//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, ICustomSegment pCustom) { vArcState = pArcState; vSegState = pSegState; ArcAngle = pArcAngle; vSegState.SetCursorDistanceFunction(CalcCursorDistance); vCursorBaseTx = gameObject.transform.parent.parent.parent.parent; //HovercastSetup 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); //// Type rendType = pCustom.GetSegmentRenderer(vSegState.NavItem); SegmentSettings sett = pCustom.GetSegmentSettings(vSegState.NavItem); var rendObj = new GameObject("Renderer"); rendObj.transform.SetParent(gameObject.transform, false); vRenderer = (IUiSegmentRenderer)rendObj.AddComponent(rendType); vRenderer.Build(vArcState, vSegState, pArcAngle, sett); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, ICustomSegment pCustom) { vArcState = pArcState; vSegState = pSegState; ArcAngle = pArcAngle; vSegState.SetCursorDistanceFunction(CalcCursorDistance); vCursorBaseTx = gameObject.transform.parent.parent.parent.parent; //HovercastSetup 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); //// Type rendType = pCustom.GetSegmentRenderer(vSegState.NavItem); SegmentSettings sett = pCustom.GetSegmentSettings(vSegState.NavItem); var rendObj = new GameObject("Renderer"); rendObj.transform.SetParent(gameObject.transform, false); vRenderer = (IUiSegmentRenderer)rendObj.AddComponent(rendType); vRenderer.Build(vArcState, vSegState, pArcAngle, sett); }