Example #1
0
    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);
    }
Example #2
0
    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);
    }
Example #3
0
    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);
    }
Example #4
0
    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);
    }