Beispiel #1
0
        /** メモリから削除。
         */
        public void DeleteFromMemory()
        {
            UnityEngine.GameObject.DestroyImmediate(this.raw_gameobject);
            this.raw_gameobject = null;

            this.raw_custom_text_material_item.DestroyImmediate();
            this.raw_custom_text_material_item = null;

            this.raw_custom_image_material_item.DestroyImmediate();
            this.raw_custom_image_material_item = null;
        }
Beispiel #2
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        /** [Fee.Render2D.OnSprite2DMaterialUpdate_CallBackInterface]マテリアルの更新。描画の直前に呼び出される。
         *
         *      デフォルト。
         *
         */
        public bool OnSprite2DMaterialUpdate(Sprite2D a_sprite2d, Material_Item a_material_item)
        {
            bool t_setpass = false;

            //メインテクスチャー設定。
            if (a_material_item.SetProperty_MainTexture(a_sprite2d.GetTexture()) == true)
            {
                t_setpass = true;
            }

            return(t_setpass);
        }
Beispiel #3
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        /** constructor
         */
        public Material_List()
        {
            //material_list
            this.material_list = new Material_Item[Config.MATERIAL_DATA.Length];
            for (int ii = 0; ii < this.material_list.Length; ii++)
            {
                UnityEngine.Material t_material = UnityEngine.Resources.Load <UnityEngine.Material>(Config.MATERIAL_DATA[ii].resource_path);
                if (t_material != null)
                {
                    //複製。
                    this.material_list[ii] = new Material_Item(t_material, Config.MATERIAL_DATA[ii], true);
                }
            }

            //参照。
            this.material_ui_text = new Material_Item(UnityEngine.Resources.Load <UnityEngine.Material>(Config.MATERIAL_DATA_UITEXT.resource_path), Config.MATERIAL_DATA_UITEXT, false);

            //参照。
            this.material_ui_image = new Material_Item(UnityEngine.Resources.Load <UnityEngine.Material>(Config.MATERIAL_DATA_UIIMAGE.resource_path), Config.MATERIAL_DATA_UITEXT, false);
        }
Beispiel #4
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        /** 初期化。
         */
        public void Initialize(InputField2D a_parent)
        {
            //raw
            this.raw_gameobject          = Fee.Instantiate.Instantiate.CreateUiInputField("InputField", Fee.Render2D.Render2D.GetInstance().GetRootTransform());
            this.raw_focus_monobehaviour = this.raw_gameobject.AddComponent <Fee.Ui.Focus_MonoBehaviour>();
            this.raw_transform           = this.raw_gameobject.GetComponent <UnityEngine.Transform>();
            this.raw_inputfield          = this.raw_gameobject.GetComponent <UnityEngine.UI.InputField>();
            this.raw_recttransform       = this.raw_gameobject.GetComponent <UnityEngine.RectTransform>();
            this.raw_text             = this.raw_inputfield.textComponent;
            this.raw_image            = this.raw_inputfield.image;
            this.raw_placeholder_text = this.raw_inputfield.placeholder.GetComponent <UnityEngine.UI.Text>();
            this.raw_gameobject.SetActive(false);

            {
                UnityEngine.UI.Navigation t_navigation = this.raw_inputfield.navigation;
                t_navigation.mode = UnityEngine.UI.Navigation.Mode.None;
                this.raw_inputfield.navigation = t_navigation;
            }

            //共通マテリアルアイテム複製。
            this.raw_custom_text_material_item  = Render2D.GetInstance().GetUiTextMaterialItem().DuplicateMaterialItem();
            this.raw_custom_image_material_item = Render2D.GetInstance().GetUiImageMaterialItem().DuplicateMaterialItem();
        }
Beispiel #5
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        /** マテリアルアイテム。複製。
         */
        public Material_Item DuplicateMaterialItem()
        {
            Material_Item t_material_item = new Material_Item(this.material, this.material_status, true);

            return(t_material_item);
        }
Beispiel #6
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 /** マテリアルの更新。描画の直前に呼び出される。
  *
  *      return == true : 変更あり。直後にSetPassの呼び出しが行われます。
  *
  */
 public bool UpdateMaterialItem(Material_Item a_material_item)
 {
     return(this.callback_materialupdate.OnSprite2DMaterialUpdate(this, a_material_item));
 }