/*--------------------------------------------------------------------------------------------*/
		private void Rebuild() {
			vPrevRendererObj = vRendererObj;

			const float halfAngle = UiLevel.AngleFull/2f;
			NavItem navItem = vArcState.GetLevelParentItem();
			Type rendType = vCustom.GetPalmRenderer(navItem);
			SegmentSettings sett = vCustom.GetPalmSettings(navItem);

			vRendererHold.SetActive(true); //ensures that Awake() is called in the renderers

			vRendererObj = new GameObject("Renderer");
			vRendererObj.transform.SetParent(vRendererHold.transform, false);

			vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(rendType);
			vRenderer.Build(vArcState, sett, -halfAngle, halfAngle);
		}
Beispiel #2
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        /*--------------------------------------------------------------------------------------------*/
        private void Rebuild()
        {
            vPrevRendererObj = vRendererObj;

            const float     halfAngle = UiLevel.AngleFull / 2f;
            NavItem         navItem   = vArcState.GetLevelParentItem();
            Type            rendType  = vCustom.GetPalmRenderer(navItem);
            SegmentSettings sett      = vCustom.GetPalmSettings(navItem);

            vRendererHold.SetActive(true);             //ensures that Awake() is called in the renderers

            vRendererObj = new GameObject("Renderer");
            vRendererObj.transform.SetParent(vRendererHold.transform, false);

            vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(rendType);
            vRenderer.Build(vArcState, sett, -halfAngle, halfAngle);
        }
        /*--------------------------------------------------------------------------------------------*/
        private void Rebuild()
        {
            vPrevRendererObj = vRendererObj;

            const float halfAngle = UiLevel.AngleFull / 2f;
            IBaseItem   item      = vMenuState.GetLevelParentItem();
            IItemAndPalmVisualSettings visualSett =
                (IItemAndPalmVisualSettings)vVisualSettingsProv.GetSettings(item);

            vRendererHold.SetActive(true);             //ensures that Awake() is called in the renderers

            vRendererObj = new GameObject("Renderer");
            vRendererObj.transform.SetParent(vRendererHold.transform, false);

            vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(visualSett.PalmRenderer);
            vRenderer.Build(vMenuState, visualSett, -halfAngle, halfAngle);
        }
Beispiel #4
0
        /*--------------------------------------------------------------------------------------------*/
        internal void UpdateAfterSideChange()
        {
            if (vRendererObj != null)
            {
                vRendererObj.SetActive(false);
                Destroy(vRendererObj);
            }

            const float halfAngle = UiArcLevel.AngleFull / 2f;
            Type        rendType  = vSettings.GetUiPalmRendererType();

            vRendererHold.transform.localRotation = Quaternion.AngleAxis(170, Vector3.up);

            vRendererObj = new GameObject("Renderer");
            vRendererObj.transform.SetParent(vRendererHold.transform, false);

            vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(rendType);
            vRenderer.Build(vArcState, -halfAngle, halfAngle);

            HandleLevelChange(0);
        }
		/*--------------------------------------------------------------------------------------------*/
		private void Rebuild() {
			vPrevRendererObj = vRendererObj;

			const float halfAngle = UiLevel.AngleFull/2f;
			IBaseItem item = vMenuState.GetLevelParentItem();
			IItemAndPalmVisualSettings visualSett = 
				(IItemAndPalmVisualSettings)vVisualSettingsProv.GetSettings(item);

			vRendererHold.SetActive(true); //ensures that Awake() is called in the renderers

			vRendererObj = new GameObject("Renderer");
			vRendererObj.transform.SetParent(vRendererHold.transform, false);

			vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(visualSett.PalmRenderer);
			vRenderer.Build(vMenuState, visualSett, -halfAngle, halfAngle);
			vRenderer.SetDepthHint(vMenuState.DisplayDepthHint);
			vPrevDepth = vMenuState.DisplayDepthHint;
		}