Beispiel #1
0
    protected void CreateButtonText(RectTransform buttonTransform, string textContent, ref GameObject textObject, ref RectTransform textTransform,
                                    ref SpritedStringUI textComponent, bool replicateScale)
    {
        RectTransform areaParentTrans = null;

        if ((buttonTransform != null) && (textContent != null))
        {
            areaParentTrans = (RectTransform)buttonTransform.parent;
            if (areaParentTrans != null)
            {
                textObject    = new GameObject("ButtonText", typeof(RectTransform));
                textTransform = textObject.GetComponent <RectTransform>();
                textTransform.SetParent(areaParentTrans, false);
                textComponent = textObject.AddComponent <SpritedStringUI>();
                textComponent.SetSymbolSource(font);
                textComponent.SetValue(textContent);
                textComponent.ToggleRaycastTargeting(false);
                textTransform.anchoredPosition = buttonTransform.anchoredPosition;
                if (replicateScale)
                {
                    textTransform.localScale = buttonTransform.localScale;
                }
            }
        }
    }
Beispiel #2
0
    protected void CreateTextDisplayObject(string objectName, string objectContent, Vector2 scaleChange, Vector2 positionRates,
                                           TextAlignment anchorAlign, ref GameObject newObject, ref RectTransform newTransform, ref SpritedStringUI newText)
    {
        Vector2 originalUIDimensions = Vector2.zero;

        if (font != null)
        {
            newObject    = new GameObject(objectName, typeof(RectTransform));
            newTransform = newObject.GetComponent <RectTransform>();
            newText      = newObject.AddComponent <SpritedStringUI>();
            newText.SetSymbolSource(font);
            newText.SetValue(objectContent);
            newText.ToggleRaycastTargeting(false);
            originalUIDimensions = newText.GetUIDimensions();
            PlaceTransformProperly(newTransform, originalUIDimensions, scaleChange, positionRates, anchorAlign);
        }
    }
    private bool AddCanvasText(string textString, SymbolDatabase textFont, Color textColor, Vector4 textColorGradient, int textEvolution,
                               Transform originTransform, Vector2 originWorldPosition, bool workDuringPause)
    {
        GameObject      textObject         = null;
        RectTransform   textTrans          = null;
        SpritedStringUI text               = null;
        int             textIndex          = -1;
        Vector3         completeWorldPos   = Vector3.zero;
        Vector2         currentWorldPos    = Vector2.zero;
        Vector2         canvasPosition     = Vector2.zero;
        Vector2         textSpeed          = Vector2.zero;
        Vector2         textIncreasedScale = Vector2.zero;
        Color           textGeneralColor   = Color.white;
        float           textDurationShow   = 0f;
        float           textDurationPlain  = 0f;
        float           textDurationHide   = 0f;
        int             textStage          = INVALID_TEXT_STAGE;

        if (originTransform != null)
        {
            completeWorldPos = originTransform.position;
            currentWorldPos  = new Vector2(completeWorldPos.x, completeWorldPos.y);

            /*halmeida - in case there is an origin transform, the originWorldPosition vector is interpreted as an offset
             * from the transform's position.*/
            currentWorldPos += originWorldPosition;
        }
        else
        {
            currentWorldPos = originWorldPosition;
        }
        if (TransformWorldToCanvasPosition(currentWorldPos, ref canvasPosition))
        {
            textIndex  = (textObjects == null) ? 0 : textObjects.Length;
            textObject = new GameObject("UIText" + textIndex, typeof(RectTransform));
            if (textObject != null)
            {
                textTrans = textObject.GetComponent <RectTransform>();
                text      = textObject.AddComponent <SpritedStringUI>();
                if (text != null)
                {
                    text.SetSymbolSource(textFont);
                    text.ToggleRaycastTargeting(false);
                    text.SetValue(textString);
                    textTrans.SetParent(interfaceCanvasTrans, false);
                    textTrans.anchoredPosition = canvasPosition;
                    switch (textEvolution)
                    {
                    case TEXT_EVOLUTION_ASCENT:
                        textSpeed.y        = TEXT_ASCENT_SPEED;
                        textGeneralColor   = text.GetGeneralColor();
                        textGeneralColor.a = 0f;
                        text.SetGeneralColor(textGeneralColor);
                        textStage            = TEXT_STAGE_SHOW;
                        textIncreasedScale   = new Vector2(TEXT_ASCENT_START_SCALE_X, TEXT_ASCENT_START_SCALE_Y);
                        textTrans.localScale = new Vector3(textIncreasedScale.x, textIncreasedScale.y, 1f);
                        textDurationShow     = TEXT_ASCENT_DURATION_SHOW;
                        textDurationPlain    = TEXT_ASCENT_DURATION_PLAIN;
                        textDurationHide     = TEXT_ASCENT_DURATION_HIDE;
                        break;

                    case TEXT_EVOLUTION_STAY:
                        textGeneralColor   = text.GetGeneralColor();
                        textGeneralColor.a = 0f;
                        text.SetGeneralColor(textGeneralColor);
                        textStage            = TEXT_STAGE_SHOW;
                        textIncreasedScale   = new Vector2(TEXT_STAY_START_SCALE_X, TEXT_STAY_START_SCALE_Y);
                        textTrans.localScale = new Vector3(textIncreasedScale.x, textIncreasedScale.y, 1f);
                        textDurationShow     = TEXT_STAY_DURATION_SHOW;
                        textDurationPlain    = TEXT_STAY_DURATION_PLAIN;
                        textDurationHide     = TEXT_STAY_DURATION_HIDE;
                        break;

                    case TEXT_EVOLUTION_NONE_WAIT:
                    case TEXT_EVOLUTION_NONE_GO:
                        textGeneralColor   = text.GetGeneralColor();
                        textGeneralColor.a = 0f;
                        text.SetGeneralColor(textGeneralColor);
                        textStage            = TEXT_STAGE_SHOW;
                        textIncreasedScale   = new Vector2(TEXT_NONE_START_SCALE_X, TEXT_NONE_START_SCALE_Y);
                        textTrans.localScale = new Vector3(textIncreasedScale.x, textIncreasedScale.y, 1f);
                        textDurationShow     = TEXT_NONE_DURATION_SHOW;
                        textDurationPlain    = TEXT_NONE_DURATION_PLAIN;
                        textDurationHide     = TEXT_NONE_DURATION_HIDE;
                        break;
                    }
                    text.SetColor(textColor, textColorGradient);
                    UsefulFunctions.IncreaseArray <GameObject>(ref textObjects, textObject);
                    UsefulFunctions.IncreaseArray <RectTransform>(ref textTransforms, textTrans);
                    UsefulFunctions.IncreaseArray <SpritedStringUI>(ref texts, text);
                    UsefulFunctions.IncreaseArray <int>(ref textEvolutions, textEvolution);
                    UsefulFunctions.IncreaseArray <Transform>(ref textOriginTransforms, originTransform);
                    UsefulFunctions.IncreaseArray <Vector2>(ref textOriginPositions, originWorldPosition);
                    UsefulFunctions.IncreaseArray <Vector2>(ref textSpeeds, textSpeed);
                    UsefulFunctions.IncreaseArray <Vector2>(ref textIncreasedScales, textIncreasedScale);
                    UsefulFunctions.IncreaseArray <float>(ref textDurationsShow, textDurationShow);
                    UsefulFunctions.IncreaseArray <float>(ref textDurationsPlain, textDurationPlain);
                    UsefulFunctions.IncreaseArray <float>(ref textDurationsHide, textDurationHide);
                    UsefulFunctions.IncreaseArray <int>(ref textStages, textStage);
                    UsefulFunctions.IncreaseArray <float>(ref textStageElapseds, 0f);
                    UsefulFunctions.IncreaseArray <float>(ref textElapseds, 0f);
                    UsefulFunctions.IncreaseArray <bool>(ref textPauseds, workDuringPause);
                    return(true);
                }
            }
            textTrans = null;
            if (textObject != null)
            {
                Destroy(textObject);
            }
        }
        return(false);
    }