public void AddScreen(CCGUI.UIScreenRenderer r) { m_screens.Add(r); }
public override void Render(CCGUI.UIRenderContext rctx, ref CCGUI.UIElementLayout layout) { base.Render(rctx, ref layout); float sX = (layout.x1 - layout.x0 - (m_widget.BlocksX - 1) * m_widget.SpacingX) / m_widget.BlocksX; float sY = (layout.y1 - layout.y0 - (m_widget.BlocksY - 1) * m_widget.SpacingY) / m_widget.BlocksY; System.Random r = new System.Random(); for (int y = 0; y < m_widget.BlocksY; y++) { for (int x = 0; x < m_widget.BlocksX; x++) { float x0 = layout.x0 + sX * x + m_widget.SpacingX * x; float y0 = layout.y0 + sY * y + m_widget.SpacingY * y; float x1 = x0 + sX; float y1 = y0 + sY; if (x == m_widget.BlocksX - 1) x1 = layout.x1; if (y == m_widget.BlocksY - 1) y1 = layout.y1; int b = r.Next() % 6; if (b < m_tex.Length) CCGUI.UIRenderer.DrawTexture(m_tex[b], x0, y0, x1, y1); } } }
public TetrisFieldWidgetRenderer(outki.UIWidget widget, CCGUI.UIWidgetHandler handler) : base(widget, handler) { m_widget = widget as outki.TetrisFieldWidget; }
public override void OnLayout(CCGUI.UIRenderContext rctx, ref CCGUI.UIElementLayout elementLayout) { base.OnLayout(rctx, ref elementLayout); m_tex = new CCGUI.UIRenderer.Texture[m_widget.Blocks.Length]; for (int i = 0; i < m_widget.Blocks.Length; i++) m_tex[i] = rctx.TextureManager.ResolveTexture(m_widget.Blocks[i], rctx.LayoutScale, 0, 0, 1, 1); }
// Use this for initialization void Start() { ccGUI = rootCanvas.GetComponent <CCGUI>(); }