Example #1
0
    public PUScroll(
			cVector2 contentSize,
			bool bounces,
			bool pagingEnabled,
			bool scrollEnabled,
			PlanetUnity.ScrollDirection scrollDirection,
			bool directionalLockEnabled,
			cRect bounds )
        : this()
    {
        this.contentSize = contentSize;
        this.contentSizeExists = true;

        this.bounces = bounces;
        this.bouncesExists = true;

        this.pagingEnabled = pagingEnabled;
        this.pagingEnabledExists = true;

        this.scrollEnabled = scrollEnabled;
        this.scrollEnabledExists = true;

        this.scrollDirection = scrollDirection;
        this.scrollDirectionExists = true;

        this.directionalLockEnabled = directionalLockEnabled;
        this.directionalLockEnabledExists = true;

        this.bounds = bounds;
        this.boundsExists = true;
    }
Example #2
0
    public PULabel(
			string shader,
			string font,
			int fontSize,
			PlanetUnity.LabelAlignment alignment,
			cColor textColor,
			string value,
			cVector2 shadowOffset,
			cColor shadowColor,
			cRect bounds )
        : this()
    {
        this.shader = shader;
        this.shaderExists = true;

        this.font = font;
        this.fontExists = true;

        this.fontSize = fontSize;
        this.fontSizeExists = true;

        this.alignment = alignment;
        this.alignmentExists = true;

        this.textColor = textColor;
        this.textColorExists = true;

        this.value = value;
        this.valueExists = true;

        this.shadowOffset = shadowOffset;
        this.shadowOffsetExists = true;

        this.shadowColor = shadowColor;
        this.shadowColorExists = true;

        this.bounds = bounds;
        this.boundsExists = true;
    }
Example #3
0
    public PUTable(
			cVector2 contentSize,
			bool bounces,
			bool pagingEnabled,
			bool scrollEnabled,
			PlanetUnity.ScrollDirection scrollDirection,
			bool directionalLockEnabled,
			cRect bounds,
			cVector3 rotation,
			bool hidden,
			float lastY,
			float lastX,
			int renderQueueOffset,
			bool clipDepth,
			bool clipStencil,
			string title,
			string tag,
			string tag1,
			string tag2,
			string tag3,
			string tag4,
			string tag5,
			string tag6 )
        : this()
    {
        this.contentSize = contentSize;
        this.contentSizeExists = true;

        this.bounces = bounces;
        this.bouncesExists = true;

        this.pagingEnabled = pagingEnabled;
        this.pagingEnabledExists = true;

        this.scrollEnabled = scrollEnabled;
        this.scrollEnabledExists = true;

        this.scrollDirection = scrollDirection;
        this.scrollDirectionExists = true;

        this.directionalLockEnabled = directionalLockEnabled;
        this.directionalLockEnabledExists = true;

        this.bounds = bounds;
        this.boundsExists = true;

        this.rotation = rotation;
        this.rotationExists = true;

        this.hidden = hidden;
        this.hiddenExists = true;

        this.lastY = lastY;
        this.lastYExists = true;

        this.lastX = lastX;
        this.lastXExists = true;

        this.renderQueueOffset = renderQueueOffset;
        this.renderQueueOffsetExists = true;

        this.clipDepth = clipDepth;
        this.clipDepthExists = true;

        this.clipStencil = clipStencil;
        this.clipStencilExists = true;

        this.title = title;
        this.titleExists = true;

        this.tag = tag;
        this.tagExists = true;

        this.tag1 = tag1;
        this.tag1Exists = true;

        this.tag2 = tag2;
        this.tag2Exists = true;

        this.tag3 = tag3;
        this.tag3Exists = true;

        this.tag4 = tag4;
        this.tag4Exists = true;

        this.tag5 = tag5;
        this.tag5Exists = true;

        this.tag6 = tag6;
        this.tag6Exists = true;
    }
Example #4
0
    public PULabel(
			string shader,
			string font,
			int fontSize,
			PlanetUnity.LabelAlignment alignment,
			cColor textColor,
			string value,
			cVector2 shadowOffset,
			cColor shadowColor,
			cRect bounds,
			cVector3 rotation,
			bool hidden,
			float lastY,
			float lastX,
			int renderQueueOffset,
			bool clipDepth,
			bool clipStencil,
			string title,
			string tag,
			string tag1,
			string tag2,
			string tag3,
			string tag4,
			string tag5,
			string tag6 )
        : this()
    {
        this.shader = shader;
        this.shaderExists = true;

        this.font = font;
        this.fontExists = true;

        this.fontSize = fontSize;
        this.fontSizeExists = true;

        this.alignment = alignment;
        this.alignmentExists = true;

        this.textColor = textColor;
        this.textColorExists = true;

        this.value = value;
        this.valueExists = true;

        this.shadowOffset = shadowOffset;
        this.shadowOffsetExists = true;

        this.shadowColor = shadowColor;
        this.shadowColorExists = true;

        this.bounds = bounds;
        this.boundsExists = true;

        this.rotation = rotation;
        this.rotationExists = true;

        this.hidden = hidden;
        this.hiddenExists = true;

        this.lastY = lastY;
        this.lastYExists = true;

        this.lastX = lastX;
        this.lastXExists = true;

        this.renderQueueOffset = renderQueueOffset;
        this.renderQueueOffsetExists = true;

        this.clipDepth = clipDepth;
        this.clipDepthExists = true;

        this.clipStencil = clipStencil;
        this.clipStencilExists = true;

        this.title = title;
        this.titleExists = true;

        this.tag = tag;
        this.tagExists = true;

        this.tag1 = tag1;
        this.tag1Exists = true;

        this.tag2 = tag2;
        this.tag2Exists = true;

        this.tag3 = tag3;
        this.tag3Exists = true;

        this.tag4 = tag4;
        this.tag4Exists = true;

        this.tag5 = tag5;
        this.tag5Exists = true;

        this.tag6 = tag6;
        this.tag6Exists = true;
    }
Example #5
0
 public void SetAlignment(PlanetUnity.LabelAlignment v)
 {
     alignment = v; alignmentExists = true;
 }
Example #6
0
 public void SetScrollDirection(PlanetUnity.ScrollDirection v)
 {
     scrollDirection = v; scrollDirectionExists = true;
 }