public void WriteToBuffers(BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color32> c, BetterList<Vector3> n, BetterList<Vector4> t)
 {
     if ((this.mRtpVerts != null) && (this.mRtpVerts.size > 0))
     {
         if (n == null)
         {
             for (int i = 0; i < this.mRtpVerts.size; i++)
             {
                 v.Add(this.mRtpVerts.buffer[i]);
                 u.Add(this.uvs.buffer[i]);
                 c.Add(this.cols.buffer[i]);
             }
         }
         else
         {
             for (int j = 0; j < this.mRtpVerts.size; j++)
             {
                 v.Add(this.mRtpVerts.buffer[j]);
                 u.Add(this.uvs.buffer[j]);
                 c.Add(this.cols.buffer[j]);
                 n.Add(this.mRtpNormal);
                 t.Add(this.mRtpTan);
             }
         }
     }
 }
Beispiel #2
0
	public BetterList<ITMItem> getRandomItems(int aItemCount) {
		BetterList<ITMItem> r = new BetterList<ITMItem>();
		while(aItemCount>0) {
			r.Add(randomLibrary().randomItem());
			aItemCount--;
		}
		return r;
	}
Beispiel #3
0
    /// <summary>
    /// Virtual function called by the UIScreen that fills the buffers.
    /// </summary>
    public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color> cols)
    {
        verts.Add(new Vector3(1f,  0f, 0f));
        verts.Add(new Vector3(1f, -1f, 0f));
        verts.Add(new Vector3(0f, -1f, 0f));
        verts.Add(new Vector3(0f,  0f, 0f));

        uvs.Add(Vector2.one);
        uvs.Add(new Vector2(1f, 0f));
        uvs.Add(Vector2.zero);
        uvs.Add(new Vector2(0f, 1f));

        cols.Add(color);
        cols.Add(color);
        cols.Add(color);
        cols.Add(color);
    }
 public BetterList<string> GetListOfSprites(string match)
 {
     if (this.mReplacement != null)
     {
         return this.mReplacement.GetListOfSprites(match);
     }
     if (string.IsNullOrEmpty(match))
     {
         return this.GetListOfSprites();
     }
     if (this.mSprites.Count == 0)
     {
         this.Upgrade();
     }
     BetterList<string> list = new BetterList<string>();
     int num = 0;
     int count = this.mSprites.Count;
     while (num < count)
     {
         UISpriteData data = this.mSprites[num];
         if (((data != null) && !string.IsNullOrEmpty(data.name)) && string.Equals(match, data.name, StringComparison.OrdinalIgnoreCase))
         {
             list.Add(data.name);
             return list;
         }
         num++;
     }
     char[] separator = new char[] { ' ' };
     string[] strArray = match.Split(separator, StringSplitOptions.RemoveEmptyEntries);
     for (int i = 0; i < strArray.Length; i++)
     {
         strArray[i] = strArray[i].ToLower();
     }
     int num4 = 0;
     int num5 = this.mSprites.Count;
     while (num4 < num5)
     {
         UISpriteData data2 = this.mSprites[num4];
         if ((data2 != null) && !string.IsNullOrEmpty(data2.name))
         {
             string str = data2.name.ToLower();
             int num6 = 0;
             for (int j = 0; j < strArray.Length; j++)
             {
                 if (str.Contains(strArray[j]))
                 {
                     num6++;
                 }
             }
             if (num6 == strArray.Length)
             {
                 list.Add(data2.name);
             }
         }
         num4++;
     }
     return list;
 }
Beispiel #5
0
	public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		base.OnFill (verts, uvs, cols);
		
		
		Vector2 uv0 = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
		Vector2 uv1 = new Vector2(mOuterUV.xMax, mOuterUV.yMax);
		
		verts.Add(new Vector3(1f,  0f, 0f));
		verts.Add(new Vector3(1f,  0f, extrusionDepth));
		verts.Add(new Vector3(1f,  -1f, extrusionDepth));
		verts.Add(new Vector3(1f,  -1f, 0f));
		
		verts.Add(new Vector3(1f,  0f, 0f));
		verts.Add(new Vector3(0f,  0f, 0f));
		verts.Add(new Vector3(0f,  0f, extrusionDepth));
		verts.Add(new Vector3(1f,  0f, extrusionDepth));
		
		verts.Add(new Vector3(0f,  -1f, 0f));
		verts.Add(new Vector3(0f,  -1f, extrusionDepth));
		verts.Add(new Vector3(0f,  0f, extrusionDepth));
		verts.Add(new Vector3(0f,  0f, 0f));
		
		verts.Add(new Vector3(1f,  -1f, extrusionDepth));
		verts.Add(new Vector3(0f,  -1f, extrusionDepth));
		verts.Add(new Vector3(0f,  -1f, 0f));
		verts.Add(new Vector3(1f,  -1f, 0f));
		
		for( int i = 0 ; i < 4 ; i++ ) {
			uvs.Add(uv1);
			uvs.Add(new Vector2(uv1.x, uv0.y));
			uvs.Add(uv0);
			uvs.Add(new Vector2(uv0.x, uv1.y));
		}
		
#if UNITY_3_5_4
		Color col = color;
#else
		Color32 col = color;
#endif
		for( int i = 0 ; i < 16 ; i++ ) {
			cols.Add(col);
		}
		
	}
 public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
 {
     Color c = base.color;
     c.a *= base.mPanel.finalAlpha;
     Color32 item = !this.premultipliedAlpha ? c : NGUITools.ApplyPMA(c);
     Vector4 drawingDimensions = this.drawingDimensions;
     verts.Add(new Vector3(drawingDimensions.x, drawingDimensions.y));
     verts.Add(new Vector3(drawingDimensions.x, drawingDimensions.w));
     verts.Add(new Vector3(drawingDimensions.z, drawingDimensions.w));
     verts.Add(new Vector3(drawingDimensions.z, drawingDimensions.y));
     uvs.Add(new Vector2(this.mRect.xMin, this.mRect.yMin));
     uvs.Add(new Vector2(this.mRect.xMin, this.mRect.yMax));
     uvs.Add(new Vector2(this.mRect.xMax, this.mRect.yMax));
     uvs.Add(new Vector2(this.mRect.xMax, this.mRect.yMin));
     cols.Add(item);
     cols.Add(item);
     cols.Add(item);
     cols.Add(item);
 }
Beispiel #7
0
	private BetterList<MoveTreeCompletionDataRow> getBranchByPower(EMoveBranch aMoveBranch,byte aMaxMoves) {
		BetterList<MoveTreeCompletionDataRow> r = new BetterList<MoveTreeCompletionDataRow>();
		int i = _items.size;
		while(i>0&&r.size<aMaxMoves) {
			i--;
			if(_items[i].moveBranch==aMoveBranch&&_items[i].canBeSelected) {
				r.Add(_items[i]);
			}
		}
		return r;
	}
Beispiel #8
0
	public BetterList<MoveTreeCompletionDataRow> getBranch(EMoveBranch aBranch) {
		BetterList<MoveTreeCompletionDataRow> r = new BetterList<MoveTreeCompletionDataRow>();
		int i = _items.size;
		while(i>0) {
			i--;
			if(_items[i].moveBranch==aBranch) {
				r.Add(_items[i]);
			}
		}
		return r;
	}
Beispiel #9
0
	public BetterList<MonsterLibraryRecord> getMonstersOfElement(ElementalType aElementalType) {
		BetterList<MonsterLibraryRecord> rec = new BetterList<MonsterLibraryRecord>();
		for(int i = 0; i < list.size ; i++) {
			if((list[i].PrimaryElement==aElementalType)||(list[i].SecondaryElement==aElementalType)) {
				if(list[i].Name!="No Creature")
					rec.Add(list[i]);
			
			}
		}
		return rec;
	}
Beispiel #10
0
	public BetterList<EStatusEffects> StatusEffectsAsList() {
		BetterList<EStatusEffects> r = new BetterList<EStatusEffects> ();
		if ((this._currentStatusEffects & EStatusEffects.Burn) == EStatusEffects.Burn) {
			r.Add(EStatusEffects.Burn);
		}
		if ((this._currentStatusEffects & EStatusEffects.Confusion) == EStatusEffects.Confusion) {
			r.Add(EStatusEffects.Confusion);
		}
		if ((this._currentStatusEffects & EStatusEffects.Flinch) == EStatusEffects.Flinch) {
			r.Add(EStatusEffects.Flinch);
		}
		if ((this._currentStatusEffects & EStatusEffects.Freeze) == EStatusEffects.Freeze) {
			r.Add(EStatusEffects.Freeze);
		}
		if ((this._currentStatusEffects & EStatusEffects.Paralyze) == EStatusEffects.Paralyze) {
			r.Add(EStatusEffects.Paralyze);
		}
		if ((this._currentStatusEffects & EStatusEffects.Poison) == EStatusEffects.Poison) {
			r.Add(EStatusEffects.Poison);
		}
		if ((this._currentStatusEffects & EStatusEffects.Sleep) == EStatusEffects.Sleep) {
			r.Add(EStatusEffects.Sleep);
		}
		return r;
	}
Beispiel #11
0
		public static BetterList<NPCBattleMonstersRow> getMonstersForBattle(string aBattleName) {
			BetterList<NPCBattleMonstersRow> r = new BetterList<NPCBattleMonstersRow>();
			List<NPCBattleMonstersRow> l = NPCBattleMonsters.Instance.Rows;
			for(int i = 0;i<l.Count&&r.size<3;i++) {
				if(l[i]._BattleName==aBattleName) {
					r.Add(l[i]);
				}
			}
			if(r.size==0) {
				Debug.LogError("Battle: "+aBattleName+" Had no monsters!");
			}
			return r;
		}
	void OnEnable ()
	{
		Dictionary<string, string[]> dict = Localization.dictionary;

		if (dict.Count > 0)
		{
			mKeys = new BetterList<string>();

			foreach (KeyValuePair<string, string[]> pair in dict)
			{
				if (pair.Key == "KEY") continue;
				mKeys.Add(pair.Key);
			}
			mKeys.Sort(delegate (string left, string right) { return left.CompareTo(right); });
		}
	}
 private void ApplyShadow(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y)
 {
     Color mEffectColor = this.mEffectColor;
     mEffectColor.a *= base.alpha * base.mPanel.finalAlpha;
     Color32 color2 = ((this.bitmapFont == null) || !this.bitmapFont.premultipliedAlpha) ? mEffectColor : NGUITools.ApplyPMA(mEffectColor);
     for (int i = start; i < end; i++)
     {
         verts.Add(verts.buffer[i]);
         uvs.Add(uvs.buffer[i]);
         cols.Add(cols.buffer[i]);
         Vector3 vector = verts.buffer[i];
         vector.x += x;
         vector.y += y;
         verts.buffer[i] = vector;
         cols.buffer[i] = color2;
     }
 }
Beispiel #14
0
		public float doAgilityChange(float aMultiplier,BetterList<string> aImprovedStatsArr,BetterList<string> aDecreasedStatsArr) {
			if(aMultiplier>1.0f&&this._agilityEffector<MAX_EFFECTOR_VALUE) {
				this._agilityEffector *= aMultiplier;
				aImprovedStatsArr.Add("Agility");
				return delayPerItem;
			} else
			if(aMultiplier<1.0f&&this._agilityEffector>MIN_EFFECTOR_VALUE) {
				if((EMonsterStat.Agility&this.invulnerableToChanges)!=EMonsterStat.Agility) {
					this._agilityEffector *= aMultiplier;
					aDecreasedStatsArr.Add ("Agility");
				} else {
					this.doCommentaryMessage(this.name+" is Invulnerable to Agility Changes",ECommentaryMessageType.StandardMessage);
				}
				return delayPerItem;
			}
			return 0;
		}
Beispiel #15
0
    /// <summary>
    /// 负责显示内容,它的工作是填写如何显示,显示什么。就是把需要显示的内容存储在UIWidget
    /// </summary>
    /// <param name="verts"></param>
    /// <param name="uvs">显示的多边形形状</param>
    /// <param name="cols">颜色调配</param>
    public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        // 开始画网格, 顶点, 矩形
        Vector3[] arrVerts = localCorners;  // 直接由4个角组成矩形吧
        for (int i = 0; i < arrVerts.Length; i++)
        {
            verts.Add(arrVerts[i]);
        }

        // 贴图点
        for (int i = 0; i < arrVerts.Length; i++)
        {
            uvs.Add(new Vector2(0, 0));
        }

        // 顶点颜色
        Color pmaColor = NGUITools.ApplyPMA(this.color);  // NGUI PMA
        for (int i = 0; i < arrVerts.Length; i++)
        {
            cols.Add(pmaColor);
        }
    }
 public BetterList<string> GetListOfSprites()
 {
     if (this.mReplacement != null)
     {
         return this.mReplacement.GetListOfSprites();
     }
     if (this.mSprites.Count == 0)
     {
         this.Upgrade();
     }
     BetterList<string> list = new BetterList<string>();
     int num = 0;
     int count = this.mSprites.Count;
     while (num < count)
     {
         UISpriteData data = this.mSprites[num];
         if ((data != null) && !string.IsNullOrEmpty(data.name))
         {
             list.Add(data.name);
         }
         num++;
     }
     return list;
 }
Beispiel #17
0
		public BetterList<MoveQueueItem> reviveMoveQueue() {
			BetterList<MoveQueueItem> returnList = new BetterList<MoveQueueItem>();
			BetterList<BattleMonster> monsters = this.monstersAsBattleMonster;
			Debug.Log ("Monsters as battle monster was: "+this.monstersAsBattleMonster.size);
			
			for(int i = 0;i<monsters.size;i++) {
				if(monsters[i]!=null) {
					Debug.Log("Monster: "+i+" was "+monsters[i].name);
					monsters[i].monster.restingStatus = ERestingStatus.Awake;
					monsters[i].monster.hp =1f;
					monsters[i].hp = 1f;
					monsters[i].removeAllLingeringEffects();
					///iTween.FadeTo(monsters[i].gameObject,1f,0.5f);
					
					MoveQueueItem mq = new MoveQueueItem(float.MaxValue,MovesLib.REF.getMove("Full Revive"),this.teamPosition,this.positionForMonster(monsters[i]),this.positionForMonster(monsters[i]));
					mq.actioningMonster = (BattleMonsterWithMoves) monsters[i];
					mq.actioningTeam = (BattleTeam) this;
					mq.timesToHit = 1;
					returnList.Add(mq);
				}
			}
			Debug.Log ("Revive Move queue was: "+returnList.size);
			return returnList;
		}
Beispiel #18
0
    public void DoMeshRenderer()
    {
        if (m_SpriteManager == null)
        {
            return;
        }

        m_SpriteManager.PackSprites();

        BetterList <DynamicSpriteData> sprite_datas = m_SpriteManager.GetDynamicSpriteDatas();
        //Debug.LogWarning ("Do Mesh Renderer for dynamic atlas!");

        int size = sprite_datas.size;

        for (int i = m_MeshRenderers.size; i < size; i++)
        {
            MeshRenderer mesh_renderer = InstantiateMeshRenderer();
            m_MeshRenderers.Add(mesh_renderer);
        }

        int rt_width  = m_Material.mainTexture.width;
        int rt_height = m_Material.mainTexture.height;

        float   x_ratio   = 2.0f / rt_width;
        float   y_ratio   = 2.0f / rt_height;
        Vector3 loc_pos   = Vector3.zero;
        Vector3 loc_scale = Vector3.one;

        int counter = 0;

        for (int i = 0; i < size; i++)
        {
            ++counter;
            MeshRenderer mr = m_MeshRenderers[i];

            if (sprite_datas[i] == null)
            {
                mr.enabled = false;
                continue;
            }

            loc_pos.x   = (sprite_datas[i].x + (sprite_datas[i].width) / 2.0f) * x_ratio - 1.0f;
            loc_pos.y   = (rt_height - sprite_datas[i].y - (sprite_datas[i].height) / 2.0f) * y_ratio - 1.0f;
            loc_scale.x = x_ratio * sprite_datas[i].width;
            loc_scale.z = x_ratio * sprite_datas[i].height;

            //不推荐的写法,因为对材质属性的修改会造成额外的材质创建,请使用材质属性块(MaterialPropertyBlock)来修改材质属性
            //mr.material.mainTexture = sprite_datas[i].TextureReference;

            mr.GetPropertyBlock(_matPropBlock);
            _matPropBlock.SetTexture(_matTextureID, sprite_datas[i].TextureReference);
            mr.SetPropertyBlock(_matPropBlock);

            mr.transform.localPosition = loc_pos;
            mr.transform.localScale    = loc_scale;

            mr.enabled = true;
        }

        for (int i = counter; i < m_MeshRenderers.size; ++i)
        {
            m_MeshRenderers[i].enabled = false;
        }

        ActiveRenderer();
    }
Beispiel #19
0
    private void FilledFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        if (this.mFillAmount < 0.001f)
        {
            return;
        }
        Vector4 drawingDimensions = this.drawingDimensions;
        Vector4 drawingUVs        = this.drawingUVs;
        Color32 drawingColor      = this.drawingColor;

        if (this.mFillDirection == UIBasicSprite.FillDirection.Horizontal || this.mFillDirection == UIBasicSprite.FillDirection.Vertical)
        {
            if (this.mFillDirection == UIBasicSprite.FillDirection.Horizontal)
            {
                float num = (drawingUVs.z - drawingUVs.x) * this.mFillAmount;
                if (this.mInvert)
                {
                    drawingDimensions.x = drawingDimensions.z - (drawingDimensions.z - drawingDimensions.x) * this.mFillAmount;
                    drawingUVs.x        = drawingUVs.z - num;
                }
                else
                {
                    drawingDimensions.z = drawingDimensions.x + (drawingDimensions.z - drawingDimensions.x) * this.mFillAmount;
                    drawingUVs.z        = drawingUVs.x + num;
                }
            }
            else if (this.mFillDirection == UIBasicSprite.FillDirection.Vertical)
            {
                float num2 = (drawingUVs.w - drawingUVs.y) * this.mFillAmount;
                if (this.mInvert)
                {
                    drawingDimensions.y = drawingDimensions.w - (drawingDimensions.w - drawingDimensions.y) * this.mFillAmount;
                    drawingUVs.y        = drawingUVs.w - num2;
                }
                else
                {
                    drawingDimensions.w = drawingDimensions.y + (drawingDimensions.w - drawingDimensions.y) * this.mFillAmount;
                    drawingUVs.w        = drawingUVs.y + num2;
                }
            }
        }
        UIBasicSprite.mTempPos[0] = new Vector2(drawingDimensions.x, drawingDimensions.y);
        UIBasicSprite.mTempPos[1] = new Vector2(drawingDimensions.x, drawingDimensions.w);
        UIBasicSprite.mTempPos[2] = new Vector2(drawingDimensions.z, drawingDimensions.w);
        UIBasicSprite.mTempPos[3] = new Vector2(drawingDimensions.z, drawingDimensions.y);
        UIBasicSprite.mTempUVs[0] = new Vector2(drawingUVs.x, drawingUVs.y);
        UIBasicSprite.mTempUVs[1] = new Vector2(drawingUVs.x, drawingUVs.w);
        UIBasicSprite.mTempUVs[2] = new Vector2(drawingUVs.z, drawingUVs.w);
        UIBasicSprite.mTempUVs[3] = new Vector2(drawingUVs.z, drawingUVs.y);
        if (this.mFillAmount < 1f)
        {
            if (this.mFillDirection == UIBasicSprite.FillDirection.Radial90)
            {
                if (UIBasicSprite.RadialCut(UIBasicSprite.mTempPos, UIBasicSprite.mTempUVs, this.mFillAmount, this.mInvert, 0))
                {
                    for (int i = 0; i < 4; i++)
                    {
                        verts.Add(UIBasicSprite.mTempPos[i]);
                        uvs.Add(UIBasicSprite.mTempUVs[i]);
                        cols.Add(drawingColor);
                    }
                }
                return;
            }
            if (this.mFillDirection == UIBasicSprite.FillDirection.Radial180)
            {
                for (int j = 0; j < 2; j++)
                {
                    float t  = 0f;
                    float t2 = 1f;
                    float t3;
                    float t4;
                    if (j == 0)
                    {
                        t3 = 0f;
                        t4 = 0.5f;
                    }
                    else
                    {
                        t3 = 0.5f;
                        t4 = 1f;
                    }
                    UIBasicSprite.mTempPos[0].x = Mathf.Lerp(drawingDimensions.x, drawingDimensions.z, t3);
                    UIBasicSprite.mTempPos[1].x = UIBasicSprite.mTempPos[0].x;
                    UIBasicSprite.mTempPos[2].x = Mathf.Lerp(drawingDimensions.x, drawingDimensions.z, t4);
                    UIBasicSprite.mTempPos[3].x = UIBasicSprite.mTempPos[2].x;
                    UIBasicSprite.mTempPos[0].y = Mathf.Lerp(drawingDimensions.y, drawingDimensions.w, t);
                    UIBasicSprite.mTempPos[1].y = Mathf.Lerp(drawingDimensions.y, drawingDimensions.w, t2);
                    UIBasicSprite.mTempPos[2].y = UIBasicSprite.mTempPos[1].y;
                    UIBasicSprite.mTempPos[3].y = UIBasicSprite.mTempPos[0].y;
                    UIBasicSprite.mTempUVs[0].x = Mathf.Lerp(drawingUVs.x, drawingUVs.z, t3);
                    UIBasicSprite.mTempUVs[1].x = UIBasicSprite.mTempUVs[0].x;
                    UIBasicSprite.mTempUVs[2].x = Mathf.Lerp(drawingUVs.x, drawingUVs.z, t4);
                    UIBasicSprite.mTempUVs[3].x = UIBasicSprite.mTempUVs[2].x;
                    UIBasicSprite.mTempUVs[0].y = Mathf.Lerp(drawingUVs.y, drawingUVs.w, t);
                    UIBasicSprite.mTempUVs[1].y = Mathf.Lerp(drawingUVs.y, drawingUVs.w, t2);
                    UIBasicSprite.mTempUVs[2].y = UIBasicSprite.mTempUVs[1].y;
                    UIBasicSprite.mTempUVs[3].y = UIBasicSprite.mTempUVs[0].y;
                    float value = this.mInvert ? (this.mFillAmount * 2f - (float)(1 - j)) : (this.fillAmount * 2f - (float)j);
                    if (UIBasicSprite.RadialCut(UIBasicSprite.mTempPos, UIBasicSprite.mTempUVs, Mathf.Clamp01(value), !this.mInvert, NGUIMath.RepeatIndex(j + 3, 4)))
                    {
                        for (int k = 0; k < 4; k++)
                        {
                            verts.Add(UIBasicSprite.mTempPos[k]);
                            uvs.Add(UIBasicSprite.mTempUVs[k]);
                            cols.Add(drawingColor);
                        }
                    }
                }
                return;
            }
            if (this.mFillDirection == UIBasicSprite.FillDirection.Radial360)
            {
                for (int l = 0; l < 4; l++)
                {
                    float t5;
                    float t6;
                    if (l < 2)
                    {
                        t5 = 0f;
                        t6 = 0.5f;
                    }
                    else
                    {
                        t5 = 0.5f;
                        t6 = 1f;
                    }
                    float t7;
                    float t8;
                    if (l == 0 || l == 3)
                    {
                        t7 = 0f;
                        t8 = 0.5f;
                    }
                    else
                    {
                        t7 = 0.5f;
                        t8 = 1f;
                    }
                    UIBasicSprite.mTempPos[0].x = Mathf.Lerp(drawingDimensions.x, drawingDimensions.z, t5);
                    UIBasicSprite.mTempPos[1].x = UIBasicSprite.mTempPos[0].x;
                    UIBasicSprite.mTempPos[2].x = Mathf.Lerp(drawingDimensions.x, drawingDimensions.z, t6);
                    UIBasicSprite.mTempPos[3].x = UIBasicSprite.mTempPos[2].x;
                    UIBasicSprite.mTempPos[0].y = Mathf.Lerp(drawingDimensions.y, drawingDimensions.w, t7);
                    UIBasicSprite.mTempPos[1].y = Mathf.Lerp(drawingDimensions.y, drawingDimensions.w, t8);
                    UIBasicSprite.mTempPos[2].y = UIBasicSprite.mTempPos[1].y;
                    UIBasicSprite.mTempPos[3].y = UIBasicSprite.mTempPos[0].y;
                    UIBasicSprite.mTempUVs[0].x = Mathf.Lerp(drawingUVs.x, drawingUVs.z, t5);
                    UIBasicSprite.mTempUVs[1].x = UIBasicSprite.mTempUVs[0].x;
                    UIBasicSprite.mTempUVs[2].x = Mathf.Lerp(drawingUVs.x, drawingUVs.z, t6);
                    UIBasicSprite.mTempUVs[3].x = UIBasicSprite.mTempUVs[2].x;
                    UIBasicSprite.mTempUVs[0].y = Mathf.Lerp(drawingUVs.y, drawingUVs.w, t7);
                    UIBasicSprite.mTempUVs[1].y = Mathf.Lerp(drawingUVs.y, drawingUVs.w, t8);
                    UIBasicSprite.mTempUVs[2].y = UIBasicSprite.mTempUVs[1].y;
                    UIBasicSprite.mTempUVs[3].y = UIBasicSprite.mTempUVs[0].y;
                    float value2 = (!this.mInvert) ? (this.mFillAmount * 4f - (float)(3 - NGUIMath.RepeatIndex(l + 2, 4))) : (this.mFillAmount * 4f - (float)NGUIMath.RepeatIndex(l + 2, 4));
                    if (UIBasicSprite.RadialCut(UIBasicSprite.mTempPos, UIBasicSprite.mTempUVs, Mathf.Clamp01(value2), this.mInvert, NGUIMath.RepeatIndex(l + 2, 4)))
                    {
                        for (int m = 0; m < 4; m++)
                        {
                            verts.Add(UIBasicSprite.mTempPos[m]);
                            uvs.Add(UIBasicSprite.mTempUVs[m]);
                            cols.Add(drawingColor);
                        }
                    }
                }
                return;
            }
        }
        for (int n = 0; n < 4; n++)
        {
            verts.Add(UIBasicSprite.mTempPos[n]);
            uvs.Add(UIBasicSprite.mTempUVs[n]);
            cols.Add(drawingColor);
        }
    }
Beispiel #20
0
        public void RebuildLightsList(List <VisibleLight> visibleLights, CameraData cameraData, PipelineSettings pipelineSettings, ref RenderingData renderingData)
        {
            UnityEngine.Profiling.Profiler.BeginSample("RebuildLightsList");
            lights.Clear();
            var unityLights = visibleLights;

            VisibleLight = 0;
            LightsDataForShadow.Clear();
            bool softShadow         = false;
            int  j                  = 0;
            int  currentShadowIndex = 0;
            int  maxShadowNum       = pipelineSettings.MaxShadowLightsNum;

            for (int i = 0; i < unityLights.Count; ++i)
            {
                var ul = unityLights[i];
                var pl = ul.light.GetComponent <ProjectorLight>();
                if (pl == null)
                {
                    continue;
                }
                lights.Add(pl);
                var ifLight = pl;
                if (ifLight.spritesAtlas != spritesAtlas)
                {
                    spritesAtlas = ifLight.spritesAtlas;
                }
                //矩阵是从右向左乘的,view需要z取反
                Matrix4x4 c2w         = /*Camera.main*/ cameraData.camera.cameraToWorldMatrix * Matrix4x4.Scale(new Vector3(1, 1, -1));// Camera.main.transform.localToWorldMatrix;
                int       shadowIndex = currentShadowIndex;
                if (currentShadowIndex >= maxShadowNum || !ifLight.lightParms_Shadow)
                {
                    shadowIndex = -1;
                }
                LightDataInAll lightDataInAll = ifLight.GetLightData(c2w, shadowIndex);
                NativeLightsBoundList[i] = lightDataInAll.sFiniteLightBound;
                NativeLightsDataList[i]  = lightDataInAll.lightData;
                ++VisibleLight;

                //for shadow
                // TODO  frustum cull
                if (ifLight.lightParms_Shadow && currentShadowIndex < maxShadowNum)
                {
                    LightDataForShadow lightDataForShadow = new LightDataForShadow();
                    lightDataForShadow.lightIndex      = j++;
                    lightDataForShadow.shadowData      = lightDataInAll.shadowData;
                    lightDataForShadow.visibleLight    = ul;
                    lightDataForShadow.projectorLight  = ifLight;
                    lightDataForShadow.unityLightIndex = i;

                    //Matrix4x4 scaleMatrix = Matrix4x4.identity;
                    ////scaleMatrix.m22 = -1.0f;
                    //Matrix4x4 view = scaleMatrix * ul.localToWorld.inverse;
                    //lightDataForShadow.shadowData.viewMatrix = view;

                    LightsDataForShadow.Add(lightDataForShadow);

                    softShadow |= ifLight.softShadow;
                    ++currentShadowIndex;
                }
            }
            renderingData.shadowData.supportsSoftShadows = softShadow;
            culsterDataGenerator.Begin(pipelineSettings);
            culsterDataGenerator.Run(cameraData, pipelineSettings, this);
            lightLoopLightsData.LightsDatasBuf.SetData(LightsDataList);
            tileAndClusterData.itemsIDListBuf.SetData(culsterDataGenerator.ResultItemsIDList);
            tileAndClusterData.clusterNumItemsBuf.SetData(culsterDataGenerator.ResultClusterNumItems);
            culsterDataGenerator.End();
            UnityEngine.Profiling.Profiler.EndSample();
        }
Beispiel #21
0
    /// <summary>
    /// Parse the symbol, if possible. Returns 'true' if the 'index' was adjusted. Advanced symbol support contributed by Rudy Pangestu.
    /// </summary>

    static public bool ParseSymbol(string text, ref int index, BetterList <Color> colors, bool premultiply,
                                   ref int sub, ref bool bold, ref bool italic, ref bool underline, ref bool strike)
    {
        int length = text.Length;

        if (index + 3 > length || text[index] != '[')
        {
            return(false);
        }

        if (text[index + 2] == ']')
        {
            if (text[index + 1] == '-')
            {
                if (colors != null && colors.size > 1)
                {
                    colors.RemoveAt(colors.size - 1);
                }
                index += 3;
                return(true);
            }

            string sub3 = text.Substring(index, 3);

            switch (sub3)
            {
            case "[b]":
                bold   = true;
                index += 3;
                return(true);

            case "[i]":
                italic = true;
                index += 3;
                return(true);

            case "[u]":
                underline = true;
                index    += 3;
                return(true);
            }
        }

        if (index + 4 > length)
        {
            return(false);
        }

        if (text[index + 3] == ']')
        {
            string sub4 = text.Substring(index, 4);

            switch (sub4)
            {
            case "[/b]":
                bold   = false;
                index += 4;
                return(true);

            case "[/i]":
                italic = false;
                index += 4;
                return(true);

            case "[/u]":
                underline = false;
                index    += 4;
                return(true);

            case "[st]":
                strike = true;
                index += 4;
                return(true);
            }
        }

        if (index + 5 > length)
        {
            return(false);
        }

        if (text[index + 4] == ']')
        {
            string sub5 = text.Substring(index, 5);

            switch (sub5)
            {
            case "[sub]":
                sub    = 1;
                index += 5;
                return(true);

            case "[sup]":
                sub    = 2;
                index += 5;
                return(true);

            case "[/st]":
                strike = false;
                index += 5;
                return(true);
            }
        }

        if (index + 6 > length)
        {
            return(false);
        }

        if (text[index + 5] == ']')
        {
            string sub6 = text.Substring(index, 6);

            switch (sub6)
            {
            case "[/sub]":
                sub    = 0;
                index += 6;
                return(true);

            case "[/sup]":
                sub    = 0;
                index += 6;
                return(true);
            }
        }

        if (index + 8 > length)
        {
            return(false);
        }

        if (text[index + 7] == ']')
        {
            Color c = ParseColor(text, index + 1);

            if (EncodeColor(c) != text.Substring(index + 1, 6).ToUpper())
            {
                return(false);
            }

            if (colors != null)
            {
                c.a = colors[colors.size - 1].a;
                if (premultiply && c.a != 1f)
                {
                    c = Color.Lerp(mInvisible, c, c.a);
                }
                colors.Add(c);
            }
            index += 8;
            return(true);
        }
        return(false);
    }
Beispiel #22
0
    /// <summary>
    /// Print character positions and indices into the specified buffer. Meant to be used with the "find closest vertex" calculations.
    /// </summary>

    static public void PrintCharacterPositions(string text, BetterList <Vector3> verts, BetterList <int> indices)
    {
        if (string.IsNullOrEmpty(text))
        {
            text = " ";
        }

        Prepare(text);

        float x = 0f, y = 0f, maxX = 0f, halfSize = fontSize * fontScale * 0.5f;
        int   textLength = text.Length, indexOffset = verts.size, ch = 0, prev = 0;

        for (int i = 0; i < textLength; ++i)
        {
            ch = text[i];

            verts.Add(new Vector3(x, -y - halfSize));
            indices.Add(i);

            if (ch == '\n')
            {
                if (x > maxX)
                {
                    maxX = x;
                }

                if (alignment != TextAlignment.Left)
                {
                    Align(verts, indexOffset, x - finalSpacingX);
                    indexOffset = verts.size;
                }

                x    = 0;
                y   += finalLineHeight;
                prev = 0;
                continue;
            }
            else if (ch < ' ')
            {
                prev = 0;
                continue;
            }

            if (encoding && ParseSymbol(text, ref i))
            {
                --i;
                continue;
            }

            // See if there is a symbol matching this text
            BMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;

            if (symbol == null)
            {
                float w = GetGlyphWidth(ch, prev);

                if (w != 0f)
                {
                    x += w + finalSpacingX;
                    verts.Add(new Vector3(x, -y - halfSize));
                    indices.Add(i + 1);
                    prev = ch;
                }
            }
            else
            {
                x += symbol.advance * fontScale + finalSpacingX;
                verts.Add(new Vector3(x, -y - halfSize));
                indices.Add(i + 1);
                i   += symbol.sequence.Length - 1;
                prev = 0;
            }
        }

        if (alignment != TextAlignment.Left && indexOffset < verts.size)
        {
            Align(verts, indexOffset, x - finalSpacingX);
        }
    }
Beispiel #23
0
    /// <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 *= mPanel.finalAlpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;
        Vector4 v   = drawingDimensions;

        float tx0 = mOuterUV.xMin;
        float ty0 = mOuterUV.yMin;
        float tx1 = mOuterUV.xMax;
        float ty1 = mOuterUV.yMax;

        // 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 = (tx1 - tx0) * mFillAmount;

                if (mInvert)
                {
                    v.x = v.z - (v.z - v.x) * mFillAmount;
                    tx0 = tx1 - fill;
                }
                else
                {
                    v.z = v.x + (v.z - v.x) * mFillAmount;
                    tx1 = tx0 + fill;
                }
            }
            else if (mFillDirection == FillDirection.Vertical)
            {
                float fill = (ty1 - ty0) * mFillAmount;

                if (mInvert)
                {
                    v.y = v.w - (v.w - v.y) * mFillAmount;
                    ty0 = ty1 - fill;
                }
                else
                {
                    v.w = v.y + (v.w - v.y) * mFillAmount;
                    ty1 = ty0 + fill;
                }
            }
        }

        mTemp1[0] = new Vector2(v.x, v.y);
        mTemp1[1] = new Vector2(v.x, v.w);
        mTemp1[2] = new Vector2(v.z, v.w);
        mTemp1[3] = new Vector2(v.z, v.y);

        mTemp2[0] = new Vector2(tx0, ty0);
        mTemp2[1] = new Vector2(tx0, ty1);
        mTemp2[2] = new Vector2(tx1, ty1);
        mTemp2[3] = new Vector2(tx1, ty0);

        if (mFillAmount < 1f)
        {
            if (mFillDirection == FillDirection.Radial90)
            {
                if (RadialCut(mTemp1, mTemp2, mFillAmount, mInvert, 0))
                {
                    for (int i = 0; i < 4; ++i)
                    {
                        verts.Add(mTemp1[i]);
                        uvs.Add(mTemp2[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;
                    }

                    mTemp1[0].x = Mathf.Lerp(v.x, v.z, fx0);
                    mTemp1[1].x = mTemp1[0].x;
                    mTemp1[2].x = Mathf.Lerp(v.x, v.z, fx1);
                    mTemp1[3].x = mTemp1[2].x;

                    mTemp1[0].y = Mathf.Lerp(v.y, v.w, fy0);
                    mTemp1[1].y = Mathf.Lerp(v.y, v.w, fy1);
                    mTemp1[2].y = mTemp1[1].y;
                    mTemp1[3].y = mTemp1[0].y;

                    mTemp2[0].x = Mathf.Lerp(tx0, tx1, fx0);
                    mTemp2[1].x = mTemp2[0].x;
                    mTemp2[2].x = Mathf.Lerp(tx0, tx1, fx1);
                    mTemp2[3].x = mTemp2[2].x;

                    mTemp2[0].y = Mathf.Lerp(ty0, ty1, fy0);
                    mTemp2[1].y = Mathf.Lerp(ty0, ty1, fy1);
                    mTemp2[2].y = mTemp2[1].y;
                    mTemp2[3].y = mTemp2[0].y;

                    float val = !mInvert ? fillAmount * 2f - side : mFillAmount * 2f - (1 - side);

                    if (RadialCut(mTemp1, mTemp2, Mathf.Clamp01(val), !mInvert, NGUIMath.RepeatIndex(side + 3, 4)))
                    {
                        for (int i = 0; i < 4; ++i)
                        {
                            verts.Add(mTemp1[i]);
                            uvs.Add(mTemp2[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;
                    }

                    mTemp1[0].x = Mathf.Lerp(v.x, v.z, fx0);
                    mTemp1[1].x = mTemp1[0].x;
                    mTemp1[2].x = Mathf.Lerp(v.x, v.z, fx1);
                    mTemp1[3].x = mTemp1[2].x;

                    mTemp1[0].y = Mathf.Lerp(v.y, v.w, fy0);
                    mTemp1[1].y = Mathf.Lerp(v.y, v.w, fy1);
                    mTemp1[2].y = mTemp1[1].y;
                    mTemp1[3].y = mTemp1[0].y;

                    mTemp2[0].x = Mathf.Lerp(tx0, tx1, fx0);
                    mTemp2[1].x = mTemp2[0].x;
                    mTemp2[2].x = Mathf.Lerp(tx0, tx1, fx1);
                    mTemp2[3].x = mTemp2[2].x;

                    mTemp2[0].y = Mathf.Lerp(ty0, ty1, fy0);
                    mTemp2[1].y = Mathf.Lerp(ty0, ty1, fy1);
                    mTemp2[2].y = mTemp2[1].y;
                    mTemp2[3].y = mTemp2[0].y;

                    float val = mInvert ?
                                mFillAmount * 4f - NGUIMath.RepeatIndex(corner + 2, 4) :
                                mFillAmount * 4f - (3 - NGUIMath.RepeatIndex(corner + 2, 4));

                    if (RadialCut(mTemp1, mTemp2, Mathf.Clamp01(val), mInvert, NGUIMath.RepeatIndex(corner + 2, 4)))
                    {
                        for (int i = 0; i < 4; ++i)
                        {
                            verts.Add(mTemp1[i]);
                            uvs.Add(mTemp2[i]);
                            cols.Add(col);
                        }
                    }
                }
                return;
            }
        }

        // Fill the buffer with the quad for the sprite
        for (int i = 0; i < 4; ++i)
        {
            verts.Add(mTemp1[i]);
            uvs.Add(mTemp2[i]);
            cols.Add(col);
        }
    }
Beispiel #24
0
    /// <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 == null)
        {
            return;
        }

        if (!mSprite.hasBorder)
        {
            SimpleFill(verts, uvs, cols);
            return;
        }

        Vector4 br = border * atlas.pixelSize;
        Vector2 po = pivotOffset;

        float fw = 1f / mWidth;
        float fh = 1f / mHeight;

        mTemp1[0].x = mSprite.paddingLeft * fw;
        mTemp1[0].y = mSprite.paddingBottom * fh;
        mTemp1[3].x = 1f - mSprite.paddingRight * fw;
        mTemp1[3].y = 1f - mSprite.paddingTop * fh;

        mTemp1[1].x = mTemp1[0].x + fw * br.x;
        mTemp1[1].y = mTemp1[0].y + fh * br.y;
        mTemp1[2].x = mTemp1[3].x - fw * br.z;
        mTemp1[2].y = mTemp1[3].y - fh * br.w;

        for (int i = 0; i < 4; ++i)
        {
            mTemp1[i].x -= po.x;
            mTemp1[i].y -= po.y;
            mTemp1[i].x *= mWidth;
            mTemp1[i].y *= mHeight;
        }

        mTemp2[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
        mTemp2[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMin);
        mTemp2[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMax);
        mTemp2[3] = new Vector2(mOuterUV.xMax, mOuterUV.yMax);

        Color colF = color;

        colF.a *= mPanel.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 (!mFillCenter && x == 1 && y == 1)
                {
                    continue;
                }

                int y2 = y + 1;

                verts.Add(new Vector3(mTemp1[x].x, mTemp1[y].y));
                verts.Add(new Vector3(mTemp1[x].x, mTemp1[y2].y));
                verts.Add(new Vector3(mTemp1[x2].x, mTemp1[y2].y));
                verts.Add(new Vector3(mTemp1[x2].x, mTemp1[y].y));

                uvs.Add(new Vector2(mTemp2[x].x, mTemp2[y].y));
                uvs.Add(new Vector2(mTemp2[x].x, mTemp2[y2].y));
                uvs.Add(new Vector2(mTemp2[x2].x, mTemp2[y2].y));
                uvs.Add(new Vector2(mTemp2[x2].x, mTemp2[y].y));

                cols.Add(col);
                cols.Add(col);
                cols.Add(col);
                cols.Add(col);
            }
        }
    }
Beispiel #25
0
    /// <summary>
    /// Regular sprite fill function is quite simple.
    /// </summary>
    protected void SimpleFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        Vector2 uv0 = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
        Vector2 uv1 = new Vector2(mOuterUV.xMax, mOuterUV.yMax);

        verts.Add(new Vector3(1f,  0f, 0f));
        verts.Add(new Vector3(1f, -1f, 0f));
        verts.Add(new Vector3(0f, -1f, 0f));
        verts.Add(new Vector3(0f,  0f, 0f));

        uvs.Add(uv1);
        uvs.Add(new Vector2(uv1.x, uv0.y));
        uvs.Add(uv0);
        uvs.Add(new Vector2(uv0.x, uv1.y));

        Color colF = color;
        colF.a *= mPanel.alpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;

        cols.Add(col);
        cols.Add(col);
        cols.Add(col);
        cols.Add(col);
    }
Beispiel #26
0
    /// <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;

        Rect rect = mInner;

        if (atlas.coordinates == UIAtlas.Coordinates.TexCoords)
        {
            rect = NGUIMath.ConvertToPixels(rect, tex.width, tex.height, true);
        }

        Vector2 scale = cachedTransform.localScale;
        float pixelSize = atlas.pixelSize;
        float width = Mathf.Abs(rect.width / scale.x) * pixelSize;
        float height = Mathf.Abs(rect.height / scale.y) * pixelSize;

        // Safety check. Useful so Unity doesn't run out of memory if the sprites are too small.
        if (width * height < 0.0001f)
        {
            Debug.LogWarning("The tiled sprite (" + NGUITools.GetHierarchy(gameObject) + ") is too small.\nConsider using a bigger one.");

            width = 0.01f;
            height = 0.01f;
        }

        Vector2 min = new Vector2(rect.xMin / tex.width, rect.yMin / tex.height);
        Vector2 max = new Vector2(rect.xMax / tex.width, rect.yMax / tex.height);
        Vector2 clipped = max;

        Color colF = color;
        colF.a *= mPanel.alpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;
        float y = 0f;

        while (y < 1f)
        {
            float x = 0f;
            clipped.x = max.x;

            float y2 = y + height;

            if (y2 > 1f)
            {
                clipped.y = min.y + (max.y - min.y) * (1f - y) / (y2 - y);
                y2 = 1f;
            }

            while (x < 1f)
            {
                float x2 = x + width;

                if (x2 > 1f)
                {
                    clipped.x = min.x + (max.x - min.x) * (1f - x) / (x2 - x);
                    x2 = 1f;
                }

                verts.Add(new Vector3(x2, -y, 0f));
                verts.Add(new Vector3(x2, -y2, 0f));
                verts.Add(new Vector3(x, -y2, 0f));
                verts.Add(new Vector3(x, -y, 0f));

                uvs.Add(new Vector2(clipped.x, 1f - min.y));
                uvs.Add(new Vector2(clipped.x, 1f - clipped.y));
                uvs.Add(new Vector2(min.x, 1f - clipped.y));
                uvs.Add(new Vector2(min.x, 1f - min.y));

                cols.Add(col);
                cols.Add(col);
                cols.Add(col);
                cols.Add(col);

                x += width;
            }
            y += height;
        }
    }
Beispiel #27
0
    /// <summary>
    /// Draw the widget.
    /// </summary>

    override public void OnFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color> cols)
    {
        if (mOuterUV == mInnerUV)
        {
            base.OnFill(verts, uvs, cols);
            return;
        }

        Vector2[] v  = new Vector2[4];
        Vector2[] uv = new Vector2[4];

        Texture tex = mainTexture;

        v[0] = Vector2.zero;
        v[1] = Vector2.zero;
        v[2] = new Vector2(1f, -1f);
        v[3] = new Vector2(1f, -1f);

        if (tex != null)
        {
            float pixelSize    = atlas.pixelSize;
            float borderLeft   = (mInnerUV.xMin - mOuterUV.xMin) * pixelSize;
            float borderRight  = (mOuterUV.xMax - mInnerUV.xMax) * pixelSize;
            float borderTop    = (mInnerUV.yMax - mOuterUV.yMax) * pixelSize;
            float borderBottom = (mOuterUV.yMin - mInnerUV.yMin) * pixelSize;

            Vector3 scale = cachedTransform.localScale;
            scale.x = Mathf.Max(0f, scale.x);
            scale.y = Mathf.Max(0f, scale.y);

            Vector2 sz = new Vector2(scale.x / tex.width, scale.y / tex.height);
            Vector2 tl = new Vector2(borderLeft / sz.x, borderTop / sz.y);
            Vector2 br = new Vector2(borderRight / sz.x, borderBottom / sz.y);

            Pivot pv = pivot;

            // We don't want the sliced sprite to become smaller than the summed up border size
            if (pv == Pivot.Right || pv == Pivot.TopRight || pv == Pivot.BottomRight)
            {
                v[0].x = Mathf.Min(0f, 1f - (br.x + tl.x));
                v[1].x = v[0].x + tl.x;
                v[2].x = v[0].x + Mathf.Max(tl.x, 1f - br.x);
                v[3].x = v[0].x + Mathf.Max(tl.x + br.x, 1f);
            }
            else
            {
                v[1].x = tl.x;
                v[2].x = Mathf.Max(tl.x, 1f - br.x);
                v[3].x = Mathf.Max(tl.x + br.x, 1f);
            }

            if (pv == Pivot.Bottom || pv == Pivot.BottomLeft || pv == Pivot.BottomRight)
            {
                v[0].y = Mathf.Max(0f, -1f - (br.y + tl.y));
                v[1].y = v[0].y + tl.y;
                v[2].y = v[0].y + Mathf.Min(tl.y, -1f - br.y);
                v[3].y = v[0].y + Mathf.Min(tl.y + br.y, -1f);
            }
            else
            {
                v[1].y = tl.y;
                v[2].y = Mathf.Min(tl.y, -1f - br.y);
                v[3].y = Mathf.Min(tl.y + br.y, -1f);
            }

            uv[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMax);
            uv[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMax);
            uv[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMin);
            uv[3] = new Vector2(mOuterUV.xMax, mOuterUV.yMin);
        }
        else
        {
            // No texture -- just use zeroed out texture coordinates
            for (int i = 0; i < 4; ++i)
            {
                uv[i] = Vector2.zero;
            }
        }

        for (int x = 0; x < 3; ++x)
        {
            int x2 = x + 1;

            for (int y = 0; y < 3; ++y)
            {
                if (!mFillCenter && x == 1 && y == 1)
                {
                    continue;
                }

                int y2 = y + 1;

                verts.Add(new Vector3(v[x2].x, v[y].y, 0f));
                verts.Add(new Vector3(v[x2].x, v[y2].y, 0f));
                verts.Add(new Vector3(v[x].x, v[y2].y, 0f));
                verts.Add(new Vector3(v[x].x, v[y].y, 0f));

                uvs.Add(new Vector2(uv[x2].x, uv[y].y));
                uvs.Add(new Vector2(uv[x2].x, uv[y2].y));
                uvs.Add(new Vector2(uv[x].x, uv[y2].y));
                uvs.Add(new Vector2(uv[x].x, uv[y].y));

                cols.Add(color);
                cols.Add(color);
                cols.Add(color);
                cols.Add(color);
            }
        }
    }
Beispiel #28
0
    /// <summary>
    /// Filled sprite fill function.
    /// </summary>

    void FilledFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        if (mFillAmount < 0.001f)
        {
            return;
        }

        Vector4 v = drawingDimensions;
        Vector4 u = drawingUVs;
        Color32 c = drawingColor;

        // 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(c);
                    }
                }
                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(c);
                        }
                    }
                }
                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(c);
                        }
                    }
                }
                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(c);
        }
    }
Beispiel #29
0
    /// <summary>
    /// Tiled sprite fill function.
    /// </summary>

    void TiledFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        Texture tex = mainTexture;

        if (tex == null)
        {
            return;
        }

        Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);

        size *= pixelSize;
        if (tex == null || size.x < 2f || size.y < 2f)
        {
            return;
        }

        Color32 c = drawingColor;
        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;
        }

        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(c);
                cols.Add(c);
                cols.Add(c);
                cols.Add(c);

                x0 += size.x;
            }
            y0 += size.y;
        }
    }
Beispiel #30
0
    /// <summary>
    /// Sliced sprite fill function is more complicated as it generates 9 quads instead of 1.
    /// </summary>

    void SlicedFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        Vector4 br = border * pixelSize;

        if (br.x == 0f && br.y == 0f && br.z == 0f && br.w == 0f)
        {
            SimpleFill(verts, uvs, cols);
            return;
        }

        Color32 c = drawingColor;
        Vector4 v = drawingDimensions;

        mTempPos[0].x = v.x;
        mTempPos[0].y = v.y;
        mTempPos[3].x = v.z;
        mTempPos[3].y = v.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;
        }

        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(c);
                cols.Add(c);
                cols.Add(c);
                cols.Add(c);
            }
        }
    }
Beispiel #31
0
    /// <summary>
    /// Search the entire project for required assets.
    /// </summary>

    void Search()
    {
        mSearched = true;

        if (mExtensions != null)
        {
            string[]            paths       = AssetDatabase.GetAllAssetPaths();
            bool                isComponent = mType.IsSubclassOf(typeof(Component));
            BetterList <Object> list        = new BetterList <Object>();

            for (int i = 0; i < mObjects.Length; ++i)
            {
                if (mObjects[i] != null)
                {
                    list.Add(mObjects[i]);
                }
            }

            for (int i = 0; i < paths.Length; ++i)
            {
                string path = paths[i];

                bool valid = false;

                for (int b = 0; b < mExtensions.Length; ++b)
                {
                    if (path.EndsWith(mExtensions[b], System.StringComparison.OrdinalIgnoreCase))
                    {
                        valid = true;
                        break;
                    }
                }

                if (!valid)
                {
                    continue;
                }

                EditorUtility.DisplayProgressBar("Loading", "Searching assets, please wait...", (float)i / paths.Length);
                Object obj = AssetDatabase.LoadMainAssetAtPath(path);
                if (obj == null || list.Contains(obj))
                {
                    continue;
                }

                if (!isComponent)
                {
                    System.Type t = obj.GetType();
                    if (t == mType || t.IsSubclassOf(mType) && !list.Contains(obj))
                    {
                        list.Add(obj);
                    }
                }
                else if (PrefabUtility.GetPrefabType(obj) == PrefabType.Prefab)
                {
                    Object t = (obj as GameObject).GetComponent(mType);
                    if (t != null && !list.Contains(t))
                    {
                        list.Add(t);
                    }
                }
            }
            list.Sort(delegate(Object a, Object b) { return(a.name.CompareTo(b.name)); });
            mObjects = list.ToArray();
        }
        EditorUtility.ClearProgressBar();
    }
Beispiel #32
0
    public void Print(string text, Color32 color, BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols, bool encoding, UIFont.SymbolStyle symbolStyle, UIFont.Alignment alignment, int lineWidth, bool premultiply)
    {
        if (this.mReplacement != null)
        {
            this.mReplacement.Print(text, color, verts, uvs, cols, encoding, symbolStyle, alignment, lineWidth, premultiply);
        }
        else if (text != null)
        {
            if (!this.isValid)
            {
                Debug.LogError("Attempting to print using an invalid font!");
                return;
            }
            bool isDynamic = this.isDynamic;
            if (isDynamic)
            {
                this.mDynamicFont.textureRebuildCallback = new Font.FontTextureRebuildCallback(this.OnFontChanged);
                this.mDynamicFont.RequestCharactersInTexture(text, this.mDynamicFontSize, this.mDynamicFontStyle);
                this.mDynamicFont.textureRebuildCallback = null;
            }
            this.mColors.Clear();
            this.mColors.Add(color);
            int     size   = this.size;
            Vector2 vector = (size <= 0) ? Vectors.v2one : new Vector2(1f / (float)size, 1f / (float)size);
            int     size2  = verts.size;
            int     num    = 0;
            int     num2   = 0;
            int     num3   = 0;
            int     num4   = 0;
            int     num5   = size + this.mSpacingY;
            Vector3 zero   = Vectors.zero;
            Vector3 zero2  = Vectors.zero;
            Vector2 zero3  = Vectors.v2zero;
            Vector2 zero4  = Vectors.v2zero;
            float   num6   = this.uvRect.width / (float)this.mFont.texWidth;
            float   num7   = this.mUVRect.height / (float)this.mFont.texHeight;
            int     length = text.Length;
            bool    flag   = encoding && symbolStyle != UIFont.SymbolStyle.None && this.hasSymbols && this.sprite != null;
            for (int i = 0; i < length; i++)
            {
                char c = text[i];
                if (c == '\n')
                {
                    if (num2 > num)
                    {
                        num = num2;
                    }
                    if (alignment != UIFont.Alignment.Left)
                    {
                        this.Align(verts, size2, alignment, num2, lineWidth);
                        size2 = verts.size;
                    }
                    num2  = 0;
                    num3 += num5;
                    num4  = 0;
                }
                else if (c < ' ')
                {
                    num4 = 0;
                }
                else
                {
                    if (encoding && c == '[')
                    {
                        int num8 = NGUITools.ParseSymbol(text, i, this.mColors, premultiply);
                        if (num8 > 0)
                        {
                            color = this.mColors[this.mColors.Count - 1];
                            i    += num8 - 1;
                            goto IL_96C;
                        }
                    }
                    if (!isDynamic)
                    {
                        BMSymbol bmsymbol = (!flag) ? null : this.MatchSymbol(text, i, length);
                        if (bmsymbol == null)
                        {
                            BMGlyph glyph = this.mFont.GetGlyph((int)c);
                            if (glyph == null)
                            {
                                goto IL_96C;
                            }
                            if (num4 != 0)
                            {
                                num2 += glyph.GetKerning(num4);
                            }
                            if (c == ' ')
                            {
                                num2 += this.mSpacingX + glyph.advance;
                                num4  = (int)c;
                                goto IL_96C;
                            }
                            zero.x  = vector.x * (float)(num2 + glyph.offsetX);
                            zero.y  = -vector.y * (float)(num3 + glyph.offsetY);
                            zero2.x = zero.x + vector.x * (float)glyph.width;
                            zero2.y = zero.y - vector.y * (float)glyph.height;
                            zero3.x = this.mUVRect.xMin + num6 * (float)glyph.x;
                            zero3.y = this.mUVRect.yMax - num7 * (float)glyph.y;
                            zero4.x = zero3.x + num6 * (float)glyph.width;
                            zero4.y = zero3.y - num7 * (float)glyph.height;
                            num2   += this.mSpacingX + glyph.advance;
                            num4    = (int)c;
                            if (glyph.channel == 0 || glyph.channel == 15)
                            {
                                for (int j = 0; j < 4; j++)
                                {
                                    cols.Add(color);
                                }
                            }
                            else
                            {
                                Color color2 = color;
                                color2 *= 0.49f;
                                switch (glyph.channel)
                                {
                                case 1:
                                    color2.b += 0.51f;
                                    break;

                                case 2:
                                    color2.g += 0.51f;
                                    break;

                                case 4:
                                    color2.r += 0.51f;
                                    break;

                                case 8:
                                    color2.a += 0.51f;
                                    break;
                                }
                                for (int k = 0; k < 4; k++)
                                {
                                    cols.Add(color2);
                                }
                            }
                        }
                        else
                        {
                            zero.x  = vector.x * (float)(num2 + bmsymbol.offsetX);
                            zero.y  = -vector.y * (float)(num3 + bmsymbol.offsetY);
                            zero2.x = zero.x + vector.x * (float)bmsymbol.width;
                            zero2.y = zero.y - vector.y * (float)bmsymbol.height;
                            Rect uvRect = bmsymbol.uvRect;
                            zero3.x = uvRect.xMin;
                            zero3.y = uvRect.yMax;
                            zero4.x = uvRect.xMax;
                            zero4.y = uvRect.yMin;
                            num2   += this.mSpacingX + bmsymbol.advance;
                            i      += bmsymbol.length - 1;
                            num4    = 0;
                            if (symbolStyle == UIFont.SymbolStyle.Colored)
                            {
                                for (int l = 0; l < 4; l++)
                                {
                                    cols.Add(color);
                                }
                            }
                            else
                            {
                                Color32 item = Color.white;
                                item.a = color.a;
                                for (int m = 0; m < 4; m++)
                                {
                                    cols.Add(item);
                                }
                            }
                        }
                        verts.Add(new Vector3(zero2.x, zero.y));
                        verts.Add(new Vector3(zero2.x, zero2.y));
                        verts.Add(new Vector3(zero.x, zero2.y));
                        verts.Add(new Vector3(zero.x, zero.y));
                        uvs.Add(new Vector2(zero4.x, zero3.y));
                        uvs.Add(new Vector2(zero4.x, zero4.y));
                        uvs.Add(new Vector2(zero3.x, zero4.y));
                        uvs.Add(new Vector2(zero3.x, zero3.y));
                    }
                    else if (this.mDynamicFont.GetCharacterInfo(c, out UIFont.mChar, this.mDynamicFontSize, this.mDynamicFontStyle))
                    {
                        zero.x  = vector.x * ((float)num2 + UIFont.mChar.vert.xMin);
                        zero.y  = -vector.y * ((float)num3 - UIFont.mChar.vert.yMax + this.mDynamicFontOffset);
                        zero2.x = zero.x + vector.x * UIFont.mChar.vert.width;
                        zero2.y = zero.y - vector.y * UIFont.mChar.vert.height;
                        zero3.x = UIFont.mChar.uv.xMin;
                        zero3.y = UIFont.mChar.uv.yMin;
                        zero4.x = UIFont.mChar.uv.xMax;
                        zero4.y = UIFont.mChar.uv.yMax;
                        num2   += this.mSpacingX + (int)UIFont.mChar.width;
                        for (int n = 0; n < 4; n++)
                        {
                            cols.Add(color);
                        }
                        if (UIFont.mChar.flipped)
                        {
                            uvs.Add(new Vector2(zero3.x, zero4.y));
                            uvs.Add(new Vector2(zero3.x, zero3.y));
                            uvs.Add(new Vector2(zero4.x, zero3.y));
                            uvs.Add(new Vector2(zero4.x, zero4.y));
                        }
                        else
                        {
                            uvs.Add(new Vector2(zero4.x, zero3.y));
                            uvs.Add(new Vector2(zero3.x, zero3.y));
                            uvs.Add(new Vector2(zero3.x, zero4.y));
                            uvs.Add(new Vector2(zero4.x, zero4.y));
                        }
                        verts.Add(new Vector3(zero2.x, zero.y));
                        verts.Add(new Vector3(zero.x, zero.y));
                        verts.Add(new Vector3(zero.x, zero2.y));
                        verts.Add(new Vector3(zero2.x, zero2.y));
                    }
                }
                IL_96C :;
            }
            if (alignment != UIFont.Alignment.Left && size2 < verts.size)
            {
                this.Align(verts, size2, alignment, num2, lineWidth);
                size2 = verts.size;
            }
        }
    }
Beispiel #33
0
    //ToDo 之后需要这里添加判别回复类型,现在默认为文字
    public static int newRequest(BGIRequestResult requestResult, RequestType inType, string url, int tag = 0,
                                 float inHttpTimeOut = 20f, bool nolimit = false, bool noCache = false)
    {
        reqid++;
        //Debug.Log(url);
        if (mInstance == null)
        {
            mInstance = new GameObject("_BGHTTP_AGENT");
            GameObject.DontDestroyOnLoad(mInstance);
            UpdateManager.AddLateUpdate(null, 0, OnUpdate);
        }

        //构造requestResult
        if (requestResult == null)
        {
        }

        //队列尚有空余加之
        //if(requests.size<ListLimit)mInstance = go.AddComponent<BGHttpRequest>();
        if (noCache)
        {
            removeCache(url);
        }
        else if (inType == RequestType.IMAGE)
        {
            byte[] res = getCache(url);
            if (res != null)
            {
                //MonoBehaviour.print("cached::::"+url);
                Texture2D imgTexture = new Texture2D(256, 256, TextureFormat.ARGB32, false);
                // imgTexture.anisoLevel = 9;
                imgTexture.wrapMode = TextureWrapMode.Clamp;
                // imgTexture.filterMode = FilterMode.Trilinear;
                // imgTexture.anisoLevel = 3;
                imgTexture.LoadImage(res);
                requestResult.requestSuccessedTexture(imgTexture, tag);
                return(reqid);
            }
            // DownloadImgTest.DownloadTexture(requestResult,url,tag);
            // GameObject.Find("LoginSceneManager").GetComponent<LoginSceneManager>().DownloadTexture(requestResult,url,tag);
            // return reqid;
        }


        if (inType == RequestType.TEXT)
        {
            nolimit = true;
        }

        //add new
        if (requests.size < ListLimit || nolimit)
        {
            BGHttpRequest request = new BGHttpRequest(requestResult, inHttpTimeOut, inType);
            request.requestURLN(url, tag);
            request.taskid = reqid;
            requests.Add(request);
        }
        else
        {
            RequestTask task = new RequestTask();
            task.inHttpTimeOut = inHttpTimeOut;
            task.inType        = inType;
            task.requestResult = requestResult;
            task.tag           = tag;
            task.url           = url;
            task.taskid        = reqid;
            tasks.Add(task);
        }
        return(reqid);
    }
Beispiel #34
0
    public void Print(string text, Color32 color, BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols, bool encoding, SymbolStyle symbolStyle, Alignment alignment, int lineWidth, bool premultiply)
    {
        if (mReplacement != null)
        {
            mReplacement.Print(text, color, verts, uvs, cols, encoding, symbolStyle, alignment, lineWidth, premultiply);
        }
        else if (text != null)
        {
            if (!isValid)
            {
                Debug.LogError("Attempting to print using an invalid font!");
            }
            else
            {
                var isDynamic = this.isDynamic;
                if (isDynamic)
                {
                    mDynamicFont.textureRebuildCallback = OnFontChanged;
                    mDynamicFont.RequestCharactersInTexture(text, mDynamicFontSize, mDynamicFontStyle);
                    mDynamicFont.textureRebuildCallback = null;
                }

                mColors.Clear();
                mColors.Add(color);
                var size         = this.size;
                var vector       = size <= 0 ? Vector2.one : new Vector2(1f / size, 1f / size);
                var indexOffset  = verts.size;
                var num3         = 0;
                var x            = 0;
                var num5         = 0;
                var previousChar = 0;
                var num7         = size + mSpacingY;
                var zero         = Vector3.zero;
                var vector3      = Vector3.zero;
                var vector4      = Vector2.zero;
                var vector5      = Vector2.zero;
                var num8         = this.uvRect.width / mFont.texWidth;
                var num9         = mUVRect.height / mFont.texHeight;
                var length       = text.Length;
                var flag2        = encoding && symbolStyle != SymbolStyle.None && hasSymbols && sprite != null;
                for (var i = 0; i < length; i++)
                {
                    var index = text[i];
                    if (index == '\n')
                    {
                        if (x > num3)
                        {
                            num3 = x;
                        }

                        if (alignment != Alignment.Left)
                        {
                            Align(verts, indexOffset, alignment, x, lineWidth);
                            indexOffset = verts.size;
                        }

                        x            = 0;
                        num5        += num7;
                        previousChar = 0;
                        continue;
                    }

                    if (index < ' ')
                    {
                        previousChar = 0;
                        continue;
                    }

                    if (encoding && index == '[')
                    {
                        var num12 = NGUITools.ParseSymbol(text, i, mColors, premultiply);
                        if (num12 > 0)
                        {
                            color = mColors[mColors.Count - 1];
                            i    += num12 - 1;
                            continue;
                        }
                    }

                    if (!isDynamic)
                    {
                        var symbol = !flag2 ? null : MatchSymbol(text, i, length);
                        if (symbol == null)
                        {
                            var glyph = mFont.GetGlyph(index);
                            if (glyph == null)
                            {
                                continue;
                            }

                            if (previousChar != 0)
                            {
                                x += glyph.GetKerning(previousChar);
                            }

                            if (index == ' ')
                            {
                                x           += mSpacingX + glyph.advance;
                                previousChar = index;
                                continue;
                            }

                            zero.x       = vector.x * (x + glyph.offsetX);
                            zero.y       = -vector.y * (num5 + glyph.offsetY);
                            vector3.x    = zero.x + vector.x * glyph.width;
                            vector3.y    = zero.y - vector.y * glyph.height;
                            vector4.x    = mUVRect.xMin + num8 * glyph.x;
                            vector4.y    = mUVRect.yMax - num9 * glyph.y;
                            vector5.x    = vector4.x + num8 * glyph.width;
                            vector5.y    = vector4.y - num9 * glyph.height;
                            x           += mSpacingX + glyph.advance;
                            previousChar = index;
                            if (glyph.channel == 0 || glyph.channel == 15)
                            {
                                for (var j = 0; j < 4; j++)
                                {
                                    cols.Add(color);
                                }
                            }
                            else
                            {
                                Color item = color;
                                item = item * 0.49f;
                                switch (glyph.channel)
                                {
                                case 1:
                                    item.b += 0.51f;
                                    break;

                                case 2:
                                    item.g += 0.51f;
                                    break;

                                case 4:
                                    item.r += 0.51f;
                                    break;

                                case 8:
                                    item.a += 0.51f;
                                    break;
                                }

                                for (var k = 0; k < 4; k++)
                                {
                                    cols.Add(item);
                                }
                            }
                        }
                        else
                        {
                            zero.x    = vector.x * (x + symbol.offsetX);
                            zero.y    = -vector.y * (num5 + symbol.offsetY);
                            vector3.x = zero.x + vector.x * symbol.width;
                            vector3.y = zero.y - vector.y * symbol.height;
                            var uvRect = symbol.uvRect;
                            vector4.x    = uvRect.xMin;
                            vector4.y    = uvRect.yMax;
                            vector5.x    = uvRect.xMax;
                            vector5.y    = uvRect.yMin;
                            x           += mSpacingX + symbol.advance;
                            i           += symbol.length - 1;
                            previousChar = 0;
                            if (symbolStyle == SymbolStyle.Colored)
                            {
                                for (var m = 0; m < 4; m++)
                                {
                                    cols.Add(color);
                                }
                            }
                            else
                            {
                                Color32 white = Color.white;
                                white.a = color.a;
                                for (var n = 0; n < 4; n++)
                                {
                                    cols.Add(white);
                                }
                            }
                        }

                        verts.Add(new Vector3(vector3.x, zero.y));
                        verts.Add(new Vector3(vector3.x, vector3.y));
                        verts.Add(new Vector3(zero.x, vector3.y));
                        verts.Add(new Vector3(zero.x, zero.y));
                        uvs.Add(new Vector2(vector5.x, vector4.y));
                        uvs.Add(new Vector2(vector5.x, vector5.y));
                        uvs.Add(new Vector2(vector4.x, vector5.y));
                        uvs.Add(new Vector2(vector4.x, vector4.y));
                        continue;
                    }

                    if (mDynamicFont.GetCharacterInfo(index, out mChar, mDynamicFontSize, mDynamicFontStyle))
                    {
                        zero.x    = vector.x * (x + mChar.vert.xMin);
                        zero.y    = -vector.y * (num5 - mChar.vert.yMax + mDynamicFontOffset);
                        vector3.x = zero.x + vector.x * mChar.vert.width;
                        vector3.y = zero.y - vector.y * mChar.vert.height;
                        vector4.x = mChar.uv.xMin;
                        vector4.y = mChar.uv.yMin;
                        vector5.x = mChar.uv.xMax;
                        vector5.y = mChar.uv.yMax;
                        x        += mSpacingX + (int)mChar.width;
                        for (var num18 = 0; num18 < 4; num18++)
                        {
                            cols.Add(color);
                        }

                        if (mChar.flipped)
                        {
                            uvs.Add(new Vector2(vector4.x, vector5.y));
                            uvs.Add(new Vector2(vector4.x, vector4.y));
                            uvs.Add(new Vector2(vector5.x, vector4.y));
                            uvs.Add(new Vector2(vector5.x, vector5.y));
                        }
                        else
                        {
                            uvs.Add(new Vector2(vector5.x, vector4.y));
                            uvs.Add(new Vector2(vector4.x, vector4.y));
                            uvs.Add(new Vector2(vector4.x, vector5.y));
                            uvs.Add(new Vector2(vector5.x, vector5.y));
                        }

                        verts.Add(new Vector3(vector3.x, zero.y));
                        verts.Add(new Vector3(zero.x, zero.y));
                        verts.Add(new Vector3(zero.x, vector3.y));
                        verts.Add(new Vector3(vector3.x, vector3.y));
                    }
                }

                if (alignment != Alignment.Left && indexOffset < verts.size)
                {
                    Align(verts, indexOffset, alignment, x, lineWidth);
                    indexOffset = verts.size;
                }
            }
        }
    }
Beispiel #35
0
    /// <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;
        }

        Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);

        size *= atlas.pixelSize;

        float width  = Mathf.Abs(size.x / mWidth);
        float height = Mathf.Abs(size.y / mHeight);

        if (width * height < 0.0001f)
        {
            width  = 0.01f;
            height = 0.01f;
        }

        Color colF = color;

        colF.a *= mPanel.finalAlpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;

        Vector2 pv      = pivotOffset;
        Vector2 min     = new Vector2(mInnerUV.xMin, mInnerUV.yMin);
        Vector2 max     = new Vector2(mInnerUV.xMax, mInnerUV.yMax);
        Vector2 clipped = max;
        float   y1      = 0f;

        while (y1 < 1f)
        {
            float x1 = 0f;
            clipped.x = max.x;
            float y2 = y1 + height;

            if (y2 > 1f)
            {
                clipped.y = min.y + (max.y - min.y) * (1f - y1) / (y2 - y1);
                y2        = 1f;
            }

            while (x1 < 1f)
            {
                float x2 = x1 + width;

                if (x2 > 1f)
                {
                    clipped.x = min.x + (max.x - min.x) * (1f - x1) / (x2 - x1);
                    x2        = 1f;
                }

                // Convert from normalized (0-1 range) coordinates to pixels
                float fx1 = (x1 - pv.x) * mWidth;
                float fx2 = (x2 - pv.x) * mWidth;
                float fy1 = (y1 - pv.y) * mHeight;
                float fy2 = (y2 - pv.y) * mHeight;

                verts.Add(new Vector3(fx1, fy1));
                verts.Add(new Vector3(fx1, fy2));
                verts.Add(new Vector3(fx2, fy2));
                verts.Add(new Vector3(fx2, fy1));

                uvs.Add(new Vector2(min.x, min.y));
                uvs.Add(new Vector2(min.x, clipped.y));
                uvs.Add(new Vector2(clipped.x, clipped.y));
                uvs.Add(new Vector2(clipped.x, min.y));

                cols.Add(col);
                cols.Add(col);
                cols.Add(col);
                cols.Add(col);

                x1 += width;
            }
            y1 += height;
        }
    }
Beispiel #36
0
    /// <summary>
    /// Draw the widget.
    /// </summary>

    override public void OnFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color> cols)
    {
        if (mOuterUV == mInnerUV)
        {
            base.OnFill(verts, uvs, cols);
            return;
        }

        Vector4 dr = drawingDimensions;

        if (dr.x == dr.z || dr.y == dr.w)
        {
            return;
        }

        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;

        mTempPos[1].x = mTempPos[0].x + br.x;
        mTempPos[1].y = mTempPos[0].y + br.y;
        mTempPos[2].x = mTempPos[3].x - br.z;
        mTempPos[2].y = mTempPos[3].y - br.w;

        mTempUVs[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
        mTempUVs[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMin);
        mTempUVs[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMax);
        mTempUVs[3] = new Vector2(mOuterUV.xMax, mOuterUV.yMax);

        for (int x = 0; x < 3; ++x)
        {
            int x2 = x + 1;

            for (int y = 0; y < 3; ++y)
            {
                if (!mFillCenter && 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(color);
                cols.Add(color);
                cols.Add(color);
                cols.Add(color);
            }
        }
    }
Beispiel #37
0
 void OnEnable()
 {
     list.Add(this);
 }
Beispiel #38
0
    private void TiledFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        Texture mainTexture = this.mainTexture;

        if (mainTexture == null)
        {
            return;
        }
        Vector2 a = new Vector2(this.mInnerUV.width * (float)mainTexture.width, this.mInnerUV.height * (float)mainTexture.height);

        a *= this.pixelSize;
        if (mainTexture == null || a.x < 2f || a.y < 2f)
        {
            return;
        }
        Color32 drawingColor      = this.drawingColor;
        Vector4 drawingDimensions = this.drawingDimensions;
        Vector4 vector;

        if (this.mFlip == UIBasicSprite.Flip.Horizontally || this.mFlip == UIBasicSprite.Flip.Both)
        {
            vector.x = this.mInnerUV.xMax;
            vector.z = this.mInnerUV.xMin;
        }
        else
        {
            vector.x = this.mInnerUV.xMin;
            vector.z = this.mInnerUV.xMax;
        }
        if (this.mFlip == UIBasicSprite.Flip.Vertically || this.mFlip == UIBasicSprite.Flip.Both)
        {
            vector.y = this.mInnerUV.yMax;
            vector.w = this.mInnerUV.yMin;
        }
        else
        {
            vector.y = this.mInnerUV.yMin;
            vector.w = this.mInnerUV.yMax;
        }
        float num  = drawingDimensions.x;
        float num2 = drawingDimensions.y;
        float x    = vector.x;
        float y    = vector.y;

        while (num2 < drawingDimensions.w)
        {
            num = drawingDimensions.x;
            float num3 = num2 + a.y;
            float y2   = vector.w;
            if (num3 > drawingDimensions.w)
            {
                y2   = Mathf.Lerp(vector.y, vector.w, (drawingDimensions.w - num2) / a.y);
                num3 = drawingDimensions.w;
            }
            while (num < drawingDimensions.z)
            {
                float num4 = num + a.x;
                float x2   = vector.z;
                if (num4 > drawingDimensions.z)
                {
                    x2   = Mathf.Lerp(vector.x, vector.z, (drawingDimensions.z - num) / a.x);
                    num4 = drawingDimensions.z;
                }
                verts.Add(new Vector3(num, num2));
                verts.Add(new Vector3(num, num3));
                verts.Add(new Vector3(num4, num3));
                verts.Add(new Vector3(num4, num2));
                uvs.Add(new Vector2(x, y));
                uvs.Add(new Vector2(x, y2));
                uvs.Add(new Vector2(x2, y2));
                uvs.Add(new Vector2(x2, y));
                cols.Add(drawingColor);
                cols.Add(drawingColor);
                cols.Add(drawingColor);
                cols.Add(drawingColor);
                num += a.x;
            }
            num2 += a.y;
        }
    }
Beispiel #39
0
    /// <summary>
    /// Print the caret and selection vertices. Note that it's expected that 'text' has been stripped clean of symbols.
    /// </summary>

    static public void PrintCaretAndSelection(string text, int start, int end, BetterList <Vector3> caret, BetterList <Vector3> highlight)
    {
        if (string.IsNullOrEmpty(text))
        {
            text = " ";
        }

        Prepare(text);

        int caretPos = end;

        if (start > end)
        {
            end   = start;
            start = caretPos;
        }

        float x = 0f, y = 0f, maxX = 0f, fs = fontSize * fontScale;
        int   caretOffset = (caret != null) ? caret.size : 0;
        int   highlightOffset = (highlight != null) ? highlight.size : 0;
        int   textLength = text.Length, index = 0, ch = 0, prev = 0;
        bool  highlighting = false, caretSet = false;

        Vector2 last0 = Vector2.zero;
        Vector2 last1 = Vector2.zero;

        for (; index < textLength; ++index)
        {
            // Print the caret
            if (caret != null && !caretSet && caretPos <= index)
            {
                caretSet = true;
                caret.Add(new Vector3(x - 1f, -y - fs));
                caret.Add(new Vector3(x - 1f, -y));
                caret.Add(new Vector3(x + 1f, -y));
                caret.Add(new Vector3(x + 1f, -y - fs));
            }

            ch = text[index];

            if (ch == '\n')
            {
                // Used for alignment purposes
                if (x > maxX)
                {
                    maxX = x;
                }

                // Align the caret
                if (caret != null && caretSet)
                {
                    if (NGUIText.alignment != TextAlignment.Left)
                    {
                        NGUIText.Align(caret, caretOffset, x - finalSpacingX);
                    }
                    caret = null;
                }

                if (highlight != null)
                {
                    if (highlighting)
                    {
                        // Close the selection on this line
                        highlighting = false;
                        highlight.Add(last1);
                        highlight.Add(last0);
                    }
                    else if (start <= index && end > index)
                    {
                        // This must be an empty line. Add a narrow vertical highlight.
                        highlight.Add(new Vector3(x, -y - fs));
                        highlight.Add(new Vector3(x, -y));
                        highlight.Add(new Vector3(x + 2f, -y));
                        highlight.Add(new Vector3(x + 2f, -y - fs));
                    }

                    // Align the highlight
                    if (NGUIText.alignment != TextAlignment.Left && highlightOffset < highlight.size)
                    {
                        NGUIText.Align(highlight, highlightOffset, x - finalSpacingX);
                        highlightOffset = highlight.size;
                    }
                }

                x    = 0;
                y   += finalLineHeight;
                prev = 0;
                continue;
            }
            else if (ch < ' ')
            {
                prev = 0;
                continue;
            }

            if (encoding && ParseSymbol(text, ref index))
            {
                --index;
                continue;
            }

            // See if there is a symbol matching this text
            BMSymbol symbol = useSymbols ? GetSymbol(text, index, textLength) : null;
            float    w      = (symbol != null) ? symbol.advance * fontScale : GetGlyphWidth(ch, prev);

            if (w != 0f)
            {
                float v0x = x;
                float v1x = x + w;
                float v0y = -y - fs;
                float v1y = -y;

                x += w + finalSpacingX;

                // Print the highlight
                if (highlight != null)
                {
                    if (start > index || end <= index)
                    {
                        if (highlighting)
                        {
                            // Finish the highlight
                            highlighting = false;
                            highlight.Add(last1);
                            highlight.Add(last0);
                        }
                    }
                    else if (!highlighting)
                    {
                        // Start the highlight
                        highlighting = true;
                        highlight.Add(new Vector3(v0x, v0y));
                        highlight.Add(new Vector3(v0x, v1y));
                    }
                }

                // Save what the character ended with
                last0 = new Vector2(v1x, v0y);
                last1 = new Vector2(v1x, v1y);
                prev  = ch;
            }
        }

        // Ensure we always have a caret
        if (caret != null)
        {
            if (!caretSet)
            {
                caret.Add(new Vector3(x - 1f, -y - fs));
                caret.Add(new Vector3(x - 1f, -y));
                caret.Add(new Vector3(x + 1f, -y));
                caret.Add(new Vector3(x + 1f, -y - fs));
            }

            if (NGUIText.alignment != TextAlignment.Left)
            {
                NGUIText.Align(caret, caretOffset, x - finalSpacingX);
            }
        }

        // Close the selection
        if (highlight != null)
        {
            if (highlighting)
            {
                // Finish the highlight
                highlight.Add(last1);
                highlight.Add(last0);
            }
            else if (start < index && end == index)
            {
                // Happens when highlight ends on an empty line. Highlight it with a thin line.
                highlight.Add(new Vector3(x, -y - fs));
                highlight.Add(new Vector3(x, -y));
                highlight.Add(new Vector3(x + 2f, -y));
                highlight.Add(new Vector3(x + 2f, -y - fs));
            }

            // Align the highlight
            if (NGUIText.alignment != TextAlignment.Left && highlightOffset < highlight.size)
            {
                NGUIText.Align(highlight, highlightOffset, x - finalSpacingX);
            }
        }
    }
	/// <summary>
	/// Parse an embedded symbol, such as [FFAA00] (set color) or [-] (undo color change). Returns whether the index was adjusted.
	/// </summary>

	static public bool ParseSymbol (string text, ref int index, BetterList<Color> colors, bool premultiply)
	{
		if (colors == null) return ParseSymbol(text, ref index);

		int length = text.Length;

		if (index + 2 < length && text[index] == '[')
		{
			if (text[index + 1] == '-')
			{
				if (text[index + 2] == ']')
				{
					if (colors != null && colors.size > 1)
						colors.RemoveAt(colors.size - 1);
					index += 3;
					return true;
				}
			}
			else if (index + 7 < length)
			{
				if (text[index + 7] == ']')
				{
					if (colors != null)
					{
						Color c = ParseColor(text, index + 1);

						if (EncodeColor(c) != text.Substring(index + 1, 6).ToUpper())
							return false;

						c.a = colors[colors.size - 1].a;
						if (premultiply && c.a != 1f)
							c = Color.Lerp(mInvisible, c, c.a);

						colors.Add(c);
					}
					index += 8;
					return true;
				}
			}
		}
		return false;
	}
Beispiel #41
0
    /// <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 != null) 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>
    /// 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;

        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;
        }
    }
Beispiel #43
0
	override public void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
#endif

	{
		Vector2 uv0 = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
		Vector2 uv1 = new Vector2(mOuterUV.xMax, mOuterUV.yMax);

		verts.Add(new Vector3(1f,  0f, 0f));
		verts.Add(new Vector3(1f, -1f, 0f));
		verts.Add(new Vector3(0f, -1f, 0f));
		verts.Add(new Vector3(0f,  0f, 0f));

		uvs.Add(uv1);
		uvs.Add(new Vector2(uv1.x, uv0.y));
		uvs.Add(uv0);
		uvs.Add(new Vector2(uv0.x, uv1.y));

#if UNITY_3_5_4
		Color col = color;
#else
		Color32 col = color;
#endif
		cols.Add(col);
		cols.Add(col);
		cols.Add(col);
		cols.Add(col);
	}
Beispiel #44
0
    private void SlicedFill(BetterList <Vector3> verts, BetterList <Vector2> uvs, BetterList <Color32> cols)
    {
        Vector4 vector = this.border * this.pixelSize;

        if (vector.x == 0f && vector.y == 0f && vector.z == 0f && vector.w == 0f)
        {
            this.SimpleFill(verts, uvs, cols);
            return;
        }
        Color32 drawingColor      = this.drawingColor;
        Vector4 drawingDimensions = this.drawingDimensions;

        UIBasicSprite.mTempPos[0].x = drawingDimensions.x;
        UIBasicSprite.mTempPos[0].y = drawingDimensions.y;
        UIBasicSprite.mTempPos[3].x = drawingDimensions.z;
        UIBasicSprite.mTempPos[3].y = drawingDimensions.w;
        if (this.mFlip == UIBasicSprite.Flip.Horizontally || this.mFlip == UIBasicSprite.Flip.Both)
        {
            UIBasicSprite.mTempPos[1].x = UIBasicSprite.mTempPos[0].x + vector.z;
            UIBasicSprite.mTempPos[2].x = UIBasicSprite.mTempPos[3].x - vector.x;
            UIBasicSprite.mTempUVs[3].x = this.mOuterUV.xMin;
            UIBasicSprite.mTempUVs[2].x = this.mInnerUV.xMin;
            UIBasicSprite.mTempUVs[1].x = this.mInnerUV.xMax;
            UIBasicSprite.mTempUVs[0].x = this.mOuterUV.xMax;
        }
        else
        {
            UIBasicSprite.mTempPos[1].x = UIBasicSprite.mTempPos[0].x + vector.x;
            UIBasicSprite.mTempPos[2].x = UIBasicSprite.mTempPos[3].x - vector.z;
            UIBasicSprite.mTempUVs[0].x = this.mOuterUV.xMin;
            UIBasicSprite.mTempUVs[1].x = this.mInnerUV.xMin;
            UIBasicSprite.mTempUVs[2].x = this.mInnerUV.xMax;
            UIBasicSprite.mTempUVs[3].x = this.mOuterUV.xMax;
        }
        if (this.mFlip == UIBasicSprite.Flip.Vertically || this.mFlip == UIBasicSprite.Flip.Both)
        {
            UIBasicSprite.mTempPos[1].y = UIBasicSprite.mTempPos[0].y + vector.w;
            UIBasicSprite.mTempPos[2].y = UIBasicSprite.mTempPos[3].y - vector.y;
            UIBasicSprite.mTempUVs[3].y = this.mOuterUV.yMin;
            UIBasicSprite.mTempUVs[2].y = this.mInnerUV.yMin;
            UIBasicSprite.mTempUVs[1].y = this.mInnerUV.yMax;
            UIBasicSprite.mTempUVs[0].y = this.mOuterUV.yMax;
        }
        else
        {
            UIBasicSprite.mTempPos[1].y = UIBasicSprite.mTempPos[0].y + vector.y;
            UIBasicSprite.mTempPos[2].y = UIBasicSprite.mTempPos[3].y - vector.w;
            UIBasicSprite.mTempUVs[0].y = this.mOuterUV.yMin;
            UIBasicSprite.mTempUVs[1].y = this.mInnerUV.yMin;
            UIBasicSprite.mTempUVs[2].y = this.mInnerUV.yMax;
            UIBasicSprite.mTempUVs[3].y = this.mOuterUV.yMax;
        }
        for (int i = 0; i < 3; i++)
        {
            int num = i + 1;
            for (int j = 0; j < 3; j++)
            {
                if (this.centerType != UIBasicSprite.AdvancedType.Invisible || i != 1 || j != 1)
                {
                    int num2 = j + 1;
                    verts.Add(new Vector3(UIBasicSprite.mTempPos[i].x, UIBasicSprite.mTempPos[j].y));
                    verts.Add(new Vector3(UIBasicSprite.mTempPos[i].x, UIBasicSprite.mTempPos[num2].y));
                    verts.Add(new Vector3(UIBasicSprite.mTempPos[num].x, UIBasicSprite.mTempPos[num2].y));
                    verts.Add(new Vector3(UIBasicSprite.mTempPos[num].x, UIBasicSprite.mTempPos[j].y));
                    uvs.Add(new Vector2(UIBasicSprite.mTempUVs[i].x, UIBasicSprite.mTempUVs[j].y));
                    uvs.Add(new Vector2(UIBasicSprite.mTempUVs[i].x, UIBasicSprite.mTempUVs[num2].y));
                    uvs.Add(new Vector2(UIBasicSprite.mTempUVs[num].x, UIBasicSprite.mTempUVs[num2].y));
                    uvs.Add(new Vector2(UIBasicSprite.mTempUVs[num].x, UIBasicSprite.mTempUVs[j].y));
                    cols.Add(drawingColor);
                    cols.Add(drawingColor);
                    cols.Add(drawingColor);
                    cols.Add(drawingColor);
                }
            }
        }
    }
Beispiel #45
0
 public void PushTitle(HUDTitleInfo title)
 {
     title.m_nBatcherIndex = m_ValidTitles.size;
     m_ValidTitles.Add(title);
     m_bNeedSort = true;
 }
	/// <summary>
	/// It's often useful to be able to tell which keys are used in localization, and which are not.
	/// For this to work properly it's advised to play through the entire game and view all localized content before hitting the Stop button.
	/// </summary>

	void OnDisable ()
	{
		string final = "";
		BetterList<string> full = new BetterList<string>();

		// Create a list of all the known keys
		foreach (KeyValuePair<string, string> pair in mDictionary) full.Add(pair.Key);

		// Sort the full list
		full.Sort(delegate(string s1, string s2) { return s1.CompareTo(s2); });

		// Create the final string with the localization keys
		for (int i = 0; i < full.size; ++i)
		{
			string key = full[i];
			string val = mDictionary[key].Replace("\n", "\\n");
			if (mUsed.Contains(key)) final += key + " = " + val + "\n";
			else final += "//" + key + " = " + val + "\n";
		}
		
		// Show the final report in a format that makes it easy to copy/paste into the original localization file
		if (!string.IsNullOrEmpty(final))
			Debug.Log("// Localization Report\n\n" + final);

		mLocalizationLoaded = false;
		mLanguageIndex = -1;
		mLocalization.Clear();
		mDictionary.Clear();
	}
Beispiel #47
0
    /// <summary>
    /// Filled sprite fill function.
    /// </summary>
    protected void FilledFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        float x0 = 0f;
        float y0 = 0f;
        float x1 = 1f;
        float y1 = -1f;

        float u0 = mOuterUV.xMin;
        float v0 = mOuterUV.yMin;
        float u1 = mOuterUV.xMax;
        float v1 = mOuterUV.yMax;

        // Horizontal and vertical filled sprites are simple -- just end the sprite prematurely
        if (mFillDirection == FillDirection.Horizontal || mFillDirection == FillDirection.Vertical)
        {
            float du = (u1 - u0) * mFillAmount;
            float dv = (v1 - v0) * mFillAmount;

            if (fillDirection == FillDirection.Horizontal)
            {
                if (mInvert)
                {
                    x0 = (1f - mFillAmount);
                    u0 = u1 - du;
                }
                else
                {
                    x1 *= mFillAmount;
                    u1 = u0 + du;
                }
            }
            else if (fillDirection == FillDirection.Vertical)
            {
                if (mInvert)
                {
                    y1 *= mFillAmount;
                    v0 = v1 - dv;
                }
                else
                {
                    y0 = -(1f - mFillAmount);
                    v1 = v0 + dv;
                }
            }
        }

        // Starting AutoTargetImage for the sprite
        Vector2[] xy = new Vector2[4];
        Vector2[] uv = new Vector2[4];

        xy[0] = new Vector2(x1, y0);
        xy[1] = new Vector2(x1, y1);
        xy[2] = new Vector2(x0, y1);
        xy[3] = new Vector2(x0, y0);

        uv[0] = new Vector2(u1, v1);
        uv[1] = new Vector2(u1, v0);
        uv[2] = new Vector2(u0, v0);
        uv[3] = new Vector2(u0, v1);

        Color colF = color;
        colF.a *= mPanel.alpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;

        if (fillDirection == FillDirection.Radial90)
        {
            // Adjust the AutoTargetImage radially, and if 'false' is returned (it's not visible), just exit
            if (!AdjustRadial(xy, uv, mFillAmount, mInvert)) return;
        }
        else if (fillDirection == FillDirection.Radial180)
        {
            // Working in 0-1 coordinates is easier
            Vector2[] oxy = new Vector2[4];
            Vector2[] ouv = new Vector2[4];

            for (int i = 0; i < 2; ++i)
            {
                oxy[0] = new Vector2(0f, 0f);
                oxy[1] = new Vector2(0f, 1f);
                oxy[2] = new Vector2(1f, 1f);
                oxy[3] = new Vector2(1f, 0f);

                ouv[0] = new Vector2(0f, 0f);
                ouv[1] = new Vector2(0f, 1f);
                ouv[2] = new Vector2(1f, 1f);
                ouv[3] = new Vector2(1f, 0f);

                // Each half must be rotated 90 degrees clockwise in order for it to fill properly
                if (mInvert)
                {
                    if (i > 0)
                    {
                        Rotate(oxy, i);
                        Rotate(ouv, i);
                    }
                }
                else if (i < 1)
                {
                    Rotate(oxy, 1 - i);
                    Rotate(ouv, 1 - i);
                }

                // Each half must fill in only a part of the space
                float x, y;

                if (i == 1)
                {
                    x = mInvert ? 0.5f : 1f;
                    y = mInvert ? 1f : 0.5f;
                }
                else
                {
                    x = mInvert ? 1f : 0.5f;
                    y = mInvert ? 0.5f : 1f;
                }

                oxy[1].y = Mathf.Lerp(x, y, oxy[1].y);
                oxy[2].y = Mathf.Lerp(x, y, oxy[2].y);
                ouv[1].y = Mathf.Lerp(x, y, ouv[1].y);
                ouv[2].y = Mathf.Lerp(x, y, ouv[2].y);

                float amount = (mFillAmount) * 2 - i;
                bool odd = (i % 2) == 1;

                if (AdjustRadial(oxy, ouv, amount, !odd))
                {
                    if (mInvert) odd = !odd;

                    // Add every other side in reverse order so they don't come out backface-culled due to rotation
                    if (odd)
                    {
                        for (int b = 0; b < 4; ++b)
                        {
                            x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x);
                            y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y);

                            float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x);
                            float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y);

                            verts.Add(new Vector3(x, y, 0f));
                            uvs.Add(new Vector2(u, v));
                            cols.Add(col);
                        }
                    }
                    else
                    {
                        for (int b = 3; b > -1; --b)
                        {
                            x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x);
                            y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y);

                            float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x);
                            float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y);

                            verts.Add(new Vector3(x, y, 0f));
                            uvs.Add(new Vector2(u, v));
                            cols.Add(col);
                        }
                    }
                }
            }
            return;
        }
        else if (fillDirection == FillDirection.Radial360)
        {
            float[] matrix = new float[]
            {
                // x0 y0  x1   y1
                0.5f, 1f, 0f, 0.5f, // AutoTargetImagerant 0
                0.5f, 1f, 0.5f, 1f, // AutoTargetImagerant 1
                0f, 0.5f, 0.5f, 1f, // AutoTargetImagerant 2
                0f, 0.5f, 0f, 0.5f, // AutoTargetImagerant 3
            };

            Vector2[] oxy = new Vector2[4];
            Vector2[] ouv = new Vector2[4];

            for (int i = 0; i < 4; ++i)
            {
                oxy[0] = new Vector2(0f, 0f);
                oxy[1] = new Vector2(0f, 1f);
                oxy[2] = new Vector2(1f, 1f);
                oxy[3] = new Vector2(1f, 0f);

                ouv[0] = new Vector2(0f, 0f);
                ouv[1] = new Vector2(0f, 1f);
                ouv[2] = new Vector2(1f, 1f);
                ouv[3] = new Vector2(1f, 0f);

                // Each AutoTargetImagerant must be rotated 90 degrees clockwise in order for it to fill properly
                if (mInvert)
                {
                    if (i > 0)
                    {
                        Rotate(oxy, i);
                        Rotate(ouv, i);
                    }
                }
                else if (i < 3)
                {
                    Rotate(oxy, 3 - i);
                    Rotate(ouv, 3 - i);
                }

                // Each AutoTargetImagerant must fill in only a quarter of the space
                for (int b = 0; b < 4; ++b)
                {
                    int index = (mInvert) ? (3 - i) * 4 : i * 4;

                    float fx0 = matrix[index];
                    float fy0 = matrix[index + 1];
                    float fx1 = matrix[index + 2];
                    float fy1 = matrix[index + 3];

                    oxy[b].x = Mathf.Lerp(fx0, fy0, oxy[b].x);
                    oxy[b].y = Mathf.Lerp(fx1, fy1, oxy[b].y);
                    ouv[b].x = Mathf.Lerp(fx0, fy0, ouv[b].x);
                    ouv[b].y = Mathf.Lerp(fx1, fy1, ouv[b].y);
                }

                float amount = (mFillAmount) * 4 - i;
                bool odd = (i % 2) == 1;

                if (AdjustRadial(oxy, ouv, amount, !odd))
                {
                    if (mInvert) odd = !odd;

                    // Add every other side in reverse order so they don't come out backface-culled due to rotation
                    if (odd)
                    {
                        for (int b = 0; b < 4; ++b)
                        {
                            float x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x);
                            float y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y);
                            float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x);
                            float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y);

                            verts.Add(new Vector3(x, y, 0f));
                            uvs.Add(new Vector2(u, v));
                            cols.Add(col);
                        }
                    }
                    else
                    {
                        for (int b = 3; b > -1; --b)
                        {
                            float x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x);
                            float y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y);
                            float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x);
                            float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y);

                            verts.Add(new Vector3(x, y, 0f));
                            uvs.Add(new Vector2(u, v));
                            cols.Add(col);
                        }
                    }
                }
            }
            return;
        }

        // Fill the buffer with the AutoTargetImage for the sprite
        for (int i = 0; i < 4; ++i)
        {
            verts.Add(xy[i]);
            uvs.Add(uv[i]);
            cols.Add(col);
        }
    }
Beispiel #48
0
    /// <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;

        mTempPos[1].x = mTempPos[0].x + br.x;
        mTempPos[1].y = mTempPos[0].y + br.y;
        mTempPos[2].x = mTempPos[3].x - br.z;
        mTempPos[2].y = mTempPos[3].y - br.w;

        mTempUVs[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
        mTempUVs[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMin);
        mTempUVs[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMax);
        mTempUVs[3] = new Vector2(mOuterUV.xMax, 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);
            }
        }
    }
Beispiel #49
0
    /// <summary>
    /// Sliced sprite fill function is more complicated as it generates 9 AutoTargetImages instead of 1.
    /// </summary>
    protected void SlicedFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        if (mOuterUV == mInnerUV)
        {
            SimpleFill(verts, uvs, cols);
            return;
        }

        Vector2[] v = new Vector2[4];
        Vector2[] uv = new Vector2[4];

        Texture tex = mainTexture;

        v[0] = Vector2.zero;
        v[1] = Vector2.zero;
        v[2] = new Vector2(1f, -1f);
        v[3] = new Vector2(1f, -1f);

        if (tex != null)
        {
            float pixelSize = atlas.pixelSize;
            float borderLeft = (mInnerUV.xMin - mOuterUV.xMin) * pixelSize;
            float borderRight = (mOuterUV.xMax - mInnerUV.xMax) * pixelSize;
            float borderTop = (mInnerUV.yMax - mOuterUV.yMax) * pixelSize;
            float borderBottom = (mOuterUV.yMin - mInnerUV.yMin) * pixelSize;

            Vector3 scale = cachedTransform.localScale;
            scale.x = Mathf.Max(0f, scale.x);
            scale.y = Mathf.Max(0f, scale.y);

            Vector2 sz = new Vector2(scale.x / tex.width, scale.y / tex.height);
            Vector2 tl = new Vector2(borderLeft / sz.x, borderTop / sz.y);
            Vector2 br = new Vector2(borderRight / sz.x, borderBottom / sz.y);

            Pivot pv = pivot;

            // We don't want the sliced sprite to become smaller than the summed up border size
            if (pv == Pivot.Right || pv == Pivot.TopRight || pv == Pivot.BottomRight)
            {
                v[0].x = Mathf.Min(0f, 1f - (br.x + tl.x));
                v[1].x = v[0].x + tl.x;
                v[2].x = v[0].x + Mathf.Max(tl.x, 1f - br.x);
                v[3].x = v[0].x + Mathf.Max(tl.x + br.x, 1f);
            }
            else
            {
                v[1].x = tl.x;
                v[2].x = Mathf.Max(tl.x, 1f - br.x);
                v[3].x = Mathf.Max(tl.x + br.x, 1f);
            }

            if (pv == Pivot.Bottom || pv == Pivot.BottomLeft || pv == Pivot.BottomRight)
            {
                v[0].y = Mathf.Max(0f, -1f - (br.y + tl.y));
                v[1].y = v[0].y + tl.y;
                v[2].y = v[0].y + Mathf.Min(tl.y, -1f - br.y);
                v[3].y = v[0].y + Mathf.Min(tl.y + br.y, -1f);
            }
            else
            {
                v[1].y = tl.y;
                v[2].y = Mathf.Min(tl.y, -1f - br.y);
                v[3].y = Mathf.Min(tl.y + br.y, -1f);
            }

            uv[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMax);
            uv[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMax);
            uv[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMin);
            uv[3] = new Vector2(mOuterUV.xMax, mOuterUV.yMin);
        }
        else
        {
            // No texture -- just use zeroed out texture coordinates
            for (int i = 0; i < 4; ++i) uv[i] = Vector2.zero;
        }

        Color colF = color;
        colF.a *= mPanel.alpha;
        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 (!mFillCenter && x == 1 && y == 1) continue;

                int y2 = y + 1;

                verts.Add(new Vector3(v[x2].x, v[y].y, 0f));
                verts.Add(new Vector3(v[x2].x, v[y2].y, 0f));
                verts.Add(new Vector3(v[x].x, v[y2].y, 0f));
                verts.Add(new Vector3(v[x].x, v[y].y, 0f));

                uvs.Add(new Vector2(uv[x2].x, uv[y].y));
                uvs.Add(new Vector2(uv[x2].x, uv[y2].y));
                uvs.Add(new Vector2(uv[x].x, uv[y2].y));
                uvs.Add(new Vector2(uv[x].x, uv[y].y));

                cols.Add(col);
                cols.Add(col);
                cols.Add(col);
                cols.Add(col);
            }
        }
    }
Beispiel #50
0
    /// <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 dr   = drawingDimensions;
        Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);

        size *= atlas.pixelSize;

        Color colF = color;

        colF.a = finalAlpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;

        float x0 = dr.x;
        float y0 = dr.y;

        float u0 = mInnerUV.xMin;
        float v0 = mInnerUV.yMin;

        while (y0 < dr.w)
        {
            x0 = dr.x;
            float y1 = y0 + size.y;
            float v1 = mInnerUV.yMax;

            if (y1 > dr.w)
            {
                v1 = Mathf.Lerp(mInnerUV.yMin, mInnerUV.yMax, (dr.w - y0) / size.y);
                y1 = dr.w;
            }

            while (x0 < dr.z)
            {
                float x1 = x0 + size.x;
                float u1 = mInnerUV.xMax;

                if (x1 > dr.z)
                {
                    u1 = Mathf.Lerp(mInnerUV.xMin, mInnerUV.xMax, (dr.z - x0) / size.x);
                    x1 = dr.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;
        }
    }
Beispiel #51
0
	void ApplyShadow (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y)
#endif
	{
#if UNITY_3_5_4
		Color c = mEffectColor;
		c.a = c.a * color.a;
		Color col = c;
#else
		Color c = mEffectColor;
		c.a = c.a * color.a;
		Color32 col = c;
#endif
		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;
		}
	}
Beispiel #52
0
    /// <summary>
    /// Delete the specified revealer.
    /// </summary>

    static public void DeleteRevealer(Revealer rev)
    {
        lock (mRemoved) mRemoved.Add(rev);
    }
Beispiel #53
0
    /// <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;
    }
Beispiel #54
0
    /// <summary>
    /// Update the fog of war's visibility.
    /// </summary>

    void UpdateBuffer()
    {
        // Add all items scheduled to be added
        if (mAdded.size > 0)
        {
            lock (mAdded)
            {
                while (mAdded.size > 0)
                {
                    int index = mAdded.size - 1;
                    mRevealers.Add(mAdded.buffer[index]);
                    mAdded.RemoveAt(index);
                }
            }
        }

        // Remove all items scheduled for removal
        if (mRemoved.size > 0)
        {
            lock (mRemoved)
            {
                while (mRemoved.size > 0)
                {
                    int index = mRemoved.size - 1;
                    mRevealers.Remove(mRemoved.buffer[index]);
                    mRemoved.RemoveAt(index);
                }
            }
        }

        // Use the texture blend time, thus estimating the time this update will finish
        // Doing so helps avoid visible changes in blending caused by the blended result being X milliseconds behind.
        float factor = (textureBlendTime > 0f) ? Mathf.Clamp01(mBlendFactor + mElapsed / textureBlendTime) : 1f;

        // Clear the buffer's red channel (channel used for current visibility -- it's updated right after)
        for (int i = 0, imax = mBuffer0.Length; i < imax; ++i)
        {
            mBuffer0[i]   = Color32.Lerp(mBuffer0[i], mBuffer1[i], factor);
            mBuffer1[i].r = 0;
        }

        // For conversion from world coordinates to texture coordinates
        float worldToTex = (float)textureSize / worldSize;

        // Update the visibility buffer, one revealer at a time
        for (int i = 0; i < mRevealers.size; ++i)
        {
            Revealer rev = mRevealers[i];
            if (!rev.mIsActive)
            {
                continue;
            }

            if (rev.mLos == LOSChecks.None)
            {
                RevealUsingRadius(rev, worldToTex);
            }
            else if (rev.mLos == LOSChecks.OnlyOnce)
            {
                RevealUsingCache(rev, worldToTex);
            }
            else
            {
                RevealUsingLOS(rev, worldToTex);
            }
        }

        // Blur the final visibility data
        for (int i = 0; i < blurIterations; ++i)
        {
            BlurVisibility();
        }

        // Reveal the map based on what's currently visible
        RevealMap();
    }
Beispiel #55
0
	/// <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 *= alpha * mPanel.alpha;
		Color32 col = (font.premultipliedAlpha) ? 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;
		}
	}
Beispiel #56
0
    /// <summary>
    /// Register the font texture change listener.
    /// </summary>

    protected override void OnInit()
    {
        base.OnInit();
        mList.Add(this);
        SetActiveFont(trueTypeFont);
    }
Beispiel #57
0
	/// <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;
	}
Beispiel #58
0
    /// <summary>
    /// Read a single line of Comma-Separated Values from the file.
    /// </summary>

    public BetterList <string> ReadCSV()
    {
        mTemp.Clear();
        string line         = "";
        bool   insideQuotes = false;
        int    wordStart    = 0;

        while (canRead)
        {
            if (insideQuotes)
            {
                string s = ReadLine(false);
                if (s == null)
                {
                    return(null);
                }
                s     = s.Replace("\\n", "\n");
                line += "\n" + s;
            }
            else
            {
                line = ReadLine(true);
                if (line == null)
                {
                    return(null);
                }
                line      = line.Replace("\\n", "\n");
                wordStart = 0;
            }

            for (int i = wordStart, imax = line.Length; i < imax; ++i)
            {
                char ch = line[i];

                if (ch == ',')
                {
                    if (!insideQuotes)
                    {
                        mTemp.Add(line.Substring(wordStart, i - wordStart));
                        wordStart = i + 1;
                    }
                }
                else if (ch == '"')
                {
                    if (insideQuotes)
                    {
                        if (i + 1 >= imax)
                        {
                            mTemp.Add(line.Substring(wordStart, i - wordStart).Replace("\"\"", "\""));
                            return(mTemp);
                        }

                        if (line[i + 1] != '"')
                        {
                            mTemp.Add(line.Substring(wordStart, i - wordStart).Replace("\"\"", "\""));
                            insideQuotes = false;

                            if (line[i + 1] == ',')
                            {
                                ++i;
                                wordStart = i + 1;
                            }
                        }
                        else
                        {
                            ++i;
                        }
                    }
                    else
                    {
                        wordStart    = i + 1;
                        insideQuotes = true;
                    }
                }
            }

            if (wordStart < line.Length)
            {
                if (insideQuotes)
                {
                    continue;
                }
                mTemp.Add(line.Substring(wordStart, line.Length - wordStart));
            }
            return(mTemp);
        }
        return(null);
    }
	/// <summary>
	/// Print the specified text into the buffers.
	/// </summary>

	static public void Print (Font font, string text, BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		if (font == null || string.IsNullOrEmpty(text)) return;

		int size = current.finalSize;
		int indexOffset = verts.size;
		float lineHeight = size + current.finalSpacingY;

		// We need to know the baseline first
		float baseline = 0f;
		font.RequestCharactersInTexture("j", size, current.style);
		font.GetCharacterInfo('j', out mTempChar, size, current.style);
		baseline = size + mTempChar.vert.yMax;

		// Ensure that the text we're about to print exists in the font's texture
		font.RequestCharactersInTexture(text, size, current.style);

		// Start with the white tint
		mColors.Add(Color.white);

		float x = 0f;
		float y = 0f;
		float maxX = 0f;
		float spacingX = current.finalSpacingX;
		float pixelSize = 1f / current.pixelDensity;
		float sizeF = size;
		
		Vector3 v0 = Vector3.zero, v1 = Vector3.zero;
		Vector2 u0 = Vector2.zero, u1 = Vector2.zero;
		Color gb = current.tint * current.gradientBottom;
		Color gt = current.tint * current.gradientTop;
		Color32 uc = current.tint;
		int textLength = text.Length;

		for (int i = 0; i < textLength; ++i)
		{
			char c = text[i];

			if (c == '\n')
			{
				if (x > maxX) maxX = x;

				if (current.alignment != TextAlignment.Left)
				{
					Align(verts, indexOffset, x - spacingX);
					indexOffset = verts.size;
				}

				x = 0;
				y += lineHeight;
				continue;
			}

			if (c < ' ') continue;

			// Color changing symbol
			if (current.encoding && ParseSymbol(text, ref i, mColors, current.premultiply))
			{
				Color fc = current.tint * mColors[mColors.size - 1];
				uc = fc;

				if (current.gradient)
				{
					gb = current.gradientBottom * fc;
					gt = current.gradientTop * fc;
				}
				--i;
				continue;
			}

			if (!font.GetCharacterInfo(c, out mTempChar, size, current.style))
				continue;

			v0.x =  (x + mTempChar.vert.xMin);
			v0.y = -(y - mTempChar.vert.yMax + baseline);
			
			v1.x = v0.x + mTempChar.vert.width;
			v1.y = v0.y - mTempChar.vert.height;

			if (pixelSize != 1f)
			{
				v0 *= pixelSize;
				v1 *= pixelSize;
			}

			u0.x = mTempChar.uv.xMin;
			u0.y = mTempChar.uv.yMin;
			u1.x = mTempChar.uv.xMax;
			u1.y = mTempChar.uv.yMax;

			x += (mTempChar.width + spacingX);

			verts.Add(new Vector3(v1.x, v0.y));
			verts.Add(new Vector3(v0.x, v0.y));
			verts.Add(new Vector3(v0.x, v1.y));
			verts.Add(new Vector3(v1.x, v1.y));

			if (mTempChar.flipped)
			{
				uvs.Add(new Vector2(u0.x, u1.y));
				uvs.Add(new Vector2(u0.x, u0.y));
				uvs.Add(new Vector2(u1.x, u0.y));
				uvs.Add(new Vector2(u1.x, u1.y));
			}
			else
			{
				uvs.Add(new Vector2(u1.x, u0.y));
				uvs.Add(new Vector2(u0.x, u0.y));
				uvs.Add(new Vector2(u0.x, u1.y));
				uvs.Add(new Vector2(u1.x, u1.y));
			}

			if (current.gradient)
			{
				float min = sizeF - (-mTempChar.vert.yMax + baseline);
				float max = min - (mTempChar.vert.height);

				min /= sizeF;
				max /= sizeF;

				s_c0 = Color.Lerp(gb, gt, min);
				s_c1 = Color.Lerp(gb, gt, max);

				cols.Add(s_c0);
				cols.Add(s_c0);
				cols.Add(s_c1);
				cols.Add(s_c1);
			}
			else for (int b = 0; b < 4; ++b) cols.Add(uc);
		}

		if (current.alignment != TextAlignment.Left && indexOffset < verts.size)
		{
			Align(verts, indexOffset, x - spacingX);
			indexOffset = verts.size;
		}
		mColors.Clear();
	}
Beispiel #60
0
    /// <summary>
    /// Draw the custom wizard.
    /// </summary>

    void OnGUI()
    {
        Event     currentEvent = Event.current;
        EventType type         = currentEvent.type;

        int x = cellPadding, y = cellPadding;
        int width    = Screen.width - cellPadding;
        int spacingX = cellSize + cellPadding;
        int spacingY = spacingX;

        if (mMode == Mode.DetailedMode)
        {
            spacingY += 32;
        }

        GameObject dragged         = draggedObject;
        bool       isDragging      = (dragged != null);
        int        indexUnderMouse = GetCellUnderMouse(spacingX, spacingY);
        Item       selection       = isDragging ? FindItem(dragged) : null;
        string     searchFilter    = NGUISettings.searchField;

        int newTab = mTab;

        GUILayout.BeginHorizontal();
        if (GUILayout.Toggle(newTab == 0, "1", "ButtonLeft"))
        {
            newTab = 0;
        }
        if (GUILayout.Toggle(newTab == 1, "2", "ButtonMid"))
        {
            newTab = 1;
        }
        if (GUILayout.Toggle(newTab == 2, "3", "ButtonMid"))
        {
            newTab = 2;
        }
        if (GUILayout.Toggle(newTab == 3, "4", "ButtonMid"))
        {
            newTab = 3;
        }
        if (GUILayout.Toggle(newTab == 4, "5", "ButtonRight"))
        {
            newTab = 4;
        }
        GUILayout.EndHorizontal();

        if (mTab != newTab)
        {
            Save();
            mTab   = newTab;
            mReset = true;
            NGUISettings.SetInt("NGUI Prefab Tab", mTab);
            Load();
        }

        if (mReset && type == EventType.Repaint)
        {
            mReset = false;
            foreach (Item item in mItems)
            {
                GeneratePreview(item, null);
            }
            RectivateLights();
        }

        // Search field
        GUILayout.BeginHorizontal();
        {
            string after = EditorGUILayout.TextField("", searchFilter, "SearchTextField", GUILayout.Width(Screen.width - 20f));

            if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f)))
            {
                after = "";
                GUIUtility.keyboardControl = 0;
            }

            if (searchFilter != after)
            {
                NGUISettings.searchField = after;
                searchFilter             = after;
            }
        }
        GUILayout.EndHorizontal();

        bool eligibleToDrag = (currentEvent.mousePosition.y < Screen.height - 40);

        if (type == EventType.MouseDown)
        {
            mMouseIsInside = true;
        }
        else if (type == EventType.MouseDrag)
        {
            mMouseIsInside = true;

            if (indexUnderMouse != -1 && eligibleToDrag)
            {
                // Drag operation begins
                if (draggedObjectIsOurs)
                {
                    DragAndDrop.StartDrag("Prefab Tool");
                }
                currentEvent.Use();
            }
        }
        else if (type == EventType.MouseUp)
        {
            DragAndDrop.PrepareStartDrag();
            mMouseIsInside = false;
            Repaint();
        }
        else if (type == EventType.DragUpdated)
        {
            // Something dragged into the window
            mMouseIsInside = true;
            UpdateVisual();
            currentEvent.Use();
        }
        else if (type == EventType.DragPerform)
        {
            // We've dropped a new object into the window
            if (dragged != null)
            {
                if (selection != null)
                {
                    DestroyTexture(selection);
                    mItems.Remove(selection);
                }

                AddItem(dragged, indexUnderMouse);
                draggedObject = null;
            }
            mMouseIsInside = false;
            currentEvent.Use();
        }
        else if (type == EventType.DragExited || type == EventType.Ignore)
        {
            mMouseIsInside = false;
        }

        // If the mouse is not inside the window, clear the selection and dragged object
        if (!mMouseIsInside)
        {
            selection = null;
            dragged   = null;
        }

        // Create a list of indices, inserting an entry of '-1' underneath the dragged object
        BetterList <int> indices = new BetterList <int>();

        for (int i = 0; i < mItems.size;)
        {
            if (dragged != null && indices.size == indexUnderMouse)
            {
                indices.Add(-1);
            }

            if (mItems[i] != selection)
            {
                if (string.IsNullOrEmpty(searchFilter) ||
                    mItems[i].prefab.name.IndexOf(searchFilter, System.StringComparison.CurrentCultureIgnoreCase) != -1)
                {
                    indices.Add(i);
                }
            }
            ++i;
        }

        // There must always be '-1' (Add/Move slot) present
        if (!indices.Contains(-1))
        {
            indices.Add(-1);
        }

        // We want to start dragging something from within the window
        if (eligibleToDrag && type == EventType.MouseDown && indexUnderMouse > -1)
        {
            GUIUtility.keyboardControl = 0;

            if (currentEvent.button == 0 && indexUnderMouse < indices.size)
            {
                int index = indices[indexUnderMouse];

                if (index != -1 && index < mItems.size)
                {
                    selection     = mItems[index];
                    draggedObject = selection.prefab;
                    dragged       = selection.prefab;
                    currentEvent.Use();
                }
            }
        }
        //else if (type == EventType.MouseUp && currentEvent.button == 1 && indexUnderMouse > mItems.size)
        //{
        //    NGUIContextMenu.AddItem("Reset", false, RemoveItem, index);
        //    NGUIContextMenu.Show();
        //}

        // Draw the scroll view with prefabs
        mPos = GUILayout.BeginScrollView(mPos);
        {
            Color normal = new Color(1f, 1f, 1f, 0.5f);

            for (int i = 0; i < indices.size; ++i)
            {
                int  index = indices[i];
                Item ent   = (index != -1) ? mItems[index] : selection;

                if (ent != null && ent.prefab == null)
                {
                    mItems.RemoveAt(index);
                    continue;
                }

                Rect rect  = new Rect(x, y, cellSize, cellSize);
                Rect inner = rect;
                inner.xMin += 2f;
                inner.xMax -= 2f;
                inner.yMin += 2f;
                inner.yMax -= 2f;
                rect.yMax  -= 1f;                // Button seems to be mis-shaped. It's height is larger than its width by a single pixel.

                if (!isDragging && (mMode == Mode.CompactMode || (ent == null || ent.tex != null)))
                {
                    mContent.tooltip = (ent != null) ? ent.prefab.name : "Click to add";
                }
                else
                {
                    mContent.tooltip = "";
                }

                //if (ent == selection)
                {
                    GUI.color = normal;
                    NGUIEditorTools.DrawTiledTexture(inner, NGUIEditorTools.backdropTexture);
                }

                GUI.color           = Color.white;
                GUI.backgroundColor = normal;

                if (GUI.Button(rect, mContent, "Button"))
                {
                    if (ent == null || currentEvent.button == 0)
                    {
                        string path = EditorUtility.OpenFilePanel("Add a prefab", NGUISettings.currentPath, "prefab");

                        if (!string.IsNullOrEmpty(path))
                        {
                            NGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);
                            Item newEnt = CreateItemByPath(path);

                            if (newEnt != null)
                            {
                                mItems.Add(newEnt);
                                Save();
                            }
                        }
                    }
                    else if (currentEvent.button == 1)
                    {
                        NGUIContextMenu.AddItem("Delete", false, RemoveItem, index);
                        NGUIContextMenu.Show();
                    }
                }

                string caption = (ent == null) ? "" : ent.prefab.name.Replace("Control - ", "");

                if (ent != null)
                {
                    if (ent.tex != null)
                    {
                        GUI.DrawTexture(inner, ent.tex);
                    }
                    else if (mMode != Mode.DetailedMode)
                    {
                        GUI.Label(inner, caption, mStyle);
                        caption = "";
                    }
                }
                else
                {
                    GUI.Label(inner, "Add", mStyle);
                }

                if (mMode == Mode.DetailedMode)
                {
                    GUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f);
                    GUI.contentColor    = new Color(1f, 1f, 1f, 0.7f);
                    GUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), caption, "ProgressBarBack");
                    GUI.contentColor    = Color.white;
                    GUI.backgroundColor = Color.white;
                }

                x += spacingX;

                if (x + spacingX > width)
                {
                    y += spacingY;
                    x  = cellPadding;
                }
            }
            GUILayout.Space(y);
        }
        GUILayout.EndScrollView();

        // Mode
        Mode modeAfter = (Mode)EditorGUILayout.EnumPopup(mMode);

        if (modeAfter != mMode)
        {
            mMode  = modeAfter;
            mReset = true;
            NGUISettings.SetEnum("NGUI Prefab Mode", mMode);
        }
    }