Example #1
0
        private GameObject CreateAnimObj(string animName, bool createForInit = false)
        {
            UiAnimMgr.AnimData animData;
            this.m_animData.TryGetValue(animName, out animData);
            if (animData == null)
            {
                return(null);
            }
            GameObject gameObject = null;

            if (!createForInit && animData.m_availableObjects.Count > 0)
            {
                gameObject = animData.m_availableObjects.Pop();
            }
            if (gameObject != null)
            {
                if (animData.m_activeObjects.Contains(gameObject))
                {
                    Debug.Log("Error! new anim object already in active object list.");
                }
                else
                {
                    animData.m_activeObjects.Add(gameObject);
                }
                gameObject.SetActive(true);
                UiAnimation component = gameObject.GetComponent <UiAnimation>();
                component.Reset();
                component.m_ID = this.GetNextID();
                return(gameObject);
            }
            gameObject = new GameObject();
            if (createForInit)
            {
                animData.m_availableObjects.Push(gameObject);
            }
            else if (animData.m_activeObjects.Contains(gameObject))
            {
                Debug.Log("Error! new anim object already in active object list.");
            }
            else
            {
                animData.m_activeObjects.Add(gameObject);
            }
            CanvasGroup canvasGroup = gameObject.AddComponent <CanvasGroup>();

            canvasGroup.blocksRaycasts = false;
            canvasGroup.interactable   = false;
            gameObject.name            = animName;
            UiAnimation uiAnimation = gameObject.AddComponent <UiAnimation>();

            uiAnimation.m_ID = this.GetNextID();
            uiAnimation.Deserialize(animName);
            RectTransform rectTransform = gameObject.AddComponent <RectTransform>();

            rectTransform.SetSizeWithCurrentAnchors(0, uiAnimation.GetFrameWidth());
            rectTransform.SetSizeWithCurrentAnchors(1, uiAnimation.GetFrameHeight());
            foreach (UiAnimation.UiTexture uiTexture in uiAnimation.m_textures.Values)
            {
                GameObject gameObject2 = new GameObject();
                gameObject2.name = uiTexture.m_parentKey + "_Texture";
                gameObject2.transform.SetParent(gameObject.transform, false);
                uiTexture.m_image        = gameObject2.AddComponent <Image>();
                uiTexture.m_image.sprite = uiTexture.m_sprite;
                uiTexture.m_image.canvasRenderer.SetAlpha(uiTexture.m_alpha);
                if (uiTexture.m_alphaMode == "ADD")
                {
                    uiTexture.m_image.material = new Material(UiAnimMgr.instance.m_additiveMaterial);
                }
                else
                {
                    uiTexture.m_image.material = new Material(UiAnimMgr.instance.m_blendMaterial);
                }
                uiTexture.m_image.material.mainTexture = uiTexture.m_sprite.texture;
                RectTransform component2 = gameObject2.GetComponent <RectTransform>();
                if (uiTexture.m_anchor != null && uiTexture.m_anchor.relativePoint != null)
                {
                    string relativePoint = uiTexture.m_anchor.relativePoint;
                    switch (relativePoint)
                    {
                    case "TOP":
                        component2.anchorMin = new Vector2(0.5f, 1f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "BOTTOM":
                        component2.anchorMin = new Vector2(0.5f, 0f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "LEFT":
                        component2.anchorMin = new Vector2(0f, 0.5f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "RIGHT":
                        component2.anchorMin = new Vector2(1f, 0.5f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "CENTER":
                        component2.anchorMin = new Vector2(0.5f, 0.5f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "TOPLEFT":
                        component2.anchorMin = new Vector2(0f, 1f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "TOPRIGHT":
                        component2.anchorMin = new Vector2(1f, 1f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "BOTTOMLEFT":
                        component2.anchorMin = new Vector2(0f, 0f);
                        component2.anchorMax = component2.anchorMin;
                        break;

                    case "BOTTOMRIGHT":
                        component2.anchorMin = new Vector2(1f, 0f);
                        component2.anchorMax = component2.anchorMin;
                        break;
                    }
                }
                Vector2 vector = default(Vector2);
                if (uiTexture.m_anchor != null && uiTexture.m_anchor.point != null)
                {
                    string point = uiTexture.m_anchor.point;
                    switch (point)
                    {
                    case "TOP":
                        vector.Set(0f, -0.5f * uiTexture.m_image.sprite.rect.height);
                        break;

                    case "BOTTOM":
                        vector.Set(0f, 0.5f * uiTexture.m_image.sprite.rect.height);
                        break;

                    case "LEFT":
                        vector.Set(0.5f * uiTexture.m_image.sprite.rect.width, 0f);
                        break;

                    case "RIGHT":
                        vector.Set(-0.5f * uiTexture.m_image.sprite.rect.width, 0f);
                        break;

                    case "TOPLEFT":
                        vector.Set(0.5f * uiTexture.m_image.sprite.rect.width, -0.5f * uiTexture.m_image.sprite.rect.height);
                        break;

                    case "TOPRIGHT":
                        vector.Set(-0.5f * uiTexture.m_image.sprite.rect.width, -0.5f * uiTexture.m_image.sprite.rect.height);
                        break;

                    case "BOTTOMLEFT":
                        vector.Set(0.5f * uiTexture.m_image.sprite.rect.width, 0.5f * uiTexture.m_image.sprite.rect.height);
                        break;

                    case "BOTTOMRIGHT":
                        vector.Set(-0.5f * uiTexture.m_image.sprite.rect.width, 0.5f * uiTexture.m_image.sprite.rect.height);
                        break;
                    }
                }
                component2.anchoredPosition = new Vector2(vector.x + uiTexture.m_anchor.x, vector.y + uiTexture.m_anchor.y);
                int num2 = 0;
                int num3 = 0;
                int.TryParse(uiTexture.m_width, out num2);
                int.TryParse(uiTexture.m_height, out num3);
                component2.SetSizeWithCurrentAnchors(0, (num2 <= 0) ? uiTexture.m_image.sprite.rect.width : ((float)num2));
                component2.SetSizeWithCurrentAnchors(1, (num3 <= 0) ? uiTexture.m_image.sprite.rect.height : ((float)num3));
            }
            foreach (UiAnimation.UiTexture uiTexture2 in uiAnimation.m_textures.Values)
            {
                RectTransform rectTransform2 = uiTexture2.m_image.rectTransform;
                uiTexture2.m_localPosition = rectTransform2.localPosition;
            }
            return(gameObject);
        }
Example #2
0
        private GameObject CreateAnimObj(string animName, bool createForInit = false)
        {
            UiAnimMgr.AnimData       animDatum;
            Dictionary <string, int> strs;
            int num;

            this.m_animData.TryGetValue(animName, out animDatum);
            if (animDatum == null)
            {
                return(null);
            }
            GameObject gameObject = null;

            if (!createForInit && animDatum.m_availableObjects.Count > 0)
            {
                gameObject = animDatum.m_availableObjects.Pop();
            }
            if (gameObject != null)
            {
                if (!animDatum.m_activeObjects.Contains(gameObject))
                {
                    animDatum.m_activeObjects.Add(gameObject);
                }
                else
                {
                    Debug.Log("Error! new anim object already in active object list.");
                }
                gameObject.SetActive(true);
                UiAnimation component = gameObject.GetComponent <UiAnimation>();
                component.Reset();
                component.m_ID = this.GetNextID();
                return(gameObject);
            }
            gameObject = new GameObject();
            if (createForInit)
            {
                animDatum.m_availableObjects.Push(gameObject);
            }
            else if (!animDatum.m_activeObjects.Contains(gameObject))
            {
                animDatum.m_activeObjects.Add(gameObject);
            }
            else
            {
                Debug.Log("Error! new anim object already in active object list.");
            }
            CanvasGroup canvasGroup = gameObject.AddComponent <CanvasGroup>();

            canvasGroup.blocksRaycasts = false;
            canvasGroup.interactable   = false;
            gameObject.name            = animName;
            UiAnimation nextID = gameObject.AddComponent <UiAnimation>();

            nextID.m_ID = this.GetNextID();
            nextID.Deserialize(animName);
            RectTransform rectTransform = gameObject.AddComponent <RectTransform>();

            rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, nextID.GetFrameWidth());
            rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, nextID.GetFrameHeight());
            foreach (UiAnimation.UiTexture value in nextID.m_textures.Values)
            {
                GameObject gameObject1 = new GameObject()
                {
                    name = string.Concat(value.m_parentKey, "_Texture")
                };
                gameObject1.transform.SetParent(gameObject.transform, false);
                value.m_image        = gameObject1.AddComponent <Image>();
                value.m_image.sprite = value.m_sprite;
                value.m_image.canvasRenderer.SetAlpha(value.m_alpha);
                if (value.m_alphaMode != "ADD")
                {
                    value.m_image.material = new Material(UiAnimMgr.instance.m_blendMaterial);
                }
                else
                {
                    value.m_image.material = new Material(UiAnimMgr.instance.m_additiveMaterial);
                }
                value.m_image.material.mainTexture = value.m_sprite.texture;
                RectTransform vector2 = gameObject1.GetComponent <RectTransform>();
                if (value.m_anchor != null && value.m_anchor.relativePoint != null)
                {
                    string mAnchor = value.m_anchor.relativePoint;
                    if (mAnchor != null)
                    {
                        if (UiAnimMgr.< > f__switch$map9 == null)
                        {
                            strs = new Dictionary <string, int>(9)
                            {
                                { "TOP", 0 },
                                { "BOTTOM", 1 },
                                { "LEFT", 2 },
                                { "RIGHT", 3 },
                                { "CENTER", 4 },
                                { "TOPLEFT", 5 },
                                { "TOPRIGHT", 6 },
                                { "BOTTOMLEFT", 7 },
                                { "BOTTOMRIGHT", 8 }
                            };
                            UiAnimMgr.< > f__switch$map9 = strs;
                        }
                        if (UiAnimMgr.< > f__switch$map9.TryGetValue(mAnchor, out num))
                        {
                            switch (num)
                            {
                            case 0:
                            {
                                vector2.anchorMin = new Vector2(0.5f, 1f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 1:
                            {
                                vector2.anchorMin = new Vector2(0.5f, 0f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 2:
                            {
                                vector2.anchorMin = new Vector2(0f, 0.5f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 3:
                            {
                                vector2.anchorMin = new Vector2(1f, 0.5f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 4:
                            {
                                vector2.anchorMin = new Vector2(0.5f, 0.5f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 5:
                            {
                                vector2.anchorMin = new Vector2(0f, 1f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 6:
                            {
                                vector2.anchorMin = new Vector2(1f, 1f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 7:
                            {
                                vector2.anchorMin = new Vector2(0f, 0f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }

                            case 8:
                            {
                                vector2.anchorMin = new Vector2(1f, 0f);
                                vector2.anchorMax = vector2.anchorMin;
                                goto Label0;
                            }
                            }
                        }
                    }
                }
Label0:
                Vector2 vector21 = new Vector2();
                if (value.m_anchor != null && value.m_anchor.point != null)
                {
                    string str = value.m_anchor.point;
                    if (str != null)
                    {
                        if (UiAnimMgr.< > f__switch$mapA == null)
                        {
                            strs = new Dictionary <string, int>(9)
                            {
                                { "TOP", 0 },
                                { "BOTTOM", 1 },
                                { "LEFT", 2 },
                                { "RIGHT", 3 },
                                { "CENTER", 4 },
                                { "TOPLEFT", 5 },
                                { "TOPRIGHT", 6 },
                                { "BOTTOMLEFT", 7 },
                                { "BOTTOMRIGHT", 8 }
                            };
                            UiAnimMgr.< > f__switch$mapA = strs;
                        }
                        if (UiAnimMgr.< > f__switch$mapA.TryGetValue(str, out num))
                        {
                            switch (num)
                            {
                            case 0:
                            {
                                Rect mImage = value.m_image.sprite.rect;
                                vector21.Set(0f, -0.5f * mImage.height);
                                goto Label1;
                            }

                            case 1:
                            {
                                Rect rect = value.m_image.sprite.rect;
                                vector21.Set(0f, 0.5f * rect.height);
                                goto Label1;
                            }

                            case 2:
                            {
                                Rect mImage1 = value.m_image.sprite.rect;
                                vector21.Set(0.5f * mImage1.width, 0f);
                                goto Label1;
                            }

                            case 3:
                            {
                                Rect rect1 = value.m_image.sprite.rect;
                                vector21.Set(-0.5f * rect1.width, 0f);
                                goto Label1;
                            }

                            case 4:
                            {
                                goto Label1;
                            }

                            case 5:
                            {
                                float single  = 0.5f * value.m_image.sprite.rect.width;
                                Rect  mImage2 = value.m_image.sprite.rect;
                                vector21.Set(single, -0.5f * mImage2.height);
                                goto Label1;
                            }

                            case 6:
                            {
                                float single1 = -0.5f * value.m_image.sprite.rect.width;
                                Rect  rect2   = value.m_image.sprite.rect;
                                vector21.Set(single1, -0.5f * rect2.height);
                                goto Label1;
                            }

                            case 7:
                            {
                                float single2 = 0.5f * value.m_image.sprite.rect.width;
                                Rect  mImage3 = value.m_image.sprite.rect;
                                vector21.Set(single2, 0.5f * mImage3.height);
                                goto Label1;
                            }

                            case 8:
                            {
                                float single3 = -0.5f * value.m_image.sprite.rect.width;
                                Rect  rect3   = value.m_image.sprite.rect;
                                vector21.Set(single3, 0.5f * rect3.height);
                                goto Label1;
                            }
                            }
                        }
                    }
                }
Label1:
                vector2.anchoredPosition = new Vector2(vector21.x + value.m_anchor.x, vector21.y + value.m_anchor.y);
                int num1 = 0;
                int num2 = 0;
                int.TryParse(value.m_width, out num1);
                int.TryParse(value.m_height, out num2);
                vector2.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, (num1 <= 0 ? value.m_image.sprite.rect.width : (float)num1));
                vector2.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, (num2 <= 0 ? value.m_image.sprite.rect.height : (float)num2));
            }
            foreach (UiAnimation.UiTexture uiTexture in nextID.m_textures.Values)
            {
                uiTexture.m_localPosition = uiTexture.m_image.rectTransform.localPosition;
            }
            return(gameObject);
        }