Example #1
0
        internal static Texture2D GetReloadTexture(ReloadParams reloadParams)
        {
            if (!cachedBarTextures.ContainsKey(reloadParams))
            {
                ITextureJob tex = TexturesCore.GenerateBarTextureBatch(512, 64, true, 8, 5, new Color(0f, 0f, 0f, 0.7f), barBackgroundColor, 2,
                                                                       (reloadParams.perfectStart, reloadParams.perfectEnd, barPerfectColor),
                                                                       (reloadParams.goodStart, reloadParams.goodEnd, barGoodColor)
                                                                       );

                cachedBarTextures[reloadParams] = tex.OutputTextureAndDispose();
            }
            return(cachedBarTextures[reloadParams]);
        }
Example #2
0
        internal static void CreateReloadBarPrefab()
        {
            ITextureJob texBatch = TexturesCore.GenerateBarTextureBatch(128, 640, true, 64, 16, new Color(0f, 0f, 0f, 1f), reloadHandleColor, 4);
            //JobHandle.ScheduleBatchedJobs();

            GameObject obj      = PrefabsCore.CreateUIPrefab("ReloadBar", false);
            var        objTrans = obj.transform as RectTransform;

            objTrans.sizeDelta     = new Vector2(512f, 64f);
            objTrans.anchorMin     = new Vector2(0.5f, 0.5f);
            objTrans.anchorMax     = new Vector2(0.5f, 0.5f);
            objTrans.pivot         = new Vector2(0.5f, 0.5f);
            objTrans.localPosition = new Vector3(0.0f, 0f, 0f);
            //objTrans.localEulerAngles = new Vector3( 0f, 0f, 0f );

            GameObject holder      = PrefabsCore.CreateUIPrefab("BarHolder", false);
            var        holderTrans = holder.transform as RectTransform;

            holderTrans.SetParent(objTrans, false);
            holderTrans.sizeDelta     = Vector2.zero;
            holderTrans.anchorMax     = Vector2.one;
            holderTrans.anchorMin     = Vector2.zero;
            holderTrans.pivot         = new Vector2(0.5f, 0.5f);
            holderTrans.localPosition = new Vector3(0f, 330f, 0f);

            GameObject background = PrefabsCore.CreateUIPrefab("Background", false);
            var        bgTrans    = background.transform as RectTransform;

            bgTrans.SetParent(holderTrans, false);
            bgTrans.localPosition = Vector3.zero;
            bgTrans.sizeDelta     = Vector2.zero;
            bgTrans.anchorMin     = new Vector2(0f, 0.1f);
            bgTrans.anchorMax     = new Vector2(1f, 0.9f);
            bgTrans.pivot         = new Vector2(0.5f, 0.5f);
            CanvasRenderer bgRend = background.AddComponent <CanvasRenderer>();

            bgRend.cullTransparentMesh = false;
            Image bgImg = background.AddComponent <Image>();

            bgImg.sprite         = null;
            bgImg.color          = Color.white;
            bgImg.material       = null;
            bgImg.raycastTarget  = false;
            bgImg.type           = Image.Type.Simple;
            bgImg.useSpriteMesh  = false;
            bgImg.preserveAspect = false;


            GameObject slideArea      = PrefabsCore.CreateUIPrefab("Handle Slide Area", false);
            var        slideAreaTrans = slideArea.transform as RectTransform;

            slideAreaTrans.SetParent(holderTrans, false);
            slideAreaTrans.localPosition = Vector3.zero;
            slideAreaTrans.sizeDelta     = Vector2.zero;
            slideAreaTrans.anchorMin     = new Vector2(0f, 0f);
            slideAreaTrans.anchorMax     = new Vector2(1f, 1f);
            slideAreaTrans.pivot         = new Vector2(0.5f, 0.5f);

            GameObject handle      = PrefabsCore.CreateUIPrefab("Handle", false);
            var        handleTrans = handle.transform as RectTransform;

            handleTrans.SetParent(slideAreaTrans, false);
            handleTrans.localPosition = Vector3.zero;
            handleTrans.sizeDelta     = new Vector2(16f, 0f);
            handleTrans.pivot         = new Vector2(0.5f, 0.5f);
            CanvasRenderer handleRend = handle.AddComponent <CanvasRenderer>();

            handleRend.cullTransparentMesh = false;
            Image     handleImg = handle.AddComponent <Image>();
            Texture2D tex       = texBatch.OutputTextureAndDispose();

            handleImg.sprite         = Sprite.Create(tex, new Rect(0f, 0f, tex.width, tex.height), new Vector2(0.5f, 0.5f));
            handleImg.color          = Color.white;
            handleImg.material       = null;
            handleImg.raycastTarget  = false;
            handleImg.type           = Image.Type.Simple;
            handleImg.useSpriteMesh  = false;
            handleImg.preserveAspect = false;

            Slider slider = holder.AddComponent <Slider>();

            slider.interactable = false;
            slider.transition   = Selectable.Transition.None;
            slider.navigation   = new Navigation {
                mode = Navigation.Mode.None
            };
            slider.fillRect     = null;
            slider.handleRect   = handleTrans;
            slider.direction    = Slider.Direction.LeftToRight;
            slider.minValue     = 0f;
            slider.maxValue     = 1f;
            slider.wholeNumbers = false;
            slider.value        = 0f;

            _ = obj.AddComponent <ReloadUIController>();

            reloadBarPrefab = obj;
        }
Example #3
0
        internal SniperSkin(String name, TextureSet sniper, TextureSet rail, TextureSet throwKnife, TextureSet knife, ITextureJob knifeTrail, Boolean isTrash = false)
        {
            this.name               = name;
            this.sniperTextures     = sniper;
            this.railTextures       = rail;
            this.throwKnifeTextures = throwKnife;
            this.knifeTextures      = knife;
            this.knifeTrail         = knifeTrail;

            this.materialModifiers = new Dictionary <SniperMaterial, List <MaterialModifier> >
            {
                [SniperMaterial.Ammo]       = new List <MaterialModifier>(),
                [SniperMaterial.Armor]      = new List <MaterialModifier>(),
                [SniperMaterial.Body]       = new List <MaterialModifier>(),
                [SniperMaterial.Cloak]      = new List <MaterialModifier>(),
                [SniperMaterial.Emissive]   = new List <MaterialModifier>(),
                [SniperMaterial.Knife]      = new List <MaterialModifier>(),
                [SniperMaterial.Rail]       = new List <MaterialModifier>(),
                [SniperMaterial.ThrowKnife] = new List <MaterialModifier>()
            };
            this.isTrash = isTrash;
        }
Example #4
0
        internal static Sprite GetUnfinishedIcon()
        {
            ITextureJob texJob = TexturesCore.GenerateCrossTextureBatch(512, 512, 64, 16, 2, Color.black, Color.red, Color.white, Color.white, Color.white, Color.white);

            return(Sprite.Create(texJob.OutputTextureAndDispose(), new Rect(0f, 0f, 512f, 512f), new Vector2(0.5f, 0.5f)));
        }