to what was saved earlier. /// </summary> public void LoadValue () { if (!string.IsNullOrEmpty(savedAs) && PlayerPrefs.HasKey(savedAs)) value = PlayerPrefs.GetString(savedAs); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIInput.cs
C#
asf20
29,874
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Convenience script that resizes the camera's orthographic size to match the screen size. /// This script can be used to create pixel-perfect UI, however it's usually more convenient /// to create the UI that stays proportional as the screen scales. If that is what you /// want, you don't need this script (or at least don't need it to be active). /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("NGUI/UI/Orthographic Camera")] public class UIOrthoCamera : MonoBehaviour { Camera mCam; Transform mTrans; void Start () { mCam = camera; mTrans = transform; mCam.orthographic = true; } void Update () { float y0 = mCam.rect.yMin * Screen.height; float y1 = mCam.rect.yMax * Screen.height; float size = (y1 - y0) * 0.5f * mTrans.lossyScale.y; if (!Mathf.Approximately(mCam.orthographicSize, size)) mCam.orthographicSize = size; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIOrthoCamera.cs
C#
asf20
1,118
using UnityEngine; using System.Collections.Generic; /// <summary> /// Example script that can be used to show tooltips. /// </summary> [AddComponentMenu("NGUI/UI/Tooltip")] public class UITooltip : MonoBehaviour { static protected UITooltip mInstance; public Camera uiCamera; public UILabel text; public UISprite background; public float appearSpeed = 10f; public bool scalingTransitions = true; protected Transform mTrans; protected float mTarget = 0f; protected float mCurrent = 0f; protected Vector3 mPos; protected Vector3 mSize = Vector3.zero; protected UIWidget[] mWidgets; /// <summary> /// Whether the tooltip is currently visible. /// </summary> static public bool isVisible { get { return (mInstance != null && mInstance.mTarget == 1f); } } void Awake () { mInstance = this; } void OnDestroy () { mInstance = null; } /// <summary> /// Get a list of widgets underneath the tooltip. /// </summary> protected virtual void Start () { mTrans = transform; mWidgets = GetComponentsInChildren<UIWidget>(); mPos = mTrans.localPosition; if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); SetAlpha(0f); } /// <summary> /// Update the tooltip's alpha based on the target value. /// </summary> protected virtual void Update () { if (mCurrent != mTarget) { mCurrent = Mathf.Lerp(mCurrent, mTarget, RealTime.deltaTime * appearSpeed); if (Mathf.Abs(mCurrent - mTarget) < 0.001f) mCurrent = mTarget; SetAlpha(mCurrent * mCurrent); if (scalingTransitions) { Vector3 offset = mSize * 0.25f; offset.y = -offset.y; Vector3 size = Vector3.one * (1.5f - mCurrent * 0.5f); Vector3 pos = Vector3.Lerp(mPos - offset, mPos, mCurrent); mTrans.localPosition = pos; mTrans.localScale = size; } } } /// <summary> /// Set the alpha of all widgets. /// </summary> protected virtual void SetAlpha (float val) { for (int i = 0, imax = mWidgets.Length; i < imax; ++i) { UIWidget w = mWidgets[i]; Color c = w.color; c.a = val; w.color = c; } } /// <summary> /// Set the tooltip's text to the specified string. /// </summary> protected virtual void SetText (string tooltipText) { if (text != null && !string.IsNullOrEmpty(tooltipText)) { mTarget = 1f; if (text != null) text.text = tooltipText; // Orthographic camera positioning is trivial mPos = Input.mousePosition; Transform textTrans = text.transform; Vector3 offset = textTrans.localPosition; Vector3 textScale = textTrans.localScale; // Calculate the dimensions of the printed text mSize = text.printedSize; // Scale by the transform and adjust by the padding offset mSize.x *= textScale.x; mSize.y *= textScale.y; if (background != null) { Vector4 border = background.border; mSize.x += border.x + border.z + ( offset.x - border.x) * 2f; mSize.y += border.y + border.w + (-offset.y - border.y) * 2f; background.width = Mathf.RoundToInt(mSize.x); background.height = Mathf.RoundToInt(mSize.y); } if (uiCamera != null) { // Since the screen can be of different than expected size, we want to convert // mouse coordinates to view space, then convert that to world position. mPos.x = Mathf.Clamp01(mPos.x / Screen.width); mPos.y = Mathf.Clamp01(mPos.y / Screen.height); // Calculate the ratio of the camera's target orthographic size to current screen size float activeSize = uiCamera.orthographicSize / mTrans.parent.lossyScale.y; float ratio = (Screen.height * 0.5f) / activeSize; // Calculate the maximum on-screen size of the tooltip window Vector2 max = new Vector2(ratio * mSize.x / Screen.width, ratio * mSize.y / Screen.height); // Limit the tooltip to always be visible mPos.x = Mathf.Min(mPos.x, 1f - max.x); mPos.y = Mathf.Max(mPos.y, max.y); // Update the absolute position and save the local one mTrans.position = uiCamera.ViewportToWorldPoint(mPos); mPos = mTrans.localPosition; mPos.x = Mathf.Round(mPos.x); mPos.y = Mathf.Round(mPos.y); mTrans.localPosition = mPos; } else { // Don't let the tooltip leave the screen area if (mPos.x + mSize.x > Screen.width) mPos.x = Screen.width - mSize.x; if (mPos.y - mSize.y < 0f) mPos.y = mSize.y; // Simple calculation that assumes that the camera is of fixed size mPos.x -= Screen.width * 0.5f; mPos.y -= Screen.height * 0.5f; } } else mTarget = 0f; } /// <summary> /// Show a tooltip with the specified text. /// </summary> static public void ShowText (string tooltipText) { if (mInstance != null) { mInstance.SetText(tooltipText); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UITooltip.cs
C#
asf20
4,706
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_FLASH #define DYNAMIC_FONT #endif using UnityEngine; using System.Collections.Generic; using System; using Alignment = NGUIText.Alignment; [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Label")] public class UILabel : UIWidget { public enum Effect { None, Shadow, Outline, } public enum Overflow { ShrinkContent, ClampContent, ResizeFreely, ResizeHeight, } public enum Crispness { Never, OnDesktop, Always, } /// <summary> /// Whether the label will keep its content crisp even when shrunk. /// You may want to turn this off on mobile devices. /// </summary> public Crispness keepCrispWhenShrunk = Crispness.OnDesktop; [HideInInspector][SerializeField] Font mTrueTypeFont; [HideInInspector][SerializeField] UIFont mFont; #if !UNITY_3_5 [MultilineAttribute(6)] #endif [HideInInspector][SerializeField] string mText = ""; [HideInInspector][SerializeField] int mFontSize = 16; [HideInInspector][SerializeField] FontStyle mFontStyle = FontStyle.Normal; [HideInInspector][SerializeField] Alignment mAlignment = Alignment.Automatic; [HideInInspector][SerializeField] bool mEncoding = true; [HideInInspector][SerializeField] int mMaxLineCount = 0; // 0 denotes unlimited [HideInInspector][SerializeField] Effect mEffectStyle = Effect.None; [HideInInspector][SerializeField] Color mEffectColor = Color.black; [HideInInspector][SerializeField] NGUIText.SymbolStyle mSymbols = NGUIText.SymbolStyle.Normal; [HideInInspector][SerializeField] Vector2 mEffectDistance = Vector2.one; [HideInInspector][SerializeField] Overflow mOverflow = Overflow.ShrinkContent; [HideInInspector][SerializeField] Material mMaterial; [HideInInspector][SerializeField] bool mApplyGradient = false; [HideInInspector][SerializeField] Color mGradientTop = Color.white; [HideInInspector][SerializeField] Color mGradientBottom = new Color(0.7f, 0.7f, 0.7f); [HideInInspector][SerializeField] int mSpacingX = 0; [HideInInspector][SerializeField] int mSpacingY = 0; // Obsolete values [HideInInspector][SerializeField] bool mShrinkToFit = false; [HideInInspector][SerializeField] int mMaxLineWidth = 0; [HideInInspector][SerializeField] int mMaxLineHeight = 0; [HideInInspector][SerializeField] float mLineWidth = 0; [HideInInspector][SerializeField] bool mMultiline = true; #if DYNAMIC_FONT [System.NonSerialized] Font mActiveTTF = null; float mDensity = 1f; #endif bool mShouldBeProcessed = true; string mProcessedText = null; bool mPremultiply = false; Vector2 mCalculatedSize = Vector2.zero; float mScale = 1f; int mPrintedSize = 0; int mLastWidth = 0; int mLastHeight = 0; /// <summary> /// Function used to determine if something has changed (and thus the geometry must be rebuilt) /// </summary> bool shouldBeProcessed { get { return mShouldBeProcessed; } set { if (value) { mChanged = true; mShouldBeProcessed = true; } else { mShouldBeProcessed = false; } } } /// <summary> /// Whether the rectangle is anchored horizontally. /// </summary> public override bool isAnchoredHorizontally { get { return base.isAnchoredHorizontally || mOverflow == Overflow.ResizeFreely; } } /// <summary> /// Whether the rectangle is anchored vertically. /// </summary> public override bool isAnchoredVertically { get { return base.isAnchoredVertically || mOverflow == Overflow.ResizeFreely || mOverflow == Overflow.ResizeHeight; } } /// <summary> /// Retrieve the material used by the font. /// </summary> public override Material material { get { if (mMaterial != null) return mMaterial; if (mFont != null) return mFont.material; if (mTrueTypeFont != null) return mTrueTypeFont.material; return null; } set { if (mMaterial != value) { MarkAsChanged(); mMaterial = value; MarkAsChanged(); } } } [Obsolete("Use UILabel.bitmapFont instead")] public UIFont font { get { return bitmapFont; } set { bitmapFont = value; } } /// <summary> /// Set the font used by this label. /// </summary> public UIFont bitmapFont { get { return mFont; } set { if (mFont != value) { RemoveFromPanel(); mFont = value; mTrueTypeFont = null; MarkAsChanged(); } } } /// <summary> /// Set the font used by this label. /// </summary> public Font trueTypeFont { get { if (mTrueTypeFont != null) return mTrueTypeFont; return (mFont != null ? mFont.dynamicFont : null); } set { if (mTrueTypeFont != value) { #if DYNAMIC_FONT SetActiveFont(null); RemoveFromPanel(); mTrueTypeFont = value; shouldBeProcessed = true; mFont = null; SetActiveFont(value); ProcessAndRequest(); if (mActiveTTF != null) base.MarkAsChanged(); #else mTrueTypeFont = value; mFont = null; #endif } } } /// <summary> /// Ambiguous helper function. /// </summary> public UnityEngine.Object ambigiousFont { get { return (mFont != null) ? (UnityEngine.Object)mFont : (UnityEngine.Object)mTrueTypeFont; } set { UIFont bf = value as UIFont; if (bf != null) bitmapFont = bf; else trueTypeFont = value as Font; } } /// <summary> /// Text that's being displayed by the label. /// </summary> public string text { get { return mText; } set { if (mText == value) return; if (string.IsNullOrEmpty(value)) { if (!string.IsNullOrEmpty(mText)) { mText = ""; shouldBeProcessed = true; ProcessAndRequest(); } } else if (mText != value) { mText = value; shouldBeProcessed = true; ProcessAndRequest(); } if (autoResizeBoxCollider) ResizeCollider(); } } /// <summary> /// Default font size. /// </summary> public int defaultFontSize { get { return (trueTypeFont != null) ? mFontSize : (mFont != null ? mFont.defaultSize : 16); } } /// <summary> /// Active font size used by the label. /// </summary> public int fontSize { get { return mFontSize; } set { value = Mathf.Clamp(value, 0, 256); if (mFontSize != value) { mFontSize = value; shouldBeProcessed = true; ProcessAndRequest(); } } } /// <summary> /// Dynamic font style used by the label. /// </summary> public FontStyle fontStyle { get { return mFontStyle; } set { if (mFontStyle != value) { mFontStyle = value; shouldBeProcessed = true; ProcessAndRequest(); } } } /// <summary> /// Text alignment option. /// </summary> public Alignment alignment { get { return mAlignment; } set { if (mAlignment != value) { mAlignment = value; shouldBeProcessed = true; ProcessAndRequest(); } } } /// <summary> /// Whether a gradient will be applied. /// </summary> public bool applyGradient { get { return mApplyGradient; } set { if (mApplyGradient != value) { mApplyGradient = value; MarkAsChanged(); } } } /// <summary> /// Top gradient color. /// </summary> public Color gradientTop { get { return mGradientTop; } set { if (mGradientTop != value) { mGradientTop = value; if (mApplyGradient) MarkAsChanged(); } } } /// <summary> /// Bottom gradient color. /// </summary> public Color gradientBottom { get { return mGradientBottom; } set { if (mGradientBottom != value) { mGradientBottom = value; if (mApplyGradient) MarkAsChanged(); } } } /// <summary> /// Additional horizontal spacing between characters when printing text. /// </summary> public int spacingX { get { return mSpacingX; } set { if (mSpacingX != value) { mSpacingX = value; MarkAsChanged(); } } } /// <summary> /// Additional vertical spacing between lines when printing text. /// </summary> public int spacingY { get { return mSpacingY; } set { if (mSpacingY != value) { mSpacingY = value; MarkAsChanged(); } } } #if DYNAMIC_FONT /// <summary> /// Whether the label will use the printed size instead of font size when printing the label. /// It's a dynamic font feature that will ensure that the text is crisp when shrunk. /// </summary> bool keepCrisp { get { if (trueTypeFont != null && keepCrispWhenShrunk != Crispness.Never) { #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY return (keepCrispWhenShrunk == Crispness.Always); #else return true; #endif } return false; } } #endif /// <summary> /// Whether this label will support color encoding in the format of [RRGGBB] and new line in the form of a "\\n" string. /// </summary> public bool supportEncoding { get { return mEncoding; } set { if (mEncoding != value) { mEncoding = value; shouldBeProcessed = true; } } } /// <summary> /// Style used for symbols. /// </summary> public NGUIText.SymbolStyle symbolStyle { get { return mSymbols; } set { if (mSymbols != value) { mSymbols = value; shouldBeProcessed = true; } } } /// <summary> /// Overflow method controls the label's behaviour when its content doesn't fit the bounds. /// </summary> public Overflow overflowMethod { get { return mOverflow; } set { if (mOverflow != value) { mOverflow = value; shouldBeProcessed = true; } } } /// <summary> /// Maximum width of the label in pixels. /// </summary> [System.Obsolete("Use 'width' instead")] public int lineWidth { get { return width; } set { width = value; } } /// <summary> /// Maximum height of the label in pixels. /// </summary> [System.Obsolete("Use 'height' instead")] public int lineHeight { get { return height; } set { height = value; } } /// <summary> /// Whether the label supports multiple lines. /// </summary> public bool multiLine { get { return mMaxLineCount != 1; } set { if ((mMaxLineCount != 1) != value) { mMaxLineCount = (value ? 0 : 1); shouldBeProcessed = true; } } } /// <summary> /// Process the label's text before returning its corners. /// </summary> public override Vector3[] localCorners { get { if (shouldBeProcessed) ProcessText(); return base.localCorners; } } /// <summary> /// Process the label's text before returning its corners. /// </summary> public override Vector3[] worldCorners { get { if (shouldBeProcessed) ProcessText(); return base.worldCorners; } } /// <summary> /// Process the label's text before returning its drawing dimensions. /// </summary> public override Vector4 drawingDimensions { get { if (shouldBeProcessed) ProcessText(); return base.drawingDimensions; } } /// <summary> /// The max number of lines to be displayed for the label /// </summary> public int maxLineCount { get { return mMaxLineCount; } set { if (mMaxLineCount != value) { mMaxLineCount = Mathf.Max(value, 0); shouldBeProcessed = true; if (overflowMethod == Overflow.ShrinkContent) MakePixelPerfect(); } } } /// <summary> /// What effect is used by the label. /// </summary> public Effect effectStyle { get { return mEffectStyle; } set { if (mEffectStyle != value) { mEffectStyle = value; shouldBeProcessed = true; } } } /// <summary> /// Color used by the effect, if it's enabled. /// </summary> public Color effectColor { get { return mEffectColor; } set { if (mEffectColor != value) { mEffectColor = value; if (mEffectStyle != Effect.None) shouldBeProcessed = true; } } } /// <summary> /// Effect distance in pixels. /// </summary> public Vector2 effectDistance { get { return mEffectDistance; } set { if (mEffectDistance != value) { mEffectDistance = value; shouldBeProcessed = true; } } } /// <summary> /// Whether the label will automatically shrink its size in order to fit the maximum line width. /// </summary> [System.Obsolete("Use 'overflowMethod == UILabel.Overflow.ShrinkContent' instead")] public bool shrinkToFit { get { return mOverflow == Overflow.ShrinkContent; } set { if (value) { overflowMethod = Overflow.ShrinkContent; } } } /// <summary> /// Returns the processed version of 'text', with new line characters, line wrapping, etc. /// </summary> public string processedText { get { if (mLastWidth != mWidth || mLastHeight != mHeight) { mLastWidth = mWidth; mLastHeight = mHeight; mShouldBeProcessed = true; } // Process the text if necessary if (shouldBeProcessed) ProcessText(); return mProcessedText; } } /// <summary> /// Actual printed size of the text, in pixels. /// </summary> public Vector2 printedSize { get { if (shouldBeProcessed) ProcessText(); return mCalculatedSize; } } /// <summary> /// Local size of the widget, in pixels. /// </summary> public override Vector2 localSize { get { if (shouldBeProcessed) ProcessText(); return base.localSize; } } /// <summary> /// Whether the label has a valid font. /// </summary> #if DYNAMIC_FONT bool isValid { get { return mFont != null || mTrueTypeFont != null; } } #else bool isValid { get { return mFont != null; } } #endif #if DYNAMIC_FONT static BetterList<UILabel> mList = new BetterList<UILabel>(); static Dictionary<Font, int> mFontUsage = new Dictionary<Font, int>(); /// <summary> /// Register the font texture change listener. /// </summary> protected override void OnInit () { base.OnInit(); mList.Add(this); SetActiveFont(trueTypeFont); } /// <summary> /// Remove the font texture change listener. /// </summary> protected override void OnDisable () { SetActiveFont(null); mList.Remove(this); base.OnDisable(); } /// <summary> /// Set the active font, correctly setting and clearing callbacks. /// </summary> protected void SetActiveFont (Font fnt) { if (mActiveTTF != fnt) { if (mActiveTTF != null) { int usage; if (mFontUsage.TryGetValue(mActiveTTF, out usage)) { usage = Mathf.Max(0, --usage); if (usage == 0) { mActiveTTF.textureRebuildCallback = null; mFontUsage.Remove(mActiveTTF); } else mFontUsage[mActiveTTF] = usage; } else mActiveTTF.textureRebuildCallback = null; } mActiveTTF = fnt; if (mActiveTTF != null) { int usage = 0; // Font hasn't been used yet? Register a change delegate callback if (!mFontUsage.TryGetValue(mActiveTTF, out usage)) mActiveTTF.textureRebuildCallback = OnFontTextureChanged; mFontUsage[mActiveTTF] = ++usage; } } } /// <summary> /// Notification called when the Unity's font's texture gets rebuilt. /// Unity's font has a nice tendency to simply discard other characters when the texture's dimensions change. /// By requesting them inside the notification callback, we immediately force them back in. /// Originally I was subscribing each label to the font individually, but as it turned out /// mono's delegate system causes an insane amount of memory allocations when += or -= to a delegate. /// So... queue yet another work-around. /// </summary> static void OnFontTextureChanged () { for (int i = 0; i < mList.size; ++i) { UILabel lbl = mList[i]; if (lbl != null) { Font fnt = lbl.trueTypeFont; if (fnt != null) { fnt.RequestCharactersInTexture(lbl.mText, lbl.mPrintedSize, lbl.mFontStyle); lbl.MarkAsChanged(); } } } } #endif /// <summary> /// Get the sides of the rectangle relative to the specified transform. /// The order is left, top, right, bottom. /// </summary> public override Vector3[] GetSides (Transform relativeTo) { if (shouldBeProcessed) ProcessText(); return base.GetSides(relativeTo); } /// <summary> /// Upgrading labels is a bit different. /// </summary> protected override void UpgradeFrom265 () { ProcessText(true, true); if (mShrinkToFit) { overflowMethod = Overflow.ShrinkContent; mMaxLineCount = 0; } if (mMaxLineWidth != 0) { width = mMaxLineWidth; overflowMethod = mMaxLineCount > 0 ? Overflow.ResizeHeight : Overflow.ShrinkContent; } else overflowMethod = Overflow.ResizeFreely; if (mMaxLineHeight != 0) height = mMaxLineHeight; if (mFont != null) { int min = mFont.defaultSize; if (height < min) height = min; } mMaxLineWidth = 0; mMaxLineHeight = 0; mShrinkToFit = false; if (GetComponent<BoxCollider>() != null) NGUITools.AddWidgetCollider(gameObject, true); } /// <summary> /// If the label is anchored it should not auto-resize. /// </summary> protected override void OnAnchor () { if (mOverflow == Overflow.ResizeFreely) { if (isFullyAnchored) mOverflow = Overflow.ShrinkContent; } else if (mOverflow == Overflow.ResizeHeight) { if (topAnchor.target != null && bottomAnchor.target != null) mOverflow = Overflow.ShrinkContent; } base.OnAnchor(); } /// <summary> /// Request the needed characters in the texture. /// </summary> void ProcessAndRequest () { #if UNITY_EDITOR if (!NGUITools.GetActive(this)) return; if (!mAllowProcessing) return; #endif if (ambigiousFont != null) ProcessText(); } #if UNITY_EDITOR // Used to ensure that we don't process font more than once inside OnValidate function below bool mAllowProcessing = true; bool mUsingTTF = true; /// <summary> /// Validate the properties. /// </summary> protected override void OnValidate () { base.OnValidate(); if (NGUITools.GetActive(this)) { Font ttf = mTrueTypeFont; UIFont fnt = mFont; // If the true type font was not used before, but now it is, clear the font reference if (!mUsingTTF && ttf != null) fnt = null; else if (mUsingTTF && fnt != null) ttf = null; mFont = null; mTrueTypeFont = null; mAllowProcessing = false; #if DYNAMIC_FONT SetActiveFont(null); #endif if (fnt != null) { bitmapFont = fnt; mUsingTTF = false; } else if (ttf != null) { trueTypeFont = ttf; mUsingTTF = true; } shouldBeProcessed = true; mAllowProcessing = true; ProcessAndRequest(); if (autoResizeBoxCollider) ResizeCollider(); } } #endif /// <summary> /// Determine start-up values. /// </summary> protected override void OnStart () { base.OnStart(); // Legacy support if (mLineWidth > 0f) { mMaxLineWidth = Mathf.RoundToInt(mLineWidth); mLineWidth = 0f; } if (!mMultiline) { mMaxLineCount = 1; mMultiline = true; } // Whether this is a premultiplied alpha shader mPremultiply = (material != null && material.shader != null && material.shader.name.Contains("Premultiplied")); #if DYNAMIC_FONT // Request the text within the font ProcessAndRequest(); #endif } /// <summary> /// UILabel needs additional processing when something changes. /// </summary> public override void MarkAsChanged () { shouldBeProcessed = true; base.MarkAsChanged(); } /// <summary> /// Process the raw text, called when something changes. /// </summary> void ProcessText () { ProcessText(false, true); } /// <summary> /// Process the raw text, called when something changes. /// </summary> void ProcessText (bool legacyMode, bool full) { if (!isValid) return; mChanged = true; shouldBeProcessed = false; NGUIText.rectWidth = legacyMode ? (mMaxLineWidth != 0 ? mMaxLineWidth : 1000000) : width; NGUIText.rectHeight = legacyMode ? (mMaxLineHeight != 0 ? mMaxLineHeight : 1000000) : height; mPrintedSize = Mathf.Abs(legacyMode ? Mathf.RoundToInt(cachedTransform.localScale.x) : defaultFontSize); mScale = 1f; if (NGUIText.rectWidth < 1 || NGUIText.rectHeight < 0) { mProcessedText = ""; return; } #if DYNAMIC_FONT bool isDynamic = (trueTypeFont != null); if (isDynamic && keepCrisp) { UIRoot rt = root; if (rt != null) mDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f; } else mDensity = 1f; #endif if (full) UpdateNGUIText(); if (mOverflow == Overflow.ResizeFreely) NGUIText.rectWidth = 1000000; if (mOverflow == Overflow.ResizeFreely || mOverflow == Overflow.ResizeHeight) NGUIText.rectHeight = 1000000; if (mPrintedSize > 0) { #if DYNAMIC_FONT bool adjustSize = keepCrisp; #endif for (int ps = mPrintedSize; ps > 0; --ps) { #if DYNAMIC_FONT // Adjust either the size, or the scale if (adjustSize) { mPrintedSize = ps; NGUIText.fontSize = mPrintedSize; } else #endif { mScale = (float)ps / mPrintedSize; #if DYNAMIC_FONT NGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale; #else NGUIText.fontScale = ((float)mFontSize / mFont.defaultSize) * mScale; #endif } NGUIText.Update(false); // Wrap the text bool fits = NGUIText.WrapText(mText, out mProcessedText, true); if (mOverflow == Overflow.ShrinkContent && !fits) { if (--ps > 1) continue; else break; } else if (mOverflow == Overflow.ResizeFreely) { mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText); mWidth = Mathf.Max(minWidth, Mathf.RoundToInt(mCalculatedSize.x)); mHeight = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y)); if ((mWidth & 1) == 1) ++mWidth; if ((mHeight & 1) == 1) ++mHeight; } else if (mOverflow == Overflow.ResizeHeight) { mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText); mHeight = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y)); if ((mHeight & 1) == 1) ++mHeight; } else { mCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText); } // Upgrade to the new system if (legacyMode) { width = Mathf.RoundToInt(mCalculatedSize.x); height = Mathf.RoundToInt(mCalculatedSize.y); cachedTransform.localScale = Vector3.one; } break; } } else { cachedTransform.localScale = Vector3.one; mProcessedText = ""; mScale = 1f; } } /// <summary> /// Text is pixel-perfect when its scale matches the size. /// </summary> public override void MakePixelPerfect () { if (ambigiousFont != null) { Vector3 pos = cachedTransform.localPosition; pos.x = Mathf.RoundToInt(pos.x); pos.y = Mathf.RoundToInt(pos.y); pos.z = Mathf.RoundToInt(pos.z); cachedTransform.localPosition = pos; cachedTransform.localScale = Vector3.one; if (mOverflow == Overflow.ResizeFreely) { AssumeNaturalSize(); } else { int w = width; int h = height; Overflow over = mOverflow; if (over != Overflow.ResizeHeight) mWidth = 100000; mHeight = 100000; mOverflow = Overflow.ShrinkContent; ProcessText(false, true); mOverflow = over; int minX = Mathf.RoundToInt(mCalculatedSize.x); int minY = Mathf.RoundToInt(mCalculatedSize.y); minX = Mathf.Max(minX, base.minWidth); minY = Mathf.Max(minY, base.minHeight); mWidth = Mathf.Max(w, minX); mHeight = Mathf.Max(h, minY); MarkAsChanged(); } } else base.MakePixelPerfect(); } /// <summary> /// Make the label assume its natural size. /// </summary> public void AssumeNaturalSize () { if (ambigiousFont != null) { mWidth = 100000; mHeight = 100000; ProcessText(false, true); mWidth = Mathf.RoundToInt(mCalculatedSize.x); mHeight = Mathf.RoundToInt(mCalculatedSize.y); if ((mWidth & 1) == 1) ++mWidth; if ((mHeight & 1) == 1) ++mHeight; MarkAsChanged(); } } [System.Obsolete("Use UILabel.GetCharacterAtPosition instead")] public int GetCharacterIndex (Vector3 worldPos) { return GetCharacterIndexAtPosition(worldPos); } [System.Obsolete("Use UILabel.GetCharacterAtPosition instead")] public int GetCharacterIndex (Vector2 localPos) { return GetCharacterIndexAtPosition(localPos); } static BetterList<Vector3> mTempVerts = new BetterList<Vector3>(); static BetterList<int> mTempIndices = new BetterList<int>(); /// <summary> /// Return the index of the character at the specified world position. /// </summary> public int GetCharacterIndexAtPosition (Vector3 worldPos) { Vector2 localPos = cachedTransform.InverseTransformPoint(worldPos); return GetCharacterIndexAtPosition(localPos); } /// <summary> /// Return the index of the character at the specified local position. /// </summary> public int GetCharacterIndexAtPosition (Vector2 localPos) { if (isValid) { string text = processedText; if (string.IsNullOrEmpty(text)) return 0; UpdateNGUIText(); NGUIText.PrintCharacterPositions(text, mTempVerts, mTempIndices); if (mTempVerts.size > 0) { ApplyOffset(mTempVerts, 0); int retVal = NGUIText.GetClosestCharacter(mTempVerts, localPos); retVal = mTempIndices[retVal]; mTempVerts.Clear(); mTempIndices.Clear(); return retVal; } } return 0; } /// <summary> /// Retrieve the word directly below the specified world-space position. /// </summary> public string GetWordAtPosition (Vector3 worldPos) { return GetWordAtCharacterIndex(GetCharacterIndexAtPosition(worldPos)); } /// <summary> /// Retrieve the word directly below the specified relative-to-label position. /// </summary> public string GetWordAtPosition (Vector2 localPos) { return GetWordAtCharacterIndex(GetCharacterIndexAtPosition(localPos)); } /// <summary> /// Retrieve the word right under the specified character index. /// </summary> public string GetWordAtCharacterIndex (int characterIndex) { if (characterIndex != -1 && characterIndex < mText.Length) { int linkStart = mText.LastIndexOf(' ', characterIndex) + 1; int linkEnd = mText.IndexOf(' ', characterIndex); if (linkEnd == -1) linkEnd = mText.Length; if (linkStart != linkEnd) { int len = linkEnd - linkStart; if (len > 0) { string word = mText.Substring(linkStart, len); return NGUIText.StripSymbols(word); } } } return null; } /// <summary> /// Retrieve the URL directly below the specified world-space position. /// </summary> public string GetUrlAtPosition (Vector3 worldPos) { return GetUrlAtCharacterIndex(GetCharacterIndexAtPosition(worldPos)); } /// <summary> /// Retrieve the URL directly below the specified relative-to-label position. /// </summary> public string GetUrlAtPosition (Vector2 localPos) { return GetUrlAtCharacterIndex(GetCharacterIndexAtPosition(localPos)); } /// <summary> /// Retrieve the URL right under the specified character index. /// </summary> public string GetUrlAtCharacterIndex (int characterIndex) { if (characterIndex != -1 && characterIndex < mText.Length) { int linkStart = mText.LastIndexOf("[url=", characterIndex); if (linkStart != -1) { linkStart += 5; int linkEnd = mText.IndexOf("]", linkStart); if (linkEnd != -1) { int closingStatement = mText.IndexOf("[/url]", linkEnd); if (closingStatement == -1 || closingStatement >= characterIndex) return mText.Substring(linkStart, linkEnd - linkStart); } } } return null; } /// <summary> /// Get the index of the character on the line directly above or below the current index. /// </summary> public int GetCharacterIndex (int currentIndex, KeyCode key) { if (isValid) { string text = processedText; if (string.IsNullOrEmpty(text)) return 0; int def = defaultFontSize; UpdateNGUIText(); NGUIText.PrintCharacterPositions(text, mTempVerts, mTempIndices); if (mTempVerts.size > 0) { ApplyOffset(mTempVerts, 0); for (int i = 0; i < mTempIndices.size; ++i) { if (mTempIndices[i] == currentIndex) { // Determine position on the line above or below this character Vector2 localPos = mTempVerts[i]; if (key == KeyCode.UpArrow) localPos.y += def + spacingY; else if (key == KeyCode.DownArrow) localPos.y -= def + spacingY; else if (key == KeyCode.Home) localPos.x -= 1000f; else if (key == KeyCode.End) localPos.x += 1000f; // Find the closest character to this position int retVal = NGUIText.GetClosestCharacter(mTempVerts, localPos); retVal = mTempIndices[retVal]; if (retVal == currentIndex) break; mTempVerts.Clear(); mTempIndices.Clear(); return retVal; } } mTempVerts.Clear(); mTempIndices.Clear(); } // If the selection doesn't move, then we're at the top or bottom-most line if (key == KeyCode.UpArrow || key == KeyCode.Home) return 0; if (key == KeyCode.DownArrow || key == KeyCode.End) return text.Length; } return currentIndex; } /// <summary> /// Fill the specified geometry buffer with vertices that would highlight the current selection. /// </summary> public void PrintOverlay (int start, int end, UIGeometry caret, UIGeometry highlight, Color caretColor, Color highlightColor) { if (caret != null) caret.Clear(); if (highlight != null) highlight.Clear(); if (!isValid) return; string text = processedText; UpdateNGUIText(); int startingCaretVerts = caret.verts.size; Vector2 center = new Vector2(0.5f, 0.5f); float alpha = finalAlpha; // If we have a highlight to work with, fill the buffer if (highlight != null && start != end) { int startingVertices = highlight.verts.size; NGUIText.PrintCaretAndSelection(text, start, end, caret.verts, highlight.verts); if (highlight.verts.size > startingVertices) { ApplyOffset(highlight.verts, startingVertices); Color32 c = new Color(highlightColor.r, highlightColor.g, highlightColor.b, highlightColor.a * alpha); for (int i = startingVertices; i < highlight.verts.size; ++i) { highlight.uvs.Add(center); highlight.cols.Add(c); } } } else NGUIText.PrintCaretAndSelection(text, start, end, caret.verts, null); // Fill the caret UVs and colors ApplyOffset(caret.verts, startingCaretVerts); Color32 cc = new Color(caretColor.r, caretColor.g, caretColor.b, caretColor.a * alpha); for (int i = startingCaretVerts; i < caret.verts.size; ++i) { caret.uvs.Add(center); caret.cols.Add(cc); } } /// <summary> /// Draw the label. /// </summary> public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { if (!isValid) return; int offset = verts.size; Color col = color; col.a = finalAlpha; if (mFont != null && mFont.premultipliedAlphaShader) col = NGUITools.ApplyPMA(col); string text = processedText; int start = verts.size; UpdateNGUIText(); NGUIText.tint = col; NGUIText.Print(text, verts, uvs, cols); // Center the content within the label vertically Vector2 pos = ApplyOffset(verts, start); // Effects don't work with packed fonts if (mFont != null && mFont.packedFontShader) return; // Apply an effect if one was requested if (effectStyle != Effect.None) { int end = verts.size; pos.x = mEffectDistance.x; pos.y = mEffectDistance.y; ApplyShadow(verts, uvs, cols, offset, end, pos.x, -pos.y); if (effectStyle == Effect.Outline) { offset = end; end = verts.size; ApplyShadow(verts, uvs, cols, offset, end, -pos.x, pos.y); offset = end; end = verts.size; ApplyShadow(verts, uvs, cols, offset, end, pos.x, pos.y); offset = end; end = verts.size; ApplyShadow(verts, uvs, cols, offset, end, -pos.x, -pos.y); } } } /// <summary> /// Align the vertices, making the label positioned correctly based on the pivot. /// Returns the offset that was applied. /// </summary> protected Vector2 ApplyOffset (BetterList<Vector3> verts, int start) { Vector2 po = pivotOffset; float fx = Mathf.Lerp(0f, -mWidth, po.x); float fy = Mathf.Lerp(mHeight, 0f, po.y) + Mathf.Lerp((mCalculatedSize.y - mHeight), 0f, po.y); fx = Mathf.Round(fx); fy = Mathf.Round(fy); #if UNITY_FLASH for (int i = start; i < verts.size; ++i) { Vector3 buff = verts.buffer[i]; buff.x += fx; buff.y += fy; verts.buffer[i] = buff; } #else for (int i = start; i < verts.size; ++i) { verts.buffer[i].x += fx; verts.buffer[i].y += fy; } #endif return new Vector2(fx, fy); } /// <summary> /// Apply a shadow effect to the buffer. /// </summary> void ApplyShadow (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y) { Color c = mEffectColor; c.a *= finalAlpha; Color32 col = (bitmapFont != null && bitmapFont.premultipliedAlphaShader) ? NGUITools.ApplyPMA(c) : c; for (int i = start; i < end; ++i) { verts.Add(verts.buffer[i]); uvs.Add(uvs.buffer[i]); cols.Add(cols.buffer[i]); Vector3 v = verts.buffer[i]; v.x += x; v.y += y; verts.buffer[i] = v; cols.buffer[i] = col; } } /// <summary> /// Calculate the character index offset necessary in order to print the end of the specified text. /// </summary> public int CalculateOffsetToFit (string text) { UpdateNGUIText(); NGUIText.encoding = false; NGUIText.symbolStyle = NGUIText.SymbolStyle.None; return NGUIText.CalculateOffsetToFit(text); } /// <summary> /// Convenience function, in case you wanted to associate progress bar, slider or scroll bar's /// OnValueChanged function in inspector with a label. /// </summary> public void SetCurrentProgress () { if (UIProgressBar.current != null) text = UIProgressBar.current.value.ToString("F"); } /// <summary> /// Convenience function, in case you wanted to associate progress bar, slider or scroll bar's /// OnValueChanged function in inspector with a label. /// </summary> public void SetCurrentPercent () { if (UIProgressBar.current != null) text = Mathf.RoundToInt(UIProgressBar.current.value * 100f) + "%"; } /// <summary> /// Convenience function, in case you wanted to automatically set some label's text /// by selecting a value in the UIPopupList. /// </summary> public void SetCurrentSelection () { if (UIPopupList.current != null) { text = UIPopupList.current.isLocalized ? Localization.Get(UIPopupList.current.value) : UIPopupList.current.value; } } /// <summary> /// Convenience function -- wrap the current text given the label's settings and unlimited height. /// </summary> public bool Wrap (string text, out string final) { return Wrap(text, out final, 1000000); } /// <summary> /// Convenience function -- wrap the current text given the label's settings and the given height. /// </summary> public bool Wrap (string text, out string final, int height) { UpdateNGUIText(); return NGUIText.WrapText(text, out final); } /// <summary> /// Update NGUIText.current with all the properties from this label. /// </summary> public void UpdateNGUIText () { Font ttf = trueTypeFont; bool isDynamic = (ttf != null); NGUIText.fontSize = mPrintedSize; NGUIText.fontStyle = mFontStyle; NGUIText.rectWidth = mWidth; NGUIText.rectHeight = mHeight; NGUIText.gradient = mApplyGradient && (mFont == null || !mFont.packedFontShader); NGUIText.gradientTop = mGradientTop; NGUIText.gradientBottom = mGradientBottom; NGUIText.encoding = mEncoding; NGUIText.premultiply = mPremultiply; NGUIText.symbolStyle = mSymbols; NGUIText.maxLines = mMaxLineCount; NGUIText.spacingX = mSpacingX; NGUIText.spacingY = mSpacingY; NGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale; if (mFont != null) { NGUIText.bitmapFont = mFont; for (; ; ) { UIFont fnt = NGUIText.bitmapFont.replacement; if (fnt == null) break; NGUIText.bitmapFont = fnt; } #if DYNAMIC_FONT if (NGUIText.bitmapFont.isDynamic) { NGUIText.dynamicFont = NGUIText.bitmapFont.dynamicFont; NGUIText.bitmapFont = null; } else NGUIText.dynamicFont = null; #endif } #if DYNAMIC_FONT else { NGUIText.dynamicFont = ttf; NGUIText.bitmapFont = null; } if (isDynamic && keepCrisp) { UIRoot rt = root; if (rt != null) NGUIText.pixelDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f; } else NGUIText.pixelDensity = 1f; if (mDensity != NGUIText.pixelDensity) { ProcessText(false, false); NGUIText.rectWidth = mWidth; NGUIText.rectHeight = mHeight; } #endif if (alignment == Alignment.Automatic) { Pivot p = pivot; if (p == Pivot.Left || p == Pivot.TopLeft || p == Pivot.BottomLeft) { NGUIText.alignment = Alignment.Left; } else if (p == Pivot.Right || p == Pivot.TopRight || p == Pivot.BottomRight) { NGUIText.alignment = Alignment.Right; } else NGUIText.alignment = Alignment.Center; } else NGUIText.alignment = alignment; NGUIText.Update(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UILabel.cs
C#
asf20
37,049
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if UNITY_FLASH || UNITY_WP8 || UNITY_METRO #define USE_SIMPLE_DICTIONARY #endif using UnityEngine; using System.Collections.Generic; /// <summary> /// UI Panel is responsible for collecting, sorting and updating widgets in addition to generating widgets' geometry. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Panel")] public class UIPanel : UIRect { /// <summary> /// List of active panels. /// </summary> static public BetterList<UIPanel> list = new BetterList<UIPanel>(); public enum RenderQueue { Automatic, StartAt, Explicit, } public delegate void OnGeometryUpdated (); /// <summary> /// Notification triggered when the panel's geometry get rebuilt. It's mainly here for debugging purposes. /// </summary> public OnGeometryUpdated onGeometryUpdated; /// <summary> /// Whether this panel will show up in the panel tool (set this to 'false' for dynamically created temporary panels) /// </summary> public bool showInPanelTool = true; /// <summary> /// Whether normals and tangents will be generated for all meshes /// </summary> public bool generateNormals = false; /// <summary> /// Whether widgets drawn by this panel are static (won't move). This will improve performance. /// </summary> public bool widgetsAreStatic = false; /// <summary> /// Whether widgets will be culled while the panel is being dragged. /// Having this on improves performance, but turning it off will reduce garbage collection. /// </summary> public bool cullWhileDragging = false; /// <summary> /// Optimization flag. Makes the assumption that the panel's geometry /// will always be on screen and the bounds don't need to be re-calculated. /// </summary> public bool alwaysOnScreen = false; /// <summary> /// By default, non-clipped panels use the camera's bounds, and the panel's position has no effect. /// If you want the panel's position to actually be used with anchors, set this field to 'true'. /// </summary> public bool anchorOffset = false; /// <summary> /// By default all panels manage render queues of their draw calls themselves by incrementing them /// so that the geometry is drawn in the proper order. You can alter this behaviour. /// </summary> public RenderQueue renderQueue = RenderQueue.Automatic; /// <summary> /// Render queue used by the panel. The default value of '3000' is the equivalent of "Transparent". /// This property is only used if 'renderQueue' is set to something other than "Automatic". /// </summary> public int startingRenderQueue = 3000; /// <summary> /// List of widgets managed by this panel. Do not attempt to modify this list yourself. /// </summary> [System.NonSerialized] public BetterList<UIWidget> widgets = new BetterList<UIWidget>(); /// <summary> /// List of draw calls created by this panel. Do not attempt to modify this list yourself. /// </summary> [System.NonSerialized] public BetterList<UIDrawCall> drawCalls = new BetterList<UIDrawCall>(); /// <summary> /// Matrix that will transform the specified world coordinates to relative-to-panel coordinates. /// </summary> [System.NonSerialized] public Matrix4x4 worldToLocal = Matrix4x4.identity; /// <summary> /// Cached clip range passed to the draw call's shader. /// </summary> [System.NonSerialized] public Vector4 drawCallClipRange = new Vector4(0f, 0f, 1f, 1f); public delegate void OnClippingMoved (UIPanel panel); /// <summary> /// Event callback that's triggered when the panel's clip region gets moved. /// </summary> public OnClippingMoved onClipMove; // Panel's alpha (affects the alpha of all widgets) [HideInInspector][SerializeField] float mAlpha = 1f; // Clipping rectangle [HideInInspector][SerializeField] UIDrawCall.Clipping mClipping = UIDrawCall.Clipping.None; [HideInInspector][SerializeField] Vector4 mClipRange = new Vector4(0f, 0f, 300f, 200f); [HideInInspector][SerializeField] Vector2 mClipSoftness = new Vector2(4f, 4f); [HideInInspector][SerializeField] int mDepth = 0; #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 [HideInInspector][SerializeField] int mSortingOrder = 0; #endif // Whether a full rebuild of geometry buffers is required bool mRebuild = false; bool mResized = false; Camera mCam; [SerializeField] Vector2 mClipOffset = Vector2.zero; float mCullTime = 0f; float mUpdateTime = 0f; int mMatrixFrame = -1; int mAlphaFrameID = 0; int mLayer = -1; // Values used for visibility checks static float[] mTemp = new float[4]; Vector2 mMin = Vector2.zero; Vector2 mMax = Vector2.zero; bool mHalfPixelOffset = false; bool mSortWidgets = false; /// <summary> /// Helper property that returns the first unused depth value. /// </summary> static public int nextUnusedDepth { get { int highest = int.MinValue; for (int i = 0; i < list.size; ++i) highest = Mathf.Max(highest, list[i].depth); return (highest == int.MinValue) ? 0 : highest + 1; } } /// <summary> /// Whether the rectangle can be anchored. /// </summary> public override bool canBeAnchored { get { return mClipping != UIDrawCall.Clipping.None; } } /// <summary> /// Panel's alpha affects everything drawn by the panel. /// </summary> public override float alpha { get { return mAlpha; } set { float val = Mathf.Clamp01(value); if (mAlpha != val) { mAlphaFrameID = -1; mResized = true; mAlpha = val; SetDirty(); } } } /// <summary> /// Panels can have their own depth value that will change the order with which everything they manage gets drawn. /// </summary> public int depth { get { return mDepth; } set { if (mDepth != value) { mDepth = value; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif list.Sort(CompareFunc); } } } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 /// <summary> /// Sorting order value for the panel's draw calls, to be used with Unity's 2D system. /// </summary> public int sortingOrder { get { return mSortingOrder; } set { if (mSortingOrder != value) { mSortingOrder = value; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif UpdateDrawCalls(); } } } #endif /// <summary> /// Function that can be used to depth-sort panels. /// </summary> static public int CompareFunc (UIPanel a, UIPanel b) { if (a != b && a != null && b != null) { if (a.mDepth < b.mDepth) return -1; if (a.mDepth > b.mDepth) return 1; return (a.GetInstanceID() < b.GetInstanceID()) ? -1 : 1; } return 0; } /// <summary> /// Panel's width in pixels. /// </summary> public float width { get { return GetViewSize().x; } } /// <summary> /// Panel's height in pixels. /// </summary> public float height { get { return GetViewSize().y; } } /// <summary> /// Whether the panel's drawn geometry needs to be offset by a half-pixel. /// </summary> public bool halfPixelOffset { get { return mHalfPixelOffset; } } /// <summary> /// Whether the camera is used to draw UI geometry. /// </summary> public bool usedForUI { get { return (mCam != null && mCam.isOrthoGraphic); } } /// <summary> /// Directx9 pixel offset, used for drawing. /// </summary> public Vector3 drawCallOffset { get { if (mHalfPixelOffset && mCam != null && mCam.isOrthoGraphic) { Vector2 size = GetWindowSize(); float mod = (1f / size.y) / mCam.orthographicSize; return new Vector3(-mod, mod); } return Vector3.zero; } } /// <summary> /// Clipping method used by all draw calls. /// </summary> public UIDrawCall.Clipping clipping { get { return mClipping; } set { if (mClipping != value) { mResized = true; mClipping = value; mMatrixFrame = -1; #if UNITY_EDITOR if (!Application.isPlaying) UpdateDrawCalls(); #endif } } } UIPanel mParentPanel = null; /// <summary> /// Reference to the parent panel, if any. /// </summary> public UIPanel parentPanel { get { return mParentPanel; } } /// <summary> /// Number of times the panel's contents get clipped. /// </summary> public int clipCount { get { int count = 0; UIPanel p = this; while (p != null) { if (p.mClipping == UIDrawCall.Clipping.SoftClip) ++count; p = p.mParentPanel; } return count; } } /// <summary> /// Whether the panel will actually perform clipping of children. /// </summary> public bool hasClipping { get { return mClipping == UIDrawCall.Clipping.SoftClip; } } /// <summary> /// Whether the panel will actually perform clipping of children. /// </summary> public bool hasCumulativeClipping { get { return clipCount != 0; } } [System.Obsolete("Use 'hasClipping' or 'hasCumulativeClipping' instead")] public bool clipsChildren { get { return hasCumulativeClipping; } } /// <summary> /// Clipping area offset used to make it possible to move clipped panels (scroll views) efficiently. /// Scroll views move by adjusting the clip offset by one value, and the transform position by the inverse. /// This makes it possible to not have to rebuild the geometry, greatly improving performance. /// </summary> public Vector2 clipOffset { get { return mClipOffset; } set { if (Mathf.Abs(mClipOffset.x - value.x) > 0.001f || Mathf.Abs(mClipOffset.y - value.y) > 0.001f) { mResized = true; mCullTime = (mCullTime == 0f) ? 0.001f : RealTime.time + 0.15f; mClipOffset = value; mMatrixFrame = -1; // Call the event delegate if (onClipMove != null) onClipMove(this); #if UNITY_EDITOR if (!Application.isPlaying) UpdateDrawCalls(); #endif } } } /// <summary> /// Clipping position (XY) and size (ZW). /// Note that you should not be modifying this property at run-time to reposition the clipping. Adjust clipOffset instead. /// </summary> [System.Obsolete("Use 'finalClipRegion' or 'baseClipRegion' instead")] public Vector4 clipRange { get { return baseClipRegion; } set { baseClipRegion = value; } } /// <summary> /// Clipping position (XY) and size (ZW). /// Note that you should not be modifying this property at run-time to reposition the clipping. Adjust clipOffset instead. /// </summary> public Vector4 baseClipRegion { get { return mClipRange; } set { if (Mathf.Abs(mClipRange.x - value.x) > 0.001f || Mathf.Abs(mClipRange.y - value.y) > 0.001f || Mathf.Abs(mClipRange.z - value.z) > 0.001f || Mathf.Abs(mClipRange.w - value.w) > 0.001f) { mResized = true; mCullTime = (mCullTime == 0f) ? 0.001f : RealTime.time + 0.15f; mClipRange = value; mMatrixFrame = -1; UIScrollView sv = GetComponent<UIScrollView>(); if (sv != null) sv.UpdatePosition(); if (onClipMove != null) onClipMove(this); #if UNITY_EDITOR if (!Application.isPlaying) UpdateDrawCalls(); #endif } } } /// <summary> /// Final clipping region after the offset has been taken into consideration. XY = center, ZW = size. /// </summary> public Vector4 finalClipRegion { get { Vector2 size = GetViewSize(); if (mClipping != UIDrawCall.Clipping.None) { return new Vector4(mClipRange.x + mClipOffset.x, mClipRange.y + mClipOffset.y, size.x, size.y); } return new Vector4(0f, 0f, size.x, size.y); } } /// <summary> /// Clipping softness is used if the clipped style is set to "Soft". /// </summary> public Vector2 clipSoftness { get { return mClipSoftness; } set { if (mClipSoftness != value) { mClipSoftness = value; #if UNITY_EDITOR if (!Application.isPlaying) UpdateDrawCalls(); #endif } } } // Temporary variable to avoid GC allocation static Vector3[] mCorners = new Vector3[4]; /// <summary> /// Local-space corners of the panel's clipping rectangle. The order is bottom-left, top-left, top-right, bottom-right. /// </summary> public override Vector3[] localCorners { get { if (mClipping == UIDrawCall.Clipping.None) { Vector2 size = GetViewSize(); float x0 = -0.5f * size.x; float y0 = -0.5f * size.y; float x1 = x0 + size.x; float y1 = y0 + size.y; Transform wt = (mCam != null) ? mCam.transform : null; if (wt != null) { mCorners[0] = wt.TransformPoint(x0, y0, 0f); mCorners[1] = wt.TransformPoint(x0, y1, 0f); mCorners[2] = wt.TransformPoint(x1, y1, 0f); mCorners[3] = wt.TransformPoint(x1, y0, 0f); wt = cachedTransform; for (int i = 0; i < 4; ++i) mCorners[i] = wt.InverseTransformPoint(mCorners[i]); } else { mCorners[0] = new Vector3(x0, y0); mCorners[1] = new Vector3(x0, y1); mCorners[2] = new Vector3(x1, y1); mCorners[3] = new Vector3(x1, y0); } } else { float x0 = mClipOffset.x + mClipRange.x - 0.5f * mClipRange.z; float y0 = mClipOffset.y + mClipRange.y - 0.5f * mClipRange.w; float x1 = x0 + mClipRange.z; float y1 = y0 + mClipRange.w; mCorners[0] = new Vector3(x0, y0); mCorners[1] = new Vector3(x0, y1); mCorners[2] = new Vector3(x1, y1); mCorners[3] = new Vector3(x1, y0); } return mCorners; } } /// <summary> /// World-space corners of the panel's clipping rectangle. The order is bottom-left, top-left, top-right, bottom-right. /// </summary> public override Vector3[] worldCorners { get { if (mClipping == UIDrawCall.Clipping.None) { Vector2 size = GetViewSize(); float x0 = -0.5f * size.x; float y0 = -0.5f * size.y; float x1 = x0 + size.x; float y1 = y0 + size.y; Transform wt = (mCam != null) ? mCam.transform : null; if (wt != null) { mCorners[0] = wt.TransformPoint(x0, y0, 0f); mCorners[1] = wt.TransformPoint(x0, y1, 0f); mCorners[2] = wt.TransformPoint(x1, y1, 0f); mCorners[3] = wt.TransformPoint(x1, y0, 0f); } } else { float x0 = mClipOffset.x + mClipRange.x - 0.5f * mClipRange.z; float y0 = mClipOffset.y + mClipRange.y - 0.5f * mClipRange.w; float x1 = x0 + mClipRange.z; float y1 = y0 + mClipRange.w; Transform wt = cachedTransform; mCorners[0] = wt.TransformPoint(x0, y0, 0f); mCorners[1] = wt.TransformPoint(x0, y1, 0f); mCorners[2] = wt.TransformPoint(x1, y1, 0f); mCorners[3] = wt.TransformPoint(x1, y0, 0f); } return mCorners; } } /// <summary> /// Get the sides of the rectangle relative to the specified transform. /// The order is left, top, right, bottom. /// </summary> public override Vector3[] GetSides (Transform relativeTo) { if (mClipping != UIDrawCall.Clipping.None || anchorOffset) { Vector2 size = GetViewSize(); Vector2 cr = (mClipping != UIDrawCall.Clipping.None) ? (Vector2)mClipRange + mClipOffset : Vector2.zero; float x0 = cr.x - 0.5f * size.x; float y0 = cr.y - 0.5f * size.y; float x1 = x0 + size.x; float y1 = y0 + size.y; float cx = (x0 + x1) * 0.5f; float cy = (y0 + y1) * 0.5f; Matrix4x4 mat = cachedTransform.localToWorldMatrix; mCorners[0] = mat.MultiplyPoint3x4(new Vector3(x0, cy)); mCorners[1] = mat.MultiplyPoint3x4(new Vector3(cx, y1)); mCorners[2] = mat.MultiplyPoint3x4(new Vector3(x1, cy)); mCorners[3] = mat.MultiplyPoint3x4(new Vector3(cx, y0)); if (relativeTo != null) { for (int i = 0; i < 4; ++i) mCorners[i] = relativeTo.InverseTransformPoint(mCorners[i]); } return mCorners; } return base.GetSides(relativeTo); } /// <summary> /// Invalidating the panel should reset its alpha. /// </summary> public override void Invalidate (bool includeChildren) { mAlphaFrameID = -1; base.Invalidate(includeChildren); } /// <summary> /// Widget's final alpha, after taking the panel's alpha into account. /// </summary> public override float CalculateFinalAlpha (int frameID) { if (mAlphaFrameID != frameID) { mAlphaFrameID = frameID; UIRect pt = parent; finalAlpha = (parent != null) ? pt.CalculateFinalAlpha(frameID) * mAlpha : mAlpha; } return finalAlpha; } /// <summary> /// Set the panel's rectangle. /// </summary> public override void SetRect (float x, float y, float width, float height) { int finalWidth = Mathf.FloorToInt(width + 0.5f); int finalHeight = Mathf.FloorToInt(height + 0.5f); finalWidth = ((finalWidth >> 1) << 1); finalHeight = ((finalHeight >> 1) << 1); Transform t = cachedTransform; Vector3 pos = t.localPosition; pos.x = Mathf.Floor(x + 0.5f); pos.y = Mathf.Floor(y + 0.5f); if (finalWidth < 2) finalWidth = 2; if (finalHeight < 2) finalHeight = 2; baseClipRegion = new Vector4(pos.x, pos.y, finalWidth, finalHeight); if (isAnchored) { t = t.parent; if (leftAnchor.target) leftAnchor.SetHorizontal(t, x); if (rightAnchor.target) rightAnchor.SetHorizontal(t, x + width); if (bottomAnchor.target) bottomAnchor.SetVertical(t, y); if (topAnchor.target) topAnchor.SetVertical(t, y + height); #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } /// <summary> /// Returns whether the specified rectangle is visible by the panel. The coordinates must be in world space. /// </summary> public bool IsVisible (Vector3 a, Vector3 b, Vector3 c, Vector3 d) { UpdateTransformMatrix(); // Transform the specified points from world space to local space a = worldToLocal.MultiplyPoint3x4(a); b = worldToLocal.MultiplyPoint3x4(b); c = worldToLocal.MultiplyPoint3x4(c); d = worldToLocal.MultiplyPoint3x4(d); mTemp[0] = a.x; mTemp[1] = b.x; mTemp[2] = c.x; mTemp[3] = d.x; float minX = Mathf.Min(mTemp); float maxX = Mathf.Max(mTemp); mTemp[0] = a.y; mTemp[1] = b.y; mTemp[2] = c.y; mTemp[3] = d.y; float minY = Mathf.Min(mTemp); float maxY = Mathf.Max(mTemp); if (maxX < mMin.x) return false; if (maxY < mMin.y) return false; if (minX > mMax.x) return false; if (minY > mMax.y) return false; return true; } /// <summary> /// Returns whether the specified world position is within the panel's bounds determined by the clipping rect. /// </summary> public bool IsVisible (Vector3 worldPos) { if (mAlpha < 0.001f) return false; if (mClipping == UIDrawCall.Clipping.None || mClipping == UIDrawCall.Clipping.ConstrainButDontClip) return true; UpdateTransformMatrix(); Vector3 pos = worldToLocal.MultiplyPoint3x4(worldPos); if (pos.x < mMin.x) return false; if (pos.y < mMin.y) return false; if (pos.x > mMax.x) return false; if (pos.y > mMax.y) return false; return true; } /// <summary> /// Returns whether the specified widget is visible by the panel. /// </summary> public bool IsVisible (UIWidget w) { if ((mClipping == UIDrawCall.Clipping.None || mClipping == UIDrawCall.Clipping.ConstrainButDontClip) && !w.hideIfOffScreen) { if (mParentPanel == null || clipCount == 0) return true; } UIPanel p = this; Vector3[] corners = w.worldCorners; while (p != null) { if (!IsVisible(corners[0], corners[1], corners[2], corners[3])) return false; p = p.mParentPanel; } return true; } /// <summary> /// Whether the specified widget is going to be affected by this panel in any way. /// </summary> public bool Affects (UIWidget w) { if (w == null) return false; UIPanel expected = w.panel; if (expected == null) return false; UIPanel p = this; while (p != null) { if (p == expected) return true; if (!p.hasCumulativeClipping) return false; p = p.mParentPanel; } return false; } /// <summary> /// Causes all draw calls to be re-created on the next update. /// </summary> [ContextMenu("Force Refresh")] public void RebuildAllDrawCalls () { mRebuild = true; } /// <summary> /// Invalidate the panel's draw calls, forcing them to be rebuilt on the next update. /// This call also affects all children. /// </summary> public void SetDirty () { for (int i = 0; i < drawCalls.size; ++i) drawCalls.buffer[i].isDirty = true; Invalidate(true); } /// <summary> /// Cache components. /// </summary> void Awake () { mGo = gameObject; mTrans = transform; mHalfPixelOffset = (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.XBOX360 || Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.WindowsEditor); // Only DirectX 9 needs the half-pixel offset if (mHalfPixelOffset) mHalfPixelOffset = (SystemInfo.graphicsShaderLevel < 40); } /// <summary> /// Remember the parent panel, if any. /// </summary> protected override void OnEnable () { base.OnEnable(); Transform parent = cachedTransform.parent; mParentPanel = (parent != null) ? NGUITools.FindInParents<UIPanel>(parent.gameObject) : null; } /// <summary> /// Find the parent panel, if we have one. /// </summary> public override void ParentHasChanged () { base.ParentHasChanged(); Transform parent = cachedTransform.parent; mParentPanel = (parent != null) ? NGUITools.FindInParents<UIPanel>(parent.gameObject) : null; } /// <summary> /// Layer is used to ensure that if it changes, widgets get moved as well. /// </summary> protected override void OnStart () { mLayer = mGo.layer; UICamera uic = UICamera.FindCameraForLayer(mLayer); mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer); } /// <summary> /// Mark all widgets as having been changed so the draw calls get re-created. /// </summary> protected override void OnInit () { base.OnInit(); // Apparently having a rigidbody helps if (rigidbody == null) { Rigidbody rb = gameObject.AddComponent<Rigidbody>(); rb.isKinematic = true; rb.useGravity = false; } mRebuild = true; mAlphaFrameID = -1; mMatrixFrame = -1; list.Add(this); list.Sort(CompareFunc); } /// <summary> /// Destroy all draw calls we've created when this script gets disabled. /// </summary> protected override void OnDisable () { for (int i = 0; i < drawCalls.size; ++i) { UIDrawCall dc = drawCalls.buffer[i]; if (dc != null) UIDrawCall.Destroy(dc); } drawCalls.Clear(); list.Remove(this); mAlphaFrameID = -1; mMatrixFrame = -1; if (list.size == 0) { UIDrawCall.ReleaseAll(); mUpdateFrame = -1; } base.OnDisable(); } /// <summary> /// Update the world-to-local transform matrix as well as clipping bounds. /// </summary> void UpdateTransformMatrix () { int fc = Time.frameCount; if (mMatrixFrame != fc) { mMatrixFrame = fc; worldToLocal = cachedTransform.worldToLocalMatrix; Vector2 size = GetViewSize() * 0.5f; float x = mClipOffset.x + mClipRange.x; float y = mClipOffset.y + mClipRange.y; mMin.x = x - size.x; mMin.y = y - size.y; mMax.x = x + size.x; mMax.y = y + size.y; } } /// <summary> /// Update the edges after the anchors have been updated. /// </summary> protected override void OnAnchor () { // No clipping = no edges to anchor if (mClipping == UIDrawCall.Clipping.None) return; Transform trans = cachedTransform; Transform parent = trans.parent; Vector2 size = GetViewSize(); Vector2 offset = trans.localPosition; float lt, bt, rt, tt; // Attempt to fast-path if all anchors match if (leftAnchor.target == bottomAnchor.target && leftAnchor.target == rightAnchor.target && leftAnchor.target == topAnchor.target) { Vector3[] sides = leftAnchor.GetSides(parent); if (sides != null) { lt = NGUIMath.Lerp(sides[0].x, sides[2].x, leftAnchor.relative) + leftAnchor.absolute; rt = NGUIMath.Lerp(sides[0].x, sides[2].x, rightAnchor.relative) + rightAnchor.absolute; bt = NGUIMath.Lerp(sides[3].y, sides[1].y, bottomAnchor.relative) + bottomAnchor.absolute; tt = NGUIMath.Lerp(sides[3].y, sides[1].y, topAnchor.relative) + topAnchor.absolute; } else { // Anchored to a single transform Vector2 lp = GetLocalPos(leftAnchor, parent); lt = lp.x + leftAnchor.absolute; bt = lp.y + bottomAnchor.absolute; rt = lp.x + rightAnchor.absolute; tt = lp.y + topAnchor.absolute; } } else { // Left anchor point if (leftAnchor.target) { Vector3[] sides = leftAnchor.GetSides(parent); if (sides != null) { lt = NGUIMath.Lerp(sides[0].x, sides[2].x, leftAnchor.relative) + leftAnchor.absolute; } else { lt = GetLocalPos(leftAnchor, parent).x + leftAnchor.absolute; } } else lt = mClipRange.x - 0.5f * size.x; // Right anchor point if (rightAnchor.target) { Vector3[] sides = rightAnchor.GetSides(parent); if (sides != null) { rt = NGUIMath.Lerp(sides[0].x, sides[2].x, rightAnchor.relative) + rightAnchor.absolute; } else { rt = GetLocalPos(rightAnchor, parent).x + rightAnchor.absolute; } } else rt = mClipRange.x + 0.5f * size.x; // Bottom anchor point if (bottomAnchor.target) { Vector3[] sides = bottomAnchor.GetSides(parent); if (sides != null) { bt = NGUIMath.Lerp(sides[3].y, sides[1].y, bottomAnchor.relative) + bottomAnchor.absolute; } else { bt = GetLocalPos(bottomAnchor, parent).y + bottomAnchor.absolute; } } else bt = mClipRange.y - 0.5f * size.y; // Top anchor point if (topAnchor.target) { Vector3[] sides = topAnchor.GetSides(parent); if (sides != null) { tt = NGUIMath.Lerp(sides[3].y, sides[1].y, topAnchor.relative) + topAnchor.absolute; } else { tt = GetLocalPos(topAnchor, parent).y + topAnchor.absolute; } } else tt = mClipRange.y + 0.5f * size.y; } // Take the offset into consideration lt -= offset.x + mClipOffset.x; rt -= offset.x + mClipOffset.x; bt -= offset.y + mClipOffset.y; tt -= offset.y + mClipOffset.y; // Calculate the new position, width and height float newX = Mathf.Lerp(lt, rt, 0.5f); float newY = Mathf.Lerp(bt, tt, 0.5f); float w = rt - lt; float h = tt - bt; float minx = Mathf.Max(20f, mClipSoftness.x); float miny = Mathf.Max(20f, mClipSoftness.y); if (w < minx) w = minx; if (h < miny) h = miny; // Update the clipping range baseClipRegion = new Vector4(newX, newY, w, h); } static int mUpdateFrame = -1; /// <summary> /// Update all panels and draw calls. /// </summary> void LateUpdate () { if (mUpdateFrame != Time.frameCount) { mUpdateFrame = Time.frameCount; // Update each panel in order for (int i = 0; i < list.size; ++i) list[i].UpdateSelf(); int rq = 3000; // Update all draw calls, making them draw in the right order for (int i = 0; i < list.size; ++i) { UIPanel p = list.buffer[i]; if (p.renderQueue == RenderQueue.Automatic) { p.startingRenderQueue = rq; p.UpdateDrawCalls(); rq += p.drawCalls.size; } else if (p.renderQueue == RenderQueue.StartAt) { p.UpdateDrawCalls(); if (p.drawCalls.size != 0) rq = Mathf.Max(rq, p.startingRenderQueue + p.drawCalls.size); } else // Explicit { p.UpdateDrawCalls(); if (p.drawCalls.size != 0) rq = Mathf.Max(rq, p.startingRenderQueue + 1); } } } } /// <summary> /// Update the panel, all of its widgets and draw calls. /// </summary> void UpdateSelf () { mUpdateTime = RealTime.time; UpdateTransformMatrix(); UpdateLayers(); UpdateWidgets(); if (mRebuild) { mRebuild = false; FillAllDrawCalls(); } else { for (int i = 0; i < drawCalls.size; ) { UIDrawCall dc = drawCalls.buffer[i]; if (dc.isDirty && !FillDrawCall(dc)) { UIDrawCall.Destroy(dc); drawCalls.RemoveAt(i); continue; } ++i; } } } /// <summary> /// Immediately sort all child widgets. /// </summary> public void SortWidgets () { mSortWidgets = false; widgets.Sort(UIWidget.PanelCompareFunc); } /// <summary> /// Fill the geometry fully, processing all widgets and re-creating all draw calls. /// </summary> void FillAllDrawCalls () { for (int i = 0; i < drawCalls.size; ++i) UIDrawCall.Destroy(drawCalls.buffer[i]); drawCalls.Clear(); Material mat = null; Texture tex = null; Shader sdr = null; UIDrawCall dc = null; if (mSortWidgets) SortWidgets(); for (int i = 0; i < widgets.size; ++i) { UIWidget w = widgets.buffer[i]; if (w.isVisible && w.hasVertices) { Material mt = w.material; Texture tx = w.mainTexture; Shader sd = w.shader; if (mat != mt || tex != tx || sdr != sd) { if (dc != null && dc.verts.size != 0) { drawCalls.Add(dc); dc.UpdateGeometry(); dc = null; } mat = mt; tex = tx; sdr = sd; } if (mat != null || sdr != null || tex != null) { if (dc == null) { dc = UIDrawCall.Create(this, mat, tex, sdr); dc.depthStart = w.depth; dc.depthEnd = dc.depthStart; dc.panel = this; } else { int rd = w.depth; if (rd < dc.depthStart) dc.depthStart = rd; if (rd > dc.depthEnd) dc.depthEnd = rd; } w.drawCall = dc; if (generateNormals) w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, dc.norms, dc.tans); else w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, null, null); } } else w.drawCall = null; } if (dc != null && dc.verts.size != 0) { drawCalls.Add(dc); dc.UpdateGeometry(); } } /// <summary> /// Fill the geometry for the specified draw call. /// </summary> bool FillDrawCall (UIDrawCall dc) { if (dc != null) { dc.isDirty = false; for (int i = 0; i < widgets.size; ) { UIWidget w = widgets[i]; if (w == null) { #if UNITY_EDITOR Debug.LogError("This should never happen"); #endif widgets.RemoveAt(i); continue; } if (w.drawCall == dc) { if (w.isVisible && w.hasVertices) { if (generateNormals) w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, dc.norms, dc.tans); else w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, null, null); } else w.drawCall = null; } ++i; } if (dc.verts.size != 0) { dc.UpdateGeometry(); return true; } } return false; } /// <summary> /// Update all draw calls associated with the panel. /// </summary> void UpdateDrawCalls () { Transform trans = cachedTransform; bool isUI = usedForUI; if (clipping != UIDrawCall.Clipping.None) { drawCallClipRange = finalClipRegion; drawCallClipRange.z *= 0.5f; drawCallClipRange.w *= 0.5f; } else drawCallClipRange = Vector4.zero; // Legacy functionality if (drawCallClipRange.z == 0f) drawCallClipRange.z = Screen.width * 0.5f; if (drawCallClipRange.w == 0f) drawCallClipRange.w = Screen.height * 0.5f; // DirectX 9 half-pixel offset if (halfPixelOffset) { drawCallClipRange.x -= 0.5f; drawCallClipRange.y += 0.5f; } Vector3 pos; // We want the position to always be on even pixels so that the // panel's contents always appear pixel-perfect. if (isUI) { Transform parent = cachedTransform.parent; pos = cachedTransform.localPosition; if (parent != null) { float x = Mathf.Round(pos.x); float y = Mathf.Round(pos.y); drawCallClipRange.x += pos.x - x; drawCallClipRange.y += pos.y - y; pos.x = x; pos.y = y; pos = parent.TransformPoint(pos); } pos += drawCallOffset; } else pos = trans.position; Quaternion rot = trans.rotation; Vector3 scale = trans.lossyScale; for (int i = 0; i < drawCalls.size; ++i) { UIDrawCall dc = drawCalls.buffer[i]; Transform t = dc.cachedTransform; t.position = pos; t.rotation = rot; t.localScale = scale; dc.renderQueue = (renderQueue == RenderQueue.Explicit) ? startingRenderQueue : startingRenderQueue + i; dc.alwaysOnScreen = alwaysOnScreen && (mClipping == UIDrawCall.Clipping.None || mClipping == UIDrawCall.Clipping.ConstrainButDontClip); #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 dc.sortingOrder = mSortingOrder; #endif } } /// <summary> /// Update the widget layers if the panel's layer has changed. /// </summary> void UpdateLayers () { // Always move widgets to the panel's layer if (mLayer != cachedGameObject.layer) { mLayer = mGo.layer; UICamera uic = UICamera.FindCameraForLayer(mLayer); mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer); NGUITools.SetChildLayer(cachedTransform, mLayer); for (int i = 0; i < drawCalls.size; ++i) drawCalls.buffer[i].gameObject.layer = mLayer; } } bool mForced = false; /// <summary> /// Update all of the widgets belonging to this panel. /// </summary> void UpdateWidgets() { #if UNITY_EDITOR bool forceVisible = cullWhileDragging ? false : (Application.isPlaying && mCullTime > mUpdateTime); #else bool forceVisible = cullWhileDragging ? false : (mCullTime > mUpdateTime); #endif bool changed = false; if (mForced != forceVisible) { mForced = forceVisible; mResized = true; } bool clipped = hasCumulativeClipping; // Update all widgets for (int i = 0, imax = widgets.size; i < imax; ++i) { UIWidget w = widgets.buffer[i]; // If the widget is visible, update it if (w.panel == this && w.enabled) { #if UNITY_EDITOR // When an object is dragged from Project view to Scene view, its Z is... // odd, to say the least. Force it if possible. if (!Application.isPlaying) { Transform t = w.cachedTransform; if (t.hideFlags != HideFlags.HideInHierarchy) { t = (t.parent != null && t.parent.hideFlags == HideFlags.HideInHierarchy) ? t.parent : null; } if (t != null) { for (; ; ) { if (t.parent == null) break; if (t.parent.hideFlags == HideFlags.HideInHierarchy) t = t.parent; else break; } if (t != null) { Vector3 pos = t.localPosition; pos.x = Mathf.Round(pos.x); pos.y = Mathf.Round(pos.y); pos.z = 0f; if (Vector3.SqrMagnitude(t.localPosition - pos) > 0.0001f) t.localPosition = pos; } } } #endif int frame = Time.frameCount; // First update the widget's transform if (w.UpdateTransform(frame) || mResized) { // Only proceed to checking the widget's visibility if it actually moved bool vis = forceVisible || (w.CalculateCumulativeAlpha(frame) > 0.001f); w.UpdateVisibility(vis, forceVisible || ((clipped || w.hideIfOffScreen) ? IsVisible(w) : true)); } // Update the widget's geometry if necessary if (w.UpdateGeometry(frame)) { changed = true; if (!mRebuild) { if (w.drawCall != null) { w.drawCall.isDirty = true; } else { // Find an existing draw call, if possible FindDrawCall(w); } } } } } // Inform the changed event listeners if (changed && onGeometryUpdated != null) onGeometryUpdated(); mResized = false; } /// <summary> /// Insert the specified widget into one of the existing draw calls if possible. /// If it's not possible, and a new draw call is required, 'null' is returned /// because draw call creation is a delayed operation. /// </summary> public UIDrawCall FindDrawCall (UIWidget w) { Material mat = w.material; Texture tex = w.mainTexture; int depth = w.depth; for (int i = 0; i < drawCalls.size; ++i) { UIDrawCall dc = drawCalls.buffer[i]; int dcStart = (i == 0) ? int.MinValue : drawCalls.buffer[i - 1].depthEnd + 1; int dcEnd = (i + 1 == drawCalls.size) ? int.MaxValue : drawCalls.buffer[i + 1].depthStart - 1; if (dcStart <= depth && dcEnd >= depth) { if (dc.baseMaterial == mat && dc.mainTexture == tex) { if (w.isVisible) { w.drawCall = dc; if (w.hasVertices) dc.isDirty = true; return dc; } } else mRebuild = true; return null; } } mRebuild = true; return null; } /// <summary> /// Make the following widget be managed by the panel. /// </summary> public void AddWidget (UIWidget w) { if (widgets.size == 0) { widgets.Add(w); } else if (mSortWidgets) { widgets.Add(w); SortWidgets(); } else if (UIWidget.PanelCompareFunc(w, widgets[0]) == -1) { widgets.Insert(0, w); } else { for (int i = widgets.size; i > 0; ) { if (UIWidget.PanelCompareFunc(w, widgets[--i]) == -1) continue; widgets.Insert(i+1, w); break; } } FindDrawCall(w); } /// <summary> /// Remove the widget from its current draw call, invalidating everything as needed. /// </summary> public void RemoveWidget (UIWidget w) { if (widgets.Remove(w) && w.drawCall != null) { int depth = w.depth; if (depth == w.drawCall.depthStart || depth == w.drawCall.depthEnd) mRebuild = true; w.drawCall.isDirty = true; w.drawCall = null; } } /// <summary> /// Immediately refresh the panel. /// </summary> public void Refresh () { mRebuild = true; if (list.size > 0) list[0].LateUpdate(); } /// <summary> /// Calculate the offset needed to be constrained within the panel's bounds. /// </summary> public virtual Vector3 CalculateConstrainOffset (Vector2 min, Vector2 max) { Vector4 cr = finalClipRegion; float offsetX = cr.z * 0.5f; float offsetY = cr.w * 0.5f; Vector2 minRect = new Vector2(min.x, min.y); Vector2 maxRect = new Vector2(max.x, max.y); Vector2 minArea = new Vector2(cr.x - offsetX, cr.y - offsetY); Vector2 maxArea = new Vector2(cr.x + offsetX, cr.y + offsetY); if (clipping == UIDrawCall.Clipping.SoftClip) { minArea.x += clipSoftness.x; minArea.y += clipSoftness.y; maxArea.x -= clipSoftness.x; maxArea.y -= clipSoftness.y; } return NGUIMath.ConstrainRect(minRect, maxRect, minArea, maxArea); } /// <summary> /// Constrain the current target position to be within panel bounds. /// </summary> public bool ConstrainTargetToBounds (Transform target, ref Bounds targetBounds, bool immediate) { Vector3 offset = CalculateConstrainOffset(targetBounds.min, targetBounds.max); if (offset.sqrMagnitude > 0f) { if (immediate) { target.localPosition += offset; targetBounds.center += offset; SpringPosition sp = target.GetComponent<SpringPosition>(); if (sp != null) sp.enabled = false; } else { SpringPosition sp = SpringPosition.Begin(target.gameObject, target.localPosition + offset, 13f); sp.ignoreTimeScale = true; sp.worldSpace = false; } return true; } return false; } /// <summary> /// Constrain the specified target to be within the panel's bounds. /// </summary> public bool ConstrainTargetToBounds (Transform target, bool immediate) { Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(cachedTransform, target); return ConstrainTargetToBounds(target, ref bounds, immediate); } /// <summary> /// Find the UIPanel responsible for handling the specified transform. /// </summary> static public UIPanel Find (Transform trans) { return Find(trans, false, -1); } /// <summary> /// Find the UIPanel responsible for handling the specified transform. /// </summary> static public UIPanel Find (Transform trans, bool createIfMissing) { return Find(trans, createIfMissing, -1); } /// <summary> /// Find the UIPanel responsible for handling the specified transform. /// </summary> static public UIPanel Find (Transform trans, bool createIfMissing, int layer) { UIPanel panel = null; while (panel == null && trans != null) { panel = trans.GetComponent<UIPanel>(); if (panel != null) return panel; if (trans.parent == null) break; trans = trans.parent; } return createIfMissing ? NGUITools.CreateUI(trans, false, layer) : null; } /// <summary> /// Get the size of the game window in pixels. /// </summary> Vector2 GetWindowSize () { UIRoot rt = root; #if UNITY_EDITOR Vector2 size = GetMainGameViewSize(); if (rt != null) size *= rt.GetPixelSizeAdjustment(Mathf.RoundToInt(size.y)); #else Vector2 size = new Vector2(Screen.width, Screen.height); if (rt != null) size *= rt.GetPixelSizeAdjustment(Screen.height); #endif return size; } /// <summary> /// Panel's size -- which is either the clipping rect, or the screen dimensions. /// </summary> public Vector2 GetViewSize () { bool clip = (mClipping != UIDrawCall.Clipping.None); #if UNITY_EDITOR Vector2 size = clip ? new Vector2(mClipRange.z, mClipRange.w) : GetMainGameViewSize(); #else Vector2 size = clip ? new Vector2(mClipRange.z, mClipRange.w) : new Vector2(Screen.width, Screen.height); #endif if (!clip) { UIRoot rt = root; #if UNITY_EDITOR if (rt != null) size *= rt.GetPixelSizeAdjustment(Mathf.RoundToInt(size.y)); #else if (rt != null) size *= rt.GetPixelSizeAdjustment(Screen.height); #endif } return size; } #if UNITY_EDITOR static int mSizeFrame = -1; static System.Reflection.MethodInfo s_GetSizeOfMainGameView; static Vector2 mGameSize = Vector2.one; /// <summary> /// Major hax to get the size of the game view window. /// </summary> static public Vector2 GetMainGameViewSize () { int frame = Time.frameCount; if (mSizeFrame != frame) { mSizeFrame = frame; if (s_GetSizeOfMainGameView == null) { System.Type type = System.Type.GetType("UnityEditor.GameView,UnityEditor"); s_GetSizeOfMainGameView = type.GetMethod("GetSizeOfMainGameView", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static); } mGameSize = (Vector2)s_GetSizeOfMainGameView.Invoke(null, null); } return mGameSize; } /// <summary> /// Draw a visible pink outline for the clipped area. /// </summary> void OnDrawGizmos () { if (mCam == null) return; Vector2 size = GetViewSize(); GameObject go = UnityEditor.Selection.activeGameObject; bool selected = (go != null) && (NGUITools.FindInParents<UIPanel>(go) == this); bool clip = (mClipping != UIDrawCall.Clipping.None); Transform t = clip ? transform : (mCam != null ? mCam.transform : null); if (t != null) { Vector3 pos = clip ? new Vector3(mClipOffset.x + mClipRange.x, mClipOffset.y + mClipRange.y) : Vector3.zero; Gizmos.matrix = t.localToWorldMatrix; if (selected) { if (mClipping == UIDrawCall.Clipping.SoftClip) { if (UnityEditor.Selection.activeGameObject == gameObject) { Gizmos.color = new Color(1f, 0f, 0.5f); size.x -= mClipSoftness.x * 2f; size.y -= mClipSoftness.y * 2f; Gizmos.DrawWireCube(pos, size); } else { Gizmos.color = new Color(0.5f, 0f, 0.5f); Gizmos.DrawWireCube(pos, size); Gizmos.color = new Color(1f, 0f, 0.5f); size.x -= mClipSoftness.x * 2f; size.y -= mClipSoftness.y * 2f; Gizmos.DrawWireCube(pos, size); } } else { Gizmos.color = new Color(1f, 0f, 0.5f); Gizmos.DrawWireCube(pos, size); } } else { Gizmos.color = new Color(0.5f, 0f, 0.5f); Gizmos.DrawWireCube(pos, size); } } } #endif }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIPanel.cs
C#
asf20
43,207
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; using System; /// <summary> /// UI Atlas contains a collection of sprites inside one large texture atlas. /// </summary> [AddComponentMenu("NGUI/UI/Atlas")] public class UIAtlas : MonoBehaviour { // Legacy functionality, removed in 3.0. Do not use. [System.Serializable] class Sprite { public string name = "Unity Bug"; public Rect outer = new Rect(0f, 0f, 1f, 1f); public Rect inner = new Rect(0f, 0f, 1f, 1f); public bool rotated = false; // Padding is needed for trimmed sprites and is relative to sprite width and height public float paddingLeft = 0f; public float paddingRight = 0f; public float paddingTop = 0f; public float paddingBottom = 0f; public bool hasPadding { get { return paddingLeft != 0f || paddingRight != 0f || paddingTop != 0f || paddingBottom != 0f; } } } /// <summary> /// Legacy functionality, removed in 3.0. Do not use. /// </summary> enum Coordinates { Pixels, TexCoords, } // Material used by this atlas. Name is kept only for backwards compatibility, it used to be public. [HideInInspector][SerializeField] Material material; // List of all sprites inside the atlas. Name is kept only for backwards compatibility, it used to be public. [HideInInspector][SerializeField] List<UISpriteData> mSprites = new List<UISpriteData>(); // Size in pixels for the sake of MakePixelPerfect functions. [HideInInspector][SerializeField] float mPixelSize = 1f; // Replacement atlas can be used to completely bypass this atlas, pulling the data from another one instead. [HideInInspector][SerializeField] UIAtlas mReplacement; // Legacy functionality -- do not use [HideInInspector][SerializeField] Coordinates mCoordinates = Coordinates.Pixels; [HideInInspector][SerializeField] List<Sprite> sprites = new List<Sprite>(); // Whether the atlas is using a pre-multiplied alpha material. -1 = not checked. 0 = no. 1 = yes. int mPMA = -1; /// <summary> /// Material used by the atlas. /// </summary> public Material spriteMaterial { get { return (mReplacement != null) ? mReplacement.spriteMaterial : material; } set { if (mReplacement != null) { mReplacement.spriteMaterial = value; } else { if (material == null) { mPMA = 0; material = value; } else { MarkAsChanged(); mPMA = -1; material = value; MarkAsChanged(); } } } } /// <summary> /// Whether the atlas is using a premultiplied alpha material. /// </summary> public bool premultipliedAlpha { get { if (mReplacement != null) return mReplacement.premultipliedAlpha; if (mPMA == -1) { Material mat = spriteMaterial; mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0; } return (mPMA == 1); } } /// <summary> /// List of sprites within the atlas. /// </summary> public List<UISpriteData> spriteList { get { if (mReplacement != null) return mReplacement.spriteList; if (mSprites.Count == 0) Upgrade(); return mSprites; } set { if (mReplacement != null) { mReplacement.spriteList = value; } else { mSprites = value; } } } /// <summary> /// Texture used by the atlas. /// </summary> public Texture texture { get { return (mReplacement != null) ? mReplacement.texture : (material != null ? material.mainTexture as Texture : null); } } /// <summary> /// Pixel size is a multiplier applied to widgets dimensions when performing MakePixelPerfect() pixel correction. /// Most obvious use would be on retina screen displays. The resolution doubles, but with UIRoot staying the same /// for layout purposes, you can still get extra sharpness by switching to an HD atlas that has pixel size set to 0.5. /// </summary> public float pixelSize { get { return (mReplacement != null) ? mReplacement.pixelSize : mPixelSize; } set { if (mReplacement != null) { mReplacement.pixelSize = value; } else { float val = Mathf.Clamp(value, 0.25f, 4f); if (mPixelSize != val) { mPixelSize = val; MarkAsChanged(); } } } } /// <summary> /// Setting a replacement atlas value will cause everything using this atlas to use the replacement atlas instead. /// Suggested use: set up all your widgets to use a dummy atlas that points to the real atlas. Switching that atlas /// to another one (for example an HD atlas) is then a simple matter of setting this field on your dummy atlas. /// </summary> public UIAtlas replacement { get { return mReplacement; } set { UIAtlas rep = value; if (rep == this) rep = null; if (mReplacement != rep) { if (rep != null && rep.replacement == this) rep.replacement = null; if (mReplacement != null) MarkAsChanged(); mReplacement = rep; MarkAsChanged(); } } } /// <summary> /// Convenience function that retrieves a sprite by name. /// </summary> public UISpriteData GetSprite (string name) { if (mReplacement != null) { return mReplacement.GetSprite(name); } else if (!string.IsNullOrEmpty(name)) { if (mSprites.Count == 0) Upgrade(); for (int i = 0, imax = mSprites.Count; i < imax; ++i) { UISpriteData s = mSprites[i]; // string.Equals doesn't seem to work with Flash export if (!string.IsNullOrEmpty(s.name) && name == s.name) return s; } } return null; } /// <summary> /// Sort the list of sprites within the atlas, making them alphabetical. /// </summary> public void SortAlphabetically () { mSprites.Sort(delegate(UISpriteData s1, UISpriteData s2) { return s1.name.CompareTo(s2.name); }); #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } /// <summary> /// Convenience function that retrieves a list of all sprite names. /// </summary> public BetterList<string> GetListOfSprites () { if (mReplacement != null) return mReplacement.GetListOfSprites(); if (mSprites.Count == 0) Upgrade(); BetterList<string> list = new BetterList<string>(); for (int i = 0, imax = mSprites.Count; i < imax; ++i) { UISpriteData s = mSprites[i]; if (s != null && !string.IsNullOrEmpty(s.name)) list.Add(s.name); } return list; } /// <summary> /// Convenience function that retrieves a list of all sprite names that contain the specified phrase /// </summary> public BetterList<string> GetListOfSprites (string match) { if (mReplacement) return mReplacement.GetListOfSprites(match); if (string.IsNullOrEmpty(match)) return GetListOfSprites(); if (mSprites.Count == 0) Upgrade(); BetterList<string> list = new BetterList<string>(); // First try to find an exact match for (int i = 0, imax = mSprites.Count; i < imax; ++i) { UISpriteData s = mSprites[i]; if (s != null && !string.IsNullOrEmpty(s.name) && string.Equals(match, s.name, StringComparison.OrdinalIgnoreCase)) { list.Add(s.name); return list; } } // No exact match found? Split up the search into space-separated components. string[] keywords = match.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); for (int i = 0; i < keywords.Length; ++i) keywords[i] = keywords[i].ToLower(); // Try to find all sprites where all keywords are present for (int i = 0, imax = mSprites.Count; i < imax; ++i) { UISpriteData s = mSprites[i]; if (s != null && !string.IsNullOrEmpty(s.name)) { string tl = s.name.ToLower(); int matches = 0; for (int b = 0; b < keywords.Length; ++b) { if (tl.Contains(keywords[b])) ++matches; } if (matches == keywords.Length) list.Add(s.name); } } return list; } /// <summary> /// Helper function that determines whether the atlas uses the specified one, taking replacements into account. /// </summary> bool References (UIAtlas atlas) { if (atlas == null) return false; if (atlas == this) return true; return (mReplacement != null) ? mReplacement.References(atlas) : false; } /// <summary> /// Helper function that determines whether the two atlases are related. /// </summary> static public bool CheckIfRelated (UIAtlas a, UIAtlas b) { if (a == null || b == null) return false; return a == b || a.References(b) || b.References(a); } /// <summary> /// Mark all widgets associated with this atlas as having changed. /// </summary> public void MarkAsChanged () { #if UNITY_EDITOR NGUITools.SetDirty(gameObject); #endif if (mReplacement != null) mReplacement.MarkAsChanged(); UISprite[] list = NGUITools.FindActive<UISprite>(); for (int i = 0, imax = list.Length; i < imax; ++i) { UISprite sp = list[i]; if (CheckIfRelated(this, sp.atlas)) { UIAtlas atl = sp.atlas; sp.atlas = null; sp.atlas = atl; #if UNITY_EDITOR NGUITools.SetDirty(sp); #endif } } UIFont[] fonts = Resources.FindObjectsOfTypeAll(typeof(UIFont)) as UIFont[]; for (int i = 0, imax = fonts.Length; i < imax; ++i) { UIFont font = fonts[i]; if (CheckIfRelated(this, font.atlas)) { UIAtlas atl = font.atlas; font.atlas = null; font.atlas = atl; #if UNITY_EDITOR NGUITools.SetDirty(font); #endif } } UILabel[] labels = NGUITools.FindActive<UILabel>(); for (int i = 0, imax = labels.Length; i < imax; ++i) { UILabel lbl = labels[i]; if (lbl.bitmapFont != null && CheckIfRelated(this, lbl.bitmapFont.atlas)) { UIFont font = lbl.bitmapFont; lbl.bitmapFont = null; lbl.bitmapFont = font; #if UNITY_EDITOR NGUITools.SetDirty(lbl); #endif } } } /// <summary> /// Performs an upgrade from the legacy way of specifying data to the new one. /// </summary> bool Upgrade () { if (mReplacement) return mReplacement.Upgrade(); if (mSprites.Count == 0 && sprites.Count > 0 && material) { Texture tex = material.mainTexture; int width = (tex != null) ? tex.width : 512; int height = (tex != null) ? tex.height : 512; for (int i = 0; i < sprites.Count; ++i) { Sprite old = sprites[i]; Rect outer = old.outer; Rect inner = old.inner; if (mCoordinates == Coordinates.TexCoords) { NGUIMath.ConvertToPixels(outer, width, height, true); NGUIMath.ConvertToPixels(inner, width, height, true); } UISpriteData sd = new UISpriteData(); sd.name = old.name; sd.x = Mathf.RoundToInt(outer.xMin); sd.y = Mathf.RoundToInt(outer.yMin); sd.width = Mathf.RoundToInt(outer.width); sd.height = Mathf.RoundToInt(outer.height); sd.paddingLeft = Mathf.RoundToInt(old.paddingLeft * outer.width); sd.paddingRight = Mathf.RoundToInt(old.paddingRight * outer.width); sd.paddingBottom = Mathf.RoundToInt(old.paddingBottom * outer.height); sd.paddingTop = Mathf.RoundToInt(old.paddingTop * outer.height); sd.borderLeft = Mathf.RoundToInt(inner.xMin - outer.xMin); sd.borderRight = Mathf.RoundToInt(outer.xMax - inner.xMax); sd.borderBottom = Mathf.RoundToInt(outer.yMax - inner.yMax); sd.borderTop = Mathf.RoundToInt(inner.yMin - outer.yMin); mSprites.Add(sd); } sprites.Clear(); #if UNITY_EDITOR NGUITools.SetDirty(this); UnityEditor.AssetDatabase.SaveAssets(); #endif return true; } return false; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIAtlas.cs
C#
asf20
11,467
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Sprite is a textured element in the UI hierarchy. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Sprite")] public class UISprite : UIWidget { public enum Type { Simple, Sliced, Tiled, Filled, Advanced, } public enum FillDirection { Horizontal, Vertical, Radial90, Radial180, Radial360, } public enum AdvancedType { Invisible, Sliced, Tiled, } public enum Flip { Nothing, Horizontally, Vertically, Both, } // Cached and saved values [HideInInspector][SerializeField] UIAtlas mAtlas; [HideInInspector][SerializeField] string mSpriteName; [HideInInspector][SerializeField] Type mType = Type.Simple; [HideInInspector][SerializeField] FillDirection mFillDirection = FillDirection.Radial360; #if !UNITY_3_5 [Range(0f, 1f)] #endif [HideInInspector][SerializeField] float mFillAmount = 1.0f; [HideInInspector][SerializeField] bool mInvert = false; [HideInInspector][SerializeField] Flip mFlip = Flip.Nothing; // Deprecated, no longer used [HideInInspector][SerializeField] bool mFillCenter = true; [System.NonSerialized] protected UISpriteData mSprite; protected Rect mInnerUV = new Rect(); protected Rect mOuterUV = new Rect(); bool mSpriteSet = false; /// <summary> /// When the sprite type is advanced, this determines whether the center is tiled or sliced. /// </summary> public AdvancedType centerType = AdvancedType.Sliced; /// <summary> /// When the sprite type is advanced, this determines whether the left edge is tiled or sliced. /// </summary> public AdvancedType leftType = AdvancedType.Sliced; /// <summary> /// When the sprite type is advanced, this determines whether the right edge is tiled or sliced. /// </summary> public AdvancedType rightType = AdvancedType.Sliced; /// <summary> /// When the sprite type is advanced, this determines whether the bottom edge is tiled or sliced. /// </summary> public AdvancedType bottomType = AdvancedType.Sliced; /// <summary> /// When the sprite type is advanced, this determines whether the top edge is tiled or sliced. /// </summary> public AdvancedType topType = AdvancedType.Sliced; /// <summary> /// How the sprite is drawn. /// </summary> public virtual Type type { get { return mType; } set { if (mType != value) { mType = value; MarkAsChanged(); } } } /// <summary> /// Sprite flip setting. /// </summary> public Flip flip { get { return mFlip; } set { if (mFlip != value) { mFlip = value; MarkAsChanged(); } } } /// <summary> /// Retrieve the material used by the font. /// </summary> public override Material material { get { return (mAtlas != null) ? mAtlas.spriteMaterial : null; } } /// <summary> /// Atlas used by this widget. /// </summary> public UIAtlas atlas { get { return mAtlas; } set { if (mAtlas != value) { RemoveFromPanel(); mAtlas = value; mSpriteSet = false; mSprite = null; // Automatically choose the first sprite if (string.IsNullOrEmpty(mSpriteName)) { if (mAtlas != null && mAtlas.spriteList.Count > 0) { SetAtlasSprite(mAtlas.spriteList[0]); mSpriteName = mSprite.name; } } // Re-link the sprite if (!string.IsNullOrEmpty(mSpriteName)) { string sprite = mSpriteName; mSpriteName = ""; spriteName = sprite; MarkAsChanged(); } } } } /// <summary> /// Sprite within the atlas used to draw this widget. /// </summary> public string spriteName { get { return mSpriteName; } set { if (string.IsNullOrEmpty(value)) { // If the sprite name hasn't been set yet, no need to do anything if (string.IsNullOrEmpty(mSpriteName)) return; // Clear the sprite name and the sprite reference mSpriteName = ""; mSprite = null; mChanged = true; mSpriteSet = false; } else if (mSpriteName != value) { // If the sprite name changes, the sprite reference should also be updated mSpriteName = value; mSprite = null; mChanged = true; mSpriteSet = false; } } } /// <summary> /// Is there a valid sprite to work with? /// </summary> public bool isValid { get { return GetAtlasSprite() != null; } } /// <summary> /// Whether the center part of the sprite will be filled or not. Turn it off if you want only to borders to show up. /// </summary> [System.Obsolete("Use 'centerType' instead")] public bool fillCenter { get { return centerType != AdvancedType.Invisible; } set { if (value != (centerType != AdvancedType.Invisible)) { centerType = value ? AdvancedType.Sliced : AdvancedType.Invisible; MarkAsChanged(); } } } /// <summary> /// Direction of the cut procedure. /// </summary> public FillDirection fillDirection { get { return mFillDirection; } set { if (mFillDirection != value) { mFillDirection = value; mChanged = true; } } } /// <summary> /// Amount of the sprite shown. 0-1 range with 0 being nothing shown, and 1 being the full sprite. /// </summary> public float fillAmount { get { return mFillAmount; } set { float val = Mathf.Clamp01(value); if (mFillAmount != val) { mFillAmount = val; mChanged = true; } } } /// <summary> /// Whether the sprite should be filled in the opposite direction. /// </summary> public bool invert { get { return mInvert; } set { if (mInvert != value) { mInvert = value; mChanged = true; } } } /// <summary> /// Sliced sprites generally have a border. X = left, Y = bottom, Z = right, W = top. /// </summary> public override Vector4 border { get { if (type == Type.Sliced || type == Type.Advanced) { UISpriteData sp = GetAtlasSprite(); if (sp == null) return Vector2.zero; return new Vector4(sp.borderLeft, sp.borderBottom, sp.borderRight, sp.borderTop); } return base.border; } } /// <summary> /// Minimum allowed width for this widget. /// </summary> override public int minWidth { get { if (type == Type.Sliced || type == Type.Advanced) { Vector4 b = border; if (atlas != null) b *= atlas.pixelSize; int min = Mathf.RoundToInt(b.x + b.z); UISpriteData sp = GetAtlasSprite(); if (sp != null) min += sp.paddingLeft + sp.paddingRight; return Mathf.Max(base.minWidth, ((min & 1) == 1) ? min + 1 : min); } return base.minWidth; } } /// <summary> /// Minimum allowed height for this widget. /// </summary> override public int minHeight { get { if (type == Type.Sliced || type == Type.Advanced) { Vector4 b = border; if (atlas != null) b *= atlas.pixelSize; int min = Mathf.RoundToInt(b.y + b.w); UISpriteData sp = GetAtlasSprite(); if (sp != null) min += sp.paddingTop + sp.paddingBottom; return Mathf.Max(base.minHeight, ((min & 1) == 1) ? min + 1 : min); } return base.minHeight; } } #if UNITY_EDITOR /// <summary> /// Keep sane values. /// </summary> protected override void OnValidate () { base.OnValidate(); mFillAmount = Mathf.Clamp01(mFillAmount); } #endif /// <summary> /// Retrieve the atlas sprite referenced by the spriteName field. /// </summary> public UISpriteData GetAtlasSprite () { if (!mSpriteSet) mSprite = null; if (mSprite == null && mAtlas != null) { if (!string.IsNullOrEmpty(mSpriteName)) { UISpriteData sp = mAtlas.GetSprite(mSpriteName); if (sp == null) return null; SetAtlasSprite(sp); } if (mSprite == null && mAtlas.spriteList.Count > 0) { UISpriteData sp = mAtlas.spriteList[0]; if (sp == null) return null; SetAtlasSprite(sp); if (mSprite == null) { Debug.LogError(mAtlas.name + " seems to have a null sprite!"); return null; } mSpriteName = mSprite.name; } } return mSprite; } /// <summary> /// Set the atlas sprite directly. /// </summary> protected void SetAtlasSprite (UISpriteData sp) { mChanged = true; mSpriteSet = true; if (sp != null) { mSprite = sp; mSpriteName = mSprite.name; } else { mSpriteName = (mSprite != null) ? mSprite.name : ""; mSprite = sp; } } /// <summary> /// Adjust the scale of the widget to make it pixel-perfect. /// </summary> public override void MakePixelPerfect () { if (!isValid) return; base.MakePixelPerfect(); UISpriteData sp = GetAtlasSprite(); if (sp == null) return; UISprite.Type t = type; if (t == Type.Simple || t == Type.Filled || !sp.hasBorder) { Texture tex = mainTexture; if (tex != null && sp != null) { int x = Mathf.RoundToInt(atlas.pixelSize * (sp.width + sp.paddingLeft + sp.paddingRight)); int y = Mathf.RoundToInt(atlas.pixelSize * (sp.height + sp.paddingTop + sp.paddingBottom)); if ((x & 1) == 1) ++x; if ((y & 1) == 1) ++y; width = x; height = y; } } } /// <summary> /// Auto-upgrade. /// </summary> protected override void OnInit () { if (!mFillCenter) { mFillCenter = true; centerType = AdvancedType.Invisible; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } base.OnInit(); } /// <summary> /// Update the UV coordinates. /// </summary> protected override void OnUpdate () { base.OnUpdate(); if (mChanged || !mSpriteSet) { mSpriteSet = true; mSprite = null; mChanged = true; } } /// <summary> /// Virtual function called by the UIPanel that fills the buffers. /// </summary> public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { Texture tex = mainTexture; if (tex == null) return; if (mSprite == null) mSprite = atlas.GetSprite(spriteName); if (mSprite == null) return; mOuterUV.Set(mSprite.x, mSprite.y, mSprite.width, mSprite.height); mInnerUV.Set(mSprite.x + mSprite.borderLeft, mSprite.y + mSprite.borderTop, mSprite.width - mSprite.borderLeft - mSprite.borderRight, mSprite.height - mSprite.borderBottom - mSprite.borderTop); mOuterUV = NGUIMath.ConvertToTexCoords(mOuterUV, tex.width, tex.height); mInnerUV = NGUIMath.ConvertToTexCoords(mInnerUV, tex.width, tex.height); switch (type) { case Type.Simple: SimpleFill(verts, uvs, cols); break; case Type.Sliced: SlicedFill(verts, uvs, cols); break; case Type.Filled: FilledFill(verts, uvs, cols); break; case Type.Tiled: TiledFill(verts, uvs, cols); break; case Type.Advanced: AdvancedFill(verts, uvs, cols); break; } } #region Various fill functions // Static variables to reduce garbage collection static Vector2[] mTempPos = new Vector2[4]; static Vector2[] mTempUVs = new Vector2[4]; /// <summary> /// Sprite's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top. /// This function automatically adds 1 pixel on the edge if the sprite's dimensions are not even. /// It's used to achieve pixel-perfect sprites even when an odd dimension sprite happens to be centered. /// </summary> public override Vector4 drawingDimensions { get { Vector2 offset = pivotOffset; float x0 = -offset.x * mWidth; float y0 = -offset.y * mHeight; float x1 = x0 + mWidth; float y1 = y0 + mHeight; if (GetAtlasSprite() != null && mType != Type.Tiled) { int padLeft = mSprite.paddingLeft; int padBottom = mSprite.paddingBottom; int padRight = mSprite.paddingRight; int padTop = mSprite.paddingTop; int w = mSprite.width + padLeft + padRight; int h = mSprite.height + padBottom + padTop; float px = 1f; float py = 1f; if (w > 0 && h > 0 && (mType == Type.Simple || mType == Type.Filled)) { if ((w & 1) != 0) ++padRight; if ((h & 1) != 0) ++padTop; px = (1f / w) * mWidth; py = (1f / h) * mHeight; } if (mFlip == Flip.Horizontally || mFlip == Flip.Both) { x0 += padRight * px; x1 -= padLeft * px; } else { x0 += padLeft * px; x1 -= padRight * px; } if (mFlip == Flip.Vertically || mFlip == Flip.Both) { y0 += padTop * py; y1 -= padBottom * py; } else { y0 += padBottom * py; y1 -= padTop * py; } } Vector4 br = (mAtlas != null) ? border * mAtlas.pixelSize : Vector4.zero; float fw = br.x + br.z; float fh = br.y + br.w; float vx = Mathf.Lerp(x0, x1 - fw, mDrawRegion.x); float vy = Mathf.Lerp(y0, y1 - fh, mDrawRegion.y); float vz = Mathf.Lerp(x0 + fw, x1, mDrawRegion.z); float vw = Mathf.Lerp(y0 + fh, y1, mDrawRegion.w); return new Vector4(vx, vy, vz, vw); } } /// <summary> /// Convenience function that returns the drawn UVs after flipping gets considered. /// X = left, Y = bottom, Z = right, W = top. /// </summary> protected virtual Vector4 drawingUVs { get { switch (mFlip) { case Flip.Horizontally: return new Vector4(mOuterUV.xMax, mOuterUV.yMin, mOuterUV.xMin, mOuterUV.yMax); case Flip.Vertically: return new Vector4(mOuterUV.xMin, mOuterUV.yMax, mOuterUV.xMax, mOuterUV.yMin); case Flip.Both: return new Vector4(mOuterUV.xMax, mOuterUV.yMax, mOuterUV.xMin, mOuterUV.yMin); default: return new Vector4(mOuterUV.xMin, mOuterUV.yMin, mOuterUV.xMax, mOuterUV.yMax); } } } /// <summary> /// Regular sprite fill function is quite simple. /// </summary> protected void SimpleFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { Vector4 v = drawingDimensions; Vector4 u = drawingUVs; verts.Add(new Vector3(v.x, v.y)); verts.Add(new Vector3(v.x, v.w)); verts.Add(new Vector3(v.z, v.w)); verts.Add(new Vector3(v.z, v.y)); uvs.Add(new Vector2(u.x, u.y)); uvs.Add(new Vector2(u.x, u.w)); uvs.Add(new Vector2(u.z, u.w)); uvs.Add(new Vector2(u.z, u.y)); Color colF = color; colF.a = finalAlpha; Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; cols.Add(col); cols.Add(col); cols.Add(col); cols.Add(col); } /// <summary> /// Sliced sprite fill function is more complicated as it generates 9 quads instead of 1. /// </summary> protected void SlicedFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { if (!mSprite.hasBorder) { SimpleFill(verts, uvs, cols); return; } Vector4 dr = drawingDimensions; Vector4 br = border * atlas.pixelSize; mTempPos[0].x = dr.x; mTempPos[0].y = dr.y; mTempPos[3].x = dr.z; mTempPos[3].y = dr.w; if (mFlip == Flip.Horizontally || mFlip == Flip.Both) { mTempPos[1].x = mTempPos[0].x + br.z; mTempPos[2].x = mTempPos[3].x - br.x; mTempUVs[3].x = mOuterUV.xMin; mTempUVs[2].x = mInnerUV.xMin; mTempUVs[1].x = mInnerUV.xMax; mTempUVs[0].x = mOuterUV.xMax; } else { mTempPos[1].x = mTempPos[0].x + br.x; mTempPos[2].x = mTempPos[3].x - br.z; mTempUVs[0].x = mOuterUV.xMin; mTempUVs[1].x = mInnerUV.xMin; mTempUVs[2].x = mInnerUV.xMax; mTempUVs[3].x = mOuterUV.xMax; } if (mFlip == Flip.Vertically || mFlip == Flip.Both) { mTempPos[1].y = mTempPos[0].y + br.w; mTempPos[2].y = mTempPos[3].y - br.y; mTempUVs[3].y = mOuterUV.yMin; mTempUVs[2].y = mInnerUV.yMin; mTempUVs[1].y = mInnerUV.yMax; mTempUVs[0].y = mOuterUV.yMax; } else { mTempPos[1].y = mTempPos[0].y + br.y; mTempPos[2].y = mTempPos[3].y - br.w; mTempUVs[0].y = mOuterUV.yMin; mTempUVs[1].y = mInnerUV.yMin; mTempUVs[2].y = mInnerUV.yMax; mTempUVs[3].y = mOuterUV.yMax; } Color colF = color; colF.a = finalAlpha; Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; for (int x = 0; x < 3; ++x) { int x2 = x + 1; for (int y = 0; y < 3; ++y) { if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue; int y2 = y + 1; verts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y)); verts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y)); verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y)); verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y)); uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y)); uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y)); uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y)); uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y)); cols.Add(col); cols.Add(col); cols.Add(col); cols.Add(col); } } } /// <summary> /// Tiled sprite fill function. /// </summary> protected void TiledFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { Texture tex = material.mainTexture; if (tex == null) return; Vector4 v = drawingDimensions; Vector4 u; if (mFlip == Flip.Horizontally || mFlip == Flip.Both) { u.x = mInnerUV.xMax; u.z = mInnerUV.xMin; } else { u.x = mInnerUV.xMin; u.z = mInnerUV.xMax; } if (mFlip == Flip.Vertically || mFlip == Flip.Both) { u.y = mInnerUV.yMax; u.w = mInnerUV.yMin; } else { u.y = mInnerUV.yMin; u.w = mInnerUV.yMax; } Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height); size *= atlas.pixelSize; // Don't tile really small sprites if (size.x < 2f || size.y < 2f) return; Color colF = color; colF.a = finalAlpha; Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; float x0 = v.x; float y0 = v.y; float u0 = u.x; float v0 = u.y; while (y0 < v.w) { x0 = v.x; float y1 = y0 + size.y; float v1 = u.w; if (y1 > v.w) { v1 = Mathf.Lerp(u.y, u.w, (v.w - y0) / size.y); y1 = v.w; } while (x0 < v.z) { float x1 = x0 + size.x; float u1 = u.z; if (x1 > v.z) { u1 = Mathf.Lerp(u.x, u.z, (v.z - x0) / size.x); x1 = v.z; } verts.Add(new Vector3(x0, y0)); verts.Add(new Vector3(x0, y1)); verts.Add(new Vector3(x1, y1)); verts.Add(new Vector3(x1, y0)); uvs.Add(new Vector2(u0, v0)); uvs.Add(new Vector2(u0, v1)); uvs.Add(new Vector2(u1, v1)); uvs.Add(new Vector2(u1, v0)); cols.Add(col); cols.Add(col); cols.Add(col); cols.Add(col); x0 += size.x; } y0 += size.y; } } /// <summary> /// Filled sprite fill function. /// </summary> protected void FilledFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { if (mFillAmount < 0.001f) return; Color colF = color; colF.a = finalAlpha; Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; Vector4 v = drawingDimensions; Vector4 u = drawingUVs; // Horizontal and vertical filled sprites are simple -- just end the sprite prematurely if (mFillDirection == FillDirection.Horizontal || mFillDirection == FillDirection.Vertical) { if (mFillDirection == FillDirection.Horizontal) { float fill = (u.z - u.x) * mFillAmount; if (mInvert) { v.x = v.z - (v.z - v.x) * mFillAmount; u.x = u.z - fill; } else { v.z = v.x + (v.z - v.x) * mFillAmount; u.z = u.x + fill; } } else if (mFillDirection == FillDirection.Vertical) { float fill = (u.w - u.y) * mFillAmount; if (mInvert) { v.y = v.w - (v.w - v.y) * mFillAmount; u.y = u.w - fill; } else { v.w = v.y + (v.w - v.y) * mFillAmount; u.w = u.y + fill; } } } mTempPos[0] = new Vector2(v.x, v.y); mTempPos[1] = new Vector2(v.x, v.w); mTempPos[2] = new Vector2(v.z, v.w); mTempPos[3] = new Vector2(v.z, v.y); mTempUVs[0] = new Vector2(u.x, u.y); mTempUVs[1] = new Vector2(u.x, u.w); mTempUVs[2] = new Vector2(u.z, u.w); mTempUVs[3] = new Vector2(u.z, u.y); if (mFillAmount < 1f) { if (mFillDirection == FillDirection.Radial90) { if (RadialCut(mTempPos, mTempUVs, mFillAmount, mInvert, 0)) { for (int i = 0; i < 4; ++i) { verts.Add(mTempPos[i]); uvs.Add(mTempUVs[i]); cols.Add(col); } } return; } if (mFillDirection == FillDirection.Radial180) { for (int side = 0; side < 2; ++side) { float fx0, fx1, fy0, fy1; fy0 = 0f; fy1 = 1f; if (side == 0) { fx0 = 0f; fx1 = 0.5f; } else { fx0 = 0.5f; fx1 = 1f; } mTempPos[0].x = Mathf.Lerp(v.x, v.z, fx0); mTempPos[1].x = mTempPos[0].x; mTempPos[2].x = Mathf.Lerp(v.x, v.z, fx1); mTempPos[3].x = mTempPos[2].x; mTempPos[0].y = Mathf.Lerp(v.y, v.w, fy0); mTempPos[1].y = Mathf.Lerp(v.y, v.w, fy1); mTempPos[2].y = mTempPos[1].y; mTempPos[3].y = mTempPos[0].y; mTempUVs[0].x = Mathf.Lerp(u.x, u.z, fx0); mTempUVs[1].x = mTempUVs[0].x; mTempUVs[2].x = Mathf.Lerp(u.x, u.z, fx1); mTempUVs[3].x = mTempUVs[2].x; mTempUVs[0].y = Mathf.Lerp(u.y, u.w, fy0); mTempUVs[1].y = Mathf.Lerp(u.y, u.w, fy1); mTempUVs[2].y = mTempUVs[1].y; mTempUVs[3].y = mTempUVs[0].y; float val = !mInvert ? fillAmount * 2f - side : mFillAmount * 2f - (1 - side); if (RadialCut(mTempPos, mTempUVs, Mathf.Clamp01(val), !mInvert, NGUIMath.RepeatIndex(side + 3, 4))) { for (int i = 0; i < 4; ++i) { verts.Add(mTempPos[i]); uvs.Add(mTempUVs[i]); cols.Add(col); } } } return; } if (mFillDirection == FillDirection.Radial360) { for (int corner = 0; corner < 4; ++corner) { float fx0, fx1, fy0, fy1; if (corner < 2) { fx0 = 0f; fx1 = 0.5f; } else { fx0 = 0.5f; fx1 = 1f; } if (corner == 0 || corner == 3) { fy0 = 0f; fy1 = 0.5f; } else { fy0 = 0.5f; fy1 = 1f; } mTempPos[0].x = Mathf.Lerp(v.x, v.z, fx0); mTempPos[1].x = mTempPos[0].x; mTempPos[2].x = Mathf.Lerp(v.x, v.z, fx1); mTempPos[3].x = mTempPos[2].x; mTempPos[0].y = Mathf.Lerp(v.y, v.w, fy0); mTempPos[1].y = Mathf.Lerp(v.y, v.w, fy1); mTempPos[2].y = mTempPos[1].y; mTempPos[3].y = mTempPos[0].y; mTempUVs[0].x = Mathf.Lerp(u.x, u.z, fx0); mTempUVs[1].x = mTempUVs[0].x; mTempUVs[2].x = Mathf.Lerp(u.x, u.z, fx1); mTempUVs[3].x = mTempUVs[2].x; mTempUVs[0].y = Mathf.Lerp(u.y, u.w, fy0); mTempUVs[1].y = Mathf.Lerp(u.y, u.w, fy1); mTempUVs[2].y = mTempUVs[1].y; mTempUVs[3].y = mTempUVs[0].y; float val = mInvert ? mFillAmount * 4f - NGUIMath.RepeatIndex(corner + 2, 4) : mFillAmount * 4f - (3 - NGUIMath.RepeatIndex(corner + 2, 4)); if (RadialCut(mTempPos, mTempUVs, Mathf.Clamp01(val), mInvert, NGUIMath.RepeatIndex(corner + 2, 4))) { for (int i = 0; i < 4; ++i) { verts.Add(mTempPos[i]); uvs.Add(mTempUVs[i]); cols.Add(col); } } } return; } } // Fill the buffer with the quad for the sprite for (int i = 0; i < 4; ++i) { verts.Add(mTempPos[i]); uvs.Add(mTempUVs[i]); cols.Add(col); } } /// <summary> /// Adjust the specified quad, making it be radially filled instead. /// </summary> static bool RadialCut (Vector2[] xy, Vector2[] uv, float fill, bool invert, int corner) { // Nothing to fill if (fill < 0.001f) return false; // Even corners invert the fill direction if ((corner & 1) == 1) invert = !invert; // Nothing to adjust if (!invert && fill > 0.999f) return true; // Convert 0-1 value into 0 to 90 degrees angle in radians float angle = Mathf.Clamp01(fill); if (invert) angle = 1f - angle; angle *= 90f * Mathf.Deg2Rad; // Calculate the effective X and Y factors float cos = Mathf.Cos(angle); float sin = Mathf.Sin(angle); RadialCut(xy, cos, sin, invert, corner); RadialCut(uv, cos, sin, invert, corner); return true; } /// <summary> /// Adjust the specified quad, making it be radially filled instead. /// </summary> static void RadialCut (Vector2[] xy, float cos, float sin, bool invert, int corner) { int i0 = corner; int i1 = NGUIMath.RepeatIndex(corner + 1, 4); int i2 = NGUIMath.RepeatIndex(corner + 2, 4); int i3 = NGUIMath.RepeatIndex(corner + 3, 4); if ((corner & 1) == 1) { if (sin > cos) { cos /= sin; sin = 1f; if (invert) { xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); xy[i2].x = xy[i1].x; } } else if (cos > sin) { sin /= cos; cos = 1f; if (!invert) { xy[i2].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); xy[i3].y = xy[i2].y; } } else { cos = 1f; sin = 1f; } if (!invert) xy[i3].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); else xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); } else { if (cos > sin) { sin /= cos; cos = 1f; if (!invert) { xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); xy[i2].y = xy[i1].y; } } else if (sin > cos) { cos /= sin; sin = 1f; if (invert) { xy[i2].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); xy[i3].x = xy[i2].x; } } else { cos = 1f; sin = 1f; } if (invert) xy[i3].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); else xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); } } /// <summary> /// Advanced sprite fill function. Contributed by Nicki Hansen. /// </summary> protected void AdvancedFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { if (!mSprite.hasBorder) { SimpleFill(verts, uvs, cols); return; } Texture tex = material.mainTexture; if (tex == null) return; Vector4 dr = drawingDimensions; Vector4 br = border * atlas.pixelSize; Vector2 tileSize = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height); tileSize *= atlas.pixelSize; if (tileSize.x < 1f) tileSize.x = 1f; if (tileSize.y < 1f) tileSize.y = 1f; mTempPos[0].x = dr.x; mTempPos[0].y = dr.y; mTempPos[3].x = dr.z; mTempPos[3].y = dr.w; if (mFlip == Flip.Horizontally || mFlip == Flip.Both) { mTempPos[1].x = mTempPos[0].x + br.z; mTempPos[2].x = mTempPos[3].x - br.x; mTempUVs[3].x = mOuterUV.xMin; mTempUVs[2].x = mInnerUV.xMin; mTempUVs[1].x = mInnerUV.xMax; mTempUVs[0].x = mOuterUV.xMax; } else { mTempPos[1].x = mTempPos[0].x + br.x; mTempPos[2].x = mTempPos[3].x - br.z; mTempUVs[0].x = mOuterUV.xMin; mTempUVs[1].x = mInnerUV.xMin; mTempUVs[2].x = mInnerUV.xMax; mTempUVs[3].x = mOuterUV.xMax; } if (mFlip == Flip.Vertically || mFlip == Flip.Both) { mTempPos[1].y = mTempPos[0].y + br.w; mTempPos[2].y = mTempPos[3].y - br.y; mTempUVs[3].y = mOuterUV.yMin; mTempUVs[2].y = mInnerUV.yMin; mTempUVs[1].y = mInnerUV.yMax; mTempUVs[0].y = mOuterUV.yMax; } else { mTempPos[1].y = mTempPos[0].y + br.y; mTempPos[2].y = mTempPos[3].y - br.w; mTempUVs[0].y = mOuterUV.yMin; mTempUVs[1].y = mInnerUV.yMin; mTempUVs[2].y = mInnerUV.yMax; mTempUVs[3].y = mOuterUV.yMax; } Color colF = color; colF.a = finalAlpha; Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; for (int x = 0; x < 3; ++x) { int x2 = x + 1; for (int y = 0; y < 3; ++y) { if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue; int y2 = y + 1; if (x == 1 && y == 1) // Center { if (centerType == AdvancedType.Tiled) { float startPositionX = mTempPos[x].x; float endPositionX = mTempPos[x2].x; float startPositionY = mTempPos[y].y; float endPositionY = mTempPos[y2].y; float textureStartX = mTempUVs[x].x; float textureStartY = mTempUVs[y].y; float tileStartY = startPositionY; while (tileStartY < endPositionY) { float tileStartX = startPositionX; float textureEndY = mTempUVs[y2].y; float tileEndY = tileStartY + tileSize.y; if (tileEndY > endPositionY) { textureEndY = Mathf.Lerp(textureStartY, textureEndY, (endPositionY - tileStartY) / tileSize.y); tileEndY = endPositionY; } while (tileStartX < endPositionX) { float tileEndX = tileStartX + tileSize.x; float textureEndX = mTempUVs[x2].x; if (tileEndX > endPositionX) { textureEndX = Mathf.Lerp(textureStartX, textureEndX, (endPositionX - tileStartX) / tileSize.x); tileEndX = endPositionX; } FillBuffers(tileStartX, tileEndX, tileStartY, tileEndY, textureStartX, textureEndX, textureStartY, textureEndY, col, verts, uvs, cols); tileStartX += tileSize.x; } tileStartY += tileSize.y; } } else if (centerType == AdvancedType.Sliced) { FillBuffers(mTempPos[x].x, mTempPos[x2].x, mTempPos[y].y, mTempPos[y2].y, mTempUVs[x].x, mTempUVs[x2].x, mTempUVs[y].y, mTempUVs[y2].y, col, verts, uvs, cols); } } else if (x == 1) // Top or bottom { if ((y == 0 && bottomType == AdvancedType.Tiled) || (y == 2 && topType == AdvancedType.Tiled)) { float startPositionX = mTempPos[x].x; float endPositionX = mTempPos[x2].x; float startPositionY = mTempPos[y].y; float endPositionY = mTempPos[y2].y; float textureStartX = mTempUVs[x].x; float textureStartY = mTempUVs[y].y; float textureEndY = mTempUVs[y2].y; float tileStartX = startPositionX; while (tileStartX < endPositionX) { float tileEndX = tileStartX + tileSize.x; float textureEndX = mTempUVs[x2].x; if (tileEndX > endPositionX) { textureEndX = Mathf.Lerp(textureStartX, textureEndX, (endPositionX - tileStartX) / tileSize.x); tileEndX = endPositionX; } FillBuffers(tileStartX, tileEndX, startPositionY, endPositionY, textureStartX, textureEndX, textureStartY, textureEndY, col, verts, uvs, cols); tileStartX += tileSize.x; } } else if ((y == 0 && bottomType == AdvancedType.Sliced) || (y == 2 && topType == AdvancedType.Sliced)) { FillBuffers(mTempPos[x].x, mTempPos[x2].x, mTempPos[y].y, mTempPos[y2].y, mTempUVs[x].x, mTempUVs[x2].x, mTempUVs[y].y, mTempUVs[y2].y, col, verts, uvs, cols); } } else if (y == 1) // Left or right { if ((x == 0 && leftType == AdvancedType.Tiled) || (x == 2 && rightType == AdvancedType.Tiled)) { float startPositionX = mTempPos[x].x; float endPositionX = mTempPos[x2].x; float startPositionY = mTempPos[y].y; float endPositionY = mTempPos[y2].y; float textureStartX = mTempUVs[x].x; float textureEndX = mTempUVs[x2].x; float textureStartY = mTempUVs[y].y; float tileStartY = startPositionY; while (tileStartY < endPositionY) { float textureEndY = mTempUVs[y2].y; float tileEndY = tileStartY + tileSize.y; if (tileEndY > endPositionY) { textureEndY = Mathf.Lerp(textureStartY, textureEndY, (endPositionY - tileStartY) / tileSize.y); tileEndY = endPositionY; } FillBuffers(startPositionX, endPositionX, tileStartY, tileEndY, textureStartX, textureEndX, textureStartY, textureEndY, col, verts, uvs, cols); tileStartY += tileSize.y; } } else if ((x == 0 && leftType == AdvancedType.Sliced) || (x == 2 && rightType == AdvancedType.Sliced)) { FillBuffers(mTempPos[x].x, mTempPos[x2].x, mTempPos[y].y, mTempPos[y2].y, mTempUVs[x].x, mTempUVs[x2].x, mTempUVs[y].y, mTempUVs[y2].y, col, verts, uvs, cols); } } else // Corner { FillBuffers(mTempPos[x].x, mTempPos[x2].x, mTempPos[y].y, mTempPos[y2].y, mTempUVs[x].x, mTempUVs[x2].x, mTempUVs[y].y, mTempUVs[y2].y, col, verts, uvs, cols); } } } } /// <summary> /// Helper function used in AdvancedFill, above. Contributed by Nicki Hansen. /// </summary> void FillBuffers (float v0x, float v1x, float v0y, float v1y, float u0x, float u1x, float u0y, float u1y, Color col, BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { verts.Add(new Vector3(v0x, v0y)); verts.Add(new Vector3(v0x, v1y)); verts.Add(new Vector3(v1x, v1y)); verts.Add(new Vector3(v1x, v0y)); uvs.Add(new Vector2(u0x, u0y)); uvs.Add(new Vector2(u0x, u1y)); uvs.Add(new Vector2(u1x, u1y)); uvs.Add(new Vector2(u1x, u0y)); cols.Add(col); cols.Add(col); cols.Add(col); cols.Add(col); } #endregion }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UISprite.cs
C#
asf20
32,631
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_FLASH #define DYNAMIC_FONT #endif using UnityEngine; using System.Collections.Generic; using System.Text; /// <summary> /// Text list can be used with a UILabel to create a scrollable multi-line text field that's /// easy to add new entries to. Optimal use: chat window. /// </summary> [AddComponentMenu("NGUI/UI/Text List")] public class UITextList : MonoBehaviour { public enum Style { Text, Chat, } /// <summary> /// Label the contents of which will be modified with the chat entries. /// </summary> public UILabel textLabel; /// <summary> /// Vertical scroll bar associated with the text list. /// </summary> public UIProgressBar scrollBar; /// <summary> /// Text style. Text entries go top to bottom. Chat entries go bottom to top. /// </summary> public Style style = Style.Text; /// <summary> /// Maximum number of chat log entries to keep before discarding them. /// </summary> public int paragraphHistory = 50; // Text list is made up of paragraphs protected class Paragraph { public string text; // Original text public string[] lines; // Split lines } protected char[] mSeparator = new char[] { '\n' }; protected BetterList<Paragraph> mParagraphs = new BetterList<Paragraph>(); protected float mScroll = 0f; protected int mTotalLines = 0; protected int mLastWidth = 0; protected int mLastHeight = 0; /// <summary> /// Whether the text list is usable. /// </summary> #if DYNAMIC_FONT public bool isValid { get { return textLabel != null && textLabel.ambigiousFont != null; } } #else public bool isValid { get { return textLabel != null && textLabel.bitmapFont != null; } } #endif /// <summary> /// Relative (0-1 range) scroll value, with 0 being the oldest entry and 1 being the newest entry. /// </summary> public float scrollValue { get { return mScroll; } set { value = Mathf.Clamp01(value); if (isValid && mScroll != value) { if (scrollBar != null) { scrollBar.value = value; } else { mScroll = value; UpdateVisibleText(); } } } } /// <summary> /// Height of each line. /// </summary> protected float lineHeight { get { return (textLabel != null) ? textLabel.fontSize + textLabel.spacingY : 20f; } } /// <summary> /// Height of the scrollable area (outside of the visible area's bounds). /// </summary> protected int scrollHeight { get { if (!isValid) return 0; int maxLines = Mathf.FloorToInt((float)textLabel.height / lineHeight); return Mathf.Max(0, mTotalLines - maxLines); } } /// <summary> /// Clear the text. /// </summary> public void Clear () { mParagraphs.Clear(); UpdateVisibleText(); } /// <summary> /// Automatically find the values if none were specified. /// </summary> void Start () { if (textLabel == null) textLabel = GetComponentInChildren<UILabel>(); if (scrollBar != null) EventDelegate.Add(scrollBar.onChange, OnScrollBar); textLabel.overflowMethod = UILabel.Overflow.ClampContent; if (style == Style.Chat) { textLabel.pivot = UIWidget.Pivot.BottomLeft; scrollValue = 1f; } else { textLabel.pivot = UIWidget.Pivot.TopLeft; scrollValue = 0f; } } /// <summary> /// Keep an eye on the size of the label, and if it changes -- rebuild everything. /// </summary> void Update () { if (isValid) { if (textLabel.width != mLastWidth || textLabel.height != mLastHeight) { mLastWidth = textLabel.width; mLastHeight = textLabel.height; Rebuild(); } } } /// <summary> /// Allow scrolling of the text list. /// </summary> public void OnScroll (float val) { int sh = scrollHeight; if (sh != 0) { val *= lineHeight; scrollValue = mScroll - val / sh; } } /// <summary> /// Allow dragging of the text list. /// </summary> public void OnDrag (Vector2 delta) { int sh = scrollHeight; if (sh != 0) { float val = delta.y / lineHeight; scrollValue = mScroll + val / sh; } } /// <summary> /// Delegate function called when the scroll bar's value changes. /// </summary> void OnScrollBar () { mScroll = UIScrollBar.current.value; UpdateVisibleText(); } /// <summary> /// Add a new paragraph. /// </summary> public void Add (string text) { Add(text, true); } /// <summary> /// Add a new paragraph. /// </summary> protected void Add (string text, bool updateVisible) { Paragraph ce = null; if (mParagraphs.size < paragraphHistory) { ce = new Paragraph(); } else { ce = mParagraphs[0]; mParagraphs.RemoveAt(0); } ce.text = text; mParagraphs.Add(ce); Rebuild(); } /// <summary> /// Rebuild the visible text. /// </summary> protected void Rebuild () { if (isValid) { // Although we could simply use UILabel.Wrap, it would mean setting the same data // over and over every paragraph, which is not ideal. It's faster to only do it once // and then do wrapping ourselves in the 'for' loop below. textLabel.UpdateNGUIText(); NGUIText.rectHeight = 1000000; mTotalLines = 0; for (int i = 0; i < mParagraphs.size; ++i) { string final; Paragraph p = mParagraphs.buffer[i]; NGUIText.WrapText(p.text, out final); p.lines = final.Split('\n'); mTotalLines += p.lines.Length; } // Recalculate the total number of lines mTotalLines = 0; for (int i = 0, imax = mParagraphs.size; i < imax; ++i) mTotalLines += mParagraphs.buffer[i].lines.Length; // Update the bar's size if (scrollBar != null) { UIScrollBar sb = scrollBar as UIScrollBar; if (sb != null) sb.barSize = (mTotalLines == 0) ? 1f : 1f - (float)scrollHeight / mTotalLines; } // Update the visible text UpdateVisibleText(); } } /// <summary> /// Refill the text label based on what's currently visible. /// </summary> protected void UpdateVisibleText () { if (isValid) { if (mTotalLines == 0) { textLabel.text = ""; return; } int maxLines = Mathf.FloorToInt((float)textLabel.height / lineHeight); int sh = Mathf.Max(0, mTotalLines - maxLines); int offset = Mathf.RoundToInt(mScroll * sh); if (offset < 0) offset = 0; StringBuilder final = new StringBuilder(); for (int i = 0, imax = mParagraphs.size; maxLines > 0 && i < imax; ++i) { Paragraph p = mParagraphs.buffer[i]; for (int b = 0, bmax = p.lines.Length; maxLines > 0 && b < bmax; ++b) { string s = p.lines[b]; if (offset > 0) { --offset; } else { if (final.Length > 0) final.Append("\n"); final.Append(s); --maxLines; } } } textLabel.text = final.ToString(); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UITextList.cs
C#
asf20
6,879
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Very simple sprite animation. Attach to a sprite and specify a common prefix such as "idle" and it will cycle through them. /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(UISprite))] [AddComponentMenu("NGUI/UI/Sprite Animation")] public class UISpriteAnimation : MonoBehaviour { [HideInInspector][SerializeField] int mFPS = 30; [HideInInspector][SerializeField] string mPrefix = ""; [HideInInspector][SerializeField] bool mLoop = true; UISprite mSprite; float mDelta = 0f; int mIndex = 0; bool mActive = true; List<string> mSpriteNames = new List<string>(); /// <summary> /// Number of frames in the animation. /// </summary> public int frames { get { return mSpriteNames.Count; } } /// <summary> /// Animation framerate. /// </summary> public int framesPerSecond { get { return mFPS; } set { mFPS = value; } } /// <summary> /// Set the name prefix used to filter sprites from the atlas. /// </summary> public string namePrefix { get { return mPrefix; } set { if (mPrefix != value) { mPrefix = value; RebuildSpriteList(); } } } /// <summary> /// Set the animation to be looping or not /// </summary> public bool loop { get { return mLoop; } set { mLoop = value; } } /// <summary> /// Returns is the animation is still playing or not /// </summary> public bool isPlaying { get { return mActive; } } /// <summary> /// Rebuild the sprite list first thing. /// </summary> void Start () { RebuildSpriteList(); } /// <summary> /// Advance the sprite animation process. /// </summary> void Update () { if (mActive && mSpriteNames.Count > 1 && Application.isPlaying && mFPS > 0f) { mDelta += RealTime.deltaTime; float rate = 1f / mFPS; if (rate < mDelta) { mDelta = (rate > 0f) ? mDelta - rate : 0f; if (++mIndex >= mSpriteNames.Count) { mIndex = 0; mActive = loop; } if (mActive) { mSprite.spriteName = mSpriteNames[mIndex]; mSprite.MakePixelPerfect(); } } } } /// <summary> /// Rebuild the sprite list after changing the sprite name. /// </summary> void RebuildSpriteList () { if (mSprite == null) mSprite = GetComponent<UISprite>(); mSpriteNames.Clear(); if (mSprite != null && mSprite.atlas != null) { List<UISpriteData> sprites = mSprite.atlas.spriteList; for (int i = 0, imax = sprites.Count; i < imax; ++i) { UISpriteData sprite = sprites[i]; if (string.IsNullOrEmpty(mPrefix) || sprite.name.StartsWith(mPrefix)) { mSpriteNames.Add(sprite.name); } } mSpriteNames.Sort(); } } /// <summary> /// Reset the animation to frame 0 and activate it. /// </summary> public void Reset() { mActive = true; mIndex = 0; if (mSprite != null && mSpriteNames.Count > 0) { mSprite.spriteName = mSpriteNames[mIndex]; mSprite.MakePixelPerfect(); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UISpriteAnimation.cs
C#
asf20
3,114
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 using UnityEngine; using System.Collections.Generic; /// <summary> /// 2D Sprite is capable of drawing sprites added in Unity 4.3. When importing your textures, /// import them as Sprites and you will be able to draw them with this widget. /// If you provide a Packing Tag in your import settings, your sprites will get automatically /// packed into an atlas for you, so creating an atlas beforehand is not necessary. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/NGUI Unity2D Sprite")] public class UI2DSprite : UIWidget { [HideInInspector][SerializeField] UnityEngine.Sprite mSprite; [HideInInspector][SerializeField] Material mMat; [HideInInspector][SerializeField] Shader mShader; /// <summary> /// To be used with animations. /// </summary> public UnityEngine.Sprite nextSprite; int mPMA = -1; /// <summary> /// UnityEngine.Sprite drawn by this widget. /// </summary> public UnityEngine.Sprite sprite2D { get { return mSprite; } set { if (mSprite != value) { RemoveFromPanel(); mSprite = value; nextSprite = null; MarkAsChanged(); } } } /// <summary> /// Material used by the widget. /// </summary> public override Material material { get { return mMat; } set { if (mMat != value) { RemoveFromPanel(); mMat = value; mPMA = -1; MarkAsChanged(); } } } /// <summary> /// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not). /// </summary> public override Shader shader { get { if (mMat != null) return mMat.shader; if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored"); return mShader; } set { if (mShader != value) { RemoveFromPanel(); mShader = value; if (mMat == null) { mPMA = -1; MarkAsChanged(); } } } } /// <summary> /// Texture used by the UITexture. You can set it directly, without the need to specify a material. /// </summary> public override Texture mainTexture { get { if (mSprite != null) return mSprite.texture; if (mMat != null) return mMat.mainTexture; return null; } } /// <summary> /// Whether the texture is using a premultiplied alpha material. /// </summary> public bool premultipliedAlpha { get { if (mPMA == -1) { Shader sh = shader; mPMA = (sh != null && sh.name.Contains("Premultiplied")) ? 1 : 0; } return (mPMA == 1); } } /// <summary> /// Widget's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top. /// This function automatically adds 1 pixel on the edge if the texture's dimensions are not even. /// It's used to achieve pixel-perfect sprites even when an odd dimension widget happens to be centered. /// </summary> public override Vector4 drawingDimensions { get { Vector2 offset = pivotOffset; float x0 = -offset.x * mWidth; float y0 = -offset.y * mHeight; float x1 = x0 + mWidth; float y1 = y0 + mHeight; int w = (mSprite != null) ? Mathf.RoundToInt(mSprite.textureRect.width) : mWidth; int h = (mSprite != null) ? Mathf.RoundToInt(mSprite.textureRect.height) : mHeight; if ((w & 1) != 0) x1 -= (1f / w) * mWidth; if ((h & 1) != 0) y1 -= (1f / h) * mHeight; return new Vector4( mDrawRegion.x == 0f ? x0 : Mathf.Lerp(x0, x1, mDrawRegion.x), mDrawRegion.y == 0f ? y0 : Mathf.Lerp(y0, y1, mDrawRegion.y), mDrawRegion.z == 1f ? x1 : Mathf.Lerp(x0, x1, mDrawRegion.z), mDrawRegion.w == 1f ? y1 : Mathf.Lerp(y0, y1, mDrawRegion.w)); } } /// <summary> /// Texture rectangle. /// </summary> public Rect uvRect { get { Texture tex = mainTexture; if (tex != null) { Rect rect = mSprite.textureRect; rect.xMin /= tex.width; rect.xMax /= tex.width; rect.yMin /= tex.height; rect.yMax /= tex.height; return rect; } return new Rect(0f, 0f, 1f, 1f); } } /// <summary> /// Update the sprite in case it was animated. /// </summary> protected override void OnUpdate () { if (nextSprite != null) { if (nextSprite != mSprite) sprite2D = nextSprite; nextSprite = null; } base.OnUpdate(); } /// <summary> /// Adjust the scale of the widget to make it pixel-perfect. /// </summary> public override void MakePixelPerfect () { if (mSprite != null) { Rect rect = mSprite.textureRect; int w = Mathf.RoundToInt(rect.width); int h = Mathf.RoundToInt(rect.height); if ((w & 1) == 1) ++w; if ((h & 1) == 1) ++h; width = w; height = h; } base.MakePixelPerfect(); } /// <summary> /// Virtual function called by the UIPanel that fills the buffers. /// </summary> public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols) { Color colF = color; colF.a = finalAlpha; Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; Vector4 v = drawingDimensions; Rect rect = uvRect; verts.Add(new Vector3(v.x, v.y)); verts.Add(new Vector3(v.x, v.w)); verts.Add(new Vector3(v.z, v.w)); verts.Add(new Vector3(v.z, v.y)); uvs.Add(new Vector2(rect.xMin, rect.yMin)); uvs.Add(new Vector2(rect.xMin, rect.yMax)); uvs.Add(new Vector2(rect.xMax, rect.yMax)); uvs.Add(new Vector2(rect.xMax, rect.yMin)); cols.Add(col); cols.Add(col); cols.Add(col); cols.Add(col); } } #endif
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UI2DSprite.cs
C#
asf20
5,649
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 using UnityEngine; /// <summary> /// Small script that makes it easy to create looping 2D sprite animations. /// </summary> public class UI2DSpriteAnimation : MonoBehaviour { public int framerate = 20; public bool ignoreTimeScale = true; public UnityEngine.Sprite[] frames; UnityEngine.SpriteRenderer mUnitySprite; UI2DSprite mNguiSprite; int mIndex = 0; float mUpdate = 0f; void Start () { mUnitySprite = GetComponent<UnityEngine.SpriteRenderer>(); mNguiSprite = GetComponent<UI2DSprite>(); if (framerate > 0) mUpdate = (ignoreTimeScale ? RealTime.time : Time.time) + 1f / framerate; } void Update () { if (framerate != 0 && frames != null && frames.Length > 0) { float time = ignoreTimeScale ? RealTime.time : Time.time; if (mUpdate < time) { mUpdate = time; mIndex = NGUIMath.RepeatIndex(framerate > 0 ? mIndex + 1 : mIndex - 1, frames.Length); mUpdate = time + Mathf.Abs(1f / framerate); if (mUnitySprite != null) { mUnitySprite.sprite = frames[mIndex]; } else if (mNguiSprite != null) { mNguiSprite.nextSprite = frames[mIndex]; } } } } } #endif
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UI2DSpriteAnimation.cs
C#
asf20
1,384
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script can be used to anchor an object to the side or corner of the screen, panel, or a widget. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/UI/Anchor")] public class UIAnchor : MonoBehaviour { public enum Side { BottomLeft, Left, TopLeft, Top, TopRight, Right, BottomRight, Bottom, Center, } /// <summary> /// Camera used to determine the anchor bounds. Set automatically if none was specified. /// </summary> public Camera uiCamera = null; /// <summary> /// Object used to determine the container's bounds. Overwrites the camera-based anchoring if the value was specified. /// </summary> public GameObject container = null; /// <summary> /// Side or corner to anchor to. /// </summary> public Side side = Side.Center; /// <summary> /// If set to 'true', UIAnchor will execute once, then will be disabled. /// Screen size changes will still cause the anchor to update itself, even if it's disabled. /// </summary> public bool runOnlyOnce = true; /// <summary> /// Relative offset value, if any. For example "0.25" with 'side' set to Left, means 25% from the left side. /// </summary> public Vector2 relativeOffset = Vector2.zero; /// <summary> /// Pixel offset value if any. For example "10" in x will move the widget 10 pixels to the right /// while "-10" in x is 10 pixels to the left based on the pixel values set in UIRoot. /// </summary> public Vector2 pixelOffset = Vector2.zero; // Deprecated legacy functionality [HideInInspector][SerializeField] UIWidget widgetContainer; Transform mTrans; Animation mAnim; Rect mRect = new Rect(); UIRoot mRoot; bool mStarted = false; void Awake () { mTrans = transform; mAnim = animation; UICamera.onScreenResize += ScreenSizeChanged; } void OnDestroy () { UICamera.onScreenResize -= ScreenSizeChanged; } void ScreenSizeChanged () { if (mStarted && runOnlyOnce) Update(); } /// <summary> /// Automatically find the camera responsible for drawing the widgets under this object. /// </summary> void Start () { if (container == null && widgetContainer != null) { container = widgetContainer.gameObject; widgetContainer = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } mRoot = NGUITools.FindInParents<UIRoot>(gameObject); if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); Update(); mStarted = true; } /// <summary> /// Anchor the object to the appropriate point. /// </summary> void Update () { if (mAnim != null && mAnim.enabled && mAnim.isPlaying) return; bool useCamera = false; UIWidget wc = (container == null) ? null : container.GetComponent<UIWidget>(); UIPanel pc = (container == null && wc == null) ? null : container.GetComponent<UIPanel>(); if (wc != null) { Bounds b = wc.CalculateBounds(container.transform.parent); mRect.x = b.min.x; mRect.y = b.min.y; mRect.width = b.size.x; mRect.height = b.size.y; } else if (pc != null) { if (pc.clipping == UIDrawCall.Clipping.None) { // Panel has no clipping -- just use the screen's dimensions float ratio = (mRoot != null) ? (float)mRoot.activeHeight / Screen.height * 0.5f : 0.5f; mRect.xMin = -Screen.width * ratio; mRect.yMin = -Screen.height * ratio; mRect.xMax = -mRect.xMin; mRect.yMax = -mRect.yMin; } else { // Panel has clipping -- use it as the mRect Vector4 pos = pc.finalClipRegion; mRect.x = pos.x - (pos.z * 0.5f); mRect.y = pos.y - (pos.w * 0.5f); mRect.width = pos.z; mRect.height = pos.w; } } else if (container != null) { Transform root = container.transform.parent; Bounds b = (root != null) ? NGUIMath.CalculateRelativeWidgetBounds(root, container.transform) : NGUIMath.CalculateRelativeWidgetBounds(container.transform); mRect.x = b.min.x; mRect.y = b.min.y; mRect.width = b.size.x; mRect.height = b.size.y; } else if (uiCamera != null) { useCamera = true; mRect = uiCamera.pixelRect; } else return; float cx = (mRect.xMin + mRect.xMax) * 0.5f; float cy = (mRect.yMin + mRect.yMax) * 0.5f; Vector3 v = new Vector3(cx, cy, 0f); if (side != Side.Center) { if (side == Side.Right || side == Side.TopRight || side == Side.BottomRight) v.x = mRect.xMax; else if (side == Side.Top || side == Side.Center || side == Side.Bottom) v.x = cx; else v.x = mRect.xMin; if (side == Side.Top || side == Side.TopRight || side == Side.TopLeft) v.y = mRect.yMax; else if (side == Side.Left || side == Side.Center || side == Side.Right) v.y = cy; else v.y = mRect.yMin; } float width = mRect.width; float height = mRect.height; v.x += pixelOffset.x + relativeOffset.x * width; v.y += pixelOffset.y + relativeOffset.y * height; if (useCamera) { if (uiCamera.orthographic) { v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); } v.z = uiCamera.WorldToScreenPoint(mTrans.position).z; v = uiCamera.ScreenToWorldPoint(v); } else { v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); if (pc != null) { v = pc.cachedTransform.TransformPoint(v); } else if (container != null) { Transform t = container.transform.parent; if (t != null) v = t.TransformPoint(v); } v.z = mTrans.position.z; } // Wrapped in an 'if' so the scene doesn't get marked as 'edited' every frame if (mTrans.position != v) mTrans.position = v; if (runOnlyOnce && Application.isPlaying) enabled = false; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/UI/UIAnchor.cs
C#
asf20
5,749
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Similar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not. /// </summary> [AddComponentMenu("NGUI/Interaction/Button")] public class UIButton : UIButtonColor { /// <summary> /// Current button that sent out the onClick event. /// </summary> static public UIButton current; /// <summary> /// Whether the button will highlight when you drag something over it. /// </summary> public bool dragHighlight = false; /// <summary> /// Name of the hover state sprite. /// </summary> public string hoverSprite; /// <summary> /// Name of the pressed sprite. /// </summary> public string pressedSprite; /// <summary> /// Name of the disabled sprite. /// </summary> public string disabledSprite; /// <summary> /// Whether the sprite changes will elicit a call to MakePixelPerfect() or not. /// </summary> public bool pixelSnap = false; /// <summary> /// Click event listener. /// </summary> public List<EventDelegate> onClick = new List<EventDelegate>(); // Cached value [System.NonSerialized] string mNormalSprite; [System.NonSerialized] UISprite mSprite; /// <summary> /// Whether the button should be enabled. /// </summary> public override bool isEnabled { get { if (!enabled) return false; Collider col = collider; if (col && col.enabled) return true; #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 Collider2D c2d = GetComponent<Collider2D>(); return (c2d && c2d.enabled); #else return false; #endif } set { if (isEnabled != value) { Collider col = collider; if (col != null) { col.enabled = value; SetState(value ? State.Normal : State.Disabled, false); } #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 else { Collider2D c2d = GetComponent<Collider2D>(); if (c2d != null) { c2d.enabled = value; SetState(value ? State.Normal : State.Disabled, false); } else enabled = value; } #else else enabled = value; #endif } } } /// <summary> /// Convenience function that changes the normal sprite. /// </summary> public string normalSprite { get { if (!mInitDone) OnInit(); return mNormalSprite; } set { if (mSprite != null && !string.IsNullOrEmpty(mNormalSprite) && mNormalSprite == mSprite.spriteName) { mNormalSprite = value; SetSprite(value); } else { mNormalSprite = value; if (mState == State.Normal) SetSprite(value); } } } /// <summary> /// Cache the sprite we'll be working with. /// </summary> protected override void OnInit () { base.OnInit(); mSprite = (mWidget as UISprite); if (mSprite != null) mNormalSprite = mSprite.spriteName; } /// <summary> /// Set the initial state. /// </summary> protected override void OnEnable () { if (isEnabled) { if (mInitDone) { if (UICamera.currentScheme == UICamera.ControlScheme.Controller) { OnHover(UICamera.selectedObject == gameObject); } else if (UICamera.currentScheme == UICamera.ControlScheme.Mouse) { OnHover(UICamera.hoveredObject == gameObject); } else SetState(State.Normal, false); } } else SetState(State.Disabled, true); } /// <summary> /// Drag over state logic is a bit different for the button. /// </summary> protected override void OnDragOver () { if (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == gameObject)) base.OnDragOver(); } /// <summary> /// Drag out state logic is a bit different for the button. /// </summary> protected override void OnDragOut () { if (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == gameObject)) base.OnDragOut(); } /// <summary> /// Call the listener function. /// </summary> protected virtual void OnClick () { if (current == null && isEnabled) { current = this; EventDelegate.Execute(onClick); current = null; } } /// <summary> /// Change the visual state. /// </summary> public override void SetState (State state, bool immediate) { base.SetState(state, immediate); switch (state) { case State.Normal: SetSprite(mNormalSprite); break; case State.Hover: SetSprite(hoverSprite); break; case State.Pressed: SetSprite(pressedSprite); break; case State.Disabled: SetSprite(disabledSprite); break; } } /// <summary> /// Convenience function that changes the sprite. /// </summary> protected void SetSprite (string sp) { if (mSprite != null && !string.IsNullOrEmpty(sp) && mSprite.spriteName != sp) { mSprite.spriteName = sp; if (pixelSnap) mSprite.MakePixelPerfect(); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButton.cs
C#
asf20
4,918
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Attaching this script to an object will let you trigger remote functions using NGUI events. /// </summary> [AddComponentMenu("NGUI/Interaction/Event Trigger")] public class UIEventTrigger : MonoBehaviour { static public UIEventTrigger current; public List<EventDelegate> onHoverOver = new List<EventDelegate>(); public List<EventDelegate> onHoverOut = new List<EventDelegate>(); public List<EventDelegate> onPress = new List<EventDelegate>(); public List<EventDelegate> onRelease = new List<EventDelegate>(); public List<EventDelegate> onSelect = new List<EventDelegate>(); public List<EventDelegate> onDeselect = new List<EventDelegate>(); public List<EventDelegate> onClick = new List<EventDelegate>(); public List<EventDelegate> onDoubleClick = new List<EventDelegate>(); public List<EventDelegate> onDragOver = new List<EventDelegate>(); public List<EventDelegate> onDragOut = new List<EventDelegate>(); void OnHover (bool isOver) { if (current != null) return; current = this; if (isOver) EventDelegate.Execute(onHoverOver); else EventDelegate.Execute(onHoverOut); current = null; } void OnPress (bool pressed) { if (current != null) return; current = this; if (pressed) EventDelegate.Execute(onPress); else EventDelegate.Execute(onRelease); current = null; } void OnSelect (bool selected) { if (current != null) return; current = this; if (selected) EventDelegate.Execute(onSelect); else EventDelegate.Execute(onDeselect); current = null; } void OnClick () { if (current != null) return; current = this; EventDelegate.Execute(onClick); current = null; } void OnDoubleClick () { if (current != null) return; current = this; EventDelegate.Execute(onDoubleClick); current = null; } void OnDragOver (GameObject go) { if (current != null) return; current = this; EventDelegate.Execute(onDragOver); current = null; } void OnDragOut (GameObject go) { if (current != null) return; current = this; EventDelegate.Execute(onDragOut); current = null; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIEventTrigger.cs
C#
asf20
2,308
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script, when attached to a panel turns it into a scroll view. /// You can then attach UIDragScrollView to colliders within to make it draggable. /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(UIPanel))] [AddComponentMenu("NGUI/Interaction/Scroll View")] public class UIScrollView : MonoBehaviour { static public BetterList<UIScrollView> list = new BetterList<UIScrollView>(); public enum Movement { Horizontal, Vertical, Unrestricted, Custom, } public enum DragEffect { None, Momentum, MomentumAndSpring, } public enum ShowCondition { Always, OnlyIfNeeded, WhenDragging, } public delegate void OnDragFinished (); /// <summary> /// Type of movement allowed by the scroll view. /// </summary> public Movement movement = Movement.Horizontal; /// <summary> /// Effect to apply when dragging. /// </summary> public DragEffect dragEffect = DragEffect.MomentumAndSpring; /// <summary> /// Whether the dragging will be restricted to be within the scroll view's bounds. /// </summary> public bool restrictWithinPanel = true; /// <summary> /// Whether dragging will be disabled if the contents fit. /// </summary> public bool disableDragIfFits = false; /// <summary> /// Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable "jump"). /// </summary> public bool smoothDragStart = true; /// <summary> /// Whether to use iOS drag emulation, where the content only drags at half the speed of the touch/mouse movement when the content edge is within the clipping area. /// </summary> public bool iOSDragEmulation = true; /// <summary> /// Effect the scroll wheel will have on the momentum. /// </summary> public float scrollWheelFactor = 0.25f; /// <summary> /// How much momentum gets applied when the press is released after dragging. /// </summary> public float momentumAmount = 35f; /// <summary> /// Horizontal scrollbar used for visualization. /// </summary> public UIProgressBar horizontalScrollBar; /// <summary> /// Vertical scrollbar used for visualization. /// </summary> public UIProgressBar verticalScrollBar; /// <summary> /// Condition that must be met for the scroll bars to become visible. /// </summary> public ShowCondition showScrollBars = ShowCondition.OnlyIfNeeded; /// <summary> /// Custom movement, if the 'movement' field is set to 'Custom'. /// </summary> public Vector2 customMovement = new Vector2(1f, 0f); /// <summary> /// Content's pivot point -- where it originates from by default. /// </summary> public UIWidget.Pivot contentPivot = UIWidget.Pivot.TopLeft; /// <summary> /// Event callback to trigger when the drag process finished. Can be used for additional effects, such as centering on some object. /// </summary> public OnDragFinished onDragFinished; // Deprecated functionality. Use 'movement' instead. [HideInInspector][SerializeField] Vector3 scale = new Vector3(1f, 0f, 0f); // Deprecated functionality. Use 'contentPivot' instead. [SerializeField][HideInInspector] Vector2 relativePositionOnReset = Vector2.zero; protected Transform mTrans; protected UIPanel mPanel; protected Plane mPlane; protected Vector3 mLastPos; protected bool mPressed = false; protected Vector3 mMomentum = Vector3.zero; protected float mScroll = 0f; protected Bounds mBounds; protected bool mCalculatedBounds = false; protected bool mShouldMove = false; protected bool mIgnoreCallbacks = false; protected int mDragID = -10; protected Vector2 mDragStartOffset = Vector2.zero; protected bool mDragStarted = false; /// <summary> /// Panel that's being dragged. /// </summary> public UIPanel panel { get { return mPanel; } } /// <summary> /// Whether the scroll view is being dragged. /// </summary> public bool isDragging { get { return mPressed && mDragStarted; } } /// <summary> /// Calculate the bounds used by the widgets. /// </summary> public virtual Bounds bounds { get { if (!mCalculatedBounds) { mCalculatedBounds = true; mTrans = transform; mBounds = NGUIMath.CalculateRelativeWidgetBounds(mTrans, mTrans); } return mBounds; } } /// <summary> /// Whether the scroll view can move horizontally. /// </summary> public bool canMoveHorizontally { get { return movement == Movement.Horizontal || movement == Movement.Unrestricted || (movement == Movement.Custom && customMovement.x != 0f); } } /// <summary> /// Whether the scroll view can move vertically. /// </summary> public bool canMoveVertically { get { return movement == Movement.Vertical || movement == Movement.Unrestricted || (movement == Movement.Custom && customMovement.y != 0f); } } /// <summary> /// Whether the scroll view should be able to move horizontally (contents don't fit). /// </summary> public virtual bool shouldMoveHorizontally { get { float size = bounds.size.x; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.x * 2f; return Mathf.RoundToInt(size - mPanel.width) > 0; } } /// <summary> /// Whether the scroll view should be able to move vertically (contents don't fit). /// </summary> public virtual bool shouldMoveVertically { get { float size = bounds.size.y; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.y * 2f; return Mathf.RoundToInt(size - mPanel.height) > 0; } } /// <summary> /// Whether the contents of the scroll view should actually be draggable depends on whether they currently fit or not. /// </summary> protected virtual bool shouldMove { get { if (!disableDragIfFits) return true; if (mPanel == null) mPanel = GetComponent<UIPanel>(); Vector4 clip = mPanel.finalClipRegion; Bounds b = bounds; float hx = (clip.z == 0f) ? Screen.width : clip.z * 0.5f; float hy = (clip.w == 0f) ? Screen.height : clip.w * 0.5f; if (canMoveHorizontally) { if (b.min.x < clip.x - hx) return true; if (b.max.x > clip.x + hx) return true; } if (canMoveVertically) { if (b.min.y < clip.y - hy) return true; if (b.max.y > clip.y + hy) return true; } return false; } } /// <summary> /// Current momentum, exposed just in case it's needed. /// </summary> public Vector3 currentMomentum { get { return mMomentum; } set { mMomentum = value; mShouldMove = true; } } /// <summary> /// Cache the transform and the panel. /// </summary> void Awake () { mTrans = transform; mPanel = GetComponent<UIPanel>(); if (mPanel.clipping == UIDrawCall.Clipping.None) mPanel.clipping = UIDrawCall.Clipping.ConstrainButDontClip; // Auto-upgrade if (movement != Movement.Custom && scale.sqrMagnitude > 0.001f) { if (scale.x == 1f && scale.y == 0f) { movement = Movement.Horizontal; } else if (scale.x == 0f && scale.y == 1f) { movement = Movement.Vertical; } else if (scale.x == 1f && scale.y == 1f) { movement = Movement.Unrestricted; } else { movement = Movement.Custom; customMovement.x = scale.x; customMovement.y = scale.y; } scale = Vector3.zero; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } // Auto-upgrade if (contentPivot == UIWidget.Pivot.TopLeft && relativePositionOnReset != Vector2.zero) { contentPivot = NGUIMath.GetPivot(new Vector2(relativePositionOnReset.x, 1f - relativePositionOnReset.y)); relativePositionOnReset = Vector2.zero; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } void OnEnable () { list.Add(this); } void OnDisable () { list.Remove(this); } /// <summary> /// Set the initial drag value and register the listener delegates. /// </summary> protected virtual void Start () { //UpdatePosition(); if (Application.isPlaying) { if (horizontalScrollBar != null) { EventDelegate.Add(horizontalScrollBar.onChange, OnScrollBar); horizontalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveHorizontally) ? 1f : 0f; } if (verticalScrollBar != null) { EventDelegate.Add(verticalScrollBar.onChange, OnScrollBar); verticalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveVertically) ? 1f : 0f; } } } /// <summary> /// Restrict the scroll view's contents to be within the scroll view's bounds. /// </summary> public bool RestrictWithinBounds (bool instant) { return RestrictWithinBounds(instant, true, true); } /// <summary> /// Restrict the scroll view's contents to be within the scroll view's bounds. /// </summary> public bool RestrictWithinBounds (bool instant, bool horizontal, bool vertical) { Bounds b = bounds; Vector3 constraint = mPanel.CalculateConstrainOffset(b.min, b.max); if (!horizontal) constraint.x = 0f; if (!vertical) constraint.y = 0f; if (constraint.sqrMagnitude > 1f) { if (!instant && dragEffect == DragEffect.MomentumAndSpring) { // Spring back into place Vector3 pos = mTrans.localPosition + constraint; pos.x = Mathf.Round(pos.x); pos.y = Mathf.Round(pos.y); SpringPanel.Begin(mPanel.gameObject, pos, 13f); } else { // Jump back into place MoveRelative(constraint); mMomentum = Vector3.zero; mScroll = 0f; } return true; } return false; } /// <summary> /// Disable the spring movement. /// </summary> public void DisableSpring () { SpringPanel sp = GetComponent<SpringPanel>(); if (sp != null) sp.enabled = false; } /// <summary> /// Update the values of the associated scroll bars. /// </summary> public void UpdateScrollbars () { UpdateScrollbars(true); } /// <summary> /// Update the values of the associated scroll bars. /// </summary> public virtual void UpdateScrollbars (bool recalculateBounds) { if (mPanel == null) return; if (horizontalScrollBar != null || verticalScrollBar != null) { if (recalculateBounds) { mCalculatedBounds = false; mShouldMove = shouldMove; } Bounds b = bounds; Vector2 bmin = b.min; Vector2 bmax = b.max; if (horizontalScrollBar != null && bmax.x > bmin.x) { Vector4 clip = mPanel.finalClipRegion; int intViewSize = Mathf.RoundToInt(clip.z); if ((intViewSize & 1) != 0) intViewSize -= 1; float halfViewSize = intViewSize * 0.5f; halfViewSize = Mathf.Round(halfViewSize); if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) halfViewSize -= mPanel.clipSoftness.x; float contentSize = bmax.x - bmin.x; float viewSize = halfViewSize * 2f; float contentMin = bmin.x; float contentMax = bmax.x; float viewMin = clip.x - halfViewSize; float viewMax = clip.x + halfViewSize; contentMin = viewMin - contentMin; contentMax = contentMax - viewMax; UpdateScrollbars(horizontalScrollBar, contentMin, contentMax, contentSize, viewSize, false); } if (verticalScrollBar != null && bmax.y > bmin.y) { Vector4 clip = mPanel.finalClipRegion; int intViewSize = Mathf.RoundToInt(clip.w); if ((intViewSize & 1) != 0) intViewSize -= 1; float halfViewSize = intViewSize * 0.5f; halfViewSize = Mathf.Round(halfViewSize); if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) halfViewSize -= mPanel.clipSoftness.y; float contentSize = bmax.y - bmin.y; float viewSize = halfViewSize * 2f; float contentMin = bmin.y; float contentMax = bmax.y; float viewMin = clip.y - halfViewSize; float viewMax = clip.y + halfViewSize; contentMin = viewMin - contentMin; contentMax = contentMax - viewMax; UpdateScrollbars(verticalScrollBar, contentMin, contentMax, contentSize, viewSize, true); } } else if (recalculateBounds) { mCalculatedBounds = false; } } /// <summary> /// Helper function used in UpdateScrollbars(float) function above. /// </summary> protected void UpdateScrollbars (UIProgressBar slider, float contentMin, float contentMax, float contentSize, float viewSize, bool inverted) { if (slider == null) return; mIgnoreCallbacks = true; { float contentPadding; if (viewSize < contentSize) { contentMin = Mathf.Clamp01(contentMin / contentSize); contentMax = Mathf.Clamp01(contentMax / contentSize); contentPadding = contentMin + contentMax; slider.value = inverted ? ((contentPadding > 0.001f) ? 1f - contentMin / contentPadding : 0f) : ((contentPadding > 0.001f) ? contentMin / contentPadding : 1f); } else { contentMin = Mathf.Clamp01(-contentMin / contentSize); contentMax = Mathf.Clamp01(-contentMax / contentSize); contentPadding = contentMin + contentMax; slider.value = inverted ? ((contentPadding > 0.001f) ? 1f - contentMin / contentPadding : 0f) : ((contentPadding > 0.001f) ? contentMin / contentPadding : 1f); if (contentSize > 0) { contentMin = Mathf.Clamp01(contentMin / contentSize); contentMax = Mathf.Clamp01(contentMax / contentSize); contentPadding = contentMin + contentMax; } } UIScrollBar sb = slider as UIScrollBar; if (sb != null) sb.barSize = 1f - contentPadding; } mIgnoreCallbacks = false; } /// <summary> /// Changes the drag amount of the scroll view to the specified 0-1 range values. /// (0, 0) is the top-left corner, (1, 1) is the bottom-right. /// </summary> public virtual void SetDragAmount (float x, float y, bool updateScrollbars) { if (mPanel == null) mPanel = GetComponent<UIPanel>(); DisableSpring(); Bounds b = bounds; if (b.min.x == b.max.x || b.min.y == b.max.y) return; Vector4 clip = mPanel.finalClipRegion; float hx = clip.z * 0.5f; float hy = clip.w * 0.5f; float left = b.min.x + hx; float right = b.max.x - hx; float bottom = b.min.y + hy; float top = b.max.y - hy; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) { left -= mPanel.clipSoftness.x; right += mPanel.clipSoftness.x; bottom -= mPanel.clipSoftness.y; top += mPanel.clipSoftness.y; } // Calculate the offset based on the scroll value float ox = Mathf.Lerp(left, right, x); float oy = Mathf.Lerp(top, bottom, y); // Update the position if (!updateScrollbars) { Vector3 pos = mTrans.localPosition; if (canMoveHorizontally) pos.x += clip.x - ox; if (canMoveVertically) pos.y += clip.y - oy; mTrans.localPosition = pos; } if (canMoveHorizontally) clip.x = ox; if (canMoveVertically) clip.y = oy; // Update the clipping offset Vector4 cr = mPanel.baseClipRegion; mPanel.clipOffset = new Vector2(clip.x - cr.x, clip.y - cr.y); // Update the scrollbars, reflecting this change if (updateScrollbars) UpdateScrollbars(mDragID == -10); } /// <summary> /// Reset the scroll view's position to the top-left corner. /// It's recommended to call this function before AND after you re-populate the scroll view's contents (ex: switching window tabs). /// Another option is to populate the scroll view's contents, reset its position, then call this function to reposition the clipping. /// </summary> [ContextMenu("Reset Clipping Position")] public void ResetPosition() { if (NGUITools.GetActive(this)) { // Invalidate the bounds mCalculatedBounds = false; Vector2 pv = NGUIMath.GetPivotOffset(contentPivot); // First move the position back to where it would be if the scroll bars got reset to zero SetDragAmount(pv.x, 1f - pv.y, false); // Next move the clipping area back and update the scroll bars SetDragAmount(pv.x, 1f - pv.y, true); } } /// <summary> /// Call this function after you adjust the scroll view's bounds if you want it to maintain the current scrolled position /// </summary> public void UpdatePosition () { if (!mIgnoreCallbacks && (horizontalScrollBar != null || verticalScrollBar != null)) { mIgnoreCallbacks = true; mCalculatedBounds = false; Vector2 pv = NGUIMath.GetPivotOffset(contentPivot); float x = (horizontalScrollBar != null) ? horizontalScrollBar.value : pv.x; float y = (verticalScrollBar != null) ? verticalScrollBar.value : 1f - pv.y; SetDragAmount(x, y, false); UpdateScrollbars(true); mIgnoreCallbacks = false; } } /// <summary> /// Triggered by the scroll bars when they change. /// </summary> public void OnScrollBar () { if (!mIgnoreCallbacks) { mIgnoreCallbacks = true; float x = (horizontalScrollBar != null) ? horizontalScrollBar.value : 0f; float y = (verticalScrollBar != null) ? verticalScrollBar.value : 0f; SetDragAmount(x, y, false); mIgnoreCallbacks = false; } } /// <summary> /// Move the scroll view by the specified amount. /// </summary> public virtual void MoveRelative (Vector3 relative) { mTrans.localPosition += relative; Vector2 co = mPanel.clipOffset; co.x -= relative.x; co.y -= relative.y; mPanel.clipOffset = co; // Update the scroll bars UpdateScrollbars(false); } /// <summary> /// Move the scroll view by the specified amount. /// </summary> public void MoveAbsolute (Vector3 absolute) { Vector3 a = mTrans.InverseTransformPoint(absolute); Vector3 b = mTrans.InverseTransformPoint(Vector3.zero); MoveRelative(a - b); } /// <summary> /// Create a plane on which we will be performing the dragging. /// </summary> public void Press (bool pressed) { if (smoothDragStart && pressed) { mDragStarted = false; mDragStartOffset = Vector2.zero; } if (enabled && NGUITools.GetActive(gameObject)) { if (!pressed && mDragID == UICamera.currentTouchID) mDragID = -10; mCalculatedBounds = false; mShouldMove = shouldMove; if (!mShouldMove) return; mPressed = pressed; if (pressed) { // Remove all momentum on press mMomentum = Vector3.zero; mScroll = 0f; // Disable the spring movement DisableSpring(); // Remember the hit position mLastPos = UICamera.lastHit.point; // Create the plane to drag along mPlane = new Plane(mTrans.rotation * Vector3.back, mLastPos); // Ensure that we're working with whole numbers, keeping everything pixel-perfect Vector2 co = mPanel.clipOffset; co.x = Mathf.Round(co.x); co.y = Mathf.Round(co.y); mPanel.clipOffset = co; Vector3 v = mTrans.localPosition; v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); mTrans.localPosition = v; } else { if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None && dragEffect == DragEffect.MomentumAndSpring) RestrictWithinBounds(false, canMoveHorizontally, canMoveVertically); if (onDragFinished != null) onDragFinished(); } } } /// <summary> /// Drag the object along the plane. /// </summary> public void Drag () { if (enabled && NGUITools.GetActive(gameObject) && mShouldMove) { if (mDragID == -10) mDragID = UICamera.currentTouchID; UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; // Prevents the drag "jump". Contributed by 'mixd' from the Tasharen forums. if (smoothDragStart && !mDragStarted) { mDragStarted = true; mDragStartOffset = UICamera.currentTouch.totalDelta; } Ray ray = smoothDragStart ? UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos - mDragStartOffset) : UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos); float dist = 0f; if (mPlane.Raycast(ray, out dist)) { Vector3 currentPos = ray.GetPoint(dist); Vector3 offset = currentPos - mLastPos; mLastPos = currentPos; if (offset.x != 0f || offset.y != 0f || offset.z != 0f) { offset = mTrans.InverseTransformDirection(offset); if (movement == Movement.Horizontal) { offset.y = 0f; offset.z = 0f; } else if (movement == Movement.Vertical) { offset.x = 0f; offset.z = 0f; } else if (movement == Movement.Unrestricted) { offset.z = 0f; } else { offset.Scale((Vector3)customMovement); } offset = mTrans.TransformDirection(offset); } // Adjust the momentum mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); // Move the scroll view if (!iOSDragEmulation || dragEffect != DragEffect.MomentumAndSpring) { MoveAbsolute(offset); } else { Vector3 constraint = mPanel.CalculateConstrainOffset(bounds.min, bounds.max); if (constraint.magnitude > 1f) { MoveAbsolute(offset * 0.5f); mMomentum *= 0.5f; } else { MoveAbsolute(offset); } } // We want to constrain the UI to be within bounds if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None && dragEffect != DragEffect.MomentumAndSpring) { RestrictWithinBounds(true, canMoveHorizontally, canMoveVertically); } } } } /// <summary> /// If the object should support the scroll wheel, do it. /// </summary> public void Scroll (float delta) { if (enabled && NGUITools.GetActive(gameObject) && scrollWheelFactor != 0f) { DisableSpring(); mShouldMove = shouldMove; if (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f; mScroll += delta * scrollWheelFactor; } } /// <summary> /// Apply the dragging momentum. /// </summary> void LateUpdate () { if (!Application.isPlaying) return; float delta = RealTime.deltaTime; // Fade the scroll bars if needed if (showScrollBars != ShowCondition.Always && (verticalScrollBar || horizontalScrollBar)) { bool vertical = false; bool horizontal = false; if (showScrollBars != ShowCondition.WhenDragging || mDragID != -10 || mMomentum.magnitude > 0.01f) { vertical = shouldMoveVertically; horizontal = shouldMoveHorizontally; } if (verticalScrollBar) { float alpha = verticalScrollBar.alpha; alpha += vertical ? delta * 6f : -delta * 3f; alpha = Mathf.Clamp01(alpha); if (verticalScrollBar.alpha != alpha) verticalScrollBar.alpha = alpha; } if (horizontalScrollBar) { float alpha = horizontalScrollBar.alpha; alpha += horizontal ? delta * 6f : -delta * 3f; alpha = Mathf.Clamp01(alpha); if (horizontalScrollBar.alpha != alpha) horizontalScrollBar.alpha = alpha; } } // Apply momentum if (mShouldMove && !mPressed) { if (movement == Movement.Horizontal) { mMomentum -= mTrans.TransformDirection(new Vector3(mScroll * 0.05f, 0f, 0f)); } else if (movement == Movement.Vertical) { mMomentum -= mTrans.TransformDirection(new Vector3(0f, mScroll * 0.05f, 0f)); } else if (movement == Movement.Unrestricted) { mMomentum -= mTrans.TransformDirection(new Vector3(mScroll * 0.05f, mScroll * 0.05f, 0f)); } else { mMomentum -= mTrans.TransformDirection(new Vector3( mScroll * customMovement.x * 0.05f, mScroll * customMovement.y * 0.05f, 0f)); } if (mMomentum.magnitude > 0.0001f) { mScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta); // Move the scroll view Vector3 offset = NGUIMath.SpringDampen(ref mMomentum, 9f, delta); MoveAbsolute(offset); // Restrict the contents to be within the scroll view's bounds if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None) RestrictWithinBounds(false, canMoveHorizontally, canMoveVertically); if (mMomentum.magnitude < 0.0001f && onDragFinished != null) onDragFinished(); return; } else { mScroll = 0f; mMomentum = Vector3.zero; } } else mScroll = 0f; // Dampen the momentum NGUIMath.SpringDampen(ref mMomentum, 9f, delta); } #if UNITY_EDITOR /// <summary> /// Draw a visible orange outline of the bounds. /// </summary> void OnDrawGizmos () { if (mPanel != null) { if (!Application.isPlaying) mCalculatedBounds = false; Bounds b = bounds; Gizmos.matrix = transform.localToWorldMatrix; Gizmos.color = new Color(1f, 0.4f, 0f); Gizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f)); } } #endif }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIScrollView.cs
C#
asf20
24,341
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections; /// <summary> /// Allows dragging of the specified scroll view by mouse or touch. /// </summary> [AddComponentMenu("NGUI/Interaction/Drag Scroll View")] public class UIDragScrollView : MonoBehaviour { /// <summary> /// Reference to the scroll view that will be dragged by the script. /// </summary> public UIScrollView scrollView; // Legacy functionality, kept for backwards compatibility. Use 'scrollView' instead. [HideInInspector][SerializeField] UIScrollView draggablePanel; Transform mTrans; UIScrollView mScroll; bool mAutoFind = false; bool mStarted = false; /// <summary> /// Automatically find the scroll view if possible. /// </summary> void OnEnable () { mTrans = transform; // Auto-upgrade if (scrollView == null && draggablePanel != null) { scrollView = draggablePanel; draggablePanel = null; } if (mStarted && (mAutoFind || mScroll == null)) FindScrollView(); } /// <summary> /// Find the scroll view. /// </summary> void Start () { mStarted = true; FindScrollView(); } /// <summary> /// Find the scroll view to work with. /// </summary> void FindScrollView () { // If the scroll view is on a parent, don't try to remember it (as we want it to be dynamic in case of re-parenting) UIScrollView sv = NGUITools.FindInParents<UIScrollView>(mTrans); if (scrollView == null) { scrollView = sv; mAutoFind = true; } else if (scrollView == sv) { mAutoFind = true; } mScroll = scrollView; } /// <summary> /// Create a plane on which we will be performing the dragging. /// </summary> void OnPress (bool pressed) { // If the scroll view has been set manually, don't try to find it again if (mAutoFind && mScroll != scrollView) { mScroll = scrollView; mAutoFind = false; } if (scrollView && enabled && NGUITools.GetActive(gameObject)) { scrollView.Press(pressed); if (!pressed && mAutoFind) { scrollView = NGUITools.FindInParents<UIScrollView>(mTrans); mScroll = scrollView; } } } /// <summary> /// Drag the object along the plane. /// </summary> void OnDrag (Vector2 delta) { if (scrollView && NGUITools.GetActive(this)) scrollView.Drag(); } /// <summary> /// If the object should support the scroll wheel, do it. /// </summary> void OnScroll (float delta) { if (scrollView && NGUITools.GetActive(this)) scrollView.Scroll(delta); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragScrollView.cs
C#
asf20
2,639
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections; /// <summary> /// Widget container is a generic type class that acts like a non-resizeable widget when selecting things in the scene view. /// </summary> [AddComponentMenu("NGUI/Interaction/Widget Container")] public class UIWidgetContainer : MonoBehaviour { }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIWidgetContainer.cs
C#
asf20
492
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Allows dragging of the camera object and restricts camera's movement to be within bounds of the area created by the rootForBounds colliders. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Drag Camera")] public class UIDragCamera : MonoBehaviour { /// <summary> /// Target object that will be dragged. /// </summary> public UIDraggableCamera draggableCamera; /// <summary> /// Automatically find the draggable camera if possible. /// </summary> void Awake () { if (draggableCamera == null) { draggableCamera = NGUITools.FindInParents<UIDraggableCamera>(gameObject); } } /// <summary> /// Forward the press event to the draggable camera. /// </summary> void OnPress (bool isPressed) { if (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null) { draggableCamera.Press(isPressed); } } /// <summary> /// Forward the drag event to the draggable camera. /// </summary> void OnDrag (Vector2 delta) { if (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null) { draggableCamera.Drag(delta); } } /// <summary> /// Forward the scroll event to the draggable camera. /// </summary> void OnScroll (float delta) { if (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null) { draggableCamera.Scroll(delta); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragCamera.cs
C#
asf20
1,566
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Button Color")] public class UIButtonColor : UIWidgetContainer { public enum State { Normal, Hover, Pressed, Disabled, } /// <summary> /// Target with a widget, renderer, or light that will have its color tweened. /// </summary> public GameObject tweenTarget; /// <summary> /// Color to apply on hover event (mouse only). /// </summary> public Color hover = new Color(225f / 255f, 200f / 255f, 150f / 255f, 1f); /// <summary> /// Color to apply on the pressed event. /// </summary> public Color pressed = new Color(183f / 255f, 163f / 255f, 123f / 255f, 1f); /// <summary> /// Color that will be applied when the button is disabled. /// </summary> public Color disabledColor = Color.grey; /// <summary> /// Duration of the tween process. /// </summary> public float duration = 0.2f; protected Color mColor; protected bool mInitDone = false; protected UIWidget mWidget; protected State mState = State.Normal; /// <summary> /// Button's current state. /// </summary> public State state { get { return mState; } set { SetState(value, false); } } /// <summary> /// UIButtonColor's default (starting) color. It's useful to be able to change it, just in case. /// </summary> public Color defaultColor { get { #if UNITY_EDITOR if (!Application.isPlaying) return Color.white; #endif if (!mInitDone) OnInit(); return mColor; } set { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (!mInitDone) OnInit(); mColor = value; } } /// <summary> /// Whether the script should be active or not. /// </summary> public virtual bool isEnabled { get { return enabled; } set { enabled = value; } } void Awake () { if (!mInitDone) OnInit(); } void Start () { if (!isEnabled) SetState(State.Disabled, true); } protected virtual void OnInit () { mInitDone = true; if (tweenTarget == null) tweenTarget = gameObject; mWidget = tweenTarget.GetComponent<UIWidget>(); if (mWidget != null) { mColor = mWidget.color; } else { Renderer ren = tweenTarget.renderer; if (ren != null) { mColor = Application.isPlaying ? ren.material.color : ren.sharedMaterial.color; } else { Light lt = tweenTarget.light; if (lt != null) { mColor = lt.color; } else { tweenTarget = null; mInitDone = false; } } } } /// <summary> /// Set the initial state. /// </summary> protected virtual void OnEnable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mInitDone) OnHover(UICamera.IsHighlighted(gameObject)); if (UICamera.currentTouch != null) { if (UICamera.currentTouch.pressed == gameObject) OnPress(true); else if (UICamera.currentTouch.current == gameObject) OnHover(true); } } /// <summary> /// Reset the initial state. /// </summary> protected virtual void OnDisable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mInitDone && tweenTarget != null) { SetState(State.Normal, true); TweenColor tc = tweenTarget.GetComponent<TweenColor>(); if (tc != null) { tc.value = mColor; tc.enabled = false; } } } /// <summary> /// Set the hover state. /// </summary> protected virtual void OnHover (bool isOver) { if (isEnabled) { if (!mInitDone) OnInit(); if (tweenTarget != null) SetState(isOver ? State.Hover : State.Normal, false); } } /// <summary> /// Set the pressed state. /// </summary> protected virtual void OnPress (bool isPressed) { if (isEnabled && UICamera.currentTouch != null) { if (!mInitDone) OnInit(); if (tweenTarget != null) { if (isPressed) { SetState(State.Pressed, false); } else if (UICamera.currentTouch.current == gameObject) { if (UICamera.currentScheme == UICamera.ControlScheme.Controller) { SetState(State.Hover, false); } else if (UICamera.currentScheme == UICamera.ControlScheme.Mouse && UICamera.hoveredObject == gameObject) { SetState(State.Hover, false); } else SetState(State.Normal, false); } else SetState(State.Normal, false); } } } /// <summary> /// Set the pressed state on drag over. /// </summary> protected virtual void OnDragOver () { if (isEnabled) { if (!mInitDone) OnInit(); if (tweenTarget != null) SetState(State.Pressed, false); } } /// <summary> /// Set the normal state on drag out. /// </summary> protected virtual void OnDragOut () { if (isEnabled) { if (!mInitDone) OnInit(); if (tweenTarget != null) SetState(State.Normal, false); } } /// <summary> /// Set the selected state. /// </summary> protected virtual void OnSelect (bool isSelected) { if (isEnabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller) && tweenTarget != null) OnHover(isSelected); } /// <summary> /// Change the visual state. /// </summary> public virtual void SetState (State state, bool instant) { if (!mInitDone) { mInitDone = true; OnInit(); } if (mState != state) { mState = state; TweenColor tc; switch (mState) { case State.Hover: tc = TweenColor.Begin(tweenTarget, duration, hover); break; case State.Pressed: tc = TweenColor.Begin(tweenTarget, duration, pressed); break; case State.Disabled: tc = TweenColor.Begin(tweenTarget, duration, disabledColor); break; default: tc = TweenColor.Begin(tweenTarget, duration, mColor); break; } if (instant && tc != null) { tc.value = tc.to; tc.enabled = false; } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButtonColor.cs
C#
asf20
5,989
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Plays the specified sound. /// </summary> [AddComponentMenu("NGUI/Interaction/Play Sound")] public class UIPlaySound : MonoBehaviour { public enum Trigger { OnClick, OnMouseOver, OnMouseOut, OnPress, OnRelease, Custom, } public AudioClip audioClip; public Trigger trigger = Trigger.OnClick; bool mIsOver = false; #if UNITY_3_5 public float volume = 1f; public float pitch = 1f; #else [Range(0f, 1f)] public float volume = 1f; [Range(0f, 2f)] public float pitch = 1f; #endif void OnHover (bool isOver) { if (trigger == Trigger.OnMouseOver) { if (mIsOver == isOver) return; mIsOver = isOver; } if (enabled && ((isOver && trigger == Trigger.OnMouseOver) || (!isOver && trigger == Trigger.OnMouseOut))) NGUITools.PlaySound(audioClip, volume, pitch); } void OnPress (bool isPressed) { if (trigger == Trigger.OnPress) { if (mIsOver == isPressed) return; mIsOver = isPressed; } if (enabled && ((isPressed && trigger == Trigger.OnPress) || (!isPressed && trigger == Trigger.OnRelease))) NGUITools.PlaySound(audioClip, volume, pitch); } void OnClick () { if (enabled && trigger == Trigger.OnClick) NGUITools.PlaySound(audioClip, volume, pitch); } void OnSelect (bool isSelected) { if (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller)) OnHover(isSelected); } public void Play () { NGUITools.PlaySound(audioClip, volume, pitch); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIPlaySound.cs
C#
asf20
1,677
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Extended progress bar that has backwards compatibility logic and adds interaction support. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/NGUI Slider")] public class UISlider : UIProgressBar { enum Direction { Horizontal, Vertical, Upgraded, } // Deprecated functionality. Use 'foregroundWidget' instead. [HideInInspector][SerializeField] Transform foreground = null; // Deprecated functionality [HideInInspector][SerializeField] float rawValue = 1f; // Use 'value' [HideInInspector][SerializeField] Direction direction = Direction.Upgraded; // Use 'fillDirection' [HideInInspector][SerializeField] protected bool mInverted = false; [System.Obsolete("Use 'value' instead")] public float sliderValue { get { return this.value; } set { this.value = value; } } [System.Obsolete("Use 'fillDirection' instead")] public bool inverted { get { return isInverted; } set { } } /// <summary> /// Upgrade from legacy functionality. /// </summary> protected override void Upgrade () { if (direction != Direction.Upgraded) { mValue = rawValue; if (foreground != null) mFG = foreground.GetComponent<UIWidget>(); if (direction == Direction.Horizontal) { mFill = mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight; } else { mFill = mInverted ? FillDirection.TopToBottom : FillDirection.BottomToTop; } direction = Direction.Upgraded; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } /// <summary> /// Register an event listener. /// </summary> protected override void OnStart () { GameObject bg = (mBG != null && mBG.collider != null) ? mBG.gameObject : gameObject; UIEventListener bgl = UIEventListener.Get(bg); bgl.onPress += OnPressBackground; bgl.onDrag += OnDragBackground; if (thumb != null && thumb.collider != null && (mFG == null || thumb != mFG.cachedTransform)) { UIEventListener fgl = UIEventListener.Get(thumb.gameObject); fgl.onPress += OnPressForeground; fgl.onDrag += OnDragForeground; } } /// <summary> /// Position the scroll bar to be under the current touch. /// </summary> protected void OnPressBackground (GameObject go, bool isPressed) { if (UICamera.currentScheme == UICamera.ControlScheme.Controller) return; mCam = UICamera.currentCamera; value = ScreenToValue(UICamera.lastTouchPosition); if (!isPressed && onDragFinished != null) onDragFinished(); } /// <summary> /// Position the scroll bar to be under the current touch. /// </summary> protected void OnDragBackground (GameObject go, Vector2 delta) { if (UICamera.currentScheme == UICamera.ControlScheme.Controller) return; mCam = UICamera.currentCamera; value = ScreenToValue(UICamera.lastTouchPosition); } /// <summary> /// Save the position of the foreground on press. /// </summary> protected void OnPressForeground (GameObject go, bool isPressed) { if (UICamera.currentScheme == UICamera.ControlScheme.Controller) return; if (isPressed) { mOffset = (mFG == null) ? 0f : value - ScreenToValue(UICamera.lastTouchPosition); } else if (onDragFinished != null) onDragFinished(); } /// <summary> /// Drag the scroll bar in the specified direction. /// </summary> protected void OnDragForeground (GameObject go, Vector2 delta) { if (UICamera.currentScheme == UICamera.ControlScheme.Controller) return; mCam = UICamera.currentCamera; value = mOffset + ScreenToValue(UICamera.lastTouchPosition); } /// <summary> /// Watch for key events and adjust the value accordingly. /// </summary> protected void OnKey (KeyCode key) { if (enabled) { float step = (numberOfSteps > 1f) ? 1f / (numberOfSteps - 1) : 0.125f; if (fillDirection == FillDirection.LeftToRight || fillDirection == FillDirection.RightToLeft) { if (key == KeyCode.LeftArrow) value = mValue - step; else if (key == KeyCode.RightArrow) value = mValue + step; } else { if (key == KeyCode.DownArrow) value = mValue - step; else if (key == KeyCode.UpArrow) value = mValue + step; } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UISlider.cs
C#
asf20
4,337
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Sends a message to the remote object when something happens. /// </summary> [AddComponentMenu("NGUI/Interaction/Button Message (Legacy)")] public class UIButtonMessage : MonoBehaviour { public enum Trigger { OnClick, OnMouseOver, OnMouseOut, OnPress, OnRelease, OnDoubleClick, } public GameObject target; public string functionName; public Trigger trigger = Trigger.OnClick; public bool includeChildren = false; bool mStarted = false; void Start () { mStarted = true; } void OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); } void OnHover (bool isOver) { if (enabled) { if (((isOver && trigger == Trigger.OnMouseOver) || (!isOver && trigger == Trigger.OnMouseOut))) Send(); } } void OnPress (bool isPressed) { if (enabled) { if (((isPressed && trigger == Trigger.OnPress) || (!isPressed && trigger == Trigger.OnRelease))) Send(); } } void OnSelect (bool isSelected) { if (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller)) OnHover(isSelected); } void OnClick () { if (enabled && trigger == Trigger.OnClick) Send(); } void OnDoubleClick () { if (enabled && trigger == Trigger.OnDoubleClick) Send(); } void Send () { if (string.IsNullOrEmpty(functionName)) return; if (target == null) target = gameObject; if (includeChildren) { Transform[] transforms = target.GetComponentsInChildren<Transform>(); for (int i = 0, imax = transforms.Length; i < imax; ++i) { Transform t = transforms[i]; t.gameObject.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver); } } else { target.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButtonMessage.cs
C#
asf20
1,983
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using AnimationOrTween; using System.Collections.Generic; /// <summary> /// Simple toggle functionality. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Toggle")] public class UIToggle : UIWidgetContainer { /// <summary> /// List of all the active toggles currently in the scene. /// </summary> static public BetterList<UIToggle> list = new BetterList<UIToggle>(); /// <summary> /// Current toggle that sent a state change notification. /// </summary> static public UIToggle current; /// <summary> /// If set to anything other than '0', all active toggles in this group will behave as radio buttons. /// </summary> public int group = 0; /// <summary> /// Sprite that's visible when the 'isActive' status is 'true'. /// </summary> public UIWidget activeSprite; /// <summary> /// Animation to play on the active sprite, if any. /// </summary> public Animation activeAnimation; /// <summary> /// Whether the toggle starts checked. /// </summary> public bool startsActive = false; /// <summary> /// If checked, tween-based transition will be instant instead. /// </summary> public bool instantTween = false; /// <summary> /// Can the radio button option be 'none'? /// </summary> public bool optionCanBeNone = false; /// <summary> /// Callbacks triggered when the toggle's state changes. /// </summary> public List<EventDelegate> onChange = new List<EventDelegate>(); /// <summary> /// Deprecated functionality. Use the 'group' option instead. /// </summary> [HideInInspector][SerializeField] UISprite checkSprite = null; [HideInInspector][SerializeField] Animation checkAnimation; [HideInInspector][SerializeField] GameObject eventReceiver; [HideInInspector][SerializeField] string functionName = "OnActivate"; [HideInInspector][SerializeField] bool startsChecked = false; // Use 'startsActive' instead bool mIsActive = true; bool mStarted = false; /// <summary> /// Whether the toggle is checked. /// </summary> public bool value { get { return mIsActive; } set { if (group == 0 || value || optionCanBeNone || !mStarted) Set(value); } } [System.Obsolete("Use 'value' instead")] public bool isChecked { get { return value; } set { this.value = value; } } /// <summary> /// Return the first active toggle within the specified group. /// </summary> static public UIToggle GetActiveToggle (int group) { for (int i = 0; i < list.size; ++i) { UIToggle toggle = list[i]; if (toggle != null && toggle.group == group && toggle.mIsActive) return toggle; } return null; } void OnEnable () { list.Add(this); } void OnDisable () { list.Remove(this); } /// <summary> /// Activate the initial state. /// </summary> void Start () { if (startsChecked) { startsChecked = false; startsActive = true; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } // Auto-upgrade if (!Application.isPlaying) { if (checkSprite != null && activeSprite == null) { activeSprite = checkSprite; checkSprite = null; } if (checkAnimation != null && activeAnimation == null) { activeAnimation = checkAnimation; checkAnimation = null; } if (Application.isPlaying && activeSprite != null) activeSprite.alpha = startsActive ? 1f : 0f; if (EventDelegate.IsValid(onChange)) { eventReceiver = null; functionName = null; } } else { mIsActive = !startsActive; mStarted = true; bool instant = instantTween; instantTween = true; Set(startsActive); instantTween = instant; } } /// <summary> /// Check or uncheck on click. /// </summary> void OnClick () { if (enabled) value = !value; } /// <summary> /// Fade out or fade in the active sprite and notify the OnChange event listener. /// </summary> void Set (bool state) { if (!mStarted) { mIsActive = state; startsActive = state; if (activeSprite != null) activeSprite.alpha = state ? 1f : 0f; } else if (mIsActive != state) { // Uncheck all other toggles if (group != 0 && state) { for (int i = 0, imax = list.size; i < imax; ) { UIToggle cb = list[i]; if (cb != this && cb.group == group) cb.Set(false); if (list.size != imax) { imax = list.size; i = 0; } else ++i; } } // Remember the state mIsActive = state; // Tween the color of the active sprite if (activeSprite != null) { if (instantTween) { activeSprite.alpha = mIsActive ? 1f : 0f; } else { TweenAlpha.Begin(activeSprite.gameObject, 0.15f, mIsActive ? 1f : 0f); } } if (current == null) { current = this; if (EventDelegate.IsValid(onChange)) { EventDelegate.Execute(onChange); } else if (eventReceiver != null && !string.IsNullOrEmpty(functionName)) { // Legacy functionality support (for backwards compatibility) eventReceiver.SendMessage(functionName, mIsActive, SendMessageOptions.DontRequireReceiver); } current = null; } // Play the checkmark animation if (activeAnimation != null) { ActiveAnimation aa = ActiveAnimation.Play(activeAnimation, state ? Direction.Forward : Direction.Reverse); if (instantTween) aa.Finish(); } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIToggle.cs
C#
asf20
5,487
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Deprecated component. Use UIKeyNavigation instead. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Button Keys (Legacy)")] public class UIButtonKeys : UIKeyNavigation { public UIButtonKeys selectOnClick; public UIButtonKeys selectOnUp; public UIButtonKeys selectOnDown; public UIButtonKeys selectOnLeft; public UIButtonKeys selectOnRight; protected override void OnEnable () { Upgrade(); base.OnEnable(); } public void Upgrade () { if (onClick == null && selectOnClick != null) { onClick = selectOnClick.gameObject; selectOnClick = null; NGUITools.SetDirty(this); } if (onLeft == null && selectOnLeft != null) { onLeft = selectOnLeft.gameObject; selectOnLeft = null; NGUITools.SetDirty(this); } if (onRight == null && selectOnRight != null) { onRight = selectOnRight.gameObject; selectOnRight = null; NGUITools.SetDirty(this); } if (onUp == null && selectOnUp != null) { onUp = selectOnUp.gameObject; selectOnUp = null; NGUITools.SetDirty(this); } if (onDown == null && selectOnDown != null) { onDown = selectOnDown.gameObject; selectOnDown = null; NGUITools.SetDirty(this); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButtonKeys.cs
C#
asf20
1,423
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections; /// <summary> /// Allows dragging of the specified target object by mouse or touch, optionally limiting it to be within the UIPanel's clipped rectangle. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Drag Object")] public class UIDragObject : MonoBehaviour { public enum DragEffect { None, Momentum, MomentumAndSpring, } /// <summary> /// Target object that will be dragged. /// </summary> public Transform target; /// <summary> /// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction. /// </summary> public Vector3 dragMovement { get { return scale; } set { scale = value; } } /// <summary> /// Momentum added from the mouse scroll wheel. /// </summary> public Vector3 scrollMomentum = Vector3.zero; /// <summary> /// Whether the dragging will be restricted to be within the parent panel's bounds. /// </summary> public bool restrictWithinPanel = false; /// <summary> /// Rectangle to be used as the draggable object's bounds. If none specified, all widgets' bounds get added up. /// </summary> public UIRect contentRect = null; /// <summary> /// Effect to apply when dragging. /// </summary> public DragEffect dragEffect = DragEffect.MomentumAndSpring; /// <summary> /// How much momentum gets applied when the press is released after dragging. /// </summary> public float momentumAmount = 35f; // Obsolete property. Use 'dragMovement' instead. [SerializeField] protected Vector3 scale = new Vector3(1f, 1f, 0f); // Obsolete property. Use 'scrollMomentum' instead. [SerializeField][HideInInspector] float scrollWheelFactor = 0f; Plane mPlane; Vector3 mTargetPos; Vector3 mLastPos; UIPanel mPanel; Vector3 mMomentum = Vector3.zero; Vector3 mScroll = Vector3.zero; Bounds mBounds; int mTouchID = 0; bool mStarted = false; bool mPressed = false; /// <summary> /// Auto-upgrade the legacy data. /// </summary> void OnEnable () { if (scrollWheelFactor != 0f) { scrollMomentum = scale * scrollWheelFactor; scrollWheelFactor = 0f; } if (contentRect == null && target != null && Application.isPlaying) { UIWidget w = target.GetComponent<UIWidget>(); if (w != null) contentRect = w; } } void OnDisable () { mStarted = false; } /// <summary> /// Find the panel responsible for this object. /// </summary> void FindPanel () { mPanel = (target != null) ? UIPanel.Find(target.transform.parent) : null; if (mPanel == null) restrictWithinPanel = false; } /// <summary> /// Recalculate the bounds of the dragged content. /// </summary> void UpdateBounds () { if (contentRect) { Transform t = mPanel.cachedTransform; Matrix4x4 toLocal = t.worldToLocalMatrix; Vector3[] corners = contentRect.worldCorners; for (int i = 0; i < 4; ++i) corners[i] = toLocal.MultiplyPoint3x4(corners[i]); mBounds = new Bounds(corners[0], Vector3.zero); for (int i = 1; i < 4; ++i) mBounds.Encapsulate(corners[i]); } else { mBounds = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, target); } } /// <summary> /// Create a plane on which we will be performing the dragging. /// </summary> void OnPress (bool pressed) { if (enabled && NGUITools.GetActive(gameObject) && target != null) { if (pressed) { if (!mPressed) { // Remove all momentum on press mTouchID = UICamera.currentTouchID; mPressed = true; mStarted = false; CancelMovement(); if (restrictWithinPanel && mPanel == null) FindPanel(); if (restrictWithinPanel) UpdateBounds(); // Disable the spring movement CancelSpring(); // Create the plane to drag along Transform trans = UICamera.currentCamera.transform; mPlane = new Plane((mPanel != null ? mPanel.cachedTransform.rotation : trans.rotation) * Vector3.back, UICamera.lastHit.point); } } else if (mPressed && mTouchID == UICamera.currentTouchID) { mPressed = false; if (restrictWithinPanel && dragEffect == DragEffect.MomentumAndSpring) { if (mPanel.ConstrainTargetToBounds(target, ref mBounds, false)) CancelMovement(); } } } } /// <summary> /// Drag the object along the plane. /// </summary> void OnDrag (Vector2 delta) { if (mPressed && mTouchID == UICamera.currentTouchID && enabled && NGUITools.GetActive(gameObject) && target != null) { UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; Ray ray = UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos); float dist = 0f; if (mPlane.Raycast(ray, out dist)) { Vector3 currentPos = ray.GetPoint(dist); Vector3 offset = currentPos - mLastPos; mLastPos = currentPos; if (!mStarted) { mStarted = true; offset = Vector3.zero; } if (offset.x != 0f || offset.y != 0f) { offset = target.InverseTransformDirection(offset); offset.Scale(scale); offset = target.TransformDirection(offset); } // Adjust the momentum if (dragEffect != DragEffect.None) mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); // Adjust the position and bounds Vector3 before = target.localPosition; Move(offset); // We want to constrain the UI to be within bounds if (restrictWithinPanel) { mBounds.center = mBounds.center + (target.localPosition - before); // Constrain the UI to the bounds, and if done so, immediately eliminate the momentum if (dragEffect != DragEffect.MomentumAndSpring && mPanel.ConstrainTargetToBounds(target, ref mBounds, true)) CancelMovement(); } } } } /// <summary> /// Move the dragged object by the specified amount. /// </summary> void Move (Vector3 worldDelta) { if (mPanel != null) { mTargetPos += worldDelta; target.position = mTargetPos; Vector3 after = target.localPosition; after.x = Mathf.Round(after.x); after.y = Mathf.Round(after.y); target.localPosition = after; UIScrollView ds = mPanel.GetComponent<UIScrollView>(); if (ds != null) ds.UpdateScrollbars(true); } else target.position += worldDelta; } /// <summary> /// Apply the dragging momentum. /// </summary> void LateUpdate () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (target == null) return; float delta = RealTime.deltaTime; mMomentum -= mScroll; mScroll = NGUIMath.SpringLerp(mScroll, Vector3.zero, 20f, delta); if (!mPressed) { // No momentum? Exit. if (mMomentum.magnitude < 0.0001f) return; // Apply the momentum if (mPanel == null) FindPanel(); Move(NGUIMath.SpringDampen(ref mMomentum, 9f, delta)); if (restrictWithinPanel && mPanel != null) { UpdateBounds(); if (mPanel.ConstrainTargetToBounds(target, ref mBounds, dragEffect == DragEffect.None)) { CancelMovement(); } else CancelSpring(); } } else mTargetPos = (target != null) ? target.position : Vector3.zero; // Dampen the momentum NGUIMath.SpringDampen(ref mMomentum, 9f, delta); } /// <summary> /// Cancel all movement. /// </summary> public void CancelMovement () { mTargetPos = (target != null) ? target.position : Vector3.zero; mMomentum = Vector3.zero; mScroll = Vector3.zero; } /// <summary> /// Cancel the spring movement. /// </summary> public void CancelSpring () { SpringPosition sp = target.GetComponent<SpringPosition>(); if (sp != null) sp.enabled = false; } /// <summary> /// If the object should support the scroll wheel, do it. /// </summary> void OnScroll (float delta) { if (enabled && NGUITools.GetActive(gameObject)) mScroll -= scrollMomentum * (delta * 0.05f); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragObject.cs
C#
asf20
7,986
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// When Drag & Drop event begins in UIDragDropItem, it will re-parent itself to the UIDragDropRoot instead. /// It's useful when you're dragging something out of a clipped panel: you will want to reparent it before /// it can be dragged outside. /// </summary> [AddComponentMenu("NGUI/Interaction/Drag and Drop Root")] public class UIDragDropRoot : MonoBehaviour { static public Transform root; void OnEnable () { root = transform; } void OnDisable () { if (root == transform) root = null; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragDropRoot.cs
C#
asf20
718
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// All children added to the game object with this script will be arranged into a table /// with rows and columns automatically adjusting their size to fit their content /// (think "table" tag in HTML). /// </summary> [AddComponentMenu("NGUI/Interaction/Table")] public class UITable : UIWidgetContainer { public delegate void OnReposition (); public enum Direction { Down, Up, } public enum Sorting { None, Alphabetic, Horizontal, Vertical, Custom, } /// <summary> /// How many columns there will be before a new line is started. 0 means unlimited. /// </summary> public int columns = 0; /// <summary> /// Which way the new lines will be added. /// </summary> public Direction direction = Direction.Down; /// <summary> /// How to sort the grid's elements. /// </summary> public Sorting sorting = Sorting.None; /// <summary> /// Whether inactive children will be discarded from the table's calculations. /// </summary> public bool hideInactive = true; /// <summary> /// Whether the parent container will be notified of the table's changes. /// </summary> public bool keepWithinPanel = false; /// <summary> /// Padding around each entry, in pixels. /// </summary> public Vector2 padding = Vector2.zero; /// <summary> /// Delegate function that will be called when the table repositions its content. /// </summary> public OnReposition onReposition; protected UIPanel mPanel; protected bool mInitDone = false; protected bool mReposition = false; protected List<Transform> mChildren = new List<Transform>(); // Use the 'sorting' property instead [HideInInspector][SerializeField] bool sorted = false; /// <summary> /// Reposition the children on the next Update(). /// </summary> public bool repositionNow { set { if (value) { mReposition = true; enabled = true; } } } /// <summary> /// Returns the list of table's children, sorted alphabetically if necessary. /// </summary> public List<Transform> children { get { if (mChildren.Count == 0) { Transform myTrans = transform; mChildren.Clear(); for (int i = 0; i < myTrans.childCount; ++i) { Transform child = myTrans.GetChild(i); if (child && child.gameObject && (!hideInactive || NGUITools.GetActive(child.gameObject))) mChildren.Add(child); } if (sorting != Sorting.None || sorted) { if (sorting == Sorting.Alphabetic) mChildren.Sort(UIGrid.SortByName); else if (sorting == Sorting.Horizontal) mChildren.Sort(UIGrid.SortHorizontal); else if (sorting == Sorting.Vertical) mChildren.Sort(UIGrid.SortVertical); else Sort(mChildren); } } return mChildren; } } /// <summary> /// Want your own custom sorting logic? Override this function. /// </summary> protected virtual void Sort (List<Transform> list) { list.Sort(UIGrid.SortByName); } /// <summary> /// Positions the grid items, taking their own size into consideration. /// </summary> protected void RepositionVariableSize (List<Transform> children) { float xOffset = 0; float yOffset = 0; int cols = columns > 0 ? children.Count / columns + 1 : 1; int rows = columns > 0 ? columns : children.Count; Bounds[,] bounds = new Bounds[cols, rows]; Bounds[] boundsRows = new Bounds[rows]; Bounds[] boundsCols = new Bounds[cols]; int x = 0; int y = 0; for (int i = 0, imax = children.Count; i < imax; ++i) { Transform t = children[i]; Bounds b = NGUIMath.CalculateRelativeWidgetBounds(t, !hideInactive); Vector3 scale = t.localScale; b.min = Vector3.Scale(b.min, scale); b.max = Vector3.Scale(b.max, scale); bounds[y, x] = b; boundsRows[x].Encapsulate(b); boundsCols[y].Encapsulate(b); if (++x >= columns && columns > 0) { x = 0; ++y; } } x = 0; y = 0; for (int i = 0, imax = children.Count; i < imax; ++i) { Transform t = children[i]; Bounds b = bounds[y, x]; Bounds br = boundsRows[x]; Bounds bc = boundsCols[y]; Vector3 pos = t.localPosition; pos.x = xOffset + b.extents.x - b.center.x; pos.x += b.min.x - br.min.x + padding.x; if (direction == Direction.Down) { pos.y = -yOffset - b.extents.y - b.center.y; pos.y += (b.max.y - b.min.y - bc.max.y + bc.min.y) * 0.5f - padding.y; } else { pos.y = yOffset + (b.extents.y - b.center.y); pos.y -= (b.max.y - b.min.y - bc.max.y + bc.min.y) * 0.5f - padding.y; } xOffset += br.max.x - br.min.x + padding.x * 2f; t.localPosition = pos; if (++x >= columns && columns > 0) { x = 0; ++y; xOffset = 0f; yOffset += bc.size.y + padding.y * 2f; } } } /// <summary> /// Recalculate the position of all elements within the table, sorting them alphabetically if necessary. /// </summary> [ContextMenu("Execute")] public virtual void Reposition () { if (Application.isPlaying && !mInitDone && NGUITools.GetActive(this)) { mReposition = true; return; } if (!mInitDone) Init(); mReposition = false; Transform myTrans = transform; mChildren.Clear(); List<Transform> ch = children; if (ch.Count > 0) RepositionVariableSize(ch); if (keepWithinPanel && mPanel != null) { mPanel.ConstrainTargetToBounds(myTrans, true); UIScrollView sv = mPanel.GetComponent<UIScrollView>(); if (sv != null) sv.UpdateScrollbars(true); } if (onReposition != null) onReposition(); } /// <summary> /// Position the grid's contents when the script starts. /// </summary> protected virtual void Start () { Init(); Reposition(); enabled = false; } /// <summary> /// Find the necessary components. /// </summary> protected virtual void Init () { mInitDone = true; mPanel = NGUITools.FindInParents<UIPanel>(gameObject); } /// <summary> /// Is it time to reposition? Do so now. /// </summary> protected virtual void LateUpdate () { if (mReposition) Reposition(); enabled = false; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UITable.cs
C#
asf20
6,194
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Simple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed. /// </summary> [AddComponentMenu("NGUI/Interaction/Button Offset")] public class UIButtonOffset : MonoBehaviour { public Transform tweenTarget; public Vector3 hover = Vector3.zero; public Vector3 pressed = new Vector3(2f, -2f); public float duration = 0.2f; Vector3 mPos; bool mStarted = false; void Start () { if (!mStarted) { mStarted = true; if (tweenTarget == null) tweenTarget = transform; mPos = tweenTarget.localPosition; } } void OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); } void OnDisable () { if (mStarted && tweenTarget != null) { TweenPosition tc = tweenTarget.GetComponent<TweenPosition>(); if (tc != null) { tc.value = mPos; tc.enabled = false; } } } void OnPress (bool isPressed) { if (enabled) { if (!mStarted) Start(); TweenPosition.Begin(tweenTarget.gameObject, duration, isPressed ? mPos + pressed : (UICamera.IsHighlighted(gameObject) ? mPos + hover : mPos)).method = UITweener.Method.EaseInOut; } } void OnHover (bool isOver) { if (enabled) { if (!mStarted) Start(); TweenPosition.Begin(tweenTarget.gameObject, duration, isOver ? mPos + hover : mPos).method = UITweener.Method.EaseInOut; } } void OnSelect (bool isSelected) { if (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller)) OnHover(isSelected); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButtonOffset.cs
C#
asf20
1,732
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Very simple script that can be attached to a slider and will control the volume of all sounds played via NGUITools.PlaySound, /// which includes all of UI's sounds. /// </summary> [RequireComponent(typeof(UISlider))] [AddComponentMenu("NGUI/Interaction/Sound Volume")] public class UISoundVolume : MonoBehaviour { UISlider mSlider; void Awake () { mSlider = GetComponent<UISlider>(); mSlider.value = NGUITools.soundVolume; EventDelegate.Add(mSlider.onChange, OnChange); } void OnChange () { NGUITools.soundVolume = UISlider.current.value; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UISoundVolume.cs
C#
asf20
783
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Works together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area. /// </summary> [RequireComponent(typeof(Camera))] [AddComponentMenu("NGUI/Interaction/Draggable Camera")] public class UIDraggableCamera : MonoBehaviour { /// <summary> /// Root object that will be used for drag-limiting bounds. /// </summary> public Transform rootForBounds; /// <summary> /// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction. /// </summary> public Vector2 scale = Vector2.one; /// <summary> /// Effect the scroll wheel will have on the momentum. /// </summary> public float scrollWheelFactor = 0f; /// <summary> /// Effect to apply when dragging. /// </summary> public UIDragObject.DragEffect dragEffect = UIDragObject.DragEffect.MomentumAndSpring; /// <summary> /// Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable "jump"). /// </summary> public bool smoothDragStart = true; /// <summary> /// How much momentum gets applied when the press is released after dragging. /// </summary> public float momentumAmount = 35f; Camera mCam; Transform mTrans; bool mPressed = false; Vector2 mMomentum = Vector2.zero; Bounds mBounds; float mScroll = 0f; UIRoot mRoot; bool mDragStarted = false; /// <summary> /// Current momentum, exposed just in case it's needed. /// </summary> public Vector2 currentMomentum { get { return mMomentum; } set { mMomentum = value; } } /// <summary> /// Cache the common components. /// </summary> void Awake () { mCam = camera; mTrans = transform; if (rootForBounds == null) { Debug.LogError(NGUITools.GetHierarchy(gameObject) + " needs the 'Root For Bounds' parameter to be set", this); enabled = false; } } /// <summary> /// Cache the root. /// </summary> void Start () { mRoot = NGUITools.FindInParents<UIRoot>(gameObject); } /// <summary> /// Calculate the offset needed to be constrained within the panel's bounds. /// </summary> Vector3 CalculateConstrainOffset () { if (rootForBounds == null || rootForBounds.childCount == 0) return Vector3.zero; Vector3 bottomLeft = new Vector3(mCam.rect.xMin * Screen.width, mCam.rect.yMin * Screen.height, 0f); Vector3 topRight = new Vector3(mCam.rect.xMax * Screen.width, mCam.rect.yMax * Screen.height, 0f); bottomLeft = mCam.ScreenToWorldPoint(bottomLeft); topRight = mCam.ScreenToWorldPoint(topRight); Vector2 minRect = new Vector2(mBounds.min.x, mBounds.min.y); Vector2 maxRect = new Vector2(mBounds.max.x, mBounds.max.y); return NGUIMath.ConstrainRect(minRect, maxRect, bottomLeft, topRight); } /// <summary> /// Constrain the current camera's position to be within the viewable area's bounds. /// </summary> public bool ConstrainToBounds (bool immediate) { if (mTrans != null && rootForBounds != null) { Vector3 offset = CalculateConstrainOffset(); if (offset.sqrMagnitude > 0f) { if (immediate) { mTrans.position -= offset; } else { SpringPosition sp = SpringPosition.Begin(gameObject, mTrans.position - offset, 13f); sp.ignoreTimeScale = true; sp.worldSpace = true; } return true; } } return false; } /// <summary> /// Calculate the bounds of all widgets under this game object. /// </summary> public void Press (bool isPressed) { if (isPressed) mDragStarted = false; if (rootForBounds != null) { mPressed = isPressed; if (isPressed) { // Update the bounds mBounds = NGUIMath.CalculateAbsoluteWidgetBounds(rootForBounds); // Remove all momentum on press mMomentum = Vector2.zero; mScroll = 0f; // Disable the spring movement SpringPosition sp = GetComponent<SpringPosition>(); if (sp != null) sp.enabled = false; } else if (dragEffect == UIDragObject.DragEffect.MomentumAndSpring) { ConstrainToBounds(false); } } } /// <summary> /// Drag event receiver. /// </summary> public void Drag (Vector2 delta) { // Prevents the initial jump when the drag threshold gets passed if (smoothDragStart && !mDragStarted) { mDragStarted = true; return; } UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; if (mRoot != null) delta *= mRoot.pixelSizeAdjustment; Vector2 offset = Vector2.Scale(delta, -scale); mTrans.localPosition += (Vector3)offset; // Adjust the momentum mMomentum = Vector2.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); // Constrain the UI to the bounds, and if done so, eliminate the momentum if (dragEffect != UIDragObject.DragEffect.MomentumAndSpring && ConstrainToBounds(true)) { mMomentum = Vector2.zero; mScroll = 0f; } } /// <summary> /// If the object should support the scroll wheel, do it. /// </summary> public void Scroll (float delta) { if (enabled && NGUITools.GetActive(gameObject)) { if (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f; mScroll += delta * scrollWheelFactor; } } /// <summary> /// Apply the dragging momentum. /// </summary> void Update () { float delta = RealTime.deltaTime; if (mPressed) { // Disable the spring movement SpringPosition sp = GetComponent<SpringPosition>(); if (sp != null) sp.enabled = false; mScroll = 0f; } else { mMomentum += scale * (mScroll * 20f); mScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta); if (mMomentum.magnitude > 0.01f) { // Apply the momentum mTrans.localPosition += (Vector3)NGUIMath.SpringDampen(ref mMomentum, 9f, delta); mBounds = NGUIMath.CalculateAbsoluteWidgetBounds(rootForBounds); if (!ConstrainToBounds(dragEffect == UIDragObject.DragEffect.None)) { SpringPosition sp = GetComponent<SpringPosition>(); if (sp != null) sp.enabled = false; } return; } else mScroll = 0f; } // Dampen the momentum NGUIMath.SpringDampen(ref mMomentum, 9f, delta); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDraggableCamera.cs
C#
asf20
6,282
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Example script showing how to activate or deactivate MonoBehaviours with a toggle. /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(UIToggle))] [AddComponentMenu("NGUI/Interaction/Toggled Components")] public class UIToggledComponents : MonoBehaviour { public List<MonoBehaviour> activate; public List<MonoBehaviour> deactivate; // Deprecated functionality [HideInInspector][SerializeField] MonoBehaviour target; [HideInInspector][SerializeField] bool inverse = false; void Awake () { // Legacy functionality -- auto-upgrade if (target != null) { if (activate.Count == 0 && deactivate.Count == 0) { if (inverse) deactivate.Add(target); else activate.Add(target); } else target = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } #if UNITY_EDITOR if (!Application.isPlaying) return; #endif UIToggle toggle = GetComponent<UIToggle>(); EventDelegate.Add(toggle.onChange, Toggle); } public void Toggle () { if (enabled) { for (int i = 0; i < activate.Count; ++i) { MonoBehaviour comp = activate[i]; comp.enabled = UIToggle.current.value; } for (int i = 0; i < deactivate.Count; ++i) { MonoBehaviour comp = deactivate[i]; comp.enabled = !UIToggle.current.value; } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIToggledComponents.cs
C#
asf20
1,538
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Attaching this script to a widget makes it react to key events such as tab, up, down, etc. /// </summary> [AddComponentMenu("NGUI/Interaction/Key Navigation")] public class UIKeyNavigation : MonoBehaviour { /// <summary> /// List of all the active UINavigation components. /// </summary> static public BetterList<UIKeyNavigation> list = new BetterList<UIKeyNavigation>(); public enum Constraint { None, Vertical, Horizontal, Explicit, } /// <summary> /// If a selection target is not set, the target can be determined automatically, restricted by this constraint. /// 'None' means free movement on both horizontal and vertical axis. 'Explicit' means the automatic logic will /// not execute, and only the explicitly set values will be used. /// </summary> public Constraint constraint = Constraint.None; /// <summary> /// Which object will be selected when the Up button is pressed. /// </summary> public GameObject onUp; /// <summary> /// Which object will be selected when the Down button is pressed. /// </summary> public GameObject onDown; /// <summary> /// Which object will be selected when the Left button is pressed. /// </summary> public GameObject onLeft; /// <summary> /// Which object will be selected when the Right button is pressed. /// </summary> public GameObject onRight; /// <summary> /// Which object will get selected on click. /// </summary> public GameObject onClick; /// <summary> /// Whether the object this script is attached to will get selected as soon as this script is enabled. /// </summary> public bool startsSelected = false; protected virtual void OnEnable () { list.Add(this); if (startsSelected) { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (UICamera.selectedObject == null || !NGUITools.GetActive(UICamera.selectedObject)) { UICamera.currentScheme = UICamera.ControlScheme.Controller; UICamera.selectedObject = gameObject; } } } protected virtual void OnDisable () { list.Remove(this); } protected GameObject GetLeft () { if (NGUITools.GetActive(onLeft)) return onLeft; if (constraint == Constraint.Vertical || constraint == Constraint.Explicit) return null; return Get(Vector3.left, true); } GameObject GetRight () { if (NGUITools.GetActive(onRight)) return onRight; if (constraint == Constraint.Vertical || constraint == Constraint.Explicit) return null; return Get(Vector3.right, true); } protected GameObject GetUp () { if (NGUITools.GetActive(onUp)) return onUp; if (constraint == Constraint.Horizontal || constraint == Constraint.Explicit) return null; return Get(Vector3.up, false); } protected GameObject GetDown () { if (NGUITools.GetActive(onDown)) return onDown; if (constraint == Constraint.Horizontal || constraint == Constraint.Explicit) return null; return Get(Vector3.down, false); } protected GameObject Get (Vector3 myDir, bool horizontal) { Transform t = transform; myDir = t.TransformDirection(myDir); Vector3 myCenter = GetCenter(gameObject); float min = float.MaxValue; GameObject go = null; for (int i = 0; i < list.size; ++i) { UIKeyNavigation nav = list[i]; if (nav == this) continue; // Reject objects that are not within a 45 degree angle of the desired direction Vector3 dir = GetCenter(nav.gameObject) - myCenter; float dot = Vector3.Dot(myDir, dir.normalized); if (dot < 0.707f) continue; // Exaggerate the movement in the undesired direction dir = t.InverseTransformDirection(dir); if (horizontal) dir.y *= 2f; else dir.x *= 2f; // Compare the distance float mag = dir.sqrMagnitude; if (mag > min) continue; go = nav.gameObject; min = mag; } return go; } static protected Vector3 GetCenter (GameObject go) { UIWidget w = go.GetComponent<UIWidget>(); if (w != null) { Vector3[] corners = w.worldCorners; return (corners[0] + corners[2]) * 0.5f; } return go.transform.position; } protected virtual void OnKey (KeyCode key) { if (!NGUITools.GetActive(this)) return; GameObject go = null; switch (key) { case KeyCode.LeftArrow: go = GetLeft(); break; case KeyCode.RightArrow: go = GetRight(); break; case KeyCode.UpArrow: go = GetUp(); break; case KeyCode.DownArrow: go = GetDown(); break; case KeyCode.Tab: if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { go = GetLeft(); if (go == null) go = GetUp(); if (go == null) go = GetDown(); if (go == null) go = GetRight(); } else { go = GetRight(); if (go == null) go = GetDown(); if (go == null) go = GetUp(); if (go == null) go = GetLeft(); } break; } if (go != null) UICamera.selectedObject = go; } protected virtual void OnClick () { if (NGUITools.GetActive(this) && NGUITools.GetActive(onClick)) UICamera.selectedObject = onClick; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIKeyNavigation.cs
C#
asf20
5,161
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; [AddComponentMenu("NGUI/Interaction/Drag and Drop Container")] public class UIDragDropContainer : MonoBehaviour { public Transform reparentTarget; }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragDropContainer.cs
C#
asf20
357
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script makes it possible for a scroll view to wrap its content, creating endless scroll views. /// Usage: simply attach this script underneath your scroll view where you would normally place a UIGrid: /// /// + Scroll View /// |- UIWrappedContent /// |-- Item 1 /// |-- Item 2 /// |-- Item 3 /// </summary> [AddComponentMenu("NGUI/Interaction/Wrap Content")] public class UIWrapContent : MonoBehaviour { /// <summary> /// Width or height of the child items for positioning purposes. /// </summary> public int itemSize = 100; /// <summary> /// Whether the content will be automatically culled. Enabling this will improve performance in scroll views that contain a lot of items. /// </summary> public bool cullContent = true; Transform mTrans; UIPanel mPanel; UIScrollView mScroll; bool mHorizontal = false; BetterList<Transform> mChildren = new BetterList<Transform>(); /// <summary> /// Initialize everything and register a callback with the UIPanel to be notified when the clipping region moves. /// </summary> protected virtual void Start () { SortBasedOnScrollMovement(); WrapContent(); if (mScroll != null) { mScroll.GetComponent<UIPanel>().onClipMove = OnMove; mScroll.restrictWithinPanel = false; if (mScroll.dragEffect == UIScrollView.DragEffect.MomentumAndSpring) mScroll.dragEffect = UIScrollView.DragEffect.Momentum; } } /// <summary> /// Callback triggered by the UIPanel when its clipping region moves (for example when it's being scrolled). /// </summary> protected virtual void OnMove (UIPanel panel) { WrapContent(); } /// <summary> /// Immediately reposition all children. /// </summary> [ContextMenu("Sort Based on Scroll Movement")] public void SortBasedOnScrollMovement () { if (!CacheScrollView()) return; // Cache all children and place them in order mChildren.Clear(); for (int i = 0; i < mTrans.childCount; ++i) mChildren.Add(mTrans.GetChild(i)); // Sort the list of children so that they are in order if (mHorizontal) mChildren.Sort(UIGrid.SortHorizontal); else mChildren.Sort(UIGrid.SortVertical); ResetChildPositions(); } /// <summary> /// Immediately reposition all children, sorting them alphabetically. /// </summary> [ContextMenu("Sort Alphabetically")] public void SortAlphabetically () { if (!CacheScrollView()) return; // Cache all children and place them in order mChildren.Clear(); for (int i = 0; i < mTrans.childCount; ++i) mChildren.Add(mTrans.GetChild(i)); // Sort the list of children so that they are in order mChildren.Sort(UIGrid.SortByName); ResetChildPositions(); } /// <summary> /// Cache the scroll view and return 'false' if the scroll view is not found. /// </summary> protected bool CacheScrollView () { mTrans = transform; mPanel = NGUITools.FindInParents<UIPanel>(gameObject); mScroll = mPanel.GetComponent<UIScrollView>(); if (mScroll == null) return false; if (mScroll.movement == UIScrollView.Movement.Horizontal) mHorizontal = true; else if (mScroll.movement == UIScrollView.Movement.Vertical) mHorizontal = false; else return false; return true; } /// <summary> /// Helper function that resets the position of all the children. /// </summary> void ResetChildPositions () { for (int i = 0; i < mChildren.size; ++i) { Transform t = mChildren[i]; t.localPosition = mHorizontal ? new Vector3(i * itemSize, 0f, 0f) : new Vector3(0f, -i * itemSize, 0f); } } /// <summary> /// Wrap all content, repositioning all children as needed. /// </summary> public void WrapContent () { float extents = itemSize * mChildren.size * 0.5f; Vector3[] corners = mPanel.worldCorners; for (int i = 0; i < 4; ++i) { Vector3 v = corners[i]; v = mTrans.InverseTransformPoint(v); corners[i] = v; } Vector3 center = Vector3.Lerp(corners[0], corners[2], 0.5f); if (mHorizontal) { float min = corners[0].x - itemSize; float max = corners[2].x + itemSize; for (int i = 0; i < mChildren.size; ++i) { Transform t = mChildren[i]; float distance = t.localPosition.x - center.x; if (distance < -extents) { t.localPosition += new Vector3(extents * 2f, 0f, 0f); distance = t.localPosition.x - center.x; UpdateItem(t, i); } else if (distance > extents) { t.localPosition -= new Vector3(extents * 2f, 0f, 0f); distance = t.localPosition.x - center.x; UpdateItem(t, i); } if (cullContent) { distance += mPanel.clipOffset.x - mTrans.localPosition.x; if (!UICamera.IsPressed(t.gameObject)) NGUITools.SetActive(t.gameObject, (distance > min && distance < max), false); } } } else { float min = corners[0].y - itemSize; float max = corners[2].y + itemSize; for (int i = 0; i < mChildren.size; ++i) { Transform t = mChildren[i]; float distance = t.localPosition.y - center.y; if (distance < -extents) { t.localPosition += new Vector3(0f, extents * 2f, 0f); distance = t.localPosition.y - center.y; UpdateItem(t, i); } else if (distance > extents) { t.localPosition -= new Vector3(0f, extents * 2f, 0f); distance = t.localPosition.y - center.y; UpdateItem(t, i); } if (cullContent) { distance += mPanel.clipOffset.y - mTrans.localPosition.y; if (!UICamera.IsPressed(t.gameObject)) NGUITools.SetActive(t.gameObject, (distance > min && distance < max), false); } } } } /// <summary> /// Want to update the content of items as they are scrolled? Override this function. /// </summary> protected virtual void UpdateItem (Transform item, int index) {} }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIWrapContent.cs
C#
asf20
5,911
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script can be used to forward events from one object to another. /// In most cases you should use UIEventListener script instead. For example: /// UIEventListener.Get(gameObject).onClick += MyClickFunction; /// </summary> [AddComponentMenu("NGUI/Interaction/Forward Events (Legacy)")] public class UIForwardEvents : MonoBehaviour { public GameObject target; public bool onHover = false; public bool onPress = false; public bool onClick = false; public bool onDoubleClick = false; public bool onSelect = false; public bool onDrag = false; public bool onDrop = false; public bool onSubmit = false; public bool onScroll = false; void OnHover (bool isOver) { if (onHover && target != null) { target.SendMessage("OnHover", isOver, SendMessageOptions.DontRequireReceiver); } } void OnPress (bool pressed) { if (onPress && target != null) { target.SendMessage("OnPress", pressed, SendMessageOptions.DontRequireReceiver); } } void OnClick () { if (onClick && target != null) { target.SendMessage("OnClick", SendMessageOptions.DontRequireReceiver); } } void OnDoubleClick () { if (onDoubleClick && target != null) { target.SendMessage("OnDoubleClick", SendMessageOptions.DontRequireReceiver); } } void OnSelect (bool selected) { if (onSelect && target != null) { target.SendMessage("OnSelect", selected, SendMessageOptions.DontRequireReceiver); } } void OnDrag (Vector2 delta) { if (onDrag && target != null) { target.SendMessage("OnDrag", delta, SendMessageOptions.DontRequireReceiver); } } void OnDrop (GameObject go) { if (onDrop && target != null) { target.SendMessage("OnDrop", go, SendMessageOptions.DontRequireReceiver); } } void OnSubmit () { if (onSubmit && target != null) { target.SendMessage("OnSubmit", SendMessageOptions.DontRequireReceiver); } } void OnScroll (float delta) { if (onScroll && target != null) { target.SendMessage("OnScroll", delta, SendMessageOptions.DontRequireReceiver); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIForwardEvents.cs
C#
asf20
2,270
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Simple progress bar that fills itself based on the specified value. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/NGUI Progress Bar")] public class UIProgressBar : UIWidgetContainer { public enum FillDirection { LeftToRight, RightToLeft, BottomToTop, TopToBottom, } /// <summary> /// Current slider. This value is set prior to the callback function being triggered. /// </summary> static public UIProgressBar current; /// <summary> /// Delegate triggered when the scroll bar stops being dragged. /// Useful for things like centering on the closest valid object, for example. /// </summary> public OnDragFinished onDragFinished; public delegate void OnDragFinished (); /// <summary> /// Object that acts as a thumb. /// </summary> public Transform thumb; [HideInInspector][SerializeField] protected UIWidget mBG; [HideInInspector][SerializeField] protected UIWidget mFG; [HideInInspector][SerializeField] protected float mValue = 1f; [HideInInspector][SerializeField] protected FillDirection mFill = FillDirection.LeftToRight; protected Transform mTrans; protected bool mIsDirty = false; protected Camera mCam; protected float mOffset = 0f; /// <summary> /// Number of steps the slider should be divided into. For example 5 means possible values of 0, 0.25, 0.5, 0.75, and 1.0. /// </summary> public int numberOfSteps = 0; /// <summary> /// Callbacks triggered when the scroll bar's value changes. /// </summary> public List<EventDelegate> onChange = new List<EventDelegate>(); /// <summary> /// Cached for speed. /// </summary> public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } /// <summary> /// Camera used to draw the scroll bar. /// </summary> public Camera cachedCamera { get { if (mCam == null) mCam = NGUITools.FindCameraForLayer(gameObject.layer); return mCam; } } /// <summary> /// Widget used for the foreground. /// </summary> public UIWidget foregroundWidget { get { return mFG; } set { if (mFG != value) { mFG = value; mIsDirty = true; } } } /// <summary> /// Widget used for the background. /// </summary> public UIWidget backgroundWidget { get { return mBG; } set { if (mBG != value) { mBG = value; mIsDirty = true; } } } /// <summary> /// The scroll bar's direction. /// </summary> public FillDirection fillDirection { get { return mFill; } set { if (mFill != value) { mFill = value; ForceUpdate(); } } } /// <summary> /// Modifiable value for the scroll bar, 0-1 range. /// </summary> public float value { get { if (numberOfSteps > 1) return Mathf.Round(mValue * (numberOfSteps - 1)) / (numberOfSteps - 1); return mValue; } set { float val = Mathf.Clamp01(value); if (mValue != val) { float before = this.value; mValue = val; if (before != this.value) { ForceUpdate(); if (current == null && NGUITools.GetActive(this) && EventDelegate.IsValid(onChange)) { current = this; EventDelegate.Execute(onChange); current = null; } } #if UNITY_EDITOR if (!Application.isPlaying) NGUITools.SetDirty(this); #endif } } } /// <summary> /// Allows to easily change the scroll bar's alpha, affecting both the foreground and the background sprite at once. /// </summary> public float alpha { get { if (mFG != null) return mFG.alpha; if (mBG != null) return mBG.alpha; return 1f; } set { if (mFG != null) { mFG.alpha = value; if (mFG.collider != null) mFG.collider.enabled = mFG.alpha > 0.001f; } if (mBG != null) { mBG.alpha = value; if (mBG.collider != null) mBG.collider.enabled = mBG.alpha > 0.001f; } if (thumb != null) { UIWidget w = thumb.GetComponent<UIWidget>(); if (w != null) { w.alpha = value; if (w.collider != null) w.collider.enabled = w.alpha > 0.001f; } } } } /// <summary> /// Whether the progress bar is horizontal in nature. Convenience function. /// </summary> protected bool isHorizontal { get { return (mFill == FillDirection.LeftToRight || mFill == FillDirection.RightToLeft); } } /// <summary> /// Whether the progress bar is inverted in its behaviour. Convenience function. /// </summary> protected bool isInverted { get { return (mFill == FillDirection.RightToLeft || mFill == FillDirection.TopToBottom); } } /// <summary> /// Register the event listeners. /// </summary> protected void Start () { Upgrade(); if (Application.isPlaying) { if (mFG == null) { Debug.LogWarning("Progress bar needs a foreground widget to work with", this); enabled = false; return; } if (mBG != null) mBG.autoResizeBoxCollider = true; OnStart(); if (current == null && onChange != null) { current = this; EventDelegate.Execute(onChange); current = null; } } ForceUpdate(); } /// <summary> /// Used to upgrade from legacy functionality. /// </summary> protected virtual void Upgrade () { } /// <summary> /// Functionality for derived classes. /// </summary> protected virtual void OnStart() { } /// <summary> /// Update the value of the scroll bar if necessary. /// </summary> protected void Update () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mIsDirty) ForceUpdate(); } /// <summary> /// Invalidate the scroll bar. /// </summary> protected void OnValidate () { // For some bizarre reason Unity calls this function on prefabs, even if prefabs // are not actually used in the scene, nor selected in inspector. Dafuq? if (NGUITools.GetActive(this)) { Upgrade(); mIsDirty = true; float val = Mathf.Clamp01(mValue); if (mValue != val) mValue = val; if (numberOfSteps < 0) numberOfSteps = 0; else if (numberOfSteps > 20) numberOfSteps = 20; ForceUpdate(); } else { float val = Mathf.Clamp01(mValue); if (mValue != val) mValue = val; if (numberOfSteps < 0) numberOfSteps = 0; else if (numberOfSteps > 20) numberOfSteps = 20; } } /// <summary> /// Drag the scroll bar by the specified on-screen amount. /// </summary> protected float ScreenToValue (Vector2 screenPos) { // Create a plane Transform trans = cachedTransform; Plane plane = new Plane(trans.rotation * Vector3.back, trans.position); // If the ray doesn't hit the plane, do nothing float dist; Ray ray = cachedCamera.ScreenPointToRay(screenPos); if (!plane.Raycast(ray, out dist)) return value; // Transform the point from world space to local space return LocalToValue(trans.InverseTransformPoint(ray.GetPoint(dist))); } /// <summary> /// Calculate the value of the progress bar given the specified local position. /// </summary> protected virtual float LocalToValue (Vector2 localPos) { if (mFG != null) { Vector3[] corners = mFG.localCorners; Vector3 size = (corners[2] - corners[0]); if (isHorizontal) { float diff = (localPos.x - corners[0].x) / size.x; return isInverted ? 1f - diff : diff; } else { float diff = (localPos.y - corners[0].y) / size.y; return isInverted ? 1f - diff : diff; } } return value; } /// <summary> /// Update the value of the scroll bar. /// </summary> public virtual void ForceUpdate () { mIsDirty = false; if (mFG != null) { UISprite sprite = mFG as UISprite; if (isHorizontal) { if (sprite != null && sprite.type == UISprite.Type.Filled) { sprite.fillDirection = UISprite.FillDirection.Horizontal; sprite.invert = isInverted; sprite.fillAmount = value; } else { mFG.drawRegion = isInverted ? new Vector4(1f - value, 0f, 1f, 1f) : new Vector4(0f, 0f, value, 1f); } } else if (sprite != null && sprite.type == UISprite.Type.Filled) { sprite.fillDirection = UISprite.FillDirection.Vertical; sprite.invert = isInverted; sprite.fillAmount = value; } else { mFG.drawRegion = isInverted ? new Vector4(0f, 1f - value, 1f, 1f) : new Vector4(0f, 0f, 1f, value); } } if (thumb != null && (mFG != null || mBG != null)) { Vector3[] corners = (mFG != null) ? mFG.localCorners : mBG.localCorners; Vector4 br = (mFG != null) ? mFG.border : mBG.border; corners[0].x += br.x; corners[1].x += br.x; corners[2].x -= br.z; corners[3].x -= br.z; corners[0].y += br.y; corners[1].y -= br.w; corners[2].y -= br.w; corners[3].y += br.y; Transform t = (mFG != null) ? mFG.cachedTransform : mBG.cachedTransform; for (int i = 0; i < 4; ++i) corners[i] = t.TransformPoint(corners[i]); if (isHorizontal) { Vector3 v0 = Vector3.Lerp(corners[0], corners[1], 0.5f); Vector3 v1 = Vector3.Lerp(corners[2], corners[3], 0.5f); SetThumbPosition(Vector3.Lerp(v0, v1, isInverted ? 1f - value : value)); } else { Vector3 v0 = Vector3.Lerp(corners[0], corners[3], 0.5f); Vector3 v1 = Vector3.Lerp(corners[1], corners[2], 0.5f); SetThumbPosition(Vector3.Lerp(v0, v1, isInverted ? 1f - value : value)); } } } /// <summary> /// Set the position of the thumb to the specified world coordinates. /// </summary> protected void SetThumbPosition (Vector3 worldPos) { Transform t = thumb.parent; if (t != null) { worldPos = t.InverseTransformPoint(worldPos); worldPos.x = Mathf.Round(worldPos.x); worldPos.y = Mathf.Round(worldPos.y); worldPos.z = 0f; if (Vector3.Distance(thumb.localPosition, worldPos) > 0.001f) thumb.localPosition = worldPos; } else if (Vector3.Distance(thumb.position, worldPos) > 0.00001f) thumb.position = worldPos; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIProgressBar.cs
C#
asf20
9,979
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 #define USE_MECANIM #endif using UnityEngine; using System.Collections.Generic; using AnimationOrTween; /// <summary> /// Play the specified animation on click. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Play Animation")] public class UIPlayAnimation : MonoBehaviour { static public UIPlayAnimation current = null; /// <summary> /// Target animation to activate. /// </summary> public Animation target; #if USE_MECANIM /// <summary> /// Target animator system. /// </summary> public Animator animator; #endif /// <summary> /// Optional clip name, if the animation has more than one clip. /// </summary> public string clipName; /// <summary> /// Which event will trigger the animation. /// </summary> public Trigger trigger = Trigger.OnClick; /// <summary> /// Which direction to animate in. /// </summary> public Direction playDirection = Direction.Forward; /// <summary> /// Whether the animation's position will be reset on play or will continue from where it left off. /// </summary> public bool resetOnPlay = false; /// <summary> /// Whether the selected object (this button) will be cleared when the animation gets activated. /// </summary> public bool clearSelection = false; /// <summary> /// What to do if the target game object is currently disabled. /// </summary> public EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing; /// <summary> /// What to do with the target when the animation finishes. /// </summary> public DisableCondition disableWhenFinished = DisableCondition.DoNotDisable; /// <summary> /// Event delegates called when the animation finishes. /// </summary> public List<EventDelegate> onFinished = new List<EventDelegate>(); // Deprecated functionality, kept for backwards compatibility [HideInInspector][SerializeField] GameObject eventReceiver; [HideInInspector][SerializeField] string callWhenFinished; bool mStarted = false; bool mActivated = false; bool dragHighlight = false; bool dualState { get { return trigger == Trigger.OnPress || trigger == Trigger.OnHover; } } void Awake () { UIButton btn = GetComponent<UIButton>(); if (btn != null) dragHighlight = btn.dragHighlight; // Remove deprecated functionality if new one is used if (eventReceiver != null && EventDelegate.IsValid(onFinished)) { eventReceiver = null; callWhenFinished = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } /// <summary> /// Automatically find the necessary components. /// </summary> void Start () { mStarted = true; #if USE_MECANIM // Automatically try to find the animator if (target == null && animator == null) { animator = GetComponentInChildren<Animator>(); #if UNITY_EDITOR if (animator != null) NGUITools.SetDirty(this); #endif } if (animator != null) { // Ensure that the animator is disabled as we will be sampling it manually if (animator.enabled) animator.enabled = false; // Don't continue since we already have an animator to work with return; } #endif // USE_MECANIM if (target == null) { target = GetComponentInChildren<Animation>(); #if UNITY_EDITOR if (target != null) NGUITools.SetDirty(this); #endif } if (target != null && target.enabled) target.enabled = false; } void OnEnable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); if (UICamera.currentTouch != null) { if (trigger == Trigger.OnPress || trigger == Trigger.OnPressTrue) mActivated = (UICamera.currentTouch.pressed == gameObject); if (trigger == Trigger.OnHover || trigger == Trigger.OnHoverTrue) mActivated = (UICamera.currentTouch.current == gameObject); } UIToggle toggle = GetComponent<UIToggle>(); if (toggle != null) EventDelegate.Add(toggle.onChange, OnToggle); } void OnDisable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif UIToggle toggle = GetComponent<UIToggle>(); if (toggle != null) EventDelegate.Remove(toggle.onChange, OnToggle); } void OnHover (bool isOver) { if (!enabled) return; if ( trigger == Trigger.OnHover || (trigger == Trigger.OnHoverTrue && isOver) || (trigger == Trigger.OnHoverFalse && !isOver)) Play(isOver, dualState); } void OnPress (bool isPressed) { if (!enabled) return; if ( trigger == Trigger.OnPress || (trigger == Trigger.OnPressTrue && isPressed) || (trigger == Trigger.OnPressFalse && !isPressed)) Play(isPressed, dualState); } void OnClick () { if (enabled && trigger == Trigger.OnClick) Play(true, false); } void OnDoubleClick () { if (enabled && trigger == Trigger.OnDoubleClick) Play(true, false); } void OnSelect (bool isSelected) { if (!enabled) return; if (trigger == Trigger.OnSelect || (trigger == Trigger.OnSelectTrue && isSelected) || (trigger == Trigger.OnSelectFalse && !isSelected)) Play(isSelected, dualState); } void OnToggle () { if (!enabled || UIToggle.current == null) return; if (trigger == Trigger.OnActivate || (trigger == Trigger.OnActivateTrue && UIToggle.current.value) || (trigger == Trigger.OnActivateFalse && !UIToggle.current.value)) Play(UIToggle.current.value, dualState); } void OnDragOver () { if (enabled && dualState) { if (UICamera.currentTouch.dragged == gameObject) Play(true, true); else if (dragHighlight && trigger == Trigger.OnPress) Play(true, true); } } void OnDragOut () { if (enabled && dualState && UICamera.hoveredObject != gameObject) Play(false, true); } void OnDrop (GameObject go) { if (enabled && trigger == Trigger.OnPress && UICamera.currentTouch.dragged != gameObject) Play(false, true); } /// <summary> /// Start playing the animation. /// </summary> public void Play (bool forward) { Play(forward, true); } /// <summary> /// Start playing the animation. /// </summary> public void Play (bool forward, bool onlyIfDifferent) { #if USE_MECANIM if (target || animator) #else if (target) #endif { if (onlyIfDifferent) { if (mActivated == forward) return; mActivated = forward; } if (clearSelection && UICamera.selectedObject == gameObject) UICamera.selectedObject = null; int pd = -(int)playDirection; Direction dir = forward ? playDirection : ((Direction)pd); #if USE_MECANIM ActiveAnimation anim = target ? ActiveAnimation.Play(target, clipName, dir, ifDisabledOnPlay, disableWhenFinished) : ActiveAnimation.Play(animator, clipName, dir, ifDisabledOnPlay, disableWhenFinished); #else ActiveAnimation anim = ActiveAnimation.Play(target, clipName, dir, ifDisabledOnPlay, disableWhenFinished); #endif if (anim != null) { if (resetOnPlay) anim.Reset(); for (int i = 0; i < onFinished.Count; ++i) EventDelegate.Add(anim.onFinished, OnFinished, true); } } } /// <summary> /// Callback triggered when each tween executed by this script finishes. /// </summary> void OnFinished () { if (current == null) { current = this; EventDelegate.Execute(onFinished); // Legacy functionality if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) eventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver); eventReceiver = null; current = null; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs
C#
asf20
7,592
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Attach this script to a popup list, the parent of a group of toggles, or to a toggle itself to save its state. /// </summary> [AddComponentMenu("NGUI/Interaction/Saved Option")] public class UISavedOption : MonoBehaviour { /// <summary> /// PlayerPrefs-stored key for this option. /// </summary> public string keyName; string key { get { return (string.IsNullOrEmpty(keyName)) ? "NGUI State: " + name : keyName; } } UIPopupList mList; UIToggle mCheck; /// <summary> /// Cache the components and register a listener callback. /// </summary> void Awake () { mList = GetComponent<UIPopupList>(); mCheck = GetComponent<UIToggle>(); } /// <summary> /// Load and set the state of the toggles. /// </summary> void OnEnable () { if (mList != null) EventDelegate.Add(mList.onChange, SaveSelection); if (mCheck != null) EventDelegate.Add(mCheck.onChange, SaveState); if (mList != null) { string s = PlayerPrefs.GetString(key); if (!string.IsNullOrEmpty(s)) mList.value = s; return; } if (mCheck != null) { mCheck.value = (PlayerPrefs.GetInt(key, 1) != 0); } else { string s = PlayerPrefs.GetString(key); UIToggle[] toggles = GetComponentsInChildren<UIToggle>(true); for (int i = 0, imax = toggles.Length; i < imax; ++i) { UIToggle ch = toggles[i]; ch.value = (ch.name == s); } } } /// <summary> /// Save the state on destroy. /// </summary> void OnDisable () { if (mCheck != null) EventDelegate.Remove(mCheck.onChange, SaveState); if (mList != null) EventDelegate.Remove(mList.onChange, SaveSelection); if (mCheck == null && mList == null) { UIToggle[] toggles = GetComponentsInChildren<UIToggle>(true); for (int i = 0, imax = toggles.Length; i < imax; ++i) { UIToggle ch = toggles[i]; if (ch.value) { PlayerPrefs.SetString(key, ch.name); break; } } } } /// <summary> /// Save the selection. /// </summary> public void SaveSelection () { PlayerPrefs.SetString(key, UIPopupList.current.value); } /// <summary> /// Save the state. /// </summary> public void SaveState () { PlayerPrefs.SetInt(key, UIToggle.current.value ? 1 : 0); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UISavedOption.cs
C#
asf20
2,407
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Turns the popup list it's attached to into a language selection list. /// </summary> [RequireComponent(typeof(UIPopupList))] [AddComponentMenu("NGUI/Interaction/Language Selection")] public class LanguageSelection : MonoBehaviour { UIPopupList mList; void Start () { mList = GetComponent<UIPopupList>(); if (Localization.knownLanguages != null) { mList.items.Clear(); for (int i = 0, imax = Localization.knownLanguages.Length; i < imax; ++i) mList.items.Add(Localization.knownLanguages[i]); mList.value = Localization.language; } EventDelegate.Add(mList.onChange, OnChange); } void OnChange () { Localization.language = UIPopupList.current.value; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/LanguageSelection.cs
C#
asf20
945
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script makes it possible to resize the specified widget by dragging on the object this script is attached to. /// </summary> [AddComponentMenu("NGUI/Interaction/Drag-Resize Widget")] public class UIDragResize : MonoBehaviour { /// <summary> /// Widget that will be dragged. /// </summary> public UIWidget target; /// <summary> /// Widget's pivot that will be dragged /// </summary> public UIWidget.Pivot pivot = UIWidget.Pivot.BottomRight; /// <summary> /// Minimum width the widget will be allowed to shrink to when resizing. /// </summary> public int minWidth = 100; /// <summary> /// Minimum height the widget will be allowed to shrink to when resizing. /// </summary> public int minHeight = 100; /// <summary> /// Maximum width the widget will be allowed to expand to when resizing. /// </summary> public int maxWidth = 100000; /// <summary> /// Maximum height the widget will be allowed to expand to when resizing. /// </summary> public int maxHeight = 100000; Plane mPlane; Vector3 mRayPos; Vector3 mLocalPos; int mWidth = 0; int mHeight = 0; bool mDragging = false; /// <summary> /// Start the dragging operation. /// </summary> void OnDragStart () { if (target != null) { Vector3[] corners = target.worldCorners; mPlane = new Plane(corners[0], corners[1], corners[3]); Ray ray = UICamera.currentRay; float dist; if (mPlane.Raycast(ray, out dist)) { mRayPos = ray.GetPoint(dist); mLocalPos = target.cachedTransform.localPosition; mWidth = target.width; mHeight = target.height; mDragging = true; } } } /// <summary> /// Adjust the widget's dimensions. /// </summary> void OnDrag (Vector2 delta) { if (mDragging && target != null) { float dist; Ray ray = UICamera.currentRay; if (mPlane.Raycast(ray, out dist)) { Transform t = target.cachedTransform; t.localPosition = mLocalPos; target.width = mWidth; target.height = mHeight; // Move the widget Vector3 worldDelta = ray.GetPoint(dist) - mRayPos; t.position = t.position + worldDelta; // Calculate the final delta Vector3 localDelta = Quaternion.Inverse(t.localRotation) * (t.localPosition - mLocalPos); // Restore the position t.localPosition = mLocalPos; // Adjust the widget NGUIMath.ResizeWidget(target, pivot, localDelta.x, localDelta.y, minWidth, minHeight, maxWidth, maxHeight); } } } /// <summary> /// End the resize operation. /// </summary> void OnDragEnd () { mDragging = false; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragResize.cs
C#
asf20
2,769
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using AnimationOrTween; using System.Collections.Generic; /// <summary> /// Play the specified tween on click. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Play Tween")] public class UIPlayTween : MonoBehaviour { static public UIPlayTween current; /// <summary> /// Target on which there is one or more tween. /// </summary> public GameObject tweenTarget; /// <summary> /// If there are multiple tweens, you can choose which ones get activated by changing their group. /// </summary> public int tweenGroup = 0; /// <summary> /// Which event will trigger the tween. /// </summary> public Trigger trigger = Trigger.OnClick; /// <summary> /// Direction to tween in. /// </summary> public Direction playDirection = Direction.Forward; /// <summary> /// Whether the tween will be reset to the start or end when activated. If not, it will continue from where it currently is. /// </summary> public bool resetOnPlay = false; /// <summary> /// Whether the tween will be reset to the start if it's disabled when activated. /// </summary> public bool resetIfDisabled = false; /// <summary> /// What to do if the tweenTarget game object is currently disabled. /// </summary> public EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing; /// <summary> /// What to do with the tweenTarget after the tween finishes. /// </summary> public DisableCondition disableWhenFinished = DisableCondition.DoNotDisable; /// <summary> /// Whether the tweens on the child game objects will be considered. /// </summary> public bool includeChildren = false; /// <summary> /// Event delegates called when the animation finishes. /// </summary> public List<EventDelegate> onFinished = new List<EventDelegate>(); // Deprecated functionality, kept for backwards compatibility [HideInInspector][SerializeField] GameObject eventReceiver; [HideInInspector][SerializeField] string callWhenFinished; UITweener[] mTweens; bool mStarted = false; int mActive = 0; bool mActivated = false; void Awake () { // Remove deprecated functionality if new one is used if (eventReceiver != null && EventDelegate.IsValid(onFinished)) { eventReceiver = null; callWhenFinished = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } void Start() { mStarted = true; if (tweenTarget == null) { tweenTarget = gameObject; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } void OnEnable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); if (UICamera.currentTouch != null) { if (trigger == Trigger.OnPress || trigger == Trigger.OnPressTrue) mActivated = (UICamera.currentTouch.pressed == gameObject); if (trigger == Trigger.OnHover || trigger == Trigger.OnHoverTrue) mActivated = (UICamera.currentTouch.current == gameObject); } UIToggle toggle = GetComponent<UIToggle>(); if (toggle != null) EventDelegate.Add(toggle.onChange, OnToggle); } void OnDisable () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif UIToggle toggle = GetComponent<UIToggle>(); if (toggle != null) EventDelegate.Remove(toggle.onChange, OnToggle); } void OnHover (bool isOver) { if (enabled) { if (trigger == Trigger.OnHover || (trigger == Trigger.OnHoverTrue && isOver) || (trigger == Trigger.OnHoverFalse && !isOver)) { mActivated = isOver && (trigger == Trigger.OnHover); Play(isOver); } } } void OnDragOut () { if (enabled && mActivated) { mActivated = false; Play(false); } } void OnPress (bool isPressed) { if (enabled) { if (trigger == Trigger.OnPress || (trigger == Trigger.OnPressTrue && isPressed) || (trigger == Trigger.OnPressFalse && !isPressed)) { mActivated = isPressed && (trigger == Trigger.OnPress); Play(isPressed); } } } void OnClick () { if (enabled && trigger == Trigger.OnClick) { Play(true); } } void OnDoubleClick () { if (enabled && trigger == Trigger.OnDoubleClick) { Play(true); } } void OnSelect (bool isSelected) { if (enabled) { if (trigger == Trigger.OnSelect || (trigger == Trigger.OnSelectTrue && isSelected) || (trigger == Trigger.OnSelectFalse && !isSelected)) { mActivated = isSelected && (trigger == Trigger.OnSelect); Play(isSelected); } } } void OnToggle () { if (!enabled || UIToggle.current == null) return; if (trigger == Trigger.OnActivate || (trigger == Trigger.OnActivateTrue && UIToggle.current.value) || (trigger == Trigger.OnActivateFalse && !UIToggle.current.value)) Play(UIToggle.current.value); } void Update () { #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (disableWhenFinished != DisableCondition.DoNotDisable && mTweens != null) { bool isFinished = true; bool properDirection = true; for (int i = 0, imax = mTweens.Length; i < imax; ++i) { UITweener tw = mTweens[i]; if (tw.tweenGroup != tweenGroup) continue; if (tw.enabled) { isFinished = false; break; } else if ((int)tw.direction != (int)disableWhenFinished) { properDirection = false; } } if (isFinished) { if (properDirection) NGUITools.SetActive(tweenTarget, false); mTweens = null; } } } /// <summary> /// Activate the tweeners. /// </summary> public void Play (bool forward) { mActive = 0; GameObject go = (tweenTarget == null) ? gameObject : tweenTarget; if (!NGUITools.GetActive(go)) { // If the object is disabled, don't do anything if (ifDisabledOnPlay != EnableCondition.EnableThenPlay) return; // Enable the game object before tweening it NGUITools.SetActive(go, true); } // Gather the tweening components mTweens = includeChildren ? go.GetComponentsInChildren<UITweener>() : go.GetComponents<UITweener>(); if (mTweens.Length == 0) { // No tweeners found -- should we disable the object? if (disableWhenFinished != DisableCondition.DoNotDisable) NGUITools.SetActive(tweenTarget, false); } else { bool activated = false; if (playDirection == Direction.Reverse) forward = !forward; // Run through all located tween components for (int i = 0, imax = mTweens.Length; i < imax; ++i) { UITweener tw = mTweens[i]; // If the tweener's group matches, we can work with it if (tw.tweenGroup == tweenGroup) { // Ensure that the game objects are enabled if (!activated && !NGUITools.GetActive(go)) { activated = true; NGUITools.SetActive(go, true); } ++mActive; // Toggle or activate the tween component if (playDirection == Direction.Toggle) { // Listen for tween finished messages EventDelegate.Add(tw.onFinished, OnFinished, true); tw.Toggle(); } else { if (resetOnPlay || (resetIfDisabled && !tw.enabled)) tw.ResetToBeginning(); // Listen for tween finished messages EventDelegate.Add(tw.onFinished, OnFinished, true); tw.Play(forward); } } } } } /// <summary> /// Callback triggered when each tween executed by this script finishes. /// </summary> void OnFinished () { if (--mActive == 0 && current == null) { current = this; EventDelegate.Execute(onFinished); // Legacy functionality if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) eventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver); eventReceiver = null; current = null; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIPlayTween.cs
C#
asf20
7,829
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// All children added to the game object with this script will be repositioned to be on a grid of specified dimensions. /// If you want the cells to automatically set their scale based on the dimensions of their content, take a look at UITable. /// </summary> [AddComponentMenu("NGUI/Interaction/Grid")] public class UIGrid : UIWidgetContainer { public delegate void OnReposition (); public enum Arrangement { Horizontal, Vertical, } public enum Sorting { None, Alphabetic, Horizontal, Vertical, Custom, } /// <summary> /// Type of arrangement -- vertical or horizontal. /// </summary> public Arrangement arrangement = Arrangement.Horizontal; /// <summary> /// How to sort the grid's elements. /// </summary> public Sorting sorting = Sorting.None; /// <summary> /// Final pivot point for the grid's content. /// </summary> public UIWidget.Pivot pivot = UIWidget.Pivot.TopLeft; /// <summary> /// Maximum children per line. /// If the arrangement is horizontal, this denotes the number of columns. /// If the arrangement is vertical, this stands for the number of rows. /// </summary> public int maxPerLine = 0; /// <summary> /// The width of each of the cells. /// </summary> public float cellWidth = 200f; /// <summary> /// The height of each of the cells. /// </summary> public float cellHeight = 200f; /// <summary> /// Whether the grid will smoothly animate its children into the correct place. /// </summary> public bool animateSmoothly = false; /// <summary> /// Whether to ignore the disabled children or to treat them as being present. /// </summary> public bool hideInactive = true; /// <summary> /// Whether the parent container will be notified of the grid's changes. /// </summary> public bool keepWithinPanel = false; /// <summary> /// Callback triggered when the grid repositions its contents. /// </summary> public OnReposition onReposition; /// <summary> /// Custom sort delegate, used when the sorting method is set to 'custom'. /// </summary> public BetterList<Transform>.CompareFunc onCustomSort; // Use the 'sorting' property instead [HideInInspector][SerializeField] bool sorted = false; protected bool mReposition = false; protected UIPanel mPanel; protected bool mInitDone = false; /// <summary> /// Reposition the children on the next Update(). /// </summary> public bool repositionNow { set { if (value) { mReposition = true; enabled = true; } } } /// <summary> /// Get the current list of the grid's children. /// </summary> public BetterList<Transform> GetChildList() { Transform myTrans = transform; BetterList<Transform> list = new BetterList<Transform>(); for (int i = 0; i < myTrans.childCount; ++i) { Transform t = myTrans.GetChild(i); if (!hideInactive || (t && NGUITools.GetActive(t.gameObject))) list.Add(t); } return list; } /// <summary> /// Convenience method: get the child at the specified index. /// Note that if you plan on calling this function more than once, it's faster to get the entire list using GetChildList() instead. /// </summary> public Transform GetChild (int index) { BetterList<Transform> list = GetChildList(); return (index < list.size) ? list[index] : null; } /// <summary> /// Convenience method -- add a new child. /// </summary> public void AddChild (Transform trans) { AddChild(trans, true); } /// <summary> /// Convenience method -- add a new child. /// Note that if you plan on adding multiple objects, it's faster to GetChildList() and modify that instead. /// </summary> public void AddChild (Transform trans, bool sort) { if (trans != null) { BetterList<Transform> list = GetChildList(); list.Add(trans); ResetPosition(list); } } /// <summary> /// Convenience method -- add a new child at the specified index. /// Note that if you plan on adding multiple objects, it's faster to GetChildList() and modify that instead. /// </summary> public void AddChild (Transform trans, int index) { if (trans != null) { if (sorting != Sorting.None) Debug.LogWarning("The Grid has sorting enabled, so AddChild at index may not work as expected.", this); BetterList<Transform> list = GetChildList(); list.Insert(index, trans); ResetPosition(list); } } /// <summary> /// Convenience method -- remove a child at the specified index. /// Note that if you plan on removing multiple objects, it's faster to GetChildList() and modify that instead. /// </summary> public Transform RemoveChild (int index) { BetterList<Transform> list = GetChildList(); if (index < list.size) { Transform t = list[index]; list.RemoveAt(index); ResetPosition(list); return t; } return null; } /// <summary> /// Remove the specified child from the list. /// Note that if you plan on removing multiple objects, it's faster to GetChildList() and modify that instead. /// </summary> public bool RemoveChild (Transform t) { BetterList<Transform> list = GetChildList(); if (list.Remove(t)) { ResetPosition(list); return true; } return false; } /// <summary> /// Initialize the grid. Executed only once. /// </summary> protected virtual void Init () { mInitDone = true; mPanel = NGUITools.FindInParents<UIPanel>(gameObject); } /// <summary> /// Cache everything and reset the initial position of all children. /// </summary> protected virtual void Start () { if (!mInitDone) Init(); bool smooth = animateSmoothly; animateSmoothly = false; Reposition(); animateSmoothly = smooth; enabled = false; } /// <summary> /// Reset the position if necessary, then disable the component. /// </summary> protected virtual void Update () { if (mReposition) Reposition(); enabled = false; } // Various generic sorting functions static public int SortByName (Transform a, Transform b) { return string.Compare(a.name, b.name); } static public int SortHorizontal (Transform a, Transform b) { return a.localPosition.x.CompareTo(b.localPosition.x); } static public int SortVertical (Transform a, Transform b) { return b.localPosition.y.CompareTo(a.localPosition.y); } /// <summary> /// You can override this function, but in most cases it's easier to just set the onCustomSort delegate instead. /// </summary> protected virtual void Sort (BetterList<Transform> list) { } /// <summary> /// Recalculate the position of all elements within the grid, sorting them alphabetically if necessary. /// </summary> [ContextMenu("Execute")] public virtual void Reposition () { if (Application.isPlaying && !mInitDone && NGUITools.GetActive(this)) { mReposition = true; return; } // Legacy functionality if (sorted) { sorted = false; if (sorting == Sorting.None) sorting = Sorting.Alphabetic; NGUITools.SetDirty(this); } if (!mInitDone) Init(); // Get the list of children in their current order BetterList<Transform> list = GetChildList(); // Sort the list using the desired sorting logic if (sorting != Sorting.None) { if (sorting == Sorting.Alphabetic) list.Sort(SortByName); else if (sorting == Sorting.Horizontal) list.Sort(SortHorizontal); else if (sorting == Sorting.Vertical) list.Sort(SortVertical); else if (onCustomSort != null) list.Sort(onCustomSort); else Sort(list); } // Reset the position and order of all objects in the list ResetPosition(list); // Constrain everything to be within the panel's bounds if (keepWithinPanel) ConstrainWithinPanel(); // Notify the listener if (onReposition != null) onReposition(); } /// <summary> /// Constrain the grid's content to be within the panel's bounds. /// </summary> public void ConstrainWithinPanel () { if (mPanel != null) mPanel.ConstrainTargetToBounds(transform, true); } /// <summary> /// Reset the position of all child objects based on the order of items in the list. /// </summary> protected void ResetPosition (BetterList<Transform> list) { mReposition = false; // Epic hack: Unparent all children so that we get to control the order in which they are re-added back in for (int i = 0, imax = list.size; i < imax; ++i) list[i].parent = null; int x = 0; int y = 0; int maxX = 0; int maxY = 0; Transform myTrans = transform; // Re-add the children in the same order we have them in and position them accordingly for (int i = 0, imax = list.size; i < imax; ++i) { Transform t = list[i]; t.parent = myTrans; float depth = t.localPosition.z; Vector3 pos = (arrangement == Arrangement.Horizontal) ? new Vector3(cellWidth * x, -cellHeight * y, depth) : new Vector3(cellWidth * y, -cellHeight * x, depth); if (animateSmoothly && Application.isPlaying) { SpringPosition.Begin(t.gameObject, pos, 15f).updateScrollView = true; } else t.localPosition = pos; maxX = Mathf.Max(maxX, x); maxY = Mathf.Max(maxY, y); if (++x >= maxPerLine && maxPerLine > 0) { x = 0; ++y; } } // Apply the origin offset if (pivot != UIWidget.Pivot.TopLeft) { Vector2 po = NGUIMath.GetPivotOffset(pivot); float fx, fy; if (arrangement == Arrangement.Horizontal) { fx = Mathf.Lerp(0f, maxX * cellWidth, po.x); fy = Mathf.Lerp(-maxY * cellHeight, 0f, po.y); } else { fx = Mathf.Lerp(0f, maxY * cellWidth, po.x); fy = Mathf.Lerp(-maxX * cellHeight, 0f, po.y); } for (int i = 0; i < myTrans.childCount; ++i) { Transform t = myTrans.GetChild(i); SpringPosition sp = t.GetComponent<SpringPosition>(); if (sp != null) { sp.target.x -= fx; sp.target.y -= fy; } else { Vector3 pos = t.localPosition; pos.x -= fx; pos.y -= fy; t.localPosition = pos; } } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIGrid.cs
C#
asf20
10,079
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Ever wanted to be able to auto-center on an object within a draggable panel? /// Attach this script to the container that has the objects to center on as its children. /// </summary> [AddComponentMenu("NGUI/Interaction/Center Scroll View on Child")] public class UICenterOnChild : MonoBehaviour { /// <summary> /// The strength of the spring. /// </summary> public float springStrength = 8f; /// <summary> /// If set to something above zero, it will be possible to move to the next page after dragging past the specified threshold. /// </summary> public float nextPageThreshold = 0f; /// <summary> /// Callback to be triggered when the centering operation completes. /// </summary> public SpringPanel.OnFinished onFinished; UIScrollView mScrollView; GameObject mCenteredObject; /// <summary> /// Game object that the draggable panel is currently centered on. /// </summary> public GameObject centeredObject { get { return mCenteredObject; } } void OnEnable () { Recenter(); } void OnDragFinished () { if (enabled) Recenter(); } /// <summary> /// Ensure that the threshold is always positive. /// </summary> void OnValidate () { nextPageThreshold = Mathf.Abs(nextPageThreshold); } /// <summary> /// Recenter the draggable list on the center-most child. /// </summary> public void Recenter () { if (mScrollView == null) { mScrollView = NGUITools.FindInParents<UIScrollView>(gameObject); if (mScrollView == null) { Debug.LogWarning(GetType() + " requires " + typeof(UIScrollView) + " on a parent object in order to work", this); enabled = false; return; } else { mScrollView.onDragFinished = OnDragFinished; if (mScrollView.horizontalScrollBar != null) mScrollView.horizontalScrollBar.onDragFinished = OnDragFinished; if (mScrollView.verticalScrollBar != null) mScrollView.verticalScrollBar.onDragFinished = OnDragFinished; } } if (mScrollView.panel == null) return; // Calculate the panel's center in world coordinates Vector3[] corners = mScrollView.panel.worldCorners; Vector3 panelCenter = (corners[2] + corners[0]) * 0.5f; // Offset this value by the momentum Vector3 pickingPoint = panelCenter - mScrollView.currentMomentum * (mScrollView.momentumAmount * 0.1f); mScrollView.currentMomentum = Vector3.zero; float min = float.MaxValue; Transform closest = null; Transform trans = transform; int index = 0; // Determine the closest child for (int i = 0, imax = trans.childCount; i < imax; ++i) { Transform t = trans.GetChild(i); float sqrDist = Vector3.SqrMagnitude(t.position - pickingPoint); if (sqrDist < min) { min = sqrDist; closest = t; index = i; } } // If we have a touch in progress and the next page threshold set if (nextPageThreshold > 0f && UICamera.currentTouch != null) { // If we're still on the same object if (mCenteredObject != null && mCenteredObject.transform == trans.GetChild(index)) { Vector2 totalDelta = UICamera.currentTouch.totalDelta; float delta = 0f; switch (mScrollView.movement) { case UIScrollView.Movement.Horizontal: { delta = totalDelta.x; break; } case UIScrollView.Movement.Vertical: { delta = totalDelta.y; break; } default: { delta = totalDelta.magnitude; break; } } if (delta > nextPageThreshold) { // Next page if (index > 0) closest = trans.GetChild(index - 1); } else if (delta < -nextPageThreshold) { // Previous page if (index < trans.childCount - 1) closest = trans.GetChild(index + 1); } } } CenterOn(closest, panelCenter); } /// <summary> /// Center the panel on the specified target. /// </summary> void CenterOn (Transform target, Vector3 panelCenter) { if (target != null && mScrollView != null && mScrollView.panel != null) { Transform panelTrans = mScrollView.panel.cachedTransform; mCenteredObject = target.gameObject; // Figure out the difference between the chosen child and the panel's center in local coordinates Vector3 cp = panelTrans.InverseTransformPoint(target.position); Vector3 cc = panelTrans.InverseTransformPoint(panelCenter); Vector3 localOffset = cp - cc; // Offset shouldn't occur if blocked if (!mScrollView.canMoveHorizontally) localOffset.x = 0f; if (!mScrollView.canMoveVertically) localOffset.y = 0f; localOffset.z = 0f; // Spring the panel to this calculated position SpringPanel.Begin(mScrollView.panel.cachedGameObject, panelTrans.localPosition - localOffset, springStrength).onFinished = onFinished; } else mCenteredObject = null; } /// <summary> /// Center the panel on the specified target. /// </summary> public void CenterOn (Transform target) { if (mScrollView != null && mScrollView.panel != null) { Vector3[] corners = mScrollView.panel.worldCorners; Vector3 panelCenter = (corners[2] + corners[0]) * 0.5f; CenterOn(target, panelCenter); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UICenterOnChild.cs
C#
asf20
5,296
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This class makes it possible to activate or select something by pressing a key (such as space bar for example). /// </summary> [AddComponentMenu("Game/UI/Key Binding")] public class UIKeyBinding : MonoBehaviour { public enum Action { PressAndClick, Select, } public enum Modifier { None, Shift, Control, Alt, } /// <summary> /// Key that will trigger the binding. /// </summary> public KeyCode keyCode = KeyCode.None; /// <summary> /// Modifier key that must be active in order for the binding to trigger. /// </summary> public Modifier modifier = Modifier.None; /// <summary> /// Action to take with the specified key. /// </summary> public Action action = Action.PressAndClick; bool mIgnoreUp = false; bool mIsInput = false; /// <summary> /// If we're bound to an input field, subscribe to its Submit notification. /// </summary> void Start () { UIInput input = GetComponent<UIInput>(); mIsInput = (input != null); if (input != null) EventDelegate.Add(input.onSubmit, OnSubmit); } /// <summary> /// Ignore the KeyUp message if the input field "ate" it. /// </summary> void OnSubmit () { if (UICamera.currentKey == keyCode && IsModifierActive()) mIgnoreUp = true; } /// <summary> /// Convenience function that checks whether the required modifier key is active. /// </summary> bool IsModifierActive () { if (modifier == Modifier.None) return true; if (modifier == Modifier.Alt) { if (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)) return true; } else if (modifier == Modifier.Control) { if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) return true; } else if (modifier == Modifier.Shift) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) return true; } return false; } /// <summary> /// Process the key binding. /// </summary> void Update () { if (keyCode == KeyCode.None || !IsModifierActive()) return; if (action == Action.PressAndClick) { if (UICamera.inputHasFocus) return; UICamera.currentTouch = UICamera.controller; UICamera.currentScheme = UICamera.ControlScheme.Mouse; UICamera.currentTouch.current = gameObject; if (Input.GetKeyDown(keyCode)) { UICamera.Notify(gameObject, "OnPress", true); } if (Input.GetKeyUp(keyCode)) { UICamera.Notify(gameObject, "OnPress", false); UICamera.Notify(gameObject, "OnClick", null); } UICamera.currentTouch.current = null; } else if (action == Action.Select) { if (Input.GetKeyUp(keyCode)) { if (mIsInput) { if (!mIgnoreUp && !UICamera.inputHasFocus) { UICamera.selectedObject = gameObject; } mIgnoreUp = false; } else { UICamera.selectedObject = gameObject; } } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIKeyBinding.cs
C#
asf20
3,055
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Popup list can be used to display pop-up menus and drop-down lists. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/Popup List")] public class UIPopupList : UIWidgetContainer { /// <summary> /// Current popup list. Only available during the OnSelectionChange event callback. /// </summary> static public UIPopupList current; const float animSpeed = 0.15f; public enum Position { Auto, Above, Below, } /// <summary> /// Atlas used by the sprites. /// </summary> public UIAtlas atlas; /// <summary> /// Font used by the labels. /// </summary> public UIFont bitmapFont; /// <summary> /// True type font used by the labels. Alternative to specifying a bitmap font ('font'). /// </summary> public Font trueTypeFont; /// <summary> /// Font used by the popup list. Conveniently wraps both dynamic and bitmap fonts into one property. /// </summary> public Object ambigiousFont { get { if (trueTypeFont != null) return trueTypeFont; if (bitmapFont != null) return bitmapFont; return font; } set { if (value is Font) { trueTypeFont = value as Font; bitmapFont = null; font = null; } else if (value is UIFont) { bitmapFont = value as UIFont; trueTypeFont = null; font = null; } } } /// <summary> /// Size of the font to use for the popup list's labels. /// </summary> public int fontSize = 16; /// <summary> /// Font style used by the dynamic font. /// </summary> public FontStyle fontStyle = FontStyle.Normal; /// <summary> /// Name of the sprite used to create the popup's background. /// </summary> public string backgroundSprite; /// <summary> /// Name of the sprite used to highlight items. /// </summary> public string highlightSprite; /// <summary> /// Popup list's display style. /// </summary> public Position position = Position.Auto; /// <summary> /// New line-delimited list of items. /// </summary> public List<string> items = new List<string>(); /// <summary> /// Amount of padding added to labels. /// </summary> public Vector2 padding = new Vector3(4f, 4f); /// <summary> /// Color tint applied to labels inside the list. /// </summary> public Color textColor = Color.white; /// <summary> /// Color tint applied to the background. /// </summary> public Color backgroundColor = Color.white; /// <summary> /// Color tint applied to the highlighter. /// </summary> public Color highlightColor = new Color(225f / 255f, 200f / 255f, 150f / 255f, 1f); /// <summary> /// Whether the popup list is animated or not. Disable for better performance. /// </summary> public bool isAnimated = true; /// <summary> /// Whether the popup list's values will be localized. /// </summary> public bool isLocalized = false; /// <summary> /// Callbacks triggered when the popup list gets a new item selection. /// </summary> public List<EventDelegate> onChange = new List<EventDelegate>(); // Currently selected item [HideInInspector][SerializeField] string mSelectedItem; UIPanel mPanel; GameObject mChild; UISprite mBackground; UISprite mHighlight; UILabel mHighlightedLabel = null; List<UILabel> mLabelList = new List<UILabel>(); float mBgBorder = 0f; // Deprecated functionality [HideInInspector][SerializeField] GameObject eventReceiver; [HideInInspector][SerializeField] string functionName = "OnSelectionChange"; [HideInInspector][SerializeField] float textScale = 0f; [HideInInspector][SerializeField] UIFont font; // Use 'bitmapFont' instead // This functionality is no longer needed as the same can be achieved by choosing a // OnValueChange notification targeting a label's SetCurrentSelection function. // If your code was list.textLabel = myLabel, change it to: // EventDelegate.Add(list.onChange, lbl.SetCurrentSelection); [HideInInspector][SerializeField] UILabel textLabel; public delegate void LegacyEvent (string val); LegacyEvent mLegacyEvent; [System.Obsolete("Use EventDelegate.Add(popup.onChange, YourCallback) instead, and UIPopupList.current.value to determine the state")] public LegacyEvent onSelectionChange { get { return mLegacyEvent; } set { mLegacyEvent = value; } } /// <summary> /// Whether the popup list is currently open. /// </summary> public bool isOpen { get { return mChild != null; } } /// <summary> /// Current selection. /// </summary> public string value { get { return mSelectedItem; } set { mSelectedItem = value; if (mSelectedItem == null) return; #if UNITY_EDITOR if (!Application.isPlaying) return; #endif if (mSelectedItem != null) TriggerCallbacks(); } } [System.Obsolete("Use 'value' instead")] public string selection { get { return value; } set { this.value = value; } } /// <summary> /// Whether the popup list will be handling keyboard, joystick and controller events. /// </summary> bool handleEvents { get { UIKeyNavigation keys = GetComponent<UIKeyNavigation>(); return (keys == null || !keys.enabled); } set { UIKeyNavigation keys = GetComponent<UIKeyNavigation>(); if (keys != null) keys.enabled = !value; } } /// <summary> /// Whether the popup list is actually usable. /// </summary> bool isValid { get { return bitmapFont != null || trueTypeFont != null; } } /// <summary> /// Active font size. /// </summary> int activeFontSize { get { return (trueTypeFont != null || bitmapFont == null) ? fontSize : bitmapFont.defaultSize; } } /// <summary> /// Font scale applied to the popup list's text. /// </summary> float activeFontScale { get { return (trueTypeFont != null || bitmapFont == null) ? 1f : (float)fontSize / bitmapFont.defaultSize; } } /// <summary> /// Trigger all event notification callbacks. /// </summary> protected void TriggerCallbacks () { if (current != this) { UIPopupList old = current; current = this; // Legacy functionality if (mLegacyEvent != null) mLegacyEvent(mSelectedItem); if (EventDelegate.IsValid(onChange)) { EventDelegate.Execute(onChange); } else if (eventReceiver != null && !string.IsNullOrEmpty(functionName)) { // Legacy functionality support (for backwards compatibility) eventReceiver.SendMessage(functionName, mSelectedItem, SendMessageOptions.DontRequireReceiver); } current = old; } } /// <summary> /// Remove legacy functionality. /// </summary> void OnEnable () { if (EventDelegate.IsValid(onChange)) { eventReceiver = null; functionName = null; } // 'font' is no longer used if (font != null) { if (font.isDynamic) { trueTypeFont = font.dynamicFont; fontStyle = font.dynamicFontStyle; mUseDynamicFont = true; } else if (bitmapFont == null) { bitmapFont = font; mUseDynamicFont = false; } font = null; } // 'textScale' is no longer used if (textScale != 0f) { fontSize = (bitmapFont != null) ? Mathf.RoundToInt(bitmapFont.defaultSize * textScale) : 16; textScale = 0f; } // Auto-upgrade to the true type font if (trueTypeFont == null && bitmapFont != null && bitmapFont.isDynamic) { trueTypeFont = bitmapFont.dynamicFont; bitmapFont = null; } } bool mUseDynamicFont = false; void OnValidate () { Font ttf = trueTypeFont; UIFont fnt = bitmapFont; bitmapFont = null; trueTypeFont = null; if (ttf != null && (fnt == null || !mUseDynamicFont)) { bitmapFont = null; trueTypeFont = ttf; mUseDynamicFont = true; } else if (fnt != null) { // Auto-upgrade from 3.0.2 and earlier if (fnt.isDynamic) { trueTypeFont = fnt.dynamicFont; fontStyle = fnt.dynamicFontStyle; fontSize = fnt.defaultSize; mUseDynamicFont = true; } else { bitmapFont = fnt; mUseDynamicFont = false; } } else { trueTypeFont = ttf; mUseDynamicFont = true; } } /// <summary> /// Send out the selection message on start. /// </summary> void Start () { // Auto-upgrade legacy functionality if (textLabel != null) { EventDelegate.Add(onChange, textLabel.SetCurrentSelection); textLabel = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } if (Application.isPlaying) { // Automatically choose the first item if (string.IsNullOrEmpty(mSelectedItem)) { if (items.Count > 0) value = items[0]; } else { string s = mSelectedItem; mSelectedItem = null; value = s; } } } /// <summary> /// Localize the text label. /// </summary> void OnLocalize () { if (isLocalized) TriggerCallbacks(); } /// <summary> /// Visibly highlight the specified transform by moving the highlight sprite to be over it. /// </summary> void Highlight (UILabel lbl, bool instant) { if (mHighlight != null) { // Don't allow highlighting while the label is animating to its intended position TweenPosition tp = lbl.GetComponent<TweenPosition>(); if (tp != null && tp.enabled) return; mHighlightedLabel = lbl; UISpriteData sp = mHighlight.GetAtlasSprite(); if (sp == null) return; float scaleFactor = atlas.pixelSize; float offsetX = sp.borderLeft * scaleFactor; float offsetY = sp.borderTop * scaleFactor; Vector3 pos = lbl.cachedTransform.localPosition + new Vector3(-offsetX, offsetY, 1f); if (instant || !isAnimated) { mHighlight.cachedTransform.localPosition = pos; } else { TweenPosition.Begin(mHighlight.gameObject, 0.1f, pos).method = UITweener.Method.EaseOut; } } } /// <summary> /// Event function triggered when the mouse hovers over an item. /// </summary> void OnItemHover (GameObject go, bool isOver) { if (isOver) { UILabel lbl = go.GetComponent<UILabel>(); Highlight(lbl, false); } } /// <summary> /// Select the specified label. /// </summary> void Select (UILabel lbl, bool instant) { Highlight(lbl, instant); UIEventListener listener = lbl.gameObject.GetComponent<UIEventListener>(); value = listener.parameter as string; UIPlaySound[] sounds = GetComponents<UIPlaySound>(); for (int i = 0, imax = sounds.Length; i < imax; ++i) { UIPlaySound snd = sounds[i]; if (snd.trigger == UIPlaySound.Trigger.OnClick) { NGUITools.PlaySound(snd.audioClip, snd.volume, 1f); } } } /// <summary> /// Event function triggered when the drop-down list item gets clicked on. /// </summary> void OnItemPress (GameObject go, bool isPressed) { if (isPressed) Select(go.GetComponent<UILabel>(), true); } /// <summary> /// React to key-based input. /// </summary> void OnKey (KeyCode key) { if (enabled && NGUITools.GetActive(gameObject) && handleEvents) { int index = mLabelList.IndexOf(mHighlightedLabel); if (index == -1) index = 0; if (key == KeyCode.UpArrow) { if (index > 0) { Select(mLabelList[--index], false); } } else if (key == KeyCode.DownArrow) { if (index + 1 < mLabelList.Count) { Select(mLabelList[++index], false); } } else if (key == KeyCode.Escape) { OnSelect(false); } } } /// <summary> /// Get rid of the popup dialog when the selection gets lost. /// </summary> void OnSelect (bool isSelected) { if (!isSelected) Close(); } /// <summary> /// Manually close the popup list. /// </summary> public void Close () { if (mChild != null) { mLabelList.Clear(); handleEvents = false; if (isAnimated) { UIWidget[] widgets = mChild.GetComponentsInChildren<UIWidget>(); for (int i = 0, imax = widgets.Length; i < imax; ++i) { UIWidget w = widgets[i]; Color c = w.color; c.a = 0f; TweenColor.Begin(w.gameObject, animSpeed, c).method = UITweener.Method.EaseOut; } Collider[] cols = mChild.GetComponentsInChildren<Collider>(); for (int i = 0, imax = cols.Length; i < imax; ++i) cols[i].enabled = false; Destroy(mChild, animSpeed); } else Destroy(mChild); mBackground = null; mHighlight = null; mChild = null; } } /// <summary> /// Helper function that causes the widget to smoothly fade in. /// </summary> void AnimateColor (UIWidget widget) { Color c = widget.color; widget.color = new Color(c.r, c.g, c.b, 0f); TweenColor.Begin(widget.gameObject, animSpeed, c).method = UITweener.Method.EaseOut; } /// <summary> /// Helper function that causes the widget to smoothly move into position. /// </summary> void AnimatePosition (UIWidget widget, bool placeAbove, float bottom) { Vector3 target = widget.cachedTransform.localPosition; Vector3 start = placeAbove ? new Vector3(target.x, bottom, target.z) : new Vector3(target.x, 0f, target.z); widget.cachedTransform.localPosition = start; GameObject go = widget.gameObject; TweenPosition.Begin(go, animSpeed, target).method = UITweener.Method.EaseOut; } /// <summary> /// Helper function that causes the widget to smoothly grow until it reaches its original size. /// </summary> void AnimateScale (UIWidget widget, bool placeAbove, float bottom) { GameObject go = widget.gameObject; Transform t = widget.cachedTransform; float minHeight = activeFontSize * activeFontScale + mBgBorder * 2f; t.localScale = new Vector3(1f, minHeight / widget.height, 1f); TweenScale.Begin(go, animSpeed, Vector3.one).method = UITweener.Method.EaseOut; if (placeAbove) { Vector3 pos = t.localPosition; t.localPosition = new Vector3(pos.x, pos.y - widget.height + minHeight, pos.z); TweenPosition.Begin(go, animSpeed, pos).method = UITweener.Method.EaseOut; } } /// <summary> /// Helper function used to animate widgets. /// </summary> void Animate (UIWidget widget, bool placeAbove, float bottom) { AnimateColor(widget); AnimatePosition(widget, placeAbove, bottom); } /// <summary> /// Display the drop-down list when the game object gets clicked on. /// </summary> void OnClick() { if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && isValid && items.Count > 0) { mLabelList.Clear(); // Automatically locate the panel responsible for this object if (mPanel == null) { mPanel = UIPanel.Find(transform); if (mPanel == null) return; } // Disable the navigation script handleEvents = true; // Calculate the dimensions of the object triggering the popup list so we can position it below it Transform myTrans = transform; Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(myTrans.parent, myTrans); // Create the root object for the list mChild = new GameObject("Drop-down List"); mChild.layer = gameObject.layer; Transform t = mChild.transform; t.parent = myTrans.parent; t.localPosition = bounds.min; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; // Add a sprite for the background mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); mBackground.pivot = UIWidget.Pivot.TopLeft; mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); mBackground.color = backgroundColor; // We need to know the size of the background sprite for padding purposes Vector4 bgPadding = mBackground.border; mBgBorder = bgPadding.y; mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); // Add a sprite used for the selection mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); mHighlight.pivot = UIWidget.Pivot.TopLeft; mHighlight.color = highlightColor; UISpriteData hlsp = mHighlight.GetAtlasSprite(); if (hlsp == null) return; float hlspHeight = hlsp.borderTop; float fontHeight = activeFontSize; float dynScale = activeFontScale; float labelHeight = fontHeight * dynScale; float x = 0f, y = -padding.y; int labelFontSize = (bitmapFont != null) ? bitmapFont.defaultSize : fontSize; List<UILabel> labels = new List<UILabel>(); // Run through all items and create labels for each one for (int i = 0, imax = items.Count; i < imax; ++i) { string s = items[i]; UILabel lbl = NGUITools.AddWidget<UILabel>(mChild); lbl.pivot = UIWidget.Pivot.TopLeft; lbl.bitmapFont = bitmapFont; lbl.trueTypeFont = trueTypeFont; lbl.fontSize = labelFontSize; lbl.fontStyle = fontStyle; lbl.text = isLocalized ? Localization.Get(s) : s; lbl.color = textColor; lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x, y, -1f); lbl.overflowMethod = UILabel.Overflow.ResizeFreely; lbl.MakePixelPerfect(); if (dynScale != 1f) lbl.cachedTransform.localScale = Vector3.one * dynScale; labels.Add(lbl); y -= labelHeight; y -= padding.y; x = Mathf.Max(x, lbl.printedSize.x); // Add an event listener UIEventListener listener = UIEventListener.Get(lbl.gameObject); listener.onHover = OnItemHover; listener.onPress = OnItemPress; listener.parameter = s; // Move the selection here if this is the right label if (mSelectedItem == s || (i == 0 && string.IsNullOrEmpty(mSelectedItem))) Highlight(lbl, true); // Add this label to the list mLabelList.Add(lbl); } // The triggering widget's width should be the minimum allowed width x = Mathf.Max(x, bounds.size.x * dynScale - (bgPadding.x + padding.x) * 2f); float cx = x / dynScale; Vector3 bcCenter = new Vector3(cx * 0.5f, -fontHeight * 0.5f, 0f); Vector3 bcSize = new Vector3(cx, (labelHeight + padding.y) / dynScale, 1f); // Run through all labels and add colliders for (int i = 0, imax = labels.Count; i < imax; ++i) { UILabel lbl = labels[i]; BoxCollider bc = NGUITools.AddWidgetCollider(lbl.gameObject); bcCenter.z = bc.center.z; bc.center = bcCenter; bc.size = bcSize; } x += (bgPadding.x + padding.x) * 2f; y -= bgPadding.y; // Scale the background sprite to envelop the entire set of items mBackground.width = Mathf.RoundToInt(x); mBackground.height = Mathf.RoundToInt(-y + bgPadding.y); // Scale the highlight sprite to envelop a single item float scaleFactor = 2f * atlas.pixelSize; float w = x - (bgPadding.x + padding.x) * 2f + hlsp.borderLeft * scaleFactor; float h = labelHeight + hlspHeight * scaleFactor; mHighlight.width = Mathf.RoundToInt(w); mHighlight.height = Mathf.RoundToInt(h); bool placeAbove = (position == Position.Above); if (position == Position.Auto) { UICamera cam = UICamera.FindCameraForLayer(gameObject.layer); if (cam != null) { Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(myTrans.position); placeAbove = (viewPos.y < 0.5f); } } // If the list should be animated, let's animate it by expanding it if (isAnimated) { float bottom = y + labelHeight; Animate(mHighlight, placeAbove, bottom); for (int i = 0, imax = labels.Count; i < imax; ++i) Animate(labels[i], placeAbove, bottom); AnimateColor(mBackground); AnimateScale(mBackground, placeAbove, bottom); } // If we need to place the popup list above the item, we need to reposition everything by the size of the list if (placeAbove) { t.localPosition = new Vector3(bounds.min.x, bounds.max.y - y - bgPadding.y, bounds.min.z); } } else OnSelect(false); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIPopupList.cs
C#
asf20
19,518
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Example script showing how to activate or deactivate a game object when a toggle's state changes. /// OnActivate event is sent out by the UIToggle script. /// </summary> [AddComponentMenu("NGUI/Interaction/Toggled Objects")] public class UIToggledObjects : MonoBehaviour { public List<GameObject> activate; public List<GameObject> deactivate; [HideInInspector][SerializeField] GameObject target; [HideInInspector][SerializeField] bool inverse = false; void Awake () { // Legacy functionality -- auto-upgrade if (target != null) { if (activate.Count == 0 && deactivate.Count == 0) { if (inverse) deactivate.Add(target); else activate.Add(target); } else target = null; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } #if UNITY_EDITOR if (!Application.isPlaying) return; #endif UIToggle toggle = GetComponent<UIToggle>(); EventDelegate.Add(toggle.onChange, Toggle); } public void Toggle () { bool val = UIToggle.current.value; if (enabled) { for (int i = 0; i < activate.Count; ++i) Set(activate[i], val); for (int i = 0; i < deactivate.Count; ++i) Set(deactivate[i], !val); } } void Set (GameObject go, bool state) { if (go != null) { NGUITools.SetActive(go, state); //UIPanel panel = NGUITools.FindInParents<UIPanel>(target); //if (panel != null) panel.Refresh(); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIToggledObjects.cs
C#
asf20
1,626
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// UIDragDropItem is a base script for your own Drag & Drop operations. /// </summary> [AddComponentMenu("NGUI/Interaction/Drag and Drop Item")] public class UIDragDropItem : MonoBehaviour { public enum Restriction { None, Horizontal, Vertical, PressAndHold, } /// <summary> /// What kind of restriction is applied to the drag & drop logic before dragging is made possible. /// </summary> public Restriction restriction = Restriction.None; /// <summary> /// Whether a copy of the item will be dragged instead of the item itself. /// </summary> public bool cloneOnDrag = false; #region Common functionality protected Transform mTrans; protected Transform mParent; protected Collider mCollider; protected UIButton mButton; protected UIRoot mRoot; protected UIGrid mGrid; protected UITable mTable; protected int mTouchID = int.MinValue; protected float mPressTime = 0f; protected UIDragScrollView mDragScrollView = null; /// <summary> /// Cache the transform. /// </summary> protected virtual void Start () { mTrans = transform; mCollider = collider; mButton = GetComponent<UIButton>(); mDragScrollView = GetComponent<UIDragScrollView>(); } /// <summary> /// Record the time the item was pressed on. /// </summary> void OnPress (bool isPressed) { if (isPressed) mPressTime = RealTime.time; } /// <summary> /// Start the dragging operation. /// </summary> void OnDragStart () { if (!enabled || mTouchID != int.MinValue) return; // If we have a restriction, check to see if its condition has been met first if (restriction != Restriction.None) { if (restriction == Restriction.Horizontal) { Vector2 delta = UICamera.currentTouch.totalDelta; if (Mathf.Abs(delta.x) < Mathf.Abs(delta.y)) return; } else if (restriction == Restriction.Vertical) { Vector2 delta = UICamera.currentTouch.totalDelta; if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y)) return; } else if (restriction == Restriction.PressAndHold) { if (mPressTime + 1f > RealTime.time) return; } } if (cloneOnDrag) { GameObject clone = NGUITools.AddChild(transform.parent.gameObject, gameObject); clone.transform.localPosition = transform.localPosition; clone.transform.localRotation = transform.localRotation; clone.transform.localScale = transform.localScale; UIButtonColor bc = clone.GetComponent<UIButtonColor>(); if (bc != null) bc.defaultColor = GetComponent<UIButtonColor>().defaultColor; UICamera.currentTouch.dragged = clone; UIDragDropItem item = clone.GetComponent<UIDragDropItem>(); item.Start(); item.OnDragDropStart(); } else OnDragDropStart(); } /// <summary> /// Perform the dragging. /// </summary> void OnDrag (Vector2 delta) { if (!enabled || mTouchID != UICamera.currentTouchID) return; OnDragDropMove((Vector3)delta * mRoot.pixelSizeAdjustment); } /// <summary> /// Notification sent when the drag event has ended. /// </summary> void OnDragEnd () { if (!enabled || mTouchID != UICamera.currentTouchID) return; OnDragDropRelease(UICamera.hoveredObject); } #endregion /// <summary> /// Perform any logic related to starting the drag & drop operation. /// </summary> protected virtual void OnDragDropStart () { // Automatically disable the scroll view if (mDragScrollView != null) mDragScrollView.enabled = false; // Disable the collider so that it doesn't intercept events if (mButton != null) mButton.isEnabled = false; else if (mCollider != null) mCollider.enabled = false; mTouchID = UICamera.currentTouchID; mParent = mTrans.parent; mRoot = NGUITools.FindInParents<UIRoot>(mParent); mGrid = NGUITools.FindInParents<UIGrid>(mParent); mTable = NGUITools.FindInParents<UITable>(mParent); // Re-parent the item if (UIDragDropRoot.root != null) mTrans.parent = UIDragDropRoot.root; Vector3 pos = mTrans.localPosition; pos.z = 0f; mTrans.localPosition = pos; TweenPosition tp = GetComponent<TweenPosition>(); if (tp != null) tp.enabled = false; SpringPosition sp = GetComponent<SpringPosition>(); if (sp != null) sp.enabled = false; // Notify the widgets that the parent has changed NGUITools.MarkParentAsChanged(gameObject); if (mTable != null) mTable.repositionNow = true; if (mGrid != null) mGrid.repositionNow = true; } /// <summary> /// Adjust the dragged object's position. /// </summary> protected virtual void OnDragDropMove (Vector3 delta) { mTrans.localPosition += delta; } /// <summary> /// Drop the item onto the specified object. /// </summary> protected virtual void OnDragDropRelease (GameObject surface) { if (!cloneOnDrag) { mTouchID = int.MinValue; // Re-enable the collider if (mButton != null) mButton.isEnabled = true; else if (mCollider != null) mCollider.enabled = true; // Is there a droppable container? UIDragDropContainer container = surface ? NGUITools.FindInParents<UIDragDropContainer>(surface) : null; if (container != null) { // Container found -- parent this object to the container mTrans.parent = (container.reparentTarget != null) ? container.reparentTarget : container.transform; Vector3 pos = mTrans.localPosition; pos.z = 0f; mTrans.localPosition = pos; } else { // No valid container under the mouse -- revert the item's parent mTrans.parent = mParent; } // Update the grid and table references mParent = mTrans.parent; mGrid = NGUITools.FindInParents<UIGrid>(mParent); mTable = NGUITools.FindInParents<UITable>(mParent); // Re-enable the drag scroll view script if (mDragScrollView != null) mDragScrollView.enabled = true; // Notify the widgets that the parent has changed NGUITools.MarkParentAsChanged(gameObject); if (mTable != null) mTable.repositionNow = true; if (mGrid != null) mGrid.repositionNow = true; } else NGUITools.Destroy(gameObject); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIDragDropItem.cs
C#
asf20
6,167
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Sample script showing how easy it is to implement a standard button that swaps sprites. /// </summary> [AddComponentMenu("NGUI/UI/Image Button")] public class UIImageButton : MonoBehaviour { public UISprite target; public string normalSprite; public string hoverSprite; public string pressedSprite; public string disabledSprite; public bool pixelSnap = true; public bool isEnabled { get { Collider col = collider; return col && col.enabled; } set { Collider col = collider; if (!col) return; if (col.enabled != value) { col.enabled = value; UpdateImage(); } } } void OnEnable () { if (target == null) target = GetComponentInChildren<UISprite>(); UpdateImage(); } void OnValidate () { if (target != null) { if (string.IsNullOrEmpty(normalSprite)) normalSprite = target.spriteName; if (string.IsNullOrEmpty(hoverSprite)) hoverSprite = target.spriteName; if (string.IsNullOrEmpty(pressedSprite)) pressedSprite = target.spriteName; if (string.IsNullOrEmpty(disabledSprite)) disabledSprite = target.spriteName; } } void UpdateImage() { if (target != null) { if (isEnabled) SetSprite(UICamera.IsHighlighted(gameObject) ? hoverSprite : normalSprite); else SetSprite(disabledSprite); } } void OnHover (bool isOver) { if (isEnabled && target != null) SetSprite(isOver ? hoverSprite : normalSprite); } void OnPress (bool pressed) { if (pressed) SetSprite(pressedSprite); else UpdateImage(); } void SetSprite (string sprite) { if (target.atlas == null || target.atlas.GetSprite(sprite) == null) return; target.spriteName = sprite; if (pixelSnap) target.MakePixelPerfect(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIImageButton.cs
C#
asf20
1,914
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Scroll bar functionality. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Interaction/NGUI Scroll Bar")] public class UIScrollBar : UISlider { enum Direction { Horizontal, Vertical, Upgraded, } // Size of the scroll bar [HideInInspector][SerializeField] protected float mSize = 1f; // Deprecated functionality [HideInInspector][SerializeField] float mScroll = 0f; [HideInInspector][SerializeField] Direction mDir = Direction.Upgraded; [System.Obsolete("Use 'value' instead")] public float scrollValue { get { return this.value; } set { this.value = value; } } /// <summary> /// The size of the foreground bar in percent (0-1 range). /// </summary> public float barSize { get { return mSize; } set { float val = Mathf.Clamp01(value); if (mSize != val) { mSize = val; mIsDirty = true; if (NGUITools.GetActive(this)) { if (current == null && onChange != null) { current = this; EventDelegate.Execute(onChange); current = null; } ForceUpdate(); #if UNITY_EDITOR if (!Application.isPlaying) NGUITools.SetDirty(this); #endif } } } } /// <summary> /// Upgrade from legacy functionality. /// </summary> protected override void Upgrade () { if (mDir != Direction.Upgraded) { mValue = mScroll; if (mDir == Direction.Horizontal) { mFill = mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight; } else { mFill = mInverted ? FillDirection.BottomToTop : FillDirection.TopToBottom; } mDir = Direction.Upgraded; #if UNITY_EDITOR NGUITools.SetDirty(this); #endif } } /// <summary> /// Make the scroll bar's foreground react to press events. /// </summary> protected override void OnStart () { base.OnStart(); if (mFG != null && mFG.collider != null && mFG.gameObject != gameObject) { UIEventListener fgl = UIEventListener.Get(mFG.gameObject); fgl.onPress += OnPressForeground; fgl.onDrag += OnDragForeground; mFG.autoResizeBoxCollider = true; } } /// <summary> /// Move the scroll bar to be centered on the specified position. /// </summary> protected override float LocalToValue (Vector2 localPos) { if (mFG != null) { float halfSize = Mathf.Clamp01(mSize) * 0.5f; float val0 = halfSize; float val1 = 1f - halfSize; Vector3[] corners = mFG.localCorners; if (isHorizontal) { val0 = Mathf.Lerp(corners[0].x, corners[2].x, val0); val1 = Mathf.Lerp(corners[0].x, corners[2].x, val1); float diff = (val1 - val0); if (diff == 0f) return value; return isInverted ? (val1 - localPos.x) / diff : (localPos.x - val0) / diff; } else { val0 = Mathf.Lerp(corners[0].y, corners[1].y, val0); val1 = Mathf.Lerp(corners[3].y, corners[2].y, val1); float diff = (val1 - val0); if (diff == 0f) return value; return isInverted ? (val1 - localPos.y) / diff : (localPos.y - val0) / diff; } } return base.LocalToValue(localPos); } /// <summary> /// Update the value of the scroll bar. /// </summary> public override void ForceUpdate () { if (mFG != null) { mIsDirty = false; float halfSize = Mathf.Clamp01(mSize) * 0.5f; float pos = Mathf.Lerp(halfSize, 1f - halfSize, value); float val0 = pos - halfSize; float val1 = pos + halfSize; if (isHorizontal) { mFG.drawRegion = isInverted ? new Vector4(1f - val1, 0f, 1f - val0, 1f) : new Vector4(val0, 0f, val1, 1f); } else { mFG.drawRegion = isInverted ? new Vector4(0f, 1f - val1, 1f, 1f - val0) : new Vector4(0f, val0, 1f, val1); } if (thumb != null) { Vector4 dr = mFG.drawingDimensions; Vector3 v = new Vector3( Mathf.Lerp(dr.x, dr.z, 0.5f), Mathf.Lerp(dr.y, dr.w, 0.5f)); SetThumbPosition(mFG.cachedTransform.TransformPoint(v)); } } else base.ForceUpdate(); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIScrollBar.cs
C#
asf20
4,177
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Attaching this script to an element of a scroll view will make it possible to center on it by clicking on it. /// </summary> [AddComponentMenu("NGUI/Interaction/Center Scroll View on Click")] public class UICenterOnClick : MonoBehaviour { void OnClick () { UICenterOnChild center = NGUITools.FindInParents<UICenterOnChild>(gameObject); UIPanel panel = NGUITools.FindInParents<UIPanel>(gameObject); if (center != null) { if (center.enabled) center.CenterOn(transform); } else if (panel != null && panel.clipping != UIDrawCall.Clipping.None) { UIScrollView sv = panel.GetComponent<UIScrollView>(); Vector3 offset = -panel.cachedTransform.InverseTransformPoint(transform.position); if (!sv.canMoveHorizontally) offset.x = panel.cachedTransform.localPosition.x; if (!sv.canMoveVertically) offset.y = panel.cachedTransform.localPosition.y; SpringPanel.Begin(panel.cachedGameObject, offset, 6f); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UICenterOnClick.cs
C#
asf20
1,161
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Simple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed. /// </summary> [AddComponentMenu("NGUI/Interaction/Button Scale")] public class UIButtonScale : MonoBehaviour { public Transform tweenTarget; public Vector3 hover = new Vector3(1.1f, 1.1f, 1.1f); public Vector3 pressed = new Vector3(1.05f, 1.05f, 1.05f); public float duration = 0.2f; Vector3 mScale; bool mStarted = false; void Start () { if (!mStarted) { mStarted = true; if (tweenTarget == null) tweenTarget = transform; mScale = tweenTarget.localScale; } } void OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); } void OnDisable () { if (mStarted && tweenTarget != null) { TweenScale tc = tweenTarget.GetComponent<TweenScale>(); if (tc != null) { tc.value = mScale; tc.enabled = false; } } } void OnPress (bool isPressed) { if (enabled) { if (!mStarted) Start(); TweenScale.Begin(tweenTarget.gameObject, duration, isPressed ? Vector3.Scale(mScale, pressed) : (UICamera.IsHighlighted(gameObject) ? Vector3.Scale(mScale, hover) : mScale)).method = UITweener.Method.EaseInOut; } } void OnHover (bool isOver) { if (enabled) { if (!mStarted) Start(); TweenScale.Begin(tweenTarget.gameObject, duration, isOver ? Vector3.Scale(mScale, hover) : mScale).method = UITweener.Method.EaseInOut; } } void OnSelect (bool isSelected) { if (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller)) OnHover(isSelected); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButtonScale.cs
C#
asf20
1,802
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Simple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed. /// </summary> [AddComponentMenu("NGUI/Interaction/Button Rotation")] public class UIButtonRotation : MonoBehaviour { public Transform tweenTarget; public Vector3 hover = Vector3.zero; public Vector3 pressed = Vector3.zero; public float duration = 0.2f; Quaternion mRot; bool mStarted = false; void Start () { if (!mStarted) { mStarted = true; if (tweenTarget == null) tweenTarget = transform; mRot = tweenTarget.localRotation; } } void OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); } void OnDisable () { if (mStarted && tweenTarget != null) { TweenRotation tc = tweenTarget.GetComponent<TweenRotation>(); if (tc != null) { tc.value = mRot; tc.enabled = false; } } } void OnPress (bool isPressed) { if (enabled) { if (!mStarted) Start(); TweenRotation.Begin(tweenTarget.gameObject, duration, isPressed ? mRot * Quaternion.Euler(pressed) : (UICamera.IsHighlighted(gameObject) ? mRot * Quaternion.Euler(hover) : mRot)).method = UITweener.Method.EaseInOut; } } void OnHover (bool isOver) { if (enabled) { if (!mStarted) Start(); TweenRotation.Begin(tweenTarget.gameObject, duration, isOver ? mRot * Quaternion.Euler(hover) : mRot).method = UITweener.Method.EaseInOut; } } void OnSelect (bool isSelected) { if (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller)) OnHover(isSelected); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Scripts/Interaction/UIButtonRotation.cs
C#
asf20
1,790
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections; /// <summary> /// Simple script that shows how to download a remote texture and assign it to be used by a UITexture. /// </summary> [RequireComponent(typeof(UITexture))] public class DownloadTexture : MonoBehaviour { public string url = "http://www.yourwebsite.com/logo.png"; Texture2D mTex; IEnumerator Start () { WWW www = new WWW(url); yield return www; mTex = www.texture; if (mTex != null) { UITexture ut = GetComponent<UITexture>(); ut.mainTexture = mTex; ut.MakePixelPerfect(); } www.Dispose(); } void OnDestroy () { if (mTex != null) Destroy(mTex); } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/DownloadTexture.cs
C#
asf20
829
using UnityEngine; /// <summary> /// Change the shader level-of-detail to match the quality settings. /// </summary> [ExecuteInEditMode] [AddComponentMenu("NGUI/Examples/Shader Quality")] public class ShaderQuality : MonoBehaviour { int mCurrent = 600; void Update () { int current = (QualitySettings.GetQualityLevel() + 1) * 100; if (mCurrent != current) { mCurrent = current; Shader.globalMaximumLOD = mCurrent; } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/ShaderQuality.cs
C#
asf20
442
using UnityEngine; public class OpenURLOnClick : MonoBehaviour { void OnClick () { UILabel lbl = GetComponent<UILabel>(); if (lbl != null) { string url = lbl.GetUrlAtPosition(UICamera.lastHit.point); if (!string.IsNullOrEmpty(url)) Application.OpenURL(url); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/OpenURLOnClick.cs
C#
asf20
285
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Trivial script that fills the label's contents gradually, as if someone was typing. /// </summary> [RequireComponent(typeof(UILabel))] [AddComponentMenu("NGUI/Examples/Typewriter Effect")] public class TypewriterEffect : MonoBehaviour { public int charsPerSecond = 40; UILabel mLabel; string mText; int mOffset = 0; float mNextChar = 0f; bool mReset = true; void OnEnable () { mReset = true; } void Update () { if (mReset) { mOffset = 0; mReset = false; mLabel = GetComponent<UILabel>(); mText = mLabel.processedText; } if (mOffset < mText.Length && mNextChar <= RealTime.time) { charsPerSecond = Mathf.Max(1, charsPerSecond); // Periods and end-of-line characters should pause for a longer time. float delay = 1f / charsPerSecond; char c = mText[mOffset]; if (c == '.' || c == '\n' || c == '!' || c == '?') delay *= 4f; // Automatically skip all symbols NGUIText.ParseSymbol(mText, ref mOffset); mNextChar = RealTime.time + delay; mLabel.text = mText.Substring(0, ++mOffset); } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/TypewriterEffect.cs
C#
asf20
1,274
using UnityEngine; /// <summary> /// Very simple example of how to use a TextList with a UIInput for chat. /// </summary> [RequireComponent(typeof(UIInput))] [AddComponentMenu("NGUI/Examples/Chat Input")] public class ChatInput : MonoBehaviour { public UITextList textList; public bool fillWithDummyData = false; UIInput mInput; /// <summary> /// Add some dummy text to the text list. /// </summary> void Start () { mInput = GetComponent<UIInput>(); mInput.label.maxLineCount = 1; if (fillWithDummyData && textList != null) { for (int i = 0; i < 30; ++i) { textList.Add(((i % 2 == 0) ? "[FFFFFF]" : "[AAAAAA]") + "This is an example paragraph for the text list, testing line " + i + "[-]"); } } } /// <summary> /// Submit notification is sent by UIInput when 'enter' is pressed or iOS/Android keyboard finalizes input. /// </summary> public void OnSubmit () { if (textList != null) { // It's a good idea to strip out all symbols as we don't want user input to alter colors, add new lines, etc string text = NGUIText.StripSymbols(mInput.value); if (!string.IsNullOrEmpty(text)) { textList.Add(text); mInput.value = ""; mInput.isSelected = false; } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/ChatInput.cs
C#
asf20
1,238
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; [AddComponentMenu("NGUI/Examples/Drag and Drop Item (Example)")] public class ExampleDragDropItem : UIDragDropItem { /// <summary> /// Prefab object that will be instantiated on the DragDropSurface if it receives the OnDrop event. /// </summary> public GameObject prefab; /// <summary> /// Drop a 3D game object onto the surface. /// </summary> protected override void OnDragDropRelease (GameObject surface) { if (surface != null) { ExampleDragDropSurface dds = surface.GetComponent<ExampleDragDropSurface>(); if (dds != null) { GameObject child = NGUITools.AddChild(dds.gameObject, prefab); child.transform.localScale = dds.transform.localScale; Transform trans = child.transform; trans.position = UICamera.lastHit.point; if (dds.rotatePlacedObject) { trans.rotation = Quaternion.LookRotation(UICamera.lastHit.normal) * Quaternion.Euler(90f, 0f, 0f); } // Destroy this icon as it's no longer needed NGUITools.Destroy(gameObject); return; } } base.OnDragDropRelease(surface); } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/ExampleDragDropItem.cs
C#
asf20
1,270
using UnityEngine; /// <summary> /// Attaching this script to an object will make it turn as it gets closer to left/right edges of the screen. /// Look at how it's used in Example 6. /// </summary> [AddComponentMenu("NGUI/Examples/Window Auto-Yaw")] public class WindowAutoYaw : MonoBehaviour { public int updateOrder = 0; public Camera uiCamera; public float yawAmount = 20f; Transform mTrans; void OnDisable () { mTrans.localRotation = Quaternion.identity; } void OnEnable () { if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); mTrans = transform; } void Update () { if (uiCamera != null) { Vector3 pos = uiCamera.WorldToViewportPoint(mTrans.position); mTrans.localRotation = Quaternion.Euler(0f, (pos.x * 2f - 1f) * yawAmount, 0f); } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs
C#
asf20
809
using UnityEngine; /// <summary> /// Attach this script to a child of a draggable window to make it tilt as it's dragged. /// Look at how it's used in Example 6. /// </summary> [AddComponentMenu("NGUI/Examples/Window Drag Tilt")] public class WindowDragTilt : MonoBehaviour { public int updateOrder = 0; public float degrees = 30f; Vector3 mLastPos; Transform mTrans; float mAngle = 0f; void OnEnable () { mTrans = transform; mLastPos = mTrans.position; } void Update () { Vector3 deltaPos = mTrans.position - mLastPos; mLastPos = mTrans.position; mAngle += deltaPos.x * degrees; mAngle = NGUIMath.SpringLerp(mAngle, 0f, 20f, Time.deltaTime); mTrans.localRotation = Quaternion.Euler(0f, 0f, -mAngle); } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/WindowDragTilt.cs
C#
asf20
737
using UnityEngine; [AddComponentMenu("NGUI/Examples/Load Level On Click")] public class LoadLevelOnClick : MonoBehaviour { public string levelName; void OnClick () { if (!string.IsNullOrEmpty(levelName)) { Application.LoadLevel(levelName); } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs
C#
asf20
274
using UnityEngine; /// <summary> /// Want something to spin? Attach this script to it. Works equally well with rigidbodies as without. /// </summary> [AddComponentMenu("NGUI/Examples/Spin")] public class Spin : MonoBehaviour { public Vector3 rotationsPerSecond = new Vector3(0f, 0.1f, 0f); public bool ignoreTimeScale = false; Rigidbody mRb; Transform mTrans; void Start () { mTrans = transform; mRb = rigidbody; } void Update () { if (mRb == null) { ApplyDelta(ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime); } } void FixedUpdate () { if (mRb != null) { ApplyDelta(Time.deltaTime); } } public void ApplyDelta (float delta) { delta *= Mathf.Rad2Deg * Mathf.PI * 2f; Quaternion offset = Quaternion.Euler(rotationsPerSecond * delta); if (mRb == null) { mTrans.rotation = mTrans.rotation * offset; } else { mRb.MoveRotation(mRb.rotation * offset); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/Spin.cs
C#
asf20
927
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Example script that resizes the widget it's attached to in order to envelop the target content. /// </summary> [RequireComponent(typeof(UIWidget))] [AddComponentMenu("NGUI/Examples/Envelop Content")] public class EnvelopContent : MonoBehaviour { public Transform targetRoot; public int padLeft = 0; public int padRight = 0; public int padBottom = 0; public int padTop = 0; void Start () { Execute(); } [ContextMenu("Execute")] public void Execute () { if (targetRoot == transform) { Debug.LogError("Target Root object cannot be the same object that has Envelop Content. Make it a sibling instead.", this); } else if (NGUITools.IsChild(targetRoot, transform)) { Debug.LogError("Target Root object should not be a parent of Envelop Content. Make it a sibling instead.", this); } else { Bounds b = NGUIMath.CalculateRelativeWidgetBounds(transform.parent, targetRoot, false); float x0 = b.min.x + padLeft; float y0 = b.min.y + padBottom; float x1 = b.max.x + padRight; float y1 = b.max.y + padTop; UIWidget w = GetComponent<UIWidget>(); w.SetRect(x0, y0, x1 - x0, y1 - y0); } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/EnvelopContent.cs
C#
asf20
1,357
using UnityEngine; [AddComponentMenu("NGUI/Examples/Spin With Mouse")] public class SpinWithMouse : MonoBehaviour { public Transform target; public float speed = 1f; Transform mTrans; void Start () { mTrans = transform; } void OnDrag (Vector2 delta) { UICamera.currentTouch.clickNotification = UICamera.ClickNotification.None; if (target != null) { target.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * target.localRotation; } else { mTrans.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * mTrans.localRotation; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/SpinWithMouse.cs
C#
asf20
621
using UnityEngine; /// <summary> /// Simple script used by Tutorial 11 that sets the color of the sprite based on the string value. /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(UIWidget))] [AddComponentMenu("NGUI/Examples/Set Color on Selection")] public class SetColorOnSelection : MonoBehaviour { UIWidget mWidget; public void SetSpriteBySelection () { if (UIPopupList.current == null) return; if (mWidget == null) mWidget = GetComponent<UIWidget>(); switch (UIPopupList.current.value) { case "White": mWidget.color = Color.white; break; case "Red": mWidget.color = Color.red; break; case "Green": mWidget.color = Color.green; break; case "Blue": mWidget.color = Color.blue; break; case "Yellow": mWidget.color = Color.yellow; break; case "Cyan": mWidget.color = Color.cyan; break; case "Magenta": mWidget.color = Color.magenta; break; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs
C#
asf20
902
using UnityEngine; /// <summary> /// Attach to a game object to make its position always lag behind its parent as the parent moves. /// </summary> [AddComponentMenu("NGUI/Examples/Lag Position")] public class LagPosition : MonoBehaviour { public int updateOrder = 0; public Vector3 speed = new Vector3(10f, 10f, 10f); public bool ignoreTimeScale = false; Transform mTrans; Vector3 mRelative; Vector3 mAbsolute; void OnEnable () { mTrans = transform; mAbsolute = mTrans.position; mRelative = mTrans.localPosition; } void Update () { Transform parent = mTrans.parent; if (parent != null) { float delta = ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime; Vector3 target = parent.position + parent.rotation * mRelative; mAbsolute.x = Mathf.Lerp(mAbsolute.x, target.x, Mathf.Clamp01(delta * speed.x)); mAbsolute.y = Mathf.Lerp(mAbsolute.y, target.y, Mathf.Clamp01(delta * speed.y)); mAbsolute.z = Mathf.Lerp(mAbsolute.z, target.z, Mathf.Clamp01(delta * speed.z)); mTrans.position = mAbsolute; } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/LagPosition.cs
C#
asf20
1,052
using UnityEngine; /// <summary> /// Attach to a game object to make its rotation always lag behind its parent as the parent rotates. /// </summary> [AddComponentMenu("NGUI/Examples/Lag Rotation")] public class LagRotation : MonoBehaviour { public int updateOrder = 0; public float speed = 10f; public bool ignoreTimeScale = false; Transform mTrans; Quaternion mRelative; Quaternion mAbsolute; void OnEnable() { mTrans = transform; mRelative = mTrans.localRotation; mAbsolute = mTrans.rotation; } void Update () { Transform parent = mTrans.parent; if (parent != null) { float delta = ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime; mAbsolute = Quaternion.Slerp(mAbsolute, parent.rotation * mRelative, delta * speed); mTrans.rotation = mAbsolute; } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/LagRotation.cs
C#
asf20
804
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// This script automatically changes the color of the specified sprite based on the value of the slider. /// </summary> [RequireComponent(typeof(UIProgressBar))] [AddComponentMenu("NGUI/Examples/Slider Colors")] public class UISliderColors : MonoBehaviour { public UISprite sprite; public Color[] colors = new Color[] { Color.red, Color.yellow, Color.green }; UIProgressBar mBar; void Start () { mBar = GetComponent<UIProgressBar>(); Update(); } void Update () { if (sprite == null || colors.Length == 0) return; float val = mBar.value; val *= (colors.Length - 1); int startIndex = Mathf.FloorToInt(val); Color c = colors[0]; if (startIndex >= 0) { if (startIndex + 1 < colors.Length) { float factor = (val - startIndex); c = Color.Lerp(colors[startIndex], colors[startIndex + 1], factor); } else if (startIndex < colors.Length) { c = colors[startIndex]; } else c = colors[colors.Length - 1]; } c.a = sprite.color.a; sprite.color = c; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/UISliderColors.cs
C#
asf20
1,230
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Simple example of an OnDrop event accepting a game object. In this case we check to see if there is a DragDropObject present, /// and if so -- create its prefab on the surface, then destroy the object. /// </summary> [AddComponentMenu("NGUI/Examples/Drag and Drop Surface (Example)")] public class ExampleDragDropSurface : MonoBehaviour { public bool rotatePlacedObject = false; //void OnDrop (GameObject go) //{ // ExampleDragDropItem ddo = go.GetComponent<ExampleDragDropItem>(); // if (ddo != null) // { // GameObject child = NGUITools.AddChild(gameObject, ddo.prefab); // Transform trans = child.transform; // trans.position = UICamera.lastHit.point; // if (rotatePlacedObject) trans.rotation = Quaternion.LookRotation(UICamera.lastHit.normal) * Quaternion.Euler(90f, 0f, 0f); // Destroy(go); // } //} }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/ExampleDragDropSurface.cs
C#
asf20
1,094
using UnityEngine; /// <summary> /// Placing this script on the game object will make that game object pan with mouse movement. /// </summary> [AddComponentMenu("NGUI/Examples/Pan With Mouse")] public class PanWithMouse : MonoBehaviour { public Vector2 degrees = new Vector2(5f, 3f); public float range = 1f; Transform mTrans; Quaternion mStart; Vector2 mRot = Vector2.zero; void Start () { mTrans = transform; mStart = mTrans.localRotation; } void Update () { float delta = RealTime.deltaTime; Vector3 pos = Input.mousePosition; float halfWidth = Screen.width * 0.5f; float halfHeight = Screen.height * 0.5f; if (range < 0.1f) range = 0.1f; float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth / range, -1f, 1f); float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight / range, -1f, 1f); mRot = Vector2.Lerp(mRot, new Vector2(x, y), delta * 5f); mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * degrees.y, mRot.x * degrees.x, 0f); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/PanWithMouse.cs
C#
asf20
990
using UnityEngine; /// <summary> /// This simple example script is used in Tutorial 5 to show how custom events work. /// </summary> public class Tutorial5 : MonoBehaviour { /// <summary> /// This function is called by the duration slider. Since it's called by a slider, /// UIProgressBar.current will contain the caller. It's identical to other NGUI components. /// A button's callback will set UIButton.current, for example. Input field? UIInput.current, etc. /// </summary> public void SetDurationToCurrentProgress () { UITweener[] tweens = GetComponentsInChildren<UITweener>(); foreach (UITweener tw in tweens) { // The slider's value is always limited in 0 to 1 range, however it's trivial to change it. // For example, to make it range from 2.0 to 0.5 instead, you can do this: tw.duration = Mathf.Lerp(2.0f, 0.5f, UIProgressBar.current.value); } } }
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trunk/client/Assets/NGUI/Examples/Scripts/Other/Tutorial5.cs
C#
asf20
888
using UnityEngine; /// <summary> /// Attaching this script to an object will make that object face the specified target. /// The most ideal use for this script is to attach it to the camera and make the camera look at its target. /// </summary> [AddComponentMenu("NGUI/Examples/Look At Target")] public class LookAtTarget : MonoBehaviour { public int level = 0; public Transform target; public float speed = 8f; Transform mTrans; void Start () { mTrans = transform; } void LateUpdate () { if (target != null) { Vector3 dir = target.position - mTrans.position; float mag = dir.magnitude; if (mag > 0.001f) { Quaternion lookRot = Quaternion.LookRotation(dir); mTrans.rotation = Quaternion.Slerp(mTrans.rotation, lookRot, Mathf.Clamp01(speed * Time.deltaTime)); } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/LookAtTarget.cs
C#
asf20
851
using UnityEngine; using System.Collections.Generic; /// <summary> /// Attach this script to any object that has idle animations. /// It's expected that the main idle loop animation is called "idle", and idle /// break animations all begin with "idle" (ex: idleStretch, idleYawn, etc). /// The script will place the idle loop animation on layer 0, and breaks on layer 1. /// </summary> [AddComponentMenu("NGUI/Examples/Play Idle Animations")] public class PlayIdleAnimations : MonoBehaviour { Animation mAnim; AnimationClip mIdle; List<AnimationClip> mBreaks = new List<AnimationClip>(); float mNextBreak = 0f; int mLastIndex = 0; /// <summary> /// Find all idle animations. /// </summary> void Start () { mAnim = GetComponentInChildren<Animation>(); if (mAnim == null) { Debug.LogWarning(NGUITools.GetHierarchy(gameObject) + " has no Animation component"); Destroy(this); } else { foreach (AnimationState state in mAnim) { if (state.clip.name == "idle") { state.layer = 0; mIdle = state.clip; mAnim.Play(mIdle.name); } else if (state.clip.name.StartsWith("idle")) { state.layer = 1; mBreaks.Add(state.clip); } } // No idle breaks found -- this script is unnecessary if (mBreaks.Count == 0) Destroy(this); } } /// <summary> /// If it's time to play a new idle break animation, do so. /// </summary> void Update () { if (mNextBreak < Time.time) { if (mBreaks.Count == 1) { // Only one break animation AnimationClip clip = mBreaks[0]; mNextBreak = Time.time + clip.length + Random.Range(5f, 15f); mAnim.CrossFade(clip.name); } else { int index = Random.Range(0, mBreaks.Count - 1); // Never choose the same animation twice in a row if (mLastIndex == index) { ++index; if (index >= mBreaks.Count) index = 0; } mLastIndex = index; AnimationClip clip = mBreaks[index]; mNextBreak = Time.time + clip.length + Random.Range(2f, 8f); mAnim.CrossFade(clip.name); } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs
C#
asf20
2,152
using UnityEditor; using UnityEngine; using System.Collections.Generic; /// <summary> /// Inventory System search functionality. /// </summary> public class InvFindItem : ScriptableWizard { /// <summary> /// Private class used to return data from the Find function below. /// </summary> struct FindResult { public InvDatabase db; public InvBaseItem item; } string mItemName = ""; List<FindResult> mResults = new List<FindResult>(); /// <summary> /// Add a menu option to display this wizard. /// </summary> [MenuItem("Window/Find Item #&i")] static void FindItem () { ScriptableWizard.DisplayWizard<InvFindItem>("Find Item"); } /// <summary> /// Draw the custom wizard. /// </summary> void OnGUI () { NGUIEditorTools.SetLabelWidth(80f); string newItemName = EditorGUILayout.TextField("Search for:", mItemName); NGUIEditorTools.DrawSeparator(); if (GUI.changed || newItemName != mItemName) { mItemName = newItemName; if (string.IsNullOrEmpty(mItemName)) { mResults.Clear(); } else { FindAllByName(mItemName); } } if (mResults.Count == 0) { if (!string.IsNullOrEmpty(mItemName)) { GUILayout.Label("No matches found"); } } else { Print3("Item ID", "Item Name", "Path", false); NGUIEditorTools.DrawSeparator(); foreach (FindResult fr in mResults) { if (Print3(InvDatabase.FindItemID(fr.item).ToString(), fr.item.name, NGUITools.GetHierarchy(fr.db.gameObject), true)) { InvDatabaseInspector.SelectIndex(fr.db, fr.item); Selection.activeGameObject = fr.db.gameObject; EditorUtility.SetDirty(Selection.activeGameObject); } } } } /// <summary> /// Helper function used to print things in columns. /// </summary> bool Print3 (string a, string b, string c, bool button) { bool retVal = false; GUILayout.BeginHorizontal(); { GUILayout.Label(a, GUILayout.Width(80f)); GUILayout.Label(b, GUILayout.Width(160f)); GUILayout.Label(c); if (button) { retVal = GUILayout.Button("Select", GUILayout.Width(60f)); } else { GUILayout.Space(60f); } } GUILayout.EndHorizontal(); return retVal; } /// <summary> /// Find items by name. /// </summary> void FindAllByName (string partial) { partial = partial.ToLower(); mResults.Clear(); // Exact match comes first foreach (InvDatabase db in InvDatabase.list) { foreach (InvBaseItem item in db.items) { if (item.name.Equals(partial, System.StringComparison.OrdinalIgnoreCase)) { FindResult fr = new FindResult(); fr.db = db; fr.item = item; mResults.Add(fr); } } } // Next come partial matches that begin with the specified string foreach (InvDatabase db in InvDatabase.list) { foreach (InvBaseItem item in db.items) { if (item.name.StartsWith(partial, System.StringComparison.OrdinalIgnoreCase)) { bool exists = false; foreach (FindResult res in mResults) { if (res.item == item) { exists = true; break; } } if (!exists) { FindResult fr = new FindResult(); fr.db = db; fr.item = item; mResults.Add(fr); } } } } // Other partial matches come last foreach (InvDatabase db in InvDatabase.list) { foreach (InvBaseItem item in db.items) { if (item.name.ToLower().Contains(partial)) { bool exists = false; foreach (FindResult res in mResults) { if (res.item == item) { exists = true; break; } } if (!exists) { FindResult fr = new FindResult(); fr.db = db; fr.item = item; mResults.Add(fr); } } } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs
C#
asf20
3,735
using UnityEngine; using UnityEditor; using System.Collections.Generic; /// <summary> /// Inspector class used to edit Inventory Databases. /// </summary> [CustomEditor(typeof(InvDatabase))] public class InvDatabaseInspector : Editor { static int mIndex = 0; bool mConfirmDelete = false; /// <summary> /// Draw an enlarged sprite within the specified texture atlas. /// </summary> public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat) { return DrawSprite(tex, sprite, mat, true, 0); } /// <summary> /// Draw an enlarged sprite within the specified texture atlas. /// </summary> public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat, bool addPadding) { return DrawSprite(tex, sprite, mat, addPadding, 0); } /// <summary> /// Draw an enlarged sprite within the specified texture atlas. /// </summary> public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat, bool addPadding, int maxSize) { float paddingX = addPadding ? 4f / tex.width : 0f; float paddingY = addPadding ? 4f / tex.height : 0f; float ratio = (sprite.height + paddingY) / (sprite.width + paddingX); ratio *= (float)tex.height / tex.width; // Draw the checkered background Color c = GUI.color; Rect rect = NGUIEditorTools.DrawBackground(tex, ratio); GUI.color = c; if (maxSize > 0) { float dim = maxSize / Mathf.Max(rect.width, rect.height); rect.width *= dim; rect.height *= dim; } // We only want to draw into this rectangle if (Event.current.type == EventType.Repaint) { if (mat == null) { GUI.DrawTextureWithTexCoords(rect, tex, sprite); } else { // NOTE: DrawPreviewTexture doesn't seem to support BeginGroup-based clipping // when a custom material is specified. It seems to be a bug in Unity. // Passing 'null' for the material or omitting the parameter clips as expected. UnityEditor.EditorGUI.DrawPreviewTexture(sprite, tex, mat); //UnityEditor.EditorGUI.DrawPreviewTexture(drawRect, tex); //GUI.DrawTexture(drawRect, tex); } rect = new Rect(sprite.x + rect.x, sprite.y + rect.y, sprite.width, sprite.height); } return rect; } /// <summary> /// Helper function that sets the index to the index of the specified item. /// </summary> public static void SelectIndex (InvDatabase db, InvBaseItem item) { mIndex = 0; foreach (InvBaseItem i in db.items) { if (i == item) break; ++mIndex; } } /// <summary> /// Draw the inspector widget. /// </summary> public override void OnInspectorGUI () { NGUIEditorTools.SetLabelWidth(80f); InvDatabase db = target as InvDatabase; NGUIEditorTools.DrawSeparator(); InvBaseItem item = null; if (db.items == null || db.items.Count == 0) { mIndex = 0; } else { mIndex = Mathf.Clamp(mIndex, 0, db.items.Count - 1); item = db.items[mIndex]; } if (mConfirmDelete) { // Show the confirmation dialog GUILayout.Label("Are you sure you want to delete '" + item.name + "'?"); NGUIEditorTools.DrawSeparator(); GUILayout.BeginHorizontal(); { GUI.backgroundColor = Color.green; if (GUILayout.Button("Cancel")) mConfirmDelete = false; GUI.backgroundColor = Color.red; if (GUILayout.Button("Delete")) { NGUIEditorTools.RegisterUndo("Delete Inventory Item", db); db.items.RemoveAt(mIndex); mConfirmDelete = false; } GUI.backgroundColor = Color.white; } GUILayout.EndHorizontal(); } else { // Database icon atlas UIAtlas atlas = EditorGUILayout.ObjectField("Icon Atlas", db.iconAtlas, typeof(UIAtlas), false) as UIAtlas; if (atlas != db.iconAtlas) { NGUIEditorTools.RegisterUndo("Databse Atlas change", db); db.iconAtlas = atlas; foreach (InvBaseItem i in db.items) i.iconAtlas = atlas; } // Database ID int dbID = EditorGUILayout.IntField("Database ID", db.databaseID); if (dbID != db.databaseID) { NGUIEditorTools.RegisterUndo("Database ID change", db); db.databaseID = dbID; } // "New" button GUI.backgroundColor = Color.green; if (GUILayout.Button("New Item")) { NGUIEditorTools.RegisterUndo("Add Inventory Item", db); InvBaseItem bi = new InvBaseItem(); bi.iconAtlas = db.iconAtlas; bi.id16 = (db.items.Count > 0) ? db.items[db.items.Count - 1].id16 + 1 : 0; db.items.Add(bi); mIndex = db.items.Count - 1; if (item != null) { bi.name = "Copy of " + item.name; bi.description = item.description; bi.slot = item.slot; bi.color = item.color; bi.iconName = item.iconName; bi.attachment = item.attachment; bi.minItemLevel = item.minItemLevel; bi.maxItemLevel = item.maxItemLevel; foreach (InvStat stat in item.stats) { InvStat copy = new InvStat(); copy.id = stat.id; copy.amount = stat.amount; copy.modifier = stat.modifier; bi.stats.Add(copy); } } else { bi.name = "New Item"; bi.description = "Item Description"; } item = bi; } GUI.backgroundColor = Color.white; if (item != null) { NGUIEditorTools.DrawSeparator(); // Navigation section GUILayout.BeginHorizontal(); { if (mIndex == 0) GUI.color = Color.grey; if (GUILayout.Button("<<")) { mConfirmDelete = false; --mIndex; } GUI.color = Color.white; mIndex = EditorGUILayout.IntField(mIndex + 1, GUILayout.Width(40f)) - 1; GUILayout.Label("/ " + db.items.Count, GUILayout.Width(40f)); if (mIndex + 1 == db.items.Count) GUI.color = Color.grey; if (GUILayout.Button(">>")) { mConfirmDelete = false; ++mIndex; } GUI.color = Color.white; } GUILayout.EndHorizontal(); NGUIEditorTools.DrawSeparator(); // Item name and delete item button GUILayout.BeginHorizontal(); { string itemName = EditorGUILayout.TextField("Item Name", item.name); GUI.backgroundColor = Color.red; if (GUILayout.Button("Delete", GUILayout.Width(55f))) { mConfirmDelete = true; } GUI.backgroundColor = Color.white; if (!itemName.Equals(item.name)) { NGUIEditorTools.RegisterUndo("Rename Item", db); item.name = itemName; } } GUILayout.EndHorizontal(); string itemDesc = GUILayout.TextArea(item.description, 200, GUILayout.Height(100f)); InvBaseItem.Slot slot = (InvBaseItem.Slot)EditorGUILayout.EnumPopup("Slot", item.slot); string iconName = ""; float iconSize = 64f; bool drawIcon = false; float extraSpace = 0f; if (item.iconAtlas != null) { BetterList<string> sprites = item.iconAtlas.GetListOfSprites(); sprites.Insert(0, "<None>"); int index = 0; string spriteName = (item.iconName != null) ? item.iconName : sprites[0]; // We need to find the sprite in order to have it selected if (!string.IsNullOrEmpty(spriteName)) { for (int i = 1; i < sprites.size; ++i) { if (spriteName.Equals(sprites[i], System.StringComparison.OrdinalIgnoreCase)) { index = i; break; } } } // Draw the sprite selection popup index = EditorGUILayout.Popup("Icon", index, sprites.ToArray()); UISpriteData sprite = (index > 0) ? item.iconAtlas.GetSprite(sprites[index]) : null; if (sprite != null) { iconName = sprite.name; Material mat = item.iconAtlas.spriteMaterial; if (mat != null) { Texture2D tex = mat.mainTexture as Texture2D; if (tex != null) { drawIcon = true; Rect rect = new Rect(sprite.x, sprite.y, sprite.width, sprite.height); rect = NGUIMath.ConvertToTexCoords(rect, tex.width, tex.height); GUILayout.Space(4f); GUILayout.BeginHorizontal(); { GUILayout.Space(Screen.width - iconSize); DrawSprite(tex, rect, null, false); } GUILayout.EndHorizontal(); extraSpace = iconSize * (float)sprite.height / sprite.width; } } } } // Item level range GUILayout.BeginHorizontal(); GUILayout.Label("Level Range", GUILayout.Width(77f)); int min = EditorGUILayout.IntField(item.minItemLevel, GUILayout.MinWidth(40f)); int max = EditorGUILayout.IntField(item.maxItemLevel, GUILayout.MinWidth(40f)); if (drawIcon) GUILayout.Space(iconSize); GUILayout.EndHorizontal(); // Game Object attachment field, left of the icon GUILayout.BeginHorizontal(); GameObject go = (GameObject)EditorGUILayout.ObjectField("Attachment", item.attachment, typeof(GameObject), false); if (drawIcon) GUILayout.Space(iconSize); GUILayout.EndHorizontal(); // Color tint field, left of the icon GUILayout.BeginHorizontal(); Color color = EditorGUILayout.ColorField("Color", item.color); if (drawIcon) GUILayout.Space(iconSize); GUILayout.EndHorizontal(); // Calculate the extra spacing necessary for the icon to show up properly and not overlap anything if (drawIcon) { extraSpace = Mathf.Max(0f, extraSpace - 60f); GUILayout.Space(extraSpace); } // Item stats NGUIEditorTools.DrawSeparator(); if (item.stats != null) { for (int i = 0; i < item.stats.Count; ++i) { InvStat stat = item.stats[i]; GUILayout.BeginHorizontal(); { InvStat.Identifier iden = (InvStat.Identifier)EditorGUILayout.EnumPopup(stat.id, GUILayout.Width(80f)); // Color the field red if it's negative, green if it's positive if (stat.amount > 0) GUI.backgroundColor = Color.green; else if (stat.amount < 0) GUI.backgroundColor = Color.red; int amount = EditorGUILayout.IntField(stat.amount, GUILayout.Width(40f)); GUI.backgroundColor = Color.white; InvStat.Modifier mod = (InvStat.Modifier)EditorGUILayout.EnumPopup(stat.modifier); GUI.backgroundColor = Color.red; if (GUILayout.Button("X", GUILayout.Width(20f))) { NGUIEditorTools.RegisterUndo("Delete Item Stat", db); item.stats.RemoveAt(i); --i; } else if (iden != stat.id || amount != stat.amount || mod != stat.modifier) { NGUIEditorTools.RegisterUndo("Item Stats", db); stat.id = iden; stat.amount = amount; stat.modifier = mod; } GUI.backgroundColor = Color.white; } GUILayout.EndHorizontal(); } } if (GUILayout.Button("Add Stat", GUILayout.Width(80f))) { NGUIEditorTools.RegisterUndo("Add Item Stat", db); InvStat stat = new InvStat(); stat.id = InvStat.Identifier.Armor; item.stats.Add(stat); } // Save all values if (!itemDesc.Equals(item.description) || slot != item.slot || go != item.attachment || color != item.color || min != item.minItemLevel || max != item.maxItemLevel || !iconName.Equals(item.iconName)) { NGUIEditorTools.RegisterUndo("Item Properties", db); item.description = itemDesc; item.slot = slot; item.attachment = go; item.color = color; item.iconName = iconName; item.minItemLevel = min; item.maxItemLevel = max; } } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs
C#
asf20
11,185
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Equip the specified items on the character when the script is started. /// </summary> [AddComponentMenu("NGUI/Examples/Equip Items")] public class EquipItems : MonoBehaviour { public int[] itemIDs; void Start () { if (itemIDs != null && itemIDs.Length > 0) { InvEquipment eq = GetComponent<InvEquipment>(); if (eq == null) eq = gameObject.AddComponent<InvEquipment>(); int qualityLevels = (int)InvGameItem.Quality._LastDoNotUse; for (int i = 0, imax = itemIDs.Length; i < imax; ++i) { int index = itemIDs[i]; InvBaseItem item = InvDatabase.FindByID(index); if (item != null) { InvGameItem gi = new InvGameItem(index, item); gi.quality = (InvGameItem.Quality)Random.Range(0, qualityLevels); gi.itemLevel = NGUITools.RandomRange(item.minItemLevel, item.maxItemLevel); eq.Equip(gi); } else { Debug.LogWarning("Can't resolve the item ID of " + index); } } } Destroy(this); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs
C#
asf20
1,234
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Abstract UI component observing an item somewhere in the inventory. This item can be equipped on /// the character, it can be lying in a chest, or it can be hot-linked by another player. Either way, /// all the common behavior is in this class. What the observed item actually is... /// that's up to the derived class to determine. /// </summary> public abstract class UIItemSlot : MonoBehaviour { public UISprite icon; public UIWidget background; public UILabel label; public AudioClip grabSound; public AudioClip placeSound; public AudioClip errorSound; InvGameItem mItem; string mText = ""; static InvGameItem mDraggedItem; /// <summary> /// This function should return the item observed by this UI class. /// </summary> abstract protected InvGameItem observedItem { get; } /// <summary> /// Replace the observed item with the specified value. Should return the item that was replaced. /// </summary> abstract protected InvGameItem Replace (InvGameItem item); /// <summary> /// Show a tooltip for the item. /// </summary> void OnTooltip (bool show) { InvGameItem item = show ? mItem : null; if (item != null) { InvBaseItem bi = item.baseItem; if (bi != null) { string t = "[" + NGUIText.EncodeColor(item.color) + "]" + item.name + "[-]\n"; t += "[AFAFAF]Level " + item.itemLevel + " " + bi.slot; List<InvStat> stats = item.CalculateStats(); for (int i = 0, imax = stats.Count; i < imax; ++i) { InvStat stat = stats[i]; if (stat.amount == 0) continue; if (stat.amount < 0) { t += "\n[FF0000]" + stat.amount; } else { t += "\n[00FF00]+" + stat.amount; } if (stat.modifier == InvStat.Modifier.Percent) t += "%"; t += " " + stat.id; t += "[-]"; } if (!string.IsNullOrEmpty(bi.description)) t += "\n[FF9900]" + bi.description; UITooltip.ShowText(t); return; } } UITooltip.ShowText(null); } /// <summary> /// Allow to move objects around via drag & drop. /// </summary> void OnClick () { if (mDraggedItem != null) { OnDrop(null); } else if (mItem != null) { mDraggedItem = Replace(null); if (mDraggedItem != null) NGUITools.PlaySound(grabSound); UpdateCursor(); } } /// <summary> /// Start dragging the item. /// </summary> void OnDrag (Vector2 delta) { if (mDraggedItem == null && mItem != null) { UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; mDraggedItem = Replace(null); NGUITools.PlaySound(grabSound); UpdateCursor(); } } /// <summary> /// Stop dragging the item. /// </summary> void OnDrop (GameObject go) { InvGameItem item = Replace(mDraggedItem); if (mDraggedItem == item) NGUITools.PlaySound(errorSound); else if (item != null) NGUITools.PlaySound(grabSound); else NGUITools.PlaySound(placeSound); mDraggedItem = item; UpdateCursor(); } /// <summary> /// Set the cursor to the icon of the item being dragged. /// </summary> void UpdateCursor () { if (mDraggedItem != null && mDraggedItem.baseItem != null) { UICursor.Set(mDraggedItem.baseItem.iconAtlas, mDraggedItem.baseItem.iconName); } else { UICursor.Clear(); } } /// <summary> /// Keep an eye on the item and update the icon when it changes. /// </summary> void Update () { InvGameItem i = observedItem; if (mItem != i) { mItem = i; InvBaseItem baseItem = (i != null) ? i.baseItem : null; if (label != null) { string itemName = (i != null) ? i.name : null; if (string.IsNullOrEmpty(mText)) mText = label.text; label.text = (itemName != null) ? itemName : mText; } if (icon != null) { if (baseItem == null || baseItem.iconAtlas == null) { icon.enabled = false; } else { icon.atlas = baseItem.iconAtlas; icon.spriteName = baseItem.iconName; icon.enabled = true; icon.MakePixelPerfect(); } } if (background != null) { background.color = (i != null) ? i.color : Color.white; } } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs
C#
asf20
4,328
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// A UI script that keeps an eye on the slot in a storage container. /// </summary> [AddComponentMenu("NGUI/Examples/UI Storage Slot")] public class UIStorageSlot : UIItemSlot { public UIItemStorage storage; public int slot = 0; override protected InvGameItem observedItem { get { return (storage != null) ? storage.GetItem(slot) : null; } } /// <summary> /// Replace the observed item with the specified value. Should return the item that was replaced. /// </summary> override protected InvGameItem Replace (InvGameItem item) { return (storage != null) ? storage.Replace(slot, item) : item; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs
C#
asf20
876
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Create and equip a random item on the specified target. /// </summary> [AddComponentMenu("NGUI/Examples/Equip Random Item")] public class EquipRandomItem : MonoBehaviour { public InvEquipment equipment; void OnClick() { if (equipment == null) return; List<InvBaseItem> list = InvDatabase.list[0].items; if (list.Count == 0) return; int qualityLevels = (int)InvGameItem.Quality._LastDoNotUse; int index = Random.Range(0, list.Count); InvBaseItem item = list[index]; InvGameItem gi = new InvGameItem(index, item); gi.quality = (InvGameItem.Quality)Random.Range(0, qualityLevels); gi.itemLevel = NGUITools.RandomRange(item.minItemLevel, item.maxItemLevel); equipment.Equip(gi); } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs
C#
asf20
997
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System.Collections.Generic; /// <summary> /// Storage container that stores items. /// </summary> [AddComponentMenu("NGUI/Examples/UI Item Storage")] public class UIItemStorage : MonoBehaviour { /// <summary> /// Maximum size of the container. Adding more items than this number will not work. /// </summary> public int maxItemCount = 8; /// <summary> /// Maximum number of rows to create. /// </summary> public int maxRows = 4; /// <summary> /// Maximum number of columns to create. /// </summary> public int maxColumns = 4; /// <summary> /// Template used to create inventory icons. /// </summary> public GameObject template; /// <summary> /// Background widget to scale after the item slots have been created. /// </summary> public UIWidget background; /// <summary> /// Spacing between icons. /// </summary> public int spacing = 128; /// <summary> /// Padding around the border. /// </summary> public int padding = 10; List<InvGameItem> mItems = new List<InvGameItem>(); /// <summary> /// List of items in the container. /// </summary> public List<InvGameItem> items { get { while (mItems.Count < maxItemCount) mItems.Add(null); return mItems; } } /// <summary> /// Convenience function that returns an item at the specified slot. /// </summary> public InvGameItem GetItem (int slot) { return (slot < items.Count) ? mItems[slot] : null; } /// <summary> /// Replace an item in the container with the specified one. /// </summary> /// <returns>An item that was replaced.</returns> public InvGameItem Replace (int slot, InvGameItem item) { if (slot < maxItemCount) { InvGameItem prev = items[slot]; mItems[slot] = item; return prev; } return item; } /// <summary> /// Initialize the container and create an appropriate number of UI slots. /// </summary> void Start () { if (template != null) { int count = 0; Bounds b = new Bounds(); for (int y = 0; y < maxRows; ++y) { for (int x = 0; x < maxColumns; ++x) { GameObject go = NGUITools.AddChild(gameObject, template); Transform t = go.transform; t.localPosition = new Vector3(padding + (x + 0.5f) * spacing, -padding - (y + 0.5f) * spacing, 0f); UIStorageSlot slot = go.GetComponent<UIStorageSlot>(); if (slot != null) { slot.storage = this; slot.slot = count; } b.Encapsulate(new Vector3(padding * 2f + (x + 1) * spacing, -padding * 2f - (y + 1) * spacing, 0f)); if (++count >= maxItemCount) { if (background != null) { background.transform.localScale = b.size; } return; } } } if (background != null) background.transform.localScale = b.size; } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs
C#
asf20
3,076
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// A UI script that keeps an eye on the slot in character equipment. /// </summary> [AddComponentMenu("NGUI/Examples/UI Equipment Slot")] public class UIEquipmentSlot : UIItemSlot { public InvEquipment equipment; public InvBaseItem.Slot slot; override protected InvGameItem observedItem { get { return (equipment != null) ? equipment.GetItem(slot) : null; } } /// <summary> /// Replace the observed item with the specified value. Should return the item that was replaced. /// </summary> override protected InvGameItem Replace (InvGameItem item) { return (equipment != null) ? equipment.Replace(slot, item) : item; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs
C#
asf20
898
//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- using UnityEngine; /// <summary> /// Selectable sprite that follows the mouse. /// </summary> [RequireComponent(typeof(UISprite))] [AddComponentMenu("NGUI/Examples/UI Cursor")] public class UICursor : MonoBehaviour { static public UICursor instance; // Camera used to draw this cursor public Camera uiCamera; Transform mTrans; UISprite mSprite; UIAtlas mAtlas; string mSpriteName; /// <summary> /// Keep an instance reference so this class can be easily found. /// </summary> void Awake () { instance = this; } void OnDestroy () { instance = null; } /// <summary> /// Cache the expected components and starting values. /// </summary> void Start () { mTrans = transform; mSprite = GetComponentInChildren<UISprite>(); if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); if (mSprite != null) { mAtlas = mSprite.atlas; mSpriteName = mSprite.spriteName; if (mSprite.depth < 100) mSprite.depth = 100; } } /// <summary> /// Reposition the widget. /// </summary> void Update () { Vector3 pos = Input.mousePosition; if (uiCamera != null) { // Since the screen can be of different than expected size, we want to convert // mouse coordinates to view space, then convert that to world position. pos.x = Mathf.Clamp01(pos.x / Screen.width); pos.y = Mathf.Clamp01(pos.y / Screen.height); mTrans.position = uiCamera.ViewportToWorldPoint(pos); // For pixel-perfect results if (uiCamera.isOrthoGraphic) { Vector3 lp = mTrans.localPosition; lp.x = Mathf.Round(lp.x); lp.y = Mathf.Round(lp.y); mTrans.localPosition = lp; } } else { // Simple calculation that assumes that the camera is of fixed size pos.x -= Screen.width * 0.5f; pos.y -= Screen.height * 0.5f; pos.x = Mathf.Round(pos.x); pos.y = Mathf.Round(pos.y); mTrans.localPosition = pos; } } /// <summary> /// Clear the cursor back to its original value. /// </summary> static public void Clear () { if (instance != null && instance.mSprite != null) Set(instance.mAtlas, instance.mSpriteName); } /// <summary> /// Override the cursor with the specified sprite. /// </summary> static public void Set (UIAtlas atlas, string sprite) { if (instance != null && instance.mSprite) { instance.mSprite.atlas = atlas; instance.mSprite.spriteName = sprite; instance.mSprite.MakePixelPerfect(); instance.Update(); } } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs
C#
asf20
2,640
using UnityEngine; using System.Collections.Generic; /// <summary> /// Inventory System statistic /// </summary> [System.Serializable] public class InvStat { /// <summary> /// Customize this enum with statistics appropriate for your own game /// </summary> public enum Identifier { Strength, Constitution, Agility, Intelligence, Damage, Crit, Armor, Health, Mana, Other, } /// <summary> /// Formula for final stats: [sum of raw amounts] * (1 + [sum of percent amounts]) /// </summary> public enum Modifier { Added, Percent, } public Identifier id; public Modifier modifier; public int amount; /// <summary> /// Get the localized name of the stat. /// </summary> static public string GetName (Identifier i) { return i.ToString(); } /// <summary> /// Get the localized stat's description -- adjust this to fit your own stats. /// </summary> static public string GetDescription (Identifier i) { switch (i) { case Identifier.Strength: return "Strength increases melee damage"; case Identifier.Constitution: return "Constitution increases health"; case Identifier.Agility: return "Agility increases armor"; case Identifier.Intelligence: return "Intelligence increases mana"; case Identifier.Damage: return "Damage adds to the amount of damage done in combat"; case Identifier.Crit: return "Crit increases the chance of landing a critical strike"; case Identifier.Armor: return "Armor protects from damage"; case Identifier.Health: return "Health prolongs life"; case Identifier.Mana: return "Mana increases the number of spells that can be cast"; } return null; } /// <summary> /// Comparison function for sorting armor. Armor value will show up first, followed by damage. /// </summary> static public int CompareArmor (InvStat a, InvStat b) { int ia = (int)a.id; int ib = (int)b.id; if (a.id == Identifier.Armor) ia -= 10000; else if (a.id == Identifier.Damage) ia -= 5000; if (b.id == Identifier.Armor) ib -= 10000; else if (b.id == Identifier.Damage) ib -= 5000; if (a.amount < 0) ia += 1000; if (b.amount < 0) ib += 1000; if (a.modifier == Modifier.Percent) ia += 100; if (b.modifier == Modifier.Percent) ib += 100; // Not using ia.CompareTo(ib) here because Flash export doesn't understand that if (ia < ib) return -1; if (ia > ib) return 1; return 0; } /// <summary> /// Comparison function for sorting weapons. Damage value will show up first, followed by armor. /// </summary> static public int CompareWeapon (InvStat a, InvStat b) { int ia = (int)a.id; int ib = (int)b.id; if (a.id == Identifier.Damage) ia -= 10000; else if (a.id == Identifier.Armor) ia -= 5000; if (b.id == Identifier.Damage) ib -= 10000; else if (b.id == Identifier.Armor) ib -= 5000; if (a.amount < 0) ia += 1000; if (b.amount < 0) ib += 1000; if (a.modifier == Modifier.Percent) ia += 100; if (b.modifier == Modifier.Percent) ib += 100; if (ia < ib) return -1; if (ia > ib) return 1; return 0; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs
C#
asf20
3,204
using UnityEngine; [AddComponentMenu("NGUI/Examples/Item Attachment Point")] public class InvAttachmentPoint : MonoBehaviour { /// <summary> /// Item slot that this attachment point covers. /// </summary> public InvBaseItem.Slot slot; GameObject mPrefab; GameObject mChild; /// <summary> /// Attach an instance of the specified game object. /// </summary> public GameObject Attach (GameObject prefab) { if (mPrefab != prefab) { mPrefab = prefab; // Remove the previous child if (mChild != null) Destroy(mChild); // If we have something to create, let's do so now if (mPrefab != null) { // Create a new instance of the game object Transform t = transform; mChild = Instantiate(mPrefab, t.position, t.rotation) as GameObject; // Parent the child to this object Transform ct = mChild.transform; ct.parent = t; // Reset the pos/rot/scale, just in case ct.localPosition = Vector3.zero; ct.localRotation = Quaternion.identity; ct.localScale = Vector3.one; } } return mChild; } }
zzzstrawhatzzz
trunk/client/Assets/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs
C#
asf20
1,111