static public int get_graphic(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); pushValue(l, true); pushValue(l, self.graphic); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int GetModifiedMaterial(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); UnityEngine.Material a1; checkType(l, 2, out a1); var ret = self.GetModifiedMaterial(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
// Construct and display public LogWindow() { Game game = Game.Get(); // If a dialog window is open we force it closed (this shouldn't happen) foreach (GameObject go in GameObject.FindGameObjectsWithTag("dialog")) { Object.Destroy(go); } // white background because font rendering is broken string log = ""; foreach (Quest.LogEntry e in game.quest.log) { log += e.GetEntry(); } log.Trim('\n'); DialogBox db = new DialogBox(new Vector2(UIScaler.GetHCenter(-14f), 0.5f), new Vector2(28, 24.5f), log, Color.black, new Color(1, 1, 1, 0.9f)); db.AddBorder(); // This material works for the mask, but only renders in black db.textObj.GetComponent <UnityEngine.UI.Text>().material = (Material)Resources.Load("Fonts/FontMaterial"); UnityEngine.UI.ScrollRect scrollRect = db.background.AddComponent <UnityEngine.UI.ScrollRect>(); scrollRect.content = db.textObj.GetComponent <RectTransform>(); scrollRect.horizontal = false; RectTransform textRect = db.textObj.GetComponent <RectTransform>(); textRect.sizeDelta = new Vector2(textRect.rect.width, db.textObj.GetComponent <UnityEngine.UI.Text>().preferredHeight); scrollRect.verticalNormalizedPosition = 0f; UnityEngine.UI.Mask mask = db.background.AddComponent <UnityEngine.UI.Mask>(); new TextButton(new Vector2(UIScaler.GetHCenter(-3f), 25f), new Vector2(6, 2), "Close", delegate { Destroyer.Dialog(); }); }
static public int set_showMaskGraphic(IntPtr l) { UnityEngine.UI.Mask o = (UnityEngine.UI.Mask)checkSelf(l); bool v; checkType(l, 2, out v); o.showMaskGraphic = v; return(0); }
static public int get_rectTransform(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); pushValue(l, self.rectTransform); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_graphic(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); pushValue(l, self.graphic); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int OnSiblingGraphicEnabledDisabled(IntPtr l) { try{ UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); self.OnSiblingGraphicEnabledDisabled(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int OnSiblingGraphicEnabledDisabled(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); self.OnSiblingGraphicEnabledDisabled(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int MaskEnabled(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); var ret = self.MaskEnabled(); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_showMaskGraphic(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); pushValue(l, self.showMaskGraphic); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int MaskEnabled(IntPtr l) { try{ UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); System.Boolean ret = self.MaskEnabled(); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_showMaskGraphic(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); bool v; checkType(l, 2, out v); self.showMaskGraphic = v; return(0); } catch (Exception e) { return(error(l, e)); } }
public void Update(bool toggle = false) { Destroyer.Dialog(); developerToggle ^= toggle; Game game = Game.Get(); game.logWindow = this; game.cc.panDisable = true; // white background because font rendering is broken string log = ""; foreach (Quest.LogEntry e in game.quest.log) { log += e.GetEntry(developerToggle); } log.Trim('\n'); DialogBox db = null; if (developerToggle) { db = new DialogBox(new Vector2(UIScaler.GetHCenter(-18f), 0.5f), new Vector2(20, 24.5f), new StringKey(null, log, false), Color.black, new Color(1, 1, 1, 0.9f)); } else { db = new DialogBox(new Vector2(UIScaler.GetHCenter(-14f), 0.5f), new Vector2(28, 24.5f), new StringKey(null, log, false), Color.black, new Color(1, 1, 1, 0.9f)); } db.AddBorder(); // This material works for the mask, but only renders in black db.textObj.GetComponent <UnityEngine.UI.Text>().material = (Material)Resources.Load("Fonts/FontMaterial"); UnityEngine.UI.ScrollRect scrollRect = db.background.AddComponent <UnityEngine.UI.ScrollRect>(); scrollRect.content = db.textObj.GetComponent <RectTransform>(); scrollRect.horizontal = false; RectTransform textRect = db.textObj.GetComponent <RectTransform>(); textRect.sizeDelta = new Vector2(textRect.rect.width, db.textObj.GetComponent <UnityEngine.UI.Text>().preferredHeight); scrollRect.verticalNormalizedPosition = 0f; UnityEngine.UI.Mask mask = db.background.AddComponent <UnityEngine.UI.Mask>(); new TextButton(new Vector2(UIScaler.GetHCenter(-3f), 25f), new Vector2(6, 2), CommonStringKeys.CLOSE, delegate { Destroyer.Dialog(); }); if (developerToggle) { DrawVarList(); } }
static public int GetModifiedMaterial(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); UnityEngine.Material a1; checkType(l, 2, out a1); var ret = self.GetModifiedMaterial(a1); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static int MaskEnabled(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.Mask)); bool o = obj.MaskEnabled(); LuaDLL.lua_pushboolean(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int IsRaycastLocationValid(IntPtr l) { try { UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.Camera a2; checkType(l, 3, out a2); var ret = self.IsRaycastLocationValid(a1, a2); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static int GetModifiedMaterial(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.Mask)); UnityEngine.Material arg0 = (UnityEngine.Material)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.Material)); UnityEngine.Material o = obj.GetModifiedMaterial(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int IsRaycastLocationValid(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.Mask)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); UnityEngine.Camera arg1 = (UnityEngine.Camera)ToLua.CheckUnityObject(L, 3, typeof(UnityEngine.Camera)); bool o = obj.IsRaycastLocationValid(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int IsRaycastLocationValid(IntPtr l) { try{ UnityEngine.UI.Mask self = (UnityEngine.UI.Mask)checkSelf(l); UnityEngine.Vector2 a1; checkType(l, 2, out a1); UnityEngine.Camera a2; checkType(l, 3, out a2); System.Boolean ret = self.IsRaycastLocationValid(a1, a2); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int get_rectTransform(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)o; UnityEngine.RectTransform ret = obj.rectTransform; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index rectTransform on a nil value" : e.Message)); } }
static int get_graphic(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)o; UnityEngine.UI.Graphic ret = obj.graphic; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index graphic on a nil value" : e.Message)); } }
static int set_showMaskGraphic(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.showMaskGraphic = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index showMaskGraphic on a nil value" : e.Message)); } }
static int get_showMaskGraphic(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.UI.Mask obj = (UnityEngine.UI.Mask)o; bool ret = obj.showMaskGraphic; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index showMaskGraphic on a nil value" : e.Message)); } }
static public int get_rectTransform(IntPtr l) { UnityEngine.UI.Mask o = (UnityEngine.UI.Mask)checkSelf(l); pushValue(l, o.rectTransform); return(1); }
public static GameObject CreateDropdown(Resources resources) { GameObject root = CreateUIElementRoot("Dropdown", s_ThickElementSize); GameObject label = CreateUIObject("Label", root); GameObject arrow = CreateUIObject("Arrow", root); GameObject template = CreateUIObject("Template", root); GameObject viewport = CreateUIObject("Viewport", template); GameObject content = CreateUIObject("Content", viewport); GameObject item = CreateUIObject("Item", content); GameObject itemBackground = CreateUIObject("Item Background", item); GameObject itemCheckmark = CreateUIObject("Item Checkmark", item); GameObject itemLabel = CreateUIObject("Item Label", item); // Sub controls. GameObject scrollbar = CreateScrollbar(resources); scrollbar.name = "Scrollbar"; SetParentAndAlign(scrollbar, template); Scrollbar scrollbarScrollbar = scrollbar.GetComponent <Scrollbar>(); scrollbarScrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true); RectTransform vScrollbarRT = scrollbar.GetComponent <RectTransform>(); vScrollbarRT.anchorMin = Vector2.right; vScrollbarRT.anchorMax = Vector2.one; vScrollbarRT.pivot = Vector2.one; vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0); // Setup item UI components. Text itemLabelText = itemLabel.AddComponent <Text>(); SetDefaultTextValues(itemLabelText); itemLabelText.alignment = TextAnchor.MiddleLeft; Image itemBackgroundImage = itemBackground.AddComponent <Image>(); itemBackgroundImage.color = new Color32(245, 245, 245, 255); Image itemCheckmarkImage = itemCheckmark.AddComponent <Image>(); itemCheckmarkImage.sprite = resources.checkmark; Toggle itemToggle = item.AddComponent <Toggle>(); itemToggle.targetGraphic = itemBackgroundImage; itemToggle.graphic = itemCheckmarkImage; itemToggle.isOn = true; // Setup template UI components. Image templateImage = template.AddComponent <Image>(); templateImage.sprite = resources.standard; templateImage.type = Image.Type.Sliced; ScrollRect templateScrollRect = template.AddComponent <ScrollRect>(); templateScrollRect.content = (RectTransform)content.transform; templateScrollRect.viewport = (RectTransform)viewport.transform; templateScrollRect.horizontal = false; templateScrollRect.movementType = ScrollRect.MovementType.Clamped; templateScrollRect.verticalScrollbar = scrollbarScrollbar; templateScrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; templateScrollRect.verticalScrollbarSpacing = -3; Mask scrollRectMask = viewport.AddComponent <Mask>(); scrollRectMask.showMaskGraphic = false; Image viewportImage = viewport.AddComponent <Image>(); viewportImage.sprite = resources.mask; viewportImage.type = Image.Type.Sliced; // Setup dropdown UI components. Text labelText = label.AddComponent <Text>(); SetDefaultTextValues(labelText); labelText.alignment = TextAnchor.MiddleLeft; Image arrowImage = arrow.AddComponent <Image>(); arrowImage.sprite = resources.dropdown; Image backgroundImage = root.AddComponent <Image>(); backgroundImage.sprite = resources.standard; backgroundImage.color = s_DefaultSelectableColor; backgroundImage.type = Image.Type.Sliced; Dropdown dropdown = root.AddComponent <Dropdown>(); dropdown.targetGraphic = backgroundImage; SetDefaultColorTransitionValues(dropdown); dropdown.template = template.GetComponent <RectTransform>(); dropdown.captionText = labelText; dropdown.itemText = itemLabelText; // Setting default Item list. itemLabelText.text = "Option A"; dropdown.options.Add(new Dropdown.OptionData { text = "Option A" }); dropdown.options.Add(new Dropdown.OptionData { text = "Option B" }); dropdown.options.Add(new Dropdown.OptionData { text = "Option C" }); dropdown.RefreshShownValue(); // Set up RectTransforms. RectTransform labelRT = label.GetComponent <RectTransform>(); labelRT.anchorMin = Vector2.zero; labelRT.anchorMax = Vector2.one; labelRT.offsetMin = new Vector2(10, 6); labelRT.offsetMax = new Vector2(-25, -7); RectTransform arrowRT = arrow.GetComponent <RectTransform>(); arrowRT.anchorMin = new Vector2(1, 0.5f); arrowRT.anchorMax = new Vector2(1, 0.5f); arrowRT.sizeDelta = new Vector2(20, 20); arrowRT.anchoredPosition = new Vector2(-15, 0); RectTransform templateRT = template.GetComponent <RectTransform>(); templateRT.anchorMin = new Vector2(0, 0); templateRT.anchorMax = new Vector2(1, 0); templateRT.pivot = new Vector2(0.5f, 1); templateRT.anchoredPosition = new Vector2(0, 2); templateRT.sizeDelta = new Vector2(0, 150); RectTransform viewportRT = viewport.GetComponent <RectTransform>(); viewportRT.anchorMin = new Vector2(0, 0); viewportRT.anchorMax = new Vector2(1, 1); viewportRT.sizeDelta = new Vector2(-18, 0); viewportRT.pivot = new Vector2(0, 1); RectTransform contentRT = content.GetComponent <RectTransform>(); contentRT.anchorMin = new Vector2(0f, 1); contentRT.anchorMax = new Vector2(1f, 1); contentRT.pivot = new Vector2(0.5f, 1); contentRT.anchoredPosition = new Vector2(0, 0); contentRT.sizeDelta = new Vector2(0, 28); RectTransform itemRT = item.GetComponent <RectTransform>(); itemRT.anchorMin = new Vector2(0, 0.5f); itemRT.anchorMax = new Vector2(1, 0.5f); itemRT.sizeDelta = new Vector2(0, 20); RectTransform itemBackgroundRT = itemBackground.GetComponent <RectTransform>(); itemBackgroundRT.anchorMin = Vector2.zero; itemBackgroundRT.anchorMax = Vector2.one; itemBackgroundRT.sizeDelta = Vector2.zero; RectTransform itemCheckmarkRT = itemCheckmark.GetComponent <RectTransform>(); itemCheckmarkRT.anchorMin = new Vector2(0, 0.5f); itemCheckmarkRT.anchorMax = new Vector2(0, 0.5f); itemCheckmarkRT.sizeDelta = new Vector2(20, 20); itemCheckmarkRT.anchoredPosition = new Vector2(10, 0); RectTransform itemLabelRT = itemLabel.GetComponent <RectTransform>(); itemLabelRT.anchorMin = Vector2.zero; itemLabelRT.anchorMax = Vector2.one; itemLabelRT.offsetMin = new Vector2(20, 1); itemLabelRT.offsetMax = new Vector2(-10, -2); template.SetActive(false); return(root); }
public static GameObject CreateScrollView(Resources resources) { GameObject root = CreateUIElementRoot("Scroll View", new Vector2(200, 200)); GameObject viewport = CreateUIObject("Viewport", root); GameObject content = CreateUIObject("Content", viewport); // Sub controls. GameObject hScrollbar = CreateScrollbar(resources); hScrollbar.name = "Scrollbar Horizontal"; SetParentAndAlign(hScrollbar, root); RectTransform hScrollbarRT = hScrollbar.GetComponent <RectTransform>(); hScrollbarRT.anchorMin = Vector2.zero; hScrollbarRT.anchorMax = Vector2.right; hScrollbarRT.pivot = Vector2.zero; hScrollbarRT.sizeDelta = new Vector2(0, hScrollbarRT.sizeDelta.y); GameObject vScrollbar = CreateScrollbar(resources); vScrollbar.name = "Scrollbar Vertical"; SetParentAndAlign(vScrollbar, root); vScrollbar.GetComponent <Scrollbar>().SetDirection(Scrollbar.Direction.BottomToTop, true); RectTransform vScrollbarRT = vScrollbar.GetComponent <RectTransform>(); vScrollbarRT.anchorMin = Vector2.right; vScrollbarRT.anchorMax = Vector2.one; vScrollbarRT.pivot = Vector2.one; vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0); // Setup RectTransforms. // Make viewport fill entire scroll view. RectTransform viewportRT = viewport.GetComponent <RectTransform>(); viewportRT.anchorMin = Vector2.zero; viewportRT.anchorMax = Vector2.one; viewportRT.sizeDelta = Vector2.zero; viewportRT.pivot = Vector2.up; // Make context match viewpoprt width and be somewhat taller. // This will show the vertical scrollbar and not the horizontal one. RectTransform contentRT = content.GetComponent <RectTransform>(); contentRT.anchorMin = Vector2.up; contentRT.anchorMax = Vector2.one; contentRT.sizeDelta = new Vector2(0, 300); contentRT.pivot = Vector2.up; // Setup UI components. ScrollRect scrollRect = root.AddComponent <ScrollRect>(); scrollRect.content = contentRT; scrollRect.viewport = viewportRT; scrollRect.horizontalScrollbar = hScrollbar.GetComponent <Scrollbar>(); scrollRect.verticalScrollbar = vScrollbar.GetComponent <Scrollbar>(); scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; scrollRect.horizontalScrollbarSpacing = -3; scrollRect.verticalScrollbarSpacing = -3; Image rootImage = root.AddComponent <Image>(); rootImage.sprite = resources.background; rootImage.type = Image.Type.Sliced; rootImage.color = s_PanelColor; Mask viewportMask = viewport.AddComponent <Mask>(); viewportMask.showMaskGraphic = false; Image viewportImage = viewport.AddComponent <Image>(); viewportImage.sprite = resources.mask; viewportImage.type = Image.Type.Sliced; return(root); }
// ** Still needs to be implemented ** //private Camera managerCamera; //private TMPro_UpdateManager m_updateManager; //private bool isAlreadyScheduled; // DEBUG Variables //private System.Diagnostics.Stopwatch m_StopWatch; //private int frame = 0; //private int loopCountA = 0; //private int loopCountB = 0; //private int loopCountC = 0; //private int loopCountD = 0; //private int loopCountE = 0; protected override void Awake() { //base.Awake(); //Debug.Log("***** Awake() *****"); // on Object ID:" + GetInstanceID()); m_isAwake = true; // Cache Reference to the Canvas //m_canvas = GetComponentInParent<Canvas>(); //if (m_canvas == null) // m_canvas = gameObject.AddComponent<Canvas>(); // Cache Reference to RectTransform. m_rectTransform = gameObject.GetComponent<RectTransform>(); if (m_rectTransform == null) m_rectTransform = gameObject.AddComponent<RectTransform>(); // Cache a reference to the UIRenderer. m_uiRenderer = GetComponent<CanvasRenderer>(); if (m_uiRenderer == null) m_uiRenderer = gameObject.AddComponent<CanvasRenderer> (); m_uiRenderer.hideFlags = HideFlags.HideInInspector; // Determine if the RectTransform is Driven m_layoutController = GetComponent(typeof(ILayoutController)) as ILayoutController ?? (transform.parent != null ? transform.parent.GetComponent(typeof(ILayoutController)) as ILayoutController : null); if (m_layoutController != null) IsRectTransformDriven = true; // Cache reference to Mask Component if one is present m_mask = GetComponentInParent<Mask>(); // Load the font asset and assign material to renderer. LoadFontAsset(); // Allocate our initial buffers. m_char_buffer = new int[m_max_characters]; m_cached_GlyphInfo = new GlyphInfo(); m_uiVertices = new UIVertex[0]; // m_isFirstAllocation = true; m_textInfo = new TextInfo(); m_textInfo.wordInfo = new List<WordInfo>(); m_textInfo.lineInfo = new LineInfo[m_max_numberOfLines]; m_textInfo.meshInfo = new TMPro_MeshInfo(); m_fontAssetArray = new TextMeshProFont[16]; // Check if we have a font asset assigned. Return if we don't because no one likes to see purple squares on screen. if (m_fontAsset == null) { Debug.LogWarning("Please assign a Font Asset to this " + transform.name + " gameobject."); return; } // Set Defaults for Font Auto-sizing if (m_fontSizeMin == 0) m_fontSizeMin = m_fontSize / 2; if (m_fontSizeMax == 0) m_fontSizeMax = m_fontSize * 2; //// Set flags to cause ensure our text is parsed and text redrawn. isInputParsingRequired = true; havePropertiesChanged = true; m_rectTransformDimensionsChanged = true; m_isCalculateSizeRequired = true; //m_isNewTextObject = true; //LayoutRebuilder.MarkLayoutForRebuild(m_rectTransform); ForceMeshUpdate(); // Added to force OnWillRenderObject() to be called in case object is not visible so we get initial bounds for the mesh. ///* ScheduleUpdate(); }
void Start() { if (toggleMask) { if (gameObject.GetComponent<Mask>()) thisMask = gameObject.GetComponent<Mask>(); else { thisMask = gameObject.AddComponent<Mask>(); thisMask.enabled = false; } } theCanvas = gameObject.GetComponentInParent<Canvas>(); if (theCanvas.renderMode != RenderMode.ScreenSpaceOverlay) { if (theCanvas.worldCamera) { theCamera = theCanvas.worldCamera; worldSpace = true; } } Refresh(); }
static public int get_showMaskGraphic(IntPtr l) { UnityEngine.UI.Mask o = (UnityEngine.UI.Mask)checkSelf(l); pushValue(l, o.showMaskGraphic); return(1); }
public static GameObject CreateDropdown(UIDefaultControls.Resources resources) { GameObject gameObject = UIDefaultControls.CreateUIElementRoot("Dropdown", UIDefaultControls.s_ThickElementSize); GameObject gameObject2 = UIDefaultControls.CreateUIObject("Label", gameObject); GameObject gameObject3 = UIDefaultControls.CreateUIObject("Arrow", gameObject); GameObject gameObject4 = UIDefaultControls.CreateUIObject("Template", gameObject); GameObject gameObject5 = UIDefaultControls.CreateUIObject("Viewport", gameObject4); GameObject gameObject6 = UIDefaultControls.CreateUIObject("Content", gameObject5); GameObject gameObject7 = UIDefaultControls.CreateUIObject("Item", gameObject6); GameObject gameObject8 = UIDefaultControls.CreateUIObject("Item Background", gameObject7); GameObject gameObject9 = UIDefaultControls.CreateUIObject("Item Checkmark", gameObject7); GameObject gameObject10 = UIDefaultControls.CreateUIObject("Item Label", gameObject7); GameObject gameObject11 = UIDefaultControls.CreateScrollbar(resources); gameObject11.name = ("Scrollbar"); UIDefaultControls.SetParentAndAlign(gameObject11, gameObject4); Scrollbar component = gameObject11.GetComponent <Scrollbar> (); component.SetDirection(Scrollbar.Direction.BottomToTop, true); RectTransform component2 = gameObject11.GetComponent <RectTransform> (); component2.anchorMin = (Vector2.right); component2.anchorMax = (Vector2.one); component2.pivot = (Vector2.one); component2.sizeDelta = (new Vector2(component2.sizeDelta.x, 0)); UILabel text = gameObject10.AddComponent <UILabel> (); UIDefaultControls.SetDefaultTextValues(text); text.alignment = TextAnchor.MiddleCenter; UISprite image = gameObject8.AddComponent <UISprite> (); image.color = new Color32(245, 245, 245, 255); UISprite image2 = gameObject9.AddComponent <UISprite> (); image2.sprite = resources.checkmark; UIToggle toggle = gameObject7.AddComponent <UIToggle> (); toggle.targetGraphic = image; toggle.graphic = image2; toggle.isOn = true; UISprite image3 = gameObject4.AddComponent <UISprite> (); image3.sprite = resources.standard; image3.type = UISprite.Type.Sliced; ScrollRect scrollRect = gameObject4.AddComponent <ScrollRect> (); scrollRect.content = (RectTransform)gameObject6.transform; scrollRect.viewport = (RectTransform)gameObject5.transform; scrollRect.horizontal = false; scrollRect.movementType = ScrollRect.MovementType.Clamped; scrollRect.verticalScrollbar = component; scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; scrollRect.verticalScrollbarSpacing = -3; Mask mask = gameObject5.AddComponent <Mask> (); mask.showMaskGraphic = false; UISprite image4 = gameObject5.AddComponent <UISprite> (); image4.sprite = resources.mask; image4.type = UISprite.Type.Sliced; UILabel text2 = gameObject2.AddComponent <UILabel> (); UIDefaultControls.SetDefaultTextValues(text2); text2.alignment = TextAnchor.MiddleCenter; UISprite image5 = gameObject3.AddComponent <UISprite> (); image5.sprite = resources.dropdown; UISprite image6 = gameObject.AddComponent <UISprite> (); image6.sprite = resources.standard; image6.color = UIDefaultControls.s_DefaultSelectableColor; image6.type = UISprite.Type.Sliced; UIDropdown dropdown = gameObject.AddComponent <UIDropdown> (); dropdown.targetGraphic = image6; UIDefaultControls.SetDefaultColorTransitionValues(dropdown); dropdown.template = gameObject4.GetComponent <RectTransform> (); dropdown.captionText = text2; dropdown.itemText = text; text.text = "Option A"; dropdown.options.Add(new Dropdown.OptionData { text = "Option A" }); dropdown.options.Add(new Dropdown.OptionData { text = "Option B" }); dropdown.options.Add(new Dropdown.OptionData { text = "Option C" }); dropdown.RefreshShownValue(); RectTransform component3 = gameObject2.GetComponent <RectTransform> (); component3.anchorMin = (Vector2.zero); component3.anchorMax = (Vector2.one); component3.offsetMin = (new Vector2(10, 6)); component3.offsetMax = (new Vector2(-25, -7)); RectTransform component4 = gameObject3.GetComponent <RectTransform> (); component4.anchorMin = (new Vector2(1, 0.5f)); component4.anchorMax = (new Vector2(1, 0.5f)); component4.sizeDelta = (new Vector2(20, 20)); component4.anchoredPosition = (new Vector2(-15, 0)); RectTransform component5 = gameObject4.GetComponent <RectTransform> (); component5.anchorMin = (new Vector2(0, 0)); component5.anchorMax = (new Vector2(1, 0)); component5.pivot = (new Vector2(0.5f, 1)); component5.anchoredPosition = (new Vector2(0, 2)); component5.sizeDelta = (new Vector2(0, 150)); RectTransform component6 = gameObject5.GetComponent <RectTransform> (); component6.anchorMin = (new Vector2(0, 0)); component6.anchorMax = (new Vector2(1, 1)); component6.sizeDelta = (new Vector2(-18, 0)); component6.pivot = (new Vector2(0, 1)); RectTransform component7 = gameObject6.GetComponent <RectTransform> (); component7.anchorMin = (new Vector2(0, 1)); component7.anchorMax = (new Vector2(1, 1)); component7.pivot = (new Vector2(0.5f, 1)); component7.anchoredPosition = (new Vector2(0, 0)); component7.sizeDelta = (new Vector2(0, 28)); RectTransform component8 = gameObject7.GetComponent <RectTransform> (); component8.anchorMin = (new Vector2(0, 0.5f)); component8.anchorMax = (new Vector2(1, 0.5f)); component8.sizeDelta = (new Vector2(0, 20)); RectTransform component9 = gameObject8.GetComponent <RectTransform> (); component9.anchorMin = (Vector2.zero); component9.anchorMax = (Vector2.one); component9.sizeDelta = (Vector2.zero); RectTransform component10 = gameObject9.GetComponent <RectTransform> (); component10.anchorMin = (new Vector2(0, 0.5f)); component10.anchorMax = (new Vector2(0, 0.5f)); component10.sizeDelta = (new Vector2(20, 20)); component10.anchoredPosition = (new Vector2(10, 0)); RectTransform component11 = gameObject10.GetComponent <RectTransform> (); component11.anchorMin = (Vector2.zero); component11.anchorMax = (Vector2.one); component11.offsetMin = (new Vector2(20, 1)); component11.offsetMax = (new Vector2(-10, -2)); gameObject4.SetActive(false); return(gameObject); }
public GUIContent(Action<GUIObject> callback = null) : base(callback) { _imageMask = _box.AddComponent<Image>(); _imageMask.color = Color.white; _overflowMask = _box.AddComponent<Mask>(); _overflowMask.enabled = false; _overflowMask.showMaskGraphic = false; }
public static GameObject CreateScrollView(UIDefaultControls.Resources resources) { GameObject gameObject = UIDefaultControls.CreateUIElementRoot("Scroll View", new Vector2(200, 200)); GameObject gameObject2 = UIDefaultControls.CreateUIObject("Viewport", gameObject); GameObject gameObject3 = UIDefaultControls.CreateUIObject("Content", gameObject2); GameObject gameObject4 = UIDefaultControls.CreateScrollbar(resources); gameObject4.name = ("Scrollbar Horizontal"); UIDefaultControls.SetParentAndAlign(gameObject4, gameObject); RectTransform component = gameObject4.GetComponent <RectTransform> (); component.anchorMin = (Vector2.zero); component.anchorMax = (Vector2.right); component.pivot = (Vector2.zero); component.sizeDelta = (new Vector2(0, component.sizeDelta.y)); GameObject gameObject5 = UIDefaultControls.CreateScrollbar(resources); gameObject5.name = ("Scrollbar Vertical"); UIDefaultControls.SetParentAndAlign(gameObject5, gameObject); gameObject5.GetComponent <Scrollbar> ().SetDirection(Scrollbar.Direction.BottomToTop, true); RectTransform component2 = gameObject5.GetComponent <RectTransform> (); component2.anchorMin = (Vector2.right); component2.anchorMax = (Vector2.one); component2.pivot = (Vector2.one); component2.sizeDelta = (new Vector2(component2.sizeDelta.x, 0)); RectTransform component3 = gameObject2.GetComponent <RectTransform> (); component3.anchorMin = (Vector2.zero); component3.anchorMax = (Vector2.one); component3.sizeDelta = (Vector2.zero); component3.pivot = (Vector2.up); RectTransform component4 = gameObject3.GetComponent <RectTransform> (); component4.anchorMin = (Vector2.up); component4.anchorMax = (Vector2.one); component4.sizeDelta = (new Vector2(0, 300)); component4.pivot = (Vector2.up); ScrollRect scrollRect = gameObject.AddComponent <ScrollRect> (); scrollRect.content = component4; scrollRect.viewport = component3; scrollRect.horizontalScrollbar = gameObject4.GetComponent <Scrollbar> (); scrollRect.verticalScrollbar = gameObject5.GetComponent <Scrollbar> (); scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; scrollRect.horizontalScrollbarSpacing = -3; scrollRect.verticalScrollbarSpacing = -3; UISprite image = gameObject.AddComponent <UISprite> (); image.sprite = resources.background; image.type = UISprite.Type.Sliced; image.color = UIDefaultControls.s_PanelColor; Mask mask = gameObject2.AddComponent <Mask> (); mask.showMaskGraphic = false; UISprite image2 = gameObject2.AddComponent <UISprite> (); image2.sprite = resources.mask; image2.type = UISprite.Type.Sliced; return(gameObject); }