Inheritance: GUIElement
Ejemplo n.º 1
0
        void Start()
        {
            guiTextCom = GetComponent<GUIText>();

            // Register for Koreography Events.  This sets up the callback.
            Koreographer.Instance.RegisterForEventsWithTime(eventID, UpdateText);
        }
 void OnEnable()
 {
     gui = GetComponent<GUIText>();
     logQueue = new Queue<string>();
     stringBuilder = new StringBuilder();
     //
     Application.RegisterLogCallback(LogCallback);
 }
Ejemplo n.º 3
0
        void Start()
        {
            _MainPlayer = MyPlayerController.Instance;
            _Log = gameObject.AddComponent<GUIText>();
            _Log.transform.localPosition = new Vector3(0.1f, 0.9f, 0);
            _Log.text = CalculateVertexes();
            _Log.fontSize = 24;

            Input.gyro.enabled = true;
        }
 static public int get_pixelOffset(IntPtr l)
 {
     try {
         UnityEngine.GUIText self = (UnityEngine.GUIText)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.pixelOffset);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 5
0
        void Start ()
        {
            if (!DebugSettings.inFlightInfo && !DebugSettings.startInOrbit) {
                gameObject.SetActive(false);
                return;
            }

            guiText = gameObject.GetComponent<GUIText> ();
            guiText.transform.position = new Vector3 (0.82f, 0.94f, 0f);
            vessel = FlightGlobals.ActiveVessel;
            guiText.text = "no vessel";
        }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.GUIText o;
			o=new UnityEngine.GUIText();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int get_fontStyle(IntPtr l)
 {
     try {
         UnityEngine.GUIText self = (UnityEngine.GUIText)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.fontStyle);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 public static int constructor(IntPtr l)
 {
     try {
         UnityEngine.GUIText o;
         o=new UnityEngine.GUIText();
         pushValue(l,o);
         return 1;
     }
     catch(Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return 0;
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.GUIText o;
         o = new UnityEngine.GUIText();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 10
0
        public void SetColors(Color[] listKinfOfColors, GUIText[] listPointsGuiText, GameObject[] listObjectsShield, GameObject[] listObjectsAliens, GameObject ground, Renderer player, GameObject[] listRocks)
        {
            if (ScreenColors)
            {
                Camera.main.backgroundColor = listKinfOfColors[0];

                ground.renderer.material.color = listKinfOfColors[1];
                player.material.color = listKinfOfColors[2];

                listPointsGuiText[0].color = listKinfOfColors[1];
                listPointsGuiText[1].color = listKinfOfColors[1];
                listPointsGuiText[2].color = listKinfOfColors[2];

                foreach (GameObject item in listObjectsShield)
                {
                    item.renderer.material.color = listKinfOfColors[1];
                }
                foreach (GameObject item in listObjectsAliens)
                {
                    item.renderer.material.color = listKinfOfColors[2];
                }
                foreach (GameObject item in listRocks)
                {
                    item.renderer.material.color = listKinfOfColors[1];
                }
            }
            else
            {
                Camera.main.backgroundColor = Color.black;

                ground.renderer.material.color = Color.white;
                player.material.color = Color.white;

                foreach (GUIText item in listPointsGuiText)
                {
                    item.color = Color.white;
                }
                foreach (GameObject item in listObjectsShield)
                {
                    item.renderer.material.color = Color.white;
                }
                foreach (GameObject item in listObjectsAliens)
                {
                    item.renderer.material.color = Color.white;
                }
                foreach (GameObject item in listRocks)
                {
                    item.renderer.material.color = Color.white;
                }
            }
        }
Ejemplo n.º 11
0
        private void Awake()
        {
            if (Debug.isDebugBuild)
            {
                DontDestroyOnLoad(this.gameObject);
            }
            else
            {
                Destroy(this.gameObject);
            }

            m_FpsNextPeriod = Time.realtimeSinceStartup + UPDATE_INTERVAL;
            m_GUIText = GetComponent<GUIText>();
        }
 static public int set_fontStyle(IntPtr l)
 {
     try {
         UnityEngine.GUIText   self = (UnityEngine.GUIText)checkSelf(l);
         UnityEngine.FontStyle v;
         checkEnum(l, 2, out v);
         self.fontStyle = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_material(IntPtr l)
 {
     try {
         UnityEngine.GUIText  self = (UnityEngine.GUIText)checkSelf(l);
         UnityEngine.Material v;
         checkType(l, 2, out v);
         self.material = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_anchor(IntPtr l)
 {
     try {
         UnityEngine.GUIText    self = (UnityEngine.GUIText)checkSelf(l);
         UnityEngine.TextAnchor v;
         checkEnum(l, 2, out v);
         self.anchor = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_tabSize(IntPtr l)
 {
     try {
         UnityEngine.GUIText self = (UnityEngine.GUIText)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.tabSize = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_pixelOffset(IntPtr l)
 {
     try {
         UnityEngine.GUIText self = (UnityEngine.GUIText)checkSelf(l);
         UnityEngine.Vector2 v;
         checkType(l, 2, out v);
         self.pixelOffset = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static void GUIText_pixelOffset(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.pixelOffset;
         JSApi.setVector2S((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Vector2 arg0  = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg);
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         _this.pixelOffset = arg0;
     }
 }
 static void GUIText_anchor(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.anchor;
         JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
     }
     else
     {
         UnityEngine.TextAnchor arg0  = (UnityEngine.TextAnchor)JSApi.getEnum((int)JSApi.GetType.Arg);
         UnityEngine.GUIText    _this = (UnityEngine.GUIText)vc.csObj;
         _this.anchor = arg0;
     }
 }
 static void GUIText_tabSize(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.tabSize;
         JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
     }
     else
     {
         System.Single       arg0  = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         _this.tabSize = arg0;
     }
 }
 static void GUIText_fontSize(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.fontSize;
         JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result));
     }
     else
     {
         System.Int32        arg0  = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg);
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         _this.fontSize = arg0;
     }
 }
 static void GUIText_fontStyle(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.fontStyle;
         JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
     }
     else
     {
         UnityEngine.FontStyle arg0  = (UnityEngine.FontStyle)JSApi.getEnum((int)JSApi.GetType.Arg);
         UnityEngine.GUIText   _this = (UnityEngine.GUIText)vc.csObj;
         _this.fontStyle = arg0;
     }
 }
 static void GUIText_richText(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.richText;
         JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
     }
     else
     {
         System.Boolean      arg0  = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         _this.richText = arg0;
     }
 }
// fields

// properties
    static void GUIText_text(JSVCall vc)
    {
        if (vc.bGet)
        {
            UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
            var result = _this.text;
            JSApi.setStringS((int)JSApi.SetType.Rval, result);
        }
        else
        {
            System.String       arg0  = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
            _this.text = arg0;
        }
    }
 static void GUIText_font(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.font;
         JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Font    arg0  = (UnityEngine.Font)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         _this.font = arg0;
     }
 }
 static void GUIText_material(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.GUIText _this = (UnityEngine.GUIText)vc.csObj;
         var result = _this.material;
         JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Material arg0  = (UnityEngine.Material)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
         UnityEngine.GUIText  _this = (UnityEngine.GUIText)vc.csObj;
         _this.material = arg0;
     }
 }
Ejemplo n.º 26
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        // Use this for initialization
        void Start()
        {
            translation = locaKey;
            textMesh = this.GetComponent<TextMesh>();
            textDisplay = this.GetComponent<GUIText>();
            if(textMesh != null)
            {
                textMesh.text = translation;
            }

            if(textDisplay != null)
            {
                textDisplay.text = translation;
            }
        }
Ejemplo n.º 27
0
    static int get_guiText(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Component obj = (UnityEngine.Component)o;
            UnityEngine.GUIText   ret = obj.guiText;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index guiText on a nil value" : e.Message));
        }
    }
Ejemplo n.º 28
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    static int get_guiText(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.GameObject obj = (UnityEngine.GameObject)o;
            UnityEngine.GUIText    ret = obj.guiText;
            ToLua.PushSealed(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index guiText on a nil value"));
        }
    }
Ejemplo n.º 29
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        public override Status Update () {
            // Get the gui text
            if (m_GUIText == null || m_GUIText.gameObject != gameObject.Value)
                m_GUIText = gameObject.Value != null ? gameObject.Value.GetComponent<GUIText>() : null;

            // Validate members
            if (m_GUIText == null)
                return Status.Error;

            // Set Color
            #if !UNITY_4_0_0 && !UNITY_4_1
            if (!newColor.isNone) m_GUIText.color = newColor.Value;
            #else
            if (!newColor.isNone) m_GUIText.material.color = newColor.Value;
            #endif

            return Status.Success;
        }
Ejemplo n.º 30
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 protected void Awake()
 {
     GameLog._LogText = new string[this.LogLines];
     GameLog._LogLines = this.LogLines;
     if (this.LogLabel == null)
     {
         this.LogLabel = this.gameObject.GetComponent<GUIText>();
         if (this.LogLabel == null)
         {
             this.LogLabel = this.gameObject.AddComponent<GUIText>();
             GameLog._LogLabel = this.LogLabel;
         }
     }
     else
     {
         GameLog._LogLabel = this.LogLabel;
     }
     GameLog._LogLabel.anchor = TextAnchor.LowerLeft;
     GameLog._LogLabel.alignment = TextAlignment.Left;
     GameLog._LogLabel.fontSize = 32;
     GameLog._LogLabel = this.LogLabel;
 }
Ejemplo n.º 31
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        public void Awake() {

            if (TxtLines == null) {
                TxtLines = new string[TxtLinesCount];
                TxtLineEdit = 0;
            }// fi

            if (LogEnable) {
                // Try to find panel for debugoutput.
                DbgOut.TxtDebug = null;
                //			GameObject goGUI = GameObject.Find("GUI");
                //			if (goGUI == null){
                //				DbgOut.Log("DbgOut.Awake - no GUI object retrieved.");
                //			} else {
                Transform transTxt = this.gameObject.transform.Find(GUITextName);
                if (transTxt != null) {
                    DbgOut.TxtDebug = transTxt.GetComponent<GUIText>();
                    DbgOut.Log(null); // I. e. rebuild possibly existing debug text.
                }// fi
                //			}// fi

            }// fi
        }// Awake
		// PRIVATE STATIC
		
		//--------------------------------------
		//  Methods
		//--------------------------------------		
		///<summary>
		///	Use this for initialization
		///</summary>
		void Start () 
		{
			//
			_bowlingBallPrefabStateComponent 	= GetComponent<BowlingBallPrefabStateComponent>();
			GameObject scoreGUIText_gameobject	= GameObject.Find ("ScoreGUIText");
			_score_guitext = scoreGUIText_gameobject.GetComponent<GUIText>();
			
			//
			_bowlingPinPrefabs_gameobject = GameObject.FindGameObjectsWithTag ("BowlingPinPrefabTag");
			
		}
Ejemplo n.º 33
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        public static CommandDelegate AlphaBy(GUIText text, float offset, double duration, CommandEase ease = null)
        {
            CheckArgumentNonNull(text, "text");

            return ChangeBy(text.ToAlphaRef(), offset, duration, ease);
        }
Ejemplo n.º 34
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        public static CommandDelegate TintTo(GUIText text, Color endColour, double duration, CommandEase ease = null)
        {
            CheckArgumentNonNull(text, "text");

            return TintTo(text.ToColorRef(), endColour, duration, ease);
        }
Ejemplo n.º 35
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 private void Internal_SetPixelOffset(Vector2 p)
 {
     GUIText.INTERNAL_CALL_Internal_SetPixelOffset(this, ref p);
 }
Ejemplo n.º 36
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 private static void CheckTextNonNull(GUIText text)
 {
     if (text == null) {
     throw new ArgumentNullException("text");
     }
 }
Ejemplo n.º 37
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        public void SetShow( bool newShowVal )
        {
            if (newShowVal)
            {
                if (line == null || hat == null )
                {
                    lineObj     = new GameObject("vecdrawLine");
                    hatObj      = new GameObject("vecdrawHat");
                    labelObj    = new GameObject("vecdrawLabel", typeof(GUIText) );

                    line  = lineObj.AddComponent<LineRenderer>();
                    hat   = hatObj.AddComponent<LineRenderer>();
                    label = labelObj.guiText;

                    line.useWorldSpace      = false;
                    hat.useWorldSpace       = false;

                    GetShipCenterCoords();

                    line.material           = new Material(Shader.Find("Particles/Additive"));
                    hat.material            = new Material(Shader.Find("Particles/Additive"));

                    // This is how font loading would work if other fonts were available in KSP:
                    // Font lblFont = (Font)Resources.Load( "Arial", typeof(Font) );
                    // SafeHouse.Logger.Log( "lblFont is " + (lblFont == null ? "null" : "not null") );
                    // _label.font = lblFont;

                    label.fontSize = 12;
                    label.text = labelStr;
                    label.anchor = TextAnchor.MiddleCenter;

                    PutAtShipRelativeCoords();
                    RenderValues();
                }
                updateHandler.AddObserver( this );
                line.enabled  = true;
                hat.enabled   = true;
                label.enabled = true;
            }
            else
            {
                updateHandler.RemoveObserver( this );
                if (label != null)
                {
                    label.enabled = false;
                    label = null;
                }
                if (hat != null)
                {
                    hat.enabled   = false;
                    hat = null;
                }
                if (line != null)
                {
                    line.enabled  = false;
                    line = null;
                }
                labelObj = null;
                hatObj   = null;
                lineObj  = null;
            }

            enable = newShowVal;
        }
Ejemplo n.º 38
0
        /// <summary>
        /// Texts the wrap.
        /// </summary>
        /// <param name="guiText">Unity text block.</param>
        /// <param name="lineWidth">Width of the line.</param>
        public static void TextWrap(GUIText guiText, int lineWidth)
        {
            string text = guiText.text;

            // This will check if text wrapping is necessary or if it is supported.
            var textSize = guiText.GetScreenRect();
            if (textSize.width <= lineWidth || !text.Contains(" "))
            {
                guiText.text = text;
                return;
            }

            // Split the string into separate words
            var words = text.Split(new[] { " " }, StringSplitOptions.RemoveEmptyEntries);

            var result = words[0] + " ";
            for (int i = 1; i < words.Length; ++i)
            {
                // Temporary store text with current word.
                var word = words[i];
                string tempSting = result + word + " ";

                // Calculate new size for GUI text component.
                guiText.text = tempSting;
                textSize = guiText.GetScreenRect();

                // Use temporary text if it fits otherwise add a new line before current word.
                if (textSize.width > lineWidth)
                {
                    result += "\n" + word + " ";
                }
                else
                {
                    result = tempSting;
                }
            }

            // Show result on screen
            guiText.text = result;
        }
Ejemplo n.º 39
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 void Awake()
 {
     livesTxt = transform.FindChild("Lives").GetComponent<GUIText>();
     scoreTxt = transform.FindChild("Score").GetComponent<GUIText>();
 }
Ejemplo n.º 40
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		// PRIVATE
		
		
		/// <summary>
		/// _dos the set brittle references.
		/// 
		/// NOTE: For simplicity, this brittle approach is used instead of alternatives;
		/// 		* public transform references, set via dragging from hierarchy items
		/// 		* Inversion Of Control (StrangeIoC) where less GameObject-to-GameObject references are needed.
		/// 		* Manager dynamically spawning via Instantiate()
		/// 		* Etc...
		/// 
		/// 
		/// NOTE: We could shift this code to a newly created GUIManager. For now its fine.
		/// 
		/// 
		/// </summary>
		private void _doSetBrittleReferences()
		{
			
			_scoreGUIText 				= _doThrowErrorIfNull (GameObject.Find (MainConstants.ScoreGUIText).GetComponent<GUIText>()) as GUIText;
			_scoreGUIText2 				= _doThrowErrorIfNull (GameObject.Find (MainConstants.ScoreGUIText2).GetComponent<GUIText>()) as GUIText;
			_livesGUIText 				= _doThrowErrorIfNull (GameObject.Find (MainConstants.LivesGUIText).GetComponent<GUIText>()) as GUIText;
			_livesGUIText2 				= _doThrowErrorIfNull (GameObject.Find (MainConstants.LivesGUIText2).GetComponent<GUIText>()) as GUIText;
			_promptGUIText 				= _doThrowErrorIfNull (GameObject.Find (MainConstants.PromptGUIText).GetComponent<GUIText>()) as GUIText;
			_promptGUIText2 			= _doThrowErrorIfNull (GameObject.Find (MainConstants.PromptGUIText2).GetComponent<GUIText>()) as GUIText;

		}
Ejemplo n.º 41
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 void RemoveLine(GUIText text)
 {
     lines.Remove(text);
     text.gameObject.Destroy();
 }
Ejemplo n.º 42
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 // Use this for initialization
 void Start()
 {
     textgui = GetComponent<GUIText>();
 }
Ejemplo n.º 43
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        IEnumerator Fade(GUIText text)
        {
            float counter = 0;

            yield return new WaitForSeconds(LifeTime);

            while (counter < FadeOutTime && text != null)
            {
                counter += Time.deltaTime;
                text.SetColor((1 - (counter / FadeOutTime)) * Alpha, "A");
                yield return null;
            }

            if (text != null)
            {
                text.SetColor(0, "A");
                RemoveLine(text);
            }
        }
Ejemplo n.º 44
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		///<summary>
		///	Use this for initialization
		///</summary>
		override protected void Start () 
		{
			
			base.Start();

			_healthGUIText 		= healthGUIText_gameobject.GetComponent<GUIText>();
			_healthGUIText2 	= healthGUIText2_gameobject.GetComponent<GUIText>();
			_scoreGUIText 		= scoreGUIText_gameObject.GetComponent<GUIText>();
			_scoreGUIText2 		= scoreGUIText2_gameObject.GetComponent<GUIText>();
			_promptGUIText		= promptGUIText_gameObject.GetComponent<GUIText>();
			_promptGUIText2		= promptGUIText2_gameObject.GetComponent<GUIText>();
			_fpsGUIText         = fpsGUIText_gameObject.GetComponent<GUIText>();

			//CLEAR PROMPT BEFORE ITS FIRST USE
			_setPromptText ("");

		}
Ejemplo n.º 45
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 void showDebugLabel()
 {
     if (DebugSettings.labelMagnitudes) {
         if (debugLabel == null) {
             var obj = new GameObject ("VectorGraphic debug label");
             obj.transform.parent = transform;
             debugLabel = obj.AddComponent<GUIText> ();
         }
         debugLabel.enabled = true;
         debugLabel.transform.position =
             EditorLogic.fetch.editorCamera.WorldToViewportPoint (endPoint);
         if (value.magnitude > 0f) {
             Vector3 lever = RCSBuildAid.ReferenceMarker.transform.position - transform.position;
             float angle = Vector3.Angle(lever, value) * Mathf.Deg2Rad;
     //                    debugLabel.text = String.Format ("force: {0:0.##}\nlever: {1:0.##}\nsin: {2:0.##}",
     //                                                     value.magnitude, lever.magnitude, Mathf.Sin (angle));
             debugLabel.text = string.Format(value.magnitude.ToString("0.##"));
         } else {
             debugLabel.text = String.Empty;
         }
     } else {
         if (debugLabel != null) {
             debugLabel.enabled = false;
         }
     }
 }
Ejemplo n.º 46
0
		// PRIVATE STATIC
		
		//--------------------------------------
		//  Methods
		//--------------------------------------		
		///<summary>
		///	Use this for initialization
		///</summary>
		override protected void Start () 
		{
			
			base.Start();

			//
			GameObject scoreGUIText_gameobject	= GameObject.Find ("ScoreGUIText");
			_score_guitext = scoreGUIText_gameobject.GetComponent<GUIText>();
			
			//
			_bowlingPinPrefabs_gameobject = GameObject.FindGameObjectsWithTag ("BowlingPinPrefabTag");


		}
Ejemplo n.º 47
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		private static extern void INTERNAL_CALL_Internal_SetPixelOffset(GUIText self, ref Vector2 p);
Ejemplo n.º 48
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        public static CommandDelegate AlphaFrom(GUIText text, float startAlpha, double duration, CommandEase ease = null)
        {
            CheckArgumentNonNull(text, "text");

            return ChangeFrom(text.ToAlphaRef(), startAlpha, duration, ease);
        }
Ejemplo n.º 49
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 private void Start()
 {
     m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod;
     m_GuiText = GetComponent<GUIText>();
 }
Ejemplo n.º 50
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 void Start()
 {
     ball    = GameObject.Find("Sphere").transform;
     guiText = GameObject.Find("GUI Text").guiText;
 }
Ejemplo n.º 51
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 private static void INTERNAL_CALL_Internal_SetPixelOffset(GUIText self, ref Vector2 p)
 {
     throw new NotImplementedException("なにこれ");
 }
Ejemplo n.º 52
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 private static extern void INTERNAL_CALL_Internal_SetPixelOffset(GUIText self, ref Vector2 p);
Ejemplo n.º 53
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        /// <summary>
        /// This will process tags, wrap text and scale sizes to match resolutions.
        /// </summary>
        /// <param name="guiText">Unity text block.</param>
        /// <param name="lineWidth">Width of the line used for text wrapping. (ignored if allowTextWrapping is false)</param>
        /// <param name="allowTextWrapping">Allow text wrapping.</param>
        /// <param name="autoScale">Auto scale font and line sizes.</param>
        /// <param name="smallFontSize">Size of the small font.</param>
        /// <param name="processTags">Process custom tags.</param>
        /// <see cref="TextWrap" />
        /// <see cref="ProcessTags"/>
        public static void ProcessText(GUIText guiText, int lineWidth = 400, bool allowTextWrapping = true, bool autoScale = true, int smallFontSize = 9, bool processTags = true)
        {
            // Scale according screen resolution.
            if (autoScale)
            {
                lineWidth = (int)(lineWidth * Initialize.Scale);
                smallFontSize = (int)(smallFontSize * Initialize.Scale);
                guiText.fontSize = (int)(guiText.fontSize * Initialize.Scale);
            }

            // Process custom tags.
            if (processTags)
            {
                guiText.text = ProcessTags(guiText.text, smallFontSize);
            }

            // Process text wrapping.
            if (allowTextWrapping)
            {
                TextWrap(guiText, lineWidth);
            }
        }