/// <summary>
        /// Read the data using the reader.
        /// </summary>
        /// <param name="reader">Reader.</param>
        public override object Read(ISaveGameReader reader)
        {
            UnityEngine.UI.ColorBlock colorBlock = new UnityEngine.UI.ColorBlock();
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "normalColor":
                    colorBlock.normalColor = reader.ReadProperty <UnityEngine.Color> ();
                    break;

                case "highlightedColor":
                    colorBlock.highlightedColor = reader.ReadProperty <UnityEngine.Color> ();
                    break;

                case "pressedColor":
                    colorBlock.pressedColor = reader.ReadProperty <UnityEngine.Color> ();
                    break;

                case "disabledColor":
                    colorBlock.disabledColor = reader.ReadProperty <UnityEngine.Color> ();
                    break;

                case "colorMultiplier":
                    colorBlock.colorMultiplier = reader.ReadProperty <System.Single> ();
                    break;

                case "fadeDuration":
                    colorBlock.fadeDuration = reader.ReadProperty <System.Single> ();
                    break;
                }
            }
            return(colorBlock);
        }
Beispiel #2
0
        public override void SetDatum(SoundMarker newDatum)
        {
            base.SetDatum(newDatum);

            // Specifics
            string soundName = "\"" + datum.hotspot.name + "\"";

            if (soundName == null || soundName.Length < 1)
            {
                soundName = "<Untitled>";
            }

            soundName += string.Format(" ({0:0.0}m - {1:0.0}m)",
                                       datum.hotspot.minDistance * 2f,
                                       datum.hotspot.maxDistance * 2f);

            titleLabel.text    = soundName;
            subtitleLabel.text = datum.hotspot.soundFile.filenameWithExtension;

            Color markerCol = datum.color;

            titleLabel.color    = markerCol;
            subtitleLabel.color = markerCol;
            iconImage.color     = markerCol;
            iconImage.sprite    = datum.iconSprite;

            UnityEngine.UI.ColorBlock buttonCols = button.colors;
            buttonCols.pressedColor = markerCol.ColorWithBrightness(0.5f);
            button.colors           = buttonCols;
        }
        public void SoundColorButtonClicked()
        {
            // Just cycle through colors for now
            if (canvasDelegate == null)
            {
                return;
            }
            SoundMarker selectedSound = canvasDelegate.objectSelection.selectedMarker;

            if (selectedSound == null)
            {
                return;
            }

            selectedSound.SetToNextColor();

            Color newCol = selectedSound.color;

            repositionImage.color = newCol;
            soundIconImage.color  = newCol;
            soundColorImage.color = newCol;
            minRadiusSlider.SetColorTint(newCol);
            maxRadiusSlider.SetColorTint(newCol);

            UnityEngine.UI.ColorBlock cols = soundSrcButton.colors;
            cols.normalColor      = newCol;
            cols.highlightedColor = newCol.ColorWithBrightness(-0.15f);
            cols.pressedColor     = newCol.ColorWithBrightness(-0.3f);
            soundSrcButton.colors = cols;

            canvasDelegate.objectSelection.SetSelectionRadiusColor(newCol);
        }
Beispiel #4
0
        static object PerformMemberwiseClone(ref object o)
        {
            var ins = new UnityEngine.UI.ColorBlock();

            ins = (UnityEngine.UI.ColorBlock)o;
            return(ins);
        }
Beispiel #5
0
 private static void SetDefaultColorTransitionValues(UnityEngine.UI.Selectable slider)
 {
     UnityEngine.UI.ColorBlock colors = slider.colors;
     colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f);
     colors.pressedColor     = new Color(0.698f, 0.698f, 0.698f);
     colors.disabledColor    = new Color(0.521f, 0.521f, 0.521f);
 }
        void DoSetValue()
        {
            if (_selectable == null)
            {
                return;
            }

            _colorBlock = _selectable.colors;
            if (!colorMultiplier.IsNone)
            {
                _colorBlock.colorMultiplier = colorMultiplier.Value;
            }
            if (!fadeDuration.IsNone)
            {
                _colorBlock.fadeDuration = fadeDuration.Value;
            }
            if (!normalColor.IsNone)
            {
                _colorBlock.normalColor = normalColor.Value;
            }
            if (!pressedColor.IsNone)
            {
                _colorBlock.pressedColor = pressedColor.Value;
            }
            if (!highlightedColor.IsNone)
            {
                _colorBlock.highlightedColor = highlightedColor.Value;
            }
            if (!disabledColor.IsNone)
            {
                _colorBlock.disabledColor = disabledColor.Value;
            }

            _selectable.colors = _colorBlock;
        }
 private void AddSceneColor(UnityEngine.UI.Selectable selectable)
 {
     UnityEngine.UI.ColorBlock colorBlock = selectable.colors;
     AddSceneColor(colorBlock.normalColor);
     // Uncomment if you want to include additional colorBlock colors
     //AddSceneColor(colorBlock.highlightedColor);
     //AddSceneColor(colorBlock.pressedColor);
     //AddSceneColor(colorBlock.disabledColor);
 }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.UI.ColorBlock colorBlock = (UnityEngine.UI.ColorBlock)value;
     writer.WriteProperty("normalColor", colorBlock.normalColor);
     writer.WriteProperty("highlightedColor", colorBlock.highlightedColor);
     writer.WriteProperty("pressedColor", colorBlock.pressedColor);
     writer.WriteProperty("disabledColor", colorBlock.disabledColor);
     writer.WriteProperty("colorMultiplier", colorBlock.colorMultiplier);
     writer.WriteProperty("fadeDuration", colorBlock.fadeDuration);
 }
Beispiel #9
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        public override void OnReuse()
        {
            base.OnReuse();
            var colorblock = colors;

            colors = new UnityEngine.UI.ColorBlock()
            {
                normalColor = color, disabledColor = colorblock.disabledColor * color, highlightedColor = colorblock.highlightedColor * color, pressedColor = colorblock.pressedColor * color, selectedColor = colorblock.selectedColor * color, colorMultiplier = colorblock.colorMultiplier, fadeDuration = colorblock.fadeDuration
            };
        }
Beispiel #10
0
        static ColorBox()
        {
            var ColorBox = Resources.Load <UnityEngine.GameObject>("OldScenePrefabs/NewGameMenu").transform.Find("NewGameBack/FaceView/FaceBack/FaceSettingHolder/NoseNameBack/ColorNameBack/FaceColorHolder/ColorBox");

            _pointerClick    = ColorBox.GetComponent <PointerClick>();
            _BackgroundImage = ColorBox.GetComponent <UnityEngine.UI.Toggle>().graphic as UnityEngine.UI.Image;
            _image           = ColorBox.GetComponent <UnityEngine.UI.Image>();
            _colors          = ColorBox.GetComponent <UnityEngine.UI.Toggle>().colors;
            _transition      = ColorBox.GetComponent <UnityEngine.UI.Toggle>().transition;
        }
Beispiel #11
0
        public void TurnButtonDisplay(int player)
        {
            UnityEngine.UI.ColorBlock colorBlock = UnityEngine.UI.ColorBlock.defaultColorBlock;
            colorBlock.normalColor      = Config.Palette.PlayerColor(player);
            colorBlock.disabledColor    = Config.Palette.PlayerColor(player);
            colorBlock.highlightedColor = new Color(.722f, .722f, .722f);
            colorBlock.pressedColor     = new Color(.447f, .447f, .447f);
            playerTurnDisplay.colors    = colorBlock;
            playerTurnDisplay.transform.FindChild("PlayerTurnText").GetComponent <UnityEngine.UI.Text>().text = "Player " + player + " Turn";

            undoButtonDisplay.colors = colorBlock;
        }
        // ------------------------------------------------

        public void SoundMarkerSelected(SoundMarker selectedSound)
        {
            // Change the InputField text
            soundNameInputField.text  = selectedSound.hotspot.name;
            soundLabelResizeText.text = selectedSound.hotspot.name;

            // Change the 2D UI representation
            soundIconImage.sprite = selectedSound.iconSprite;

            // Set the trigger and loop toggles
            triggerPlaybackToggle.isOn   = selectedSound.hotspot.triggerPlayback;
            loopAudioToggle.isOn         = selectedSound.hotspot.loopAudio;
            loopAudioToggle.interactable = (triggerPlaybackToggle.isOn == true);
            SetTriggerVisualInteractiveState(loopAudioToggle);

            pitchSlider.value  = selectedSound.hotspot.pitchBend;
            volumeSlider.value = selectedSound.hotspot.soundVolume;

            // Change the colour of the UI
            Color newCol = selectedSound.color;

            repositionImage.color = newCol;
            soundIconImage.color  = newCol;
            soundColorImage.color = newCol;

            minRadiusSlider.SetColorTint(newCol);
            maxRadiusSlider.SetColorTint(newCol);

            minRadiusSlider.SetSliderRadius(selectedSound.soundMinDist, notifyDelegate: false);
            maxRadiusSlider.SetSliderRadius(selectedSound.soundMaxDist, notifyDelegate: false);

            UnityEngine.UI.ColorBlock cols = soundSrcButton.colors;
            cols.normalColor      = newCol;
            cols.highlightedColor = newCol.ColorWithBrightness(-0.15f);
            cols.pressedColor     = newCol.ColorWithBrightness(-0.3f);
            soundSrcButton.colors = cols;

            if (selectedSound.hotspot.soundFile.isDefaultSoundFile)
            {
                soundFilenameText.text = "Tap to change sound";
            }
            else
            {
                soundFilenameText.text = "\"" + selectedSound.hotspot.soundFile.filenameWithExtension + "\"";
            }

            int   charLimit            = 21;
            int   charsOver            = soundFilenameText.text.Length - charLimit;
            float percentOverCharLimit = (charsOver > 0) ? (charsOver / 8f) : 0;

            soundFilenameText.fontSize = 36 - (int)(8 * percentOverCharLimit);
        }
Beispiel #13
0
        static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.UI.ColorBlock instance_of_this_method)
        {
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            switch (ptr_of_this_method->ObjectType)
            {
            case ObjectTypes.Object:
            {
                __mStack[ptr_of_this_method->Value] = instance_of_this_method;
            }
            break;

            case ObjectTypes.FieldReference:
            {
                var ___obj = __mStack[ptr_of_this_method->Value];
                if (___obj is ILTypeInstance)
                {
                    ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method;
                }
                else
                {
                    var t = __domain.GetType(___obj.GetType()) as CLRType;
                    t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method);
                }
            }
            break;

            case ObjectTypes.StaticFieldReference:
            {
                var t = __domain.GetType(ptr_of_this_method->Value);
                if (t is ILType)
                {
                    ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method;
                }
                else
                {
                    ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method);
                }
            }
            break;

            case ObjectTypes.ArrayReference:
            {
                var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.UI.ColorBlock[];
                instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method;
            }
            break;
            }
        }
        public override void SetDatum(SoundMarker newDatum)
        {
            base.SetDatum(newDatum);

            ReloadUI();

            Color markerCol = datum.color;

            titleLabel.color    = markerCol;
            subtitleLabel.color = markerCol;
            iconImage.color     = markerCol;
            iconImage.sprite    = datum.iconSprite;

            UnityEngine.UI.ColorBlock buttonCols = button.colors;
            buttonCols.pressedColor = markerCol.ColorWithBrightness(0.5f);
            button.colors           = buttonCols;
        }
        static StackObject *set_colors_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.ColorBlock value = (UnityEngine.UI.ColorBlock) typeof(UnityEngine.UI.ColorBlock).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.UI.Selectable instance_of_this_method;
            instance_of_this_method = (UnityEngine.UI.Selectable) typeof(UnityEngine.UI.Selectable).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.colors = value;

            return(__ret);
        }
Beispiel #16
0
        static StackObject *get_disabledColor_8(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.UI.ColorBlock instance_of_this_method = (UnityEngine.UI.ColorBlock) typeof(UnityEngine.UI.ColorBlock).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            var result_of_this_method = instance_of_this_method.disabledColor;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Beispiel #17
0
        static StackObject *op_Inequality_16(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.UI.ColorBlock point2 = (UnityEngine.UI.ColorBlock) typeof(UnityEngine.UI.ColorBlock).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.UI.ColorBlock point1 = (UnityEngine.UI.ColorBlock) typeof(UnityEngine.UI.ColorBlock).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = point1 != point2;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method ? 1 : 0;
            return(__ret + 1);
        }
 /// <summary>
 /// Sets all of the current variables to a ColorBlock and returns it
 /// </summary>
 /// <param name="cb">The color block from the UI element</param>
 /// <returns>The color block with the new values</returns>
 public void SetColorBlock(UnityEngine.UI.Selectable selectable)
 {
     UnityEngine.UI.Image img = selectable.GetComponent <UnityEngine.UI.Image>();
     Undo.RecordObject(selectable, "Change ColorBlock");
     if (selectable.transition == UnityEngine.UI.Selectable.Transition.ColorTint)
     {
         img.color = Color.white;
         UnityEngine.UI.ColorBlock cb = selectable.colors;
         cb.normalColor      = normal;
         cb.highlightedColor = highlighted;
         cb.pressedColor     = pressed;
         cb.disabledColor    = disabled;
         selectable.colors   = cb;
     }
     else if (selectable.GetComponent <UnityEngine.UI.Image>())
     {
         img.color = normal;
     }
 }
Beispiel #19
0
        /*
         * // Should be called from unit weapon assignment as well as turn end__
         * private bool IsDraftLimitReached(WSUnitManager unitReceivingWeapon) { // Null works for no new unit receiving a weapon
         *  bool isUnitReceivingIncluded = false;
         *
         *  int weaponsTally = 0;
         *  foreach (WSUnitManager unit in _units[activePlayer]) {
         *      if (unit.WeaponType != WeaponType.None) {
         *          weaponsTally++;
         *      }
         *      if (unit == unitReceivingWeapon) {
         *          isUnitReceivingIncluded = true;
         *      }
         *  }
         *
         *  Debug.Log(draftPhase);
         *
         *  if (isUnitReceivingIncluded) {
         *      return true;
         *  }
         *  if ((draftPhase == 1 && weaponsTally == 3) || (draftPhase == 2 && weaponsTally == _units[activePlayer].Count)) {
         *      return true;
         *  }
         *  return false;
         * }*/
        #endregion

        public void EndTurn()
        {
            if (!uiHandler.inputEnabled)
            {
                return;
            }

            if (matchController != null)
            {
                EndWeaponSelection();//Use netcode version of turnend
                return;
            }

            _units[activePlayer][_selectedUnitIter].LitBorder = false; // Maybe there's a better way to organize this?

            switch (activePlayer)
            {
            case 1:
                activePlayer = 2;
                break;

            case 2:
                EndWeaponSelection();
                return;
            }
            UnityEngine.UI.ColorBlock colorBlock = UnityEngine.UI.ColorBlock.defaultColorBlock;
            colorBlock.normalColor   = Config.Palette.PlayerColor(activePlayer);
            playerTurnDisplay.colors = colorBlock;
            playerTurnDisplay.transform.FindChild("PlayerTurnText").GetComponent <UnityEngine.UI.Text>().text = "Player " + activePlayer + " Turn";


            EstablishDraftVisibility(activePlayer);
            uiHandler.CenterCameraOnUnits(activePlayer);
            SelectedUnitIter = 0;

            UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(null);//Prevents button from remaining highlighted after use

            if (playerDirectory[activePlayer] == PlayerType.AI)
            {
                EndTurn();
            }
        }
        private void SetColorSwipe(Image image, UnityEngine.UI.Button button)
        {
            string lowerName = image.name.ToLower();
            Color  color;

            if (ColorUtility.TryParseHtmlString(image.arguments[0], out color))
            {
                if (lowerName.StartsWith("n_"))
                {
                    RectTransform rectTransform = button.GetComponent <RectTransform>();
                    rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                    rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);

                    button.image.color = color;
                    button.transition  = UnityEngine.UI.Selectable.Transition.ColorTint;
                    UnityEngine.UI.ColorBlock state = button.colors;
                    state.normalColor = color;
                    button.colors     = state;
                }
                else if (lowerName.StartsWith("p_"))
                {
                    button.transition = UnityEngine.UI.Selectable.Transition.ColorTint;
                    UnityEngine.UI.ColorBlock state = button.colors;
                    state.pressedColor = color;
                    button.colors      = state;
                }
                else if (lowerName.StartsWith("d_"))
                {
                    button.transition = UnityEngine.UI.Selectable.Transition.ColorTint;
                    UnityEngine.UI.ColorBlock state = button.colors;
                    state.disabledColor = color;
                    button.colors       = state;
                }
                else if (lowerName.StartsWith("h_"))
                {
                    button.transition = UnityEngine.UI.Selectable.Transition.ColorTint;
                    UnityEngine.UI.ColorBlock state = button.colors;
                    state.highlightedColor = color;
                    button.colors          = state;
                }
            }
        }
Beispiel #21
0
        private void updateUIColor(Color newCol, bool notifyDelegate = true)
        {
            repositionImage.color      = newCol;
            soundShapeImage.color      = newCol;
            soundAppearanceImage.color = newCol;
            minRadiusSlider.SetColorTint(newCol);
            maxRadiusSlider.SetColorTint(newCol);

            UnityEngine.UI.ColorBlock cols = soundSrcButton.colors;
            cols.normalColor      = newCol;
            cols.highlightedColor = newCol.ColorWithBrightness(-0.15f);
            cols.pressedColor     = newCol.ColorWithBrightness(-0.3f);
            soundSrcButton.colors = cols;

            if (!notifyDelegate)
            {
                return;
            }
            canvasDelegate.objectSelection.SetSelectionRadiusColor(newCol);
        }
Beispiel #22
0
        static StackObject *GetHashCode_19(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.UI.ColorBlock instance_of_this_method = (UnityEngine.UI.ColorBlock) typeof(UnityEngine.UI.ColorBlock).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            var result_of_this_method = instance_of_this_method.GetHashCode();

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method;
            return(__ret + 1);
        }
		public override void OnEnter()
		{
			GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (_go!=null)
			{
				_selectable = _go.GetComponent<UnityEngine.UI.Selectable>();
			}

			if (_selectable!=null && resetOnExit.Value)
			{
				_originalColorBlock = _selectable.colors;
			}

			DoSetValue();

			if (!everyFrame)
			{
				Finish();
			}
		}
Beispiel #24
0
        static StackObject *set_fadeDuration_13(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Single @value = *(float *)&ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method);
            UnityEngine.UI.ColorBlock instance_of_this_method = (UnityEngine.UI.ColorBlock) typeof(UnityEngine.UI.ColorBlock).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));

            instance_of_this_method.fadeDuration = value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            WriteBackInstance(__domain, ptr_of_this_method, __mStack, ref instance_of_this_method);

            __intp.Free(ptr_of_this_method);
            return(__ret);
        }
        public override void OnEnter()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go != null)
            {
                _selectable = _go.GetComponent <UnityEngine.UI.Selectable>();
            }

            if (_selectable != null && resetOnExit.Value)
            {
                _originalColorBlock = _selectable.colors;
            }

            DoSetValue();

            if (!everyFrame)
            {
                Finish();
            }
        }
Beispiel #26
0
 public Boolean UnityEngine.UI.ColorBlock::op_Inequality(UnityEngine.UI.ColorBlock,UnityEngine.UI.ColorBlock)
        // ------------------------------------------------

        public void SoundMarkerSelected(SoundMarker selectedSound)
        {
            // Change the InputField text
            soundNameInputField.text  = selectedSound.hotspot.name;
            soundLabelResizeText.text = selectedSound.hotspot.name;

            // Change the 2D UI representation
            soundIconImage.sprite = selectedSound.iconSprite;

            // Set the trigger and loop toggles
            triggerPlaybackToggle.isOn   = selectedSound.hotspot.triggerPlayback;
            loopAudioToggle.isOn         = selectedSound.hotspot.loopAudio;
            loopAudioToggle.interactable = (triggerPlaybackToggle.isOn == true);
            SetTriggerVisualInteractiveState(loopAudioToggle);

            pitchSlider.value  = selectedSound.hotspot.pitchBend;
            volumeSlider.value = selectedSound.hotspot.soundVolume;

            // Filter values
            freqCutoffSlider.value = selectedSound.hotspot.freqCutoff;
            phaserSlider.value     = selectedSound.hotspot.phaserLevel;
            distortionSlider.value = selectedSound.hotspot.distortion;

            // Syncronisation button subtitle
            syncSubtitleText.text = "Edit synchronised Sound Markers";
            if (canvasDelegate != null)
            {
                System.Collections.Generic.HashSet <string> syncedMarkers = canvasDelegate.SynchronisedMarkerIDsWithMarkerID(selectedSound.hotspot.id);
                if (syncedMarkers != null && syncedMarkers.Count > 1)
                {
                    syncSubtitleText.text = string.Format("Synced with {0} Sound Marker{1}",
                                                          syncedMarkers.Count - 1, (syncedMarkers.Count == 2 ? "" : "s"));
                }
            }

            // Change the colour of the UI
            Color newCol = selectedSound.color;

            repositionImage.color = newCol;
            soundIconImage.color  = newCol;
            soundColorImage.color = newCol;

            minRadiusSlider.SetColorTint(newCol);
            maxRadiusSlider.SetColorTint(newCol);

            minRadiusSlider.SetSliderRadius(selectedSound.soundMinDist, notifyDelegate: false);
            maxRadiusSlider.SetSliderRadius(selectedSound.soundMaxDist, notifyDelegate: false);

            UnityEngine.UI.ColorBlock cols = soundSrcButton.colors;
            cols.normalColor      = newCol;
            cols.highlightedColor = newCol.ColorWithBrightness(-0.15f);
            cols.pressedColor     = newCol.ColorWithBrightness(-0.3f);
            soundSrcButton.colors = cols;

            if (selectedSound.hotspot.soundFile.isDefaultSoundFile)
            {
                soundFilenameText.text = "Tap to change sound";
            }
            else
            {
                soundFilenameText.text = "\"" + selectedSound.hotspot.soundFile.filenameWithExtension + "\"";
            }

            int   charLimit            = 21;
            int   charsOver            = soundFilenameText.text.Length - charLimit;
            float percentOverCharLimit = (charsOver > 0) ? (charsOver / 8f) : 0;

            soundFilenameText.fontSize = 36 - (int)(8 * percentOverCharLimit);
        }
		void DoSetValue()
		{
			if (_selectable==null)
			{
				return;
			}

			_colorBlock = _selectable.colors;
			if (!colorMultiplier.IsNone)
			{
				_colorBlock.colorMultiplier = colorMultiplier.Value;
			}
			if (!fadeDuration.IsNone)
			{
				_colorBlock.fadeDuration = fadeDuration.Value;
			}
			if (!normalColor.IsNone)
			{
				_colorBlock.normalColor = normalColor.Value;
			}
			if (!pressedColor.IsNone)
			{
				_colorBlock.pressedColor = pressedColor.Value;
			}
			if (!highlightedColor.IsNone)
			{
				_colorBlock.highlightedColor = highlightedColor.Value;
			}
			if (!disabledColor.IsNone)
			{
				_colorBlock.disabledColor = disabledColor.Value;
			}

			_selectable.colors = _colorBlock;
		}
Beispiel #29
0
        void Start()
        {
            //Netcode and playerdirectory
            Vaults.wsUnitList = new List <WSUnitDescriptor>();
            netPlayersInVault = new List <int>();

            GameObject matchControllerObject = GameObject.Find("MatchController");

            if (matchControllerObject != null)
            {
                matchController = matchControllerObject.GetComponent <Deft.Netcode.MatchController>();
            }
            if (matchController != null)
            {
                playerDirectory = new Dictionary <int, PlayerType>();
                foreach (int player in matchController.netRepPlayers.Keys)
                {
                    if (matchController.whoAmI == player)
                    {
                        playerDirectory.Add(player, PlayerType.Local);
                    }
                    else
                    {
                        playerDirectory.Add(player, PlayerType.Online);
                    }
                }
            }
            else if (Vaults.playerDirectory != null)
            {
                playerDirectory = Vaults.playerDirectory;
            }
            else
            {
                playerDirectory = new Dictionary <int, PlayerType>();
                playerDirectory.Add(1, PlayerType.Local);
                playerDirectory.Add(2, PlayerType.AI);
            }

            //Variable instantiation
            uiHandler = GetComponent <WSUIHandler>();
            _hexGrid  = new Dictionary <Vector2, WSHexManager>();
            _units    = new Dictionary <int, List <WSUnitManager> >();

            //Load inert hexgrid for visual aid to players
            LoadGrid();
            uiHandler.Initialize();

            //Choose the player whose turn it is
            if (matchController != null)
            {
                activePlayer = matchController.whoAmI;
                if (activePlayer == 2)   // Have the turn button show correctly in network mode

                {
                    UnityEngine.UI.ColorBlock colorBlock = UnityEngine.UI.ColorBlock.defaultColorBlock;
                    colorBlock.normalColor   = Config.Palette.PlayerColor(2);
                    playerTurnDisplay.colors = colorBlock;
                    playerTurnDisplay.transform.FindChild("PlayerTurnText").GetComponent <UnityEngine.UI.Text>().text = "Player 2 Turn";
                }
            }
            else
            {
                activePlayer = 1;
            }
            draftPhase = 1;

            //Load units to have weapons and base types modified by players
            _units[1] = new List <WSUnitManager>();
            _units[2] = new List <WSUnitManager>();
            LoadUnitPositions();
            EstablishDraftVisibility(activePlayer);
            uiHandler.CenterCameraOnUnits(activePlayer);

            SelectedUnitIter = 0;
        }