public override void Create_HR(PUGameObject container) { currentY -= paragraphSpacing(); PUColor color = new PUColor(); color.color = new Color(0.8f, 0.8f, 0.8f, 1.0f); color.SetFrame(padding.left + 2, currentY, 0, 1, 0, 0, "top,left"); color.LoadIntoPUGameObject(container); }
public override void End_Blockquote(PUGameObject container) { padding.left -= 16; float topY = blockquotesTop.Peek(); blockquotesTop.Pop(); PUColor color = new PUColor(); color.color = new Color(0.8f, 0.8f, 0.8f, 1.0f); color.SetFrame(padding.left + 2, currentY, 4, Mathf.Abs(topY - currentY), 0, 0, "top,left"); color.LoadIntoPUGameObject(container); }
public void PutTextInBox(PUGameObject container, PUTMPro text, float margin, Color outlineColor, Color backgroundColor) { PUColor outlineColorGO = new PUColor(); outlineColorGO.color = outlineColor; outlineColorGO.SetFrame(text.rectTransform.anchoredPosition.x, text.rectTransform.anchoredPosition.y, text.rectTransform.sizeDelta.x + margin * 2.0f, text.rectTransform.sizeDelta.y + margin * 2.0f, 0, 1, "top,left"); outlineColorGO.LoadIntoPUGameObject(container); PUColor backgroundColorGO = new PUColor(); backgroundColorGO.color = backgroundColor; backgroundColorGO.SetFrame(0, 0, 0, 0, 0, 0, "stretch,stretch"); backgroundColorGO.LoadIntoPUGameObject(outlineColorGO); backgroundColorGO.SetStretchStretch(1, 1, 1, 1); text.rectTransform.SetParent(outlineColorGO.rectTransform, false); text.rectTransform.pivot = Vector2.zero; text.rectTransform.anchorMax = Vector2.one; text.rectTransform.anchorMin = Vector2.zero; text.SetStretchStretch(margin, margin, margin, margin); }
public void gaxb_loadComplete() { #if UNITY_EDITOR PUGameObjectEditor editorScript = (PUGameObjectEditor)gameObject.AddComponent(typeof(PUGameObjectEditor)); editorScript.entity = this; #endif if (clipDepth) { depthMaskCounter--; } if (clipDepth) { // Remove any existing depth masks GameObject dm1 = null; GameObject dm2 = null; foreach (Transform dm in contentGameObject().transform) { if (dm.gameObject.name.Equals ("Depth Mask 1")) { dm1 = dm.gameObject; } if (dm.name.Equals ("Depth Mask 2")) { dm2 = dm.gameObject; } } if (dm1 != null) { GameObject.Destroy (dm1); } if (dm2 != null) { GameObject.Destroy (dm2); } // We need to create a Color to render the DepthMask shader to do depth-based culling depthMask1 = new PUColor("PlanetUnity/DepthMask/Set", new cColor(0,0,0,1), null, new cVector2 (0, 0), bounds); depthMask1.SetTitle ("Depth Mask 1"); depthMask1.loadIntoGameObject (contentGameObject()); depthMask1.gameObject.transform.localPosition = maskOffset (); if (gameObject.renderer) { depthMask1.gameObject.renderer.material.renderQueue = gameObject.renderer.material.renderQueue - 1; } else if(gameObject.transform.childCount > 0){ int minRenderQueue = 99999999; foreach (Transform child in contentGameObject().GetComponentsInChildren<Transform>(true)) { if (child.renderer != null && child.renderer.material.renderQueue < minRenderQueue && child.name.StartsWith("Depth Mask") == false) { minRenderQueue = child.renderer.material.renderQueue; } } depthMask1.gameObject.renderer.material.renderQueue = minRenderQueue - 1; } depthMask2 = new PUColor("PlanetUnity/DepthMask/Clear", new cColor(0,0,0,1), null, new cVector2 (0, 0), bounds); depthMask2.SetTitle ("Depth Mask 2"); depthMask2.loadIntoGameObject (contentGameObject()); depthMask2.gameObject.transform.localPosition = maskOffset (); // Get the renderQueue of the last child and make sure we render after that if (gameObject.transform.childCount > 0) { int maxRenderQueue = -1; foreach (Transform child in contentGameObject().GetComponentsInChildren<Transform>(true)) { if (child.renderer != null && child.renderer.material.renderQueue > maxRenderQueue && child.name.StartsWith("Depth Mask") == false) { maxRenderQueue = child.renderer.material.renderQueue; } } depthMask2.gameObject.renderer.material.renderQueue = maxRenderQueue + 1; } depthMask1.gameObject.layer = PlanetUnityOverride.puCameraLayer; depthMask2.gameObject.layer = PlanetUnityOverride.puCameraLayer; } }
public void PutTextInBox(PUGameObject container, PUTMPro text, float margin, Color outlineColor, Color backgroundColor) { PUColor outlineColorGO = new PUColor (); outlineColorGO.color = outlineColor; outlineColorGO.SetFrame (text.rectTransform.anchoredPosition.x,text.rectTransform.anchoredPosition.y,text.rectTransform.sizeDelta.x + margin * 2.0f,text.rectTransform.sizeDelta.y + margin * 2.0f,0,1,"top,left"); outlineColorGO.LoadIntoPUGameObject (container); PUColor backgroundColorGO = new PUColor (); backgroundColorGO.color = backgroundColor; backgroundColorGO.SetFrame (0, 0, 0, 0, 0, 0, "stretch,stretch"); backgroundColorGO.LoadIntoPUGameObject (outlineColorGO); backgroundColorGO.SetStretchStretch (1, 1, 1, 1); text.rectTransform.SetParent (outlineColorGO.rectTransform, false); text.rectTransform.pivot = Vector2.zero; text.rectTransform.anchorMax = Vector2.one; text.rectTransform.anchorMin = Vector2.zero; text.SetStretchStretch (margin, margin, margin, margin); }
public override void End_Blockquote(PUGameObject container) { padding.left -= 16; float topY = blockquotesTop.Peek (); blockquotesTop.Pop (); PUColor color = new PUColor (); color.color = new Color(0.8f, 0.8f, 0.8f, 1.0f); color.SetFrame (padding.left+2, currentY, 4, Mathf.Abs (topY - currentY), 0, 0, "top,left"); color.LoadIntoPUGameObject (container); }
public override void Create_HR(PUGameObject container) { currentY -= paragraphSpacing(); PUColor color = new PUColor (); color.color = new Color(0.8f, 0.8f, 0.8f, 1.0f); color.SetFrame (padding.left + 2, currentY, 0, 1, 0, 0, "top,left"); color.LoadIntoPUGameObject (container); }