////////////////////////////////////////////////////////////////////////////////////////////////
		/*--------------------------------------------------------------------------------------------*/
		internal void Build(IHoverboardPanelState pPanelState, IHoverboardLayoutState pLayoutState, 
										BaseItemState pItemState, IItemVisualSettings pVisualSettings) {
			vPanelState = pPanelState;
			vItemState = pItemState;

			vSlideX0 = 0.5f;
			vSlideZ0 = 0.5f;
			vSlideW = vItemState.Item.Width-vSlideX0*2;
			vSlideH = vItemState.Item.Height-vSlideZ0*2;
			vIsVert = (vItemState.Item.Height > vItemState.Item.Width);

			////
			
			vRendererObj = new GameObject("Renderer");
			vRendererObj.transform.SetParent(gameObject.transform, false);

			vRenderer = (IUiItemRenderer)vRendererObj.AddComponent(pVisualSettings.Renderer);
			vRenderer.Build(pPanelState, pLayoutState, vItemState, pVisualSettings);
			vRenderer.SetDepthHint(vPanelState.DisplayDepthHint);
			vPrevDepth = vPanelState.DisplayDepthHint;

			vItemState.HoverPointUpdater = vRenderer.UpdateHoverPoints;

			gameObject.transform.localPosition = Vector3.zero;
			gameObject.transform.localRotation = Quaternion.identity;
			gameObject.transform.localScale = Vector3.one;
		}
Example #2
0
        ////////////////////////////////////////////////////////////////////////////////////////////////
        /*--------------------------------------------------------------------------------------------*/
        internal void Build(MenuState pMenuState, BaseItemState pItemState, float pArcAngle,
                            IItemVisualSettings pVisualSettings)
        {
            vMenuState = pMenuState;
            vItemState = pItemState;
            ArcAngle   = pArcAngle;

            const float pi = (float)Math.PI;
            const float slideBufferAngle = pi / 80f;

            vSlideDegrees = (pArcAngle - slideBufferAngle * 2) / (float)Math.PI * 180;
            vSlideDir0    = MeshUtil.GetRingPoint(1, -pArcAngle / 2f + slideBufferAngle);

            ////

            vRendererObj = new GameObject("Renderer");
            vRendererObj.transform.SetParent(gameObject.transform, false);

            vRenderer = (IUiItemRenderer)vRendererObj.AddComponent(pVisualSettings.Renderer);
            vRenderer.Build(vMenuState, vItemState, pArcAngle, pVisualSettings);
            vRenderer.SetDepthHint(vMenuState.DisplayDepthHint);
            vPrevDepth = vMenuState.DisplayDepthHint;

            vItemState.HoverPointUpdater = vRenderer.UpdateHoverPoints;
        }
        ////////////////////////////////////////////////////////////////////////////////////////////////
        /*--------------------------------------------------------------------------------------------*/
        internal void Build(IHoverboardPanelState pPanelState, IHoverboardLayoutState pLayoutState,
                            BaseItemState pItemState, IItemVisualSettings pVisualSettings)
        {
            vPanelState = pPanelState;
            vItemState  = pItemState;

            vSlideX0 = 0.5f;
            vSlideZ0 = 0.5f;
            vSlideW  = vItemState.Item.Width - vSlideX0 * 2;
            vSlideH  = vItemState.Item.Height - vSlideZ0 * 2;
            vIsVert  = (vItemState.Item.Height > vItemState.Item.Width);

            ////

            vRendererObj = new GameObject("Renderer");
            vRendererObj.transform.SetParent(gameObject.transform, false);

            vRenderer = (IUiItemRenderer)vRendererObj.AddComponent(pVisualSettings.Renderer);
            vRenderer.Build(pPanelState, pLayoutState, vItemState, pVisualSettings);
            vRenderer.SetDepthHint(vPanelState.DisplayDepthHint);
            vPrevDepth = vPanelState.DisplayDepthHint;

            vItemState.HoverPointUpdater = vRenderer.UpdateHoverPoints;

            gameObject.transform.localPosition = Vector3.zero;
            gameObject.transform.localRotation = Quaternion.identity;
            gameObject.transform.localScale    = Vector3.one;
        }
Example #4
0
        ////////////////////////////////////////////////////////////////////////////////////////////////
        /*--------------------------------------------------------------------------------------------*/
        internal void Build(BaseItemState pItemState, IItemVisualSettings pVisualSettings)
        {
            vItemState = pItemState;

            vRendererObj = new GameObject("Renderer");
            vRendererObj.transform.SetParent(gameObject.transform, false);

            vRenderer = (IUiItemRenderer)vRendererObj.AddComponent(pVisualSettings.Renderer);
            vRenderer.Build(vItemState, pVisualSettings);

            vItemState.HoverPointUpdater = vRenderer.UpdateHoverPoints;

            gameObject.transform.localPosition = Vector3.zero;
            gameObject.transform.localRotation = Quaternion.identity;
            gameObject.transform.localScale    = Vector3.one;
        }
		////////////////////////////////////////////////////////////////////////////////////////////////
		/*--------------------------------------------------------------------------------------------*/
		internal void Build(MenuState pMenuState, BaseItemState pItemState, float pArcAngle, 
																IItemVisualSettings pVisualSettings) {
			vMenuState = pMenuState;
			vItemState = pItemState;
			ArcAngle = pArcAngle;

			const float pi = (float)Math.PI;
			const float slideBufferAngle = pi/80f;

			vSlideDegrees = (pArcAngle-slideBufferAngle*2)/(float)Math.PI*180;
			vSlideDir0 = MeshUtil.GetRingPoint(1, -pArcAngle/2f+slideBufferAngle);

			////

			vRendererObj = new GameObject("Renderer");
			vRendererObj.transform.SetParent(gameObject.transform, false);

			vRenderer = (IUiItemRenderer)vRendererObj.AddComponent(pVisualSettings.Renderer);
			vRenderer.Build(vMenuState, vItemState, pArcAngle, pVisualSettings);
			vRenderer.SetDepthHint(vMenuState.DisplayDepthHint);
			vPrevDepth = vMenuState.DisplayDepthHint;

			vItemState.HoverPointUpdater = vRenderer.UpdateHoverPoints;
		}