public override void OnUpdateStyle(object obj) { base.OnUpdateStyle(obj); var text = obj as Text; if (text == null) { return; } if (Font == null || Font.Value == null) { Font = new SFont(Resources.GetBuiltinResource <Font>("Arial.ttf")); } Font.SetTargetValue(f => text.font = f); FontStyle.SetTargetValue(fs => text.fontStyle = fs); FontSize.SetTargetValue(fs => text.fontSize = fs); LineSpace.SetTargetValue(ls => text.lineSpacing = ls); RichText.SetTargetValue(rt => text.supportRichText = rt); Alignment.SetTargetValue(a => text.alignment = a); AlignByGeometry.SetTargetValue(abg => text.alignByGeometry = abg); HorizontalOverflow.SetTargetValue(hw => text.horizontalOverflow = hw); VerticalOverflow.SetTargetValue(vw => text.verticalOverflow = vw); BestFit.SetTargetValue(bf => text.resizeTextForBestFit = bf); }
public ActionBattleStart(int start_wait) { //ox = 0; oy = 0; this.timer_start_wait = start_wait; font = new SFont(GameMain.main_font_name_b, 45, 0, SFont.Antialiasing.Normal, 2); }
public _Font(string font_family_name, int size, int frame_size) { //: base( font_name, size, thick, Antialiasing.Normal, edge_size ) sfont = new SFont(font_family_name, size, 0, SFont.Antialiasing.Normal, frame_size); main_color = new Color(255, 255, 255, 255); frame_color = new Color(255, 255, 255, 255); }
Unit status_target_unit; // public UserInterface() { font_ui_text = new SFont(GameMain.main_font_name_r, 22, 0, SFont.Antialiasing.Normal, 0); font_handle_status_name = new SFont(GameMain.main_font_name_b, 18, 1, SFont.Antialiasing.Normal, 2); font_handle_status_detail = new SFont(GameMain.main_font_name_b, 18, 1, SFont.Antialiasing.Normal, 0); face_image = DX.LoadGraph("data/face_sammple.png"); }
public bool is_unable_to_fight = false; // 戦闘不能 public ActionDamage(int start_wait, int x, int y, int damage_value, Unit target_unit) { ox = x; oy = y; this.timer_start_wait = start_wait; this.damage_value = damage_value; this.target_unit = target_unit; font = new SFont(GameMain.main_font_name_b, 21, 0, SFont.Antialiasing.Normal, 2); }
public UIBoxString(int x, int y, int w, int h, string view_text, SFont font_view_text) { this.ox = x; this.oy = y; this.w = w; this.h = h; this.view_text = view_text; this.font_view_text = font_view_text; }
public ScenePreBattle(string script_path, string next_battle_setup_script_path) { this.next_battle_setup_script_path = next_battle_setup_script_path; var game_main = GameMain.GetInstance(); game_main.g3d_map = new BattleMap(game_main.game_base); game_main.g3d_camera = new G3DCamera(); int[] map_data = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 }; game_main.g3d_map.map_w = 5; game_main.g3d_map.map_h = 3; game_main.g3d_map.Setup(map_data); setup_script = new Script("data/script/pre_battle.nst", _ScriptLineAnalyze); setup_script.Run("Setup"); game_main.g3d_camera.SetDirectPosAndRot(DX.VGet(-8.257049f, 0f, 63.04372f), DX.VGet(0.6088442f, 0f, 0.793291f)); game_main.g3d_camera._NotToFixHard(); font_unit_list = new SFont(GameMain.main_font_name_r, 22, 0, SFont.Antialiasing.Normal, 0); font_side_button = new SFont(GameMain.main_font_name_b, 22, 0, SFont.Antialiasing.Normal, 0); game_main.g3d_map.is_draw_cursor_turn_owner = true; // ユニット一覧をボタンとして作成 var ox = GameMain.WindowSizeW - (240 + 16); var oy = 30 + 16 * 2; var w = 240; var h = 30; var i = 0; foreach (var ums in game_main.unit_manager.units) { var box = new UIBoxString(ox, oy + h * i, w, h, ums.unit.name, font_unit_list); ui_unit_names.Add(box); i++; } // { UIBoxString box; box = new UIBoxString(GameMain.WindowSizeW - (80 + 16), 16, 80, h, "完了", font_side_button); ui_side_button.Add(box); box = new UIBoxString(GameMain.WindowSizeW - (80 + 16 + 140), 16, 130, h, "ステータス", font_side_button); ui_side_button.Add(box); } }
public GameMain(GameBase game_base) { // 根本的な初期化(ここを先にしておかないと差し支えるもの) static_main = this; game_base.game_main = this; this.game_base = game_base; SFont.Load("data/font/migmix-1p-20150712/migmix-1p-bold.ttf"); SFont.Load("data/font/migmix-2p-20150712/migmix-2p-regular.ttf"); // // その他の初期化、基本部分 sound_manager = new SoundManager(); model_manager = new ModelManager(); action_data_manager = new ActionDataManager(); // シーン生成 scene = new SceneSetup("data/script/start.nst"); // キー入力初期化 game_base.input.SetupKeyInput((int)KeyCode.DebugView, DX.KEY_INPUT_F3); user_interface = new UserInterface(); DX.SetUseZBufferFlag(DX.TRUE); // Zバッファを有効にする DX.SetWriteZBufferFlag(DX.TRUE); //DX.SetUseLighting(DX.FALSE); // ライトを無効にする ライトの調整が難しいので・・・ DX.SetUseLighting(DX.TRUE); //BGM テスト //var sound = DX.LoadSoundMem("data/sound/Battle_Boss_01.ogg"); //DX.PlaySoundMem(sound, DX.DX_PLAYTYPE_LOOP); if (is_use_shadowmap) { // シャドウマップ初期化 int shadow_map_size = 1024; ShadowMapHandle = DX.MakeShadowMap(shadow_map_size, shadow_map_size); } }
public SceneEndBattle(string mode_name, string script_path) { font = new SFont(GameMain.main_font_name_b, 80, 0, SFont.Antialiasing.Normal, 4); this.mode_name = mode_name; var game_main = GameMain.GetInstance(); game_main.user_interface.SetStatusUnit(null); game_main.g3d_map.is_draw_cursor_turn_owner = false; var font_ui = new SFont(GameMain.main_font_name_r, 22, 0, SFont.Antialiasing.Normal, 0); ui_box_restart = new UIBoxString(GameMain.WindowSizeW / 2, GameMain.WindowSizeH / 2 + 80, 200, 32, "Restart", font_ui); ui_box_restart.SetCenter(true, true); switch (mode_name) { case "Game Over": mode_title = "Game Over"; edge_color = DX.GetColor(255, 0, 0); break; case "Stage Clear": mode_title = "Stage Clear"; edge_color = DX.GetColor(0, 0, 255); break; default: mode_title = mode_name; edge_color = DX.GetColor(0, 0, 255); break; } }
public void UpdateFont(Sprite t_fontSprite, float t_pixelsToUnits, string t_text, string t_fontSet, int t_fontWidth, int t_fontHeight, float t_fontSpacing, SFont.HorzAlignment t_horizontalAlignment, SFont.VertAlignment t_verticalAlignment, Color t_colorTint, int t_orderInLayer = 0, string t_sortingLayer = "", bool isNotPrefab = true, int t_fontSets = 0) { _fontSprite = t_fontSprite; _pixelsToUnits = t_pixelsToUnits; _text = t_text; _fontSet = t_fontSet; _fontWidth = t_fontWidth; _fontHeight = t_fontHeight; _fontSpacing = t_fontSpacing; _horizontalAlignment = t_horizontalAlignment; _verticalAlignment = t_verticalAlignment; _orderInLayer = t_orderInLayer; _sortingLayer = t_sortingLayer; _fontSets = t_fontSets; _colorTint = t_colorTint; if (SFConstants.FontSetsArray[_fontSets] != "Custom Value") { if (_fontSets < SFConstants.fsArray.Length) { _fontSet = SFConstants.fsArray[_fontSets]; } } if (!(_fontSprite == null)) { //check if the fontsprite ends with the fontHeight and fontWidth int lastIndexOfX = _fontSprite.name.LastIndexOf("x"); int lastIndexOf_ = _fontSprite.name.LastIndexOf("_"); if (_fontHeight == 0) { if (lastIndexOfX > -1 && lastIndexOf_ > -1) { string heightStr = _fontSprite.name.Substring(lastIndexOfX + 1, _fontSprite.name.Length - (lastIndexOfX + 1)); int iFontHeight = 0; if (int.TryParse(heightStr, out iFontHeight)) { _fontHeight = iFontHeight; } } } if (_fontWidth == 0) { if (lastIndexOfX > -1 && lastIndexOf_ > -1) { string widthStr = _fontSprite.name.Substring(lastIndexOf_ + 1, lastIndexOfX - (lastIndexOf_ + 1)); int iFontWidth = 0; if (int.TryParse(widthStr, out iFontWidth)) { _fontWidth = iFontWidth; } } } } if (_pixelsToUnits < 0) { _pixelsToUnits *= -1.0f; } else if (Mathf.Approximately(_pixelsToUnits, 0.0f)) { _pixelsToUnits = 1.0f; } _fontSet = _fontSet.Trim(); if (_fontWidth < 0) { _fontWidth *= -1; } if (_fontHeight < 0) { _fontHeight *= -1; } if (_isVisible && isNotPrefab) { if (_sFont == null) { _sFont = ScriptableObject.CreateInstance <SFont>(); _sFont.parentTransform = transform; _sFont.hideFlags = HideFlags.DontSave; } _sFont.UpdateFont(_fontSprite, _pixelsToUnits, _text, _fontSet, _fontWidth, _fontHeight, _fontSpacing, _horizontalAlignment, _verticalAlignment, _orderInLayer, _sortingLayer, _colorTint); } }