Example #1
0
        new void OnEnable()
        {
            nguiEffect       = (TextFxNGUI)target;
            animationManager = nguiEffect.AnimationManager;

            EditorApplication.update += UpdateManager;

            base.OnEnable();
        }
        static void ConvertToTextFX()
        {
            GameObject activeGO = Selection.activeGameObject;

            UILabel    uLabelText     = activeGO.GetComponent <UILabel> ();
            Vector3    cachedPosition = uLabelText.cachedTransform.localPosition;
            TextFxNGUI textfxNGUI     = activeGO.GetComponent <TextFxNGUI> ();

            if (textfxNGUI != null)
            {
                return;
            }

            textfxNGUI = activeGO.AddComponent <TextFxNGUI>();

            uLabelText.GetCloneOf <UILabel, TextFxNGUI> (ref textfxNGUI, new string[] { "mainTexture", "shader" });

            DestroyImmediate(uLabelText);

            uLabelText.cachedTransform.localPosition = cachedPosition;

            Debug.Log(activeGO.name + "'s UILabel component converted into a TextFxNGUI component");
        }
Example #3
0
        static public void AddLabel()
        {
            GameObject go = NGUIEditorTools.SelectedRoot(true);

            if (go != null)
            {
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2
                Undo.RegisterSceneUndo("Add a Label");
#endif

                TextFxNGUI w = NGUITools.AddWidget <TextFxNGUI>(go);
                w.name           = NEW_INSTANCE_NAME;
                w.ambigiousFont  = NGUISettings.ambigiousFont;
                w.text           = "New Label";
                w.pivot          = NGUISettings.pivot;
                w.width          = 120;
                w.height         = Mathf.Max(20, NGUISettings.GetInt("NGUI Font Height", 16));
                w.fontStyle      = NGUISettings.fontStyle;
                w.fontSize       = NGUISettings.fontSize;
                w.applyGradient  = true;
                w.gradientBottom = new Color(0.7f, 0.7f, 0.7f);
                w.AssumeNaturalSize();
                //				return w;

                if (w.bitmapFont == null && w.trueTypeFont == null)
                {
                    w.trueTypeFont = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
                }

                Selection.activeGameObject = w.gameObject;
            }
            else
            {
                Debug.Log("You must select a game object first.");
            }
        }