Beispiel #1
0
 /// <summary>
 /// If useDefaultGUI is <c>true</c> and a usable object has been targeted, this method
 /// draws a selection message and targeting reticle.
 /// </summary>
 public virtual void OnGUI()
 {
     if (!useDefaultGUI)
     {
         return;
     }
     if (guiStyle == null && (Event.current.type == EventType.Repaint || usable != null))
     {
         SetGuiStyle();
     }
     if (usable != null)
     {
         bool inUseRange = (distance <= usable.maxUseDistance);
         guiStyle.normal.textColor = inUseRange ? inRangeColor : outOfRangeColor;
         if (string.IsNullOrEmpty(heading))
         {
             heading    = usable.GetName();
             useMessage = DialogueManager.GetLocalizedText(string.IsNullOrEmpty(usable.overrideUseMessage) ? defaultUseMessage : usable.overrideUseMessage);
         }
         UnityGUITools.DrawText(new Rect(0, 0, Screen.width, Screen.height), heading, guiStyle, textStyle, textStyleColor);
         UnityGUITools.DrawText(new Rect(0, guiStyleLineHeight, Screen.width, Screen.height), useMessage, guiStyle, textStyle, textStyleColor);
         Texture2D reticleTexture = inUseRange ? reticle.inRange : reticle.outOfRange;
         if (reticleTexture != null)
         {
             GUI.Label(new Rect(0.5f * (Screen.width - reticle.width), 0.5f * (Screen.height - reticle.height), reticle.width, reticle.height), reticleTexture);
         }
     }
 }
Beispiel #2
0
 /// <summary>
 /// If useDefaultGUI is <c>true</c> and a usable object has been targeted, this method
 /// draws a selection message and targeting reticle.
 /// </summary>
 public virtual void OnGUI()
 {
     if (useDefaultGUI)
     {
         SetGuiStyle();
         Rect screenRect = new Rect(0, 0, Screen.width, Screen.height);
         if (usable != null)
         {
             bool inUseRange = (distance <= usable.maxUseDistance);
             guiStyle.normal.textColor = inUseRange ? inRangeColor : outOfRangeColor;
             if (string.IsNullOrEmpty(heading))
             {
                 heading    = usable.GetName();
                 useMessage = string.IsNullOrEmpty(usable.overrideUseMessage) ? defaultUseMessage : usable.overrideUseMessage;
                 /////pene
             }
             UnityGUITools.DrawText(screenRect, heading, guiStyle, textStyle, textStyleColor);
             UnityGUITools.DrawText(new Rect(0, guiStyle.CalcSize(new GUIContent("Ay")).y, Screen.width, Screen.height), useMessage, guiStyle, textStyle, textStyleColor);
             Texture2D reticleTexture = inUseRange ? reticle.inRange : reticle.outOfRange;
             if (reticleTexture != null)
             {
                 GUI.Label(new Rect(0.5f * (Screen.width - reticle.width), 0.5f * (Screen.height - reticle.height), reticle.width, reticle.height), reticleTexture);
             }
         }
     }
 }
Beispiel #3
0
 /// <summary>
 /// If useDefaultGUI is <c>true</c> and a usable object has been targeted, this method
 /// draws a selection message and targeting reticle.
 /// </summary>
 void OnGUI()
 {
     if (useDefaultGUI)
     {
         GUI.skin = UnityGUITools.GetValidGUISkin(guiSkin);
         if (guiStyle == null)
         {
             guiStyle           = new GUIStyle(GUI.skin.label);
             guiStyle.alignment = TextAnchor.UpperCenter;
         }
         Rect screenRect = new Rect(0, 0, Screen.width, Screen.height);
         if (usable != null)
         {
             bool inUseRange = (distance <= usable.maxUseDistance);
             guiStyle.normal.textColor = inUseRange ? inRangeColor : outOfRangeColor;
             string heading    = string.IsNullOrEmpty(usable.overrideName) ? usable.name : usable.overrideName;
             string useMessage = string.IsNullOrEmpty(usable.overrideUseMessage) ? defaultUseMessage : usable.overrideUseMessage;
             UnityGUITools.DrawText(screenRect, heading, guiStyle, TextStyle.Shadow);
             UnityGUITools.DrawText(new Rect(0, guiStyle.CalcSize(new GUIContent("Ay")).y, Screen.width, Screen.height), useMessage, guiStyle, TextStyle.Shadow);
             Texture2D reticleTexture = inUseRange ? reticle.inRange : reticle.outOfRange;
             if (reticleTexture != null)
             {
                 GUI.Label(new Rect(0.5f * (Screen.width - reticle.width), 0.5f * (Screen.height - reticle.height), reticle.width, reticle.height), reticleTexture);
             }
         }
     }
 }
        protected void DrawOnSelection(Usable usable, float distance, Selector.Reticle reticle, GUIStyle guiStyle, string defaultUseMessage,
                                       Color inRangeColor, Color outOfRangeColor, TextStyle textStyle, Color textStyleColor)
        {
            if (usable == null)
            {
                return;
            }
            if ((usable != lastUsable) || string.IsNullOrEmpty(heading))
            {
                lastUsable = usable;
                heading    = usable.GetName();
                useMessage = string.IsNullOrEmpty(usable.overrideUseMessage) ? defaultUseMessage : usable.overrideUseMessage;
            }
            GameObject selection = usable.gameObject;

            if (selection != lastSelectionDrawn)
            {
                selectionHeight         = Tools.GetGameObjectHeight(selection);
                selectionHeadingSize    = guiStyle.CalcSize(new GUIContent(heading));
                selectionUseMessageSize = guiStyle.CalcSize(new GUIContent(useMessage));
            }

            // Set text color based on distance:
            bool inUseRange = (distance <= usable.maxUseDistance);

            guiStyle.normal.textColor = inUseRange ? inRangeColor : outOfRangeColor;

            // Draw heading:
            Vector3 screenPos = UnityEngine.Camera.main.WorldToScreenPoint(selection.transform.position + (Vector3.up * selectionHeight));

            screenPos += offset;
            screenPos  = new Vector3(screenPos.x, screenPos.y + selectionUseMessageSize.y + selectionHeadingSize.y, screenPos.z);
            if (screenPos.z < 0)
            {
                return;
            }
            Rect rect = new Rect(screenPos.x - (selectionHeadingSize.x / 2), (Screen.height - screenPos.y) - (selectionHeadingSize.y / 2), selectionHeadingSize.x, selectionHeadingSize.y);

            UnityGUITools.DrawText(rect, heading, guiStyle, textStyle, textStyleColor);

            // Draw use message:
            screenPos  = UnityEngine.Camera.main.WorldToScreenPoint(selection.transform.position + (Vector3.up * (selectionHeight)));
            screenPos += offset;
            screenPos  = new Vector3(screenPos.x, screenPos.y + selectionUseMessageSize.y, screenPos.z);
            rect       = new Rect(screenPos.x - (selectionUseMessageSize.x / 2), (Screen.height - screenPos.y) - (selectionUseMessageSize.y / 2), selectionUseMessageSize.x, selectionUseMessageSize.y);
            UnityGUITools.DrawText(rect, useMessage, guiStyle, textStyle, textStyleColor);

            // Draw reticle:
            if (reticle != null)
            {
                Texture2D reticleTexture = inUseRange ? reticle.inRange : reticle.outOfRange;
                if (reticleTexture != null)
                {
                    screenPos = UnityEngine.Camera.main.WorldToScreenPoint(selection.transform.position + (Vector3.up * 0.5f * selectionHeight));
                    rect      = new Rect(screenPos.x - (reticle.width / 2), (Screen.height - screenPos.y) - (reticle.height / 2), reticle.width, reticle.height);
                    GUI.Label(rect, reticleTexture);
                }
            }
        }
Beispiel #5
0
 /// <summary>
 /// If useDefaultGUI is <c>true</c> and a usable object has been targeted, this method
 /// draws a selection message and targeting reticle.
 /// </summary>
 public virtual void OnGUI()
 {
     if (useDefaultGUI)
     {
         SetGuiStyle();
         Rect screenRect = new Rect(0, 0, Screen.width, Screen.height);
         if (currentUsable != null)
         {
             UnityGUITools.DrawText(screenRect, currentHeading, guiStyle, textStyle, textStyleColor);
             UnityGUITools.DrawText(new Rect(0, guiStyle.CalcSize(new GUIContent("Ay")).y, Screen.width, Screen.height), currentUseMessage, guiStyle, textStyle, textStyleColor);
         }
     }
 }
Beispiel #6
0
 /// <summary>
 /// If useDefaultGUI is <c>true</c> and a usable object has been targeted, this method
 /// draws a selection message and targeting reticle.
 /// </summary>
 public virtual void OnGUI()
 {
     if (!useDefaultGUI)
     {
         return;
     }
     if (guiStyle == null && (Event.current.type == EventType.Repaint || currentUsable != null))
     {
         SetGuiStyle();
     }
     if (currentUsable != null)
     {
         GUI.skin = guiSkin;
         UnityGUITools.DrawText(new Rect(0, 0, Screen.width, Screen.height), currentHeading, guiStyle, textStyle, textStyleColor);
         UnityGUITools.DrawText(new Rect(0, guiStyleLineHeight, Screen.width, Screen.height), currentUseMessage, guiStyle, textStyle, textStyleColor);
     }
 }
Beispiel #7
0
 /// <summary>
 /// If useDefaultGUI is <c>true</c> and a usable object has been targeted, this method
 /// draws a selection message and targeting reticle.
 /// </summary>
 void OnGUI()
 {
     if (useDefaultGUI)
     {
         GUI.skin = UnityGUITools.GetValidGUISkin(guiSkin);
         if (guiStyle == null)
         {
             guiStyle                  = new GUIStyle(GUI.skin.label);
             guiStyle.alignment        = TextAnchor.UpperCenter;
             guiStyle.normal.textColor = color;
         }
         Rect screenRect = new Rect(0, 0, Screen.width, Screen.height);
         if (currentUsable != null)
         {
             string heading    = string.IsNullOrEmpty(currentUsable.overrideName) ? currentUsable.name : currentUsable.overrideName;
             string useMessage = string.IsNullOrEmpty(currentUsable.overrideUseMessage) ? defaultUseMessage : currentUsable.overrideUseMessage;
             UnityGUITools.DrawText(screenRect, heading, guiStyle, TextStyle.Shadow);
             UnityGUITools.DrawText(new Rect(0, guiStyle.CalcSize(new GUIContent("Ay")).y, Screen.width, Screen.height), useMessage, guiStyle, TextStyle.Shadow);
         }
     }
 }