Exemple #1
0
	public override void Start()
	{
		if (m_started)
			return;

		base.Start();

		// Assign our aggregate layers:
		aggregateLayers = new SpriteRoot[2][];
		aggregateLayers[0] = filledLayers;
		aggregateLayers[1] = emptyLayers;
		// The knob will handle its own layers

		// Runtime init stuff:
		if(Application.isPlaying)
		{
			// Calculate our truncation floor and range:
			truncFloor = stopKnobFromEdge / width;
			truncRange = 1f - truncFloor * 2f;

			filledIndices = new int[filledLayers.Length];
			emptyIndices = new int[emptyLayers.Length];

			// Populate our state indices based on if we
			// find any valid states/animations in each 
			// sprite layer:
			for (int i = 0; i < filledLayers.Length; ++i)
			{
				if (filledLayers[i] == null)
				{
					Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
					continue;
				}

				filledIndices[i] = filledLayers[i].GetStateIndex("filled");
				if (filledIndices[i] != -1)
					filledLayers[i].SetState(filledIndices[i]);
			}
			for (int i = 0; i < emptyLayers.Length; ++i)
			{
				if (emptyLayers[i] == null)
				{
					Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
					continue;
				}

				emptyIndices[i] = emptyLayers[i].GetStateIndex("empty");
				if (emptyIndices[i] != -1)
					emptyLayers[i].SetState(emptyIndices[i]);
			}

			// Create our knob:
			GameObject go = new GameObject();
			go.name = name + " - Knob";
			go.transform.parent = transform;
			go.transform.localPosition = CalcKnobStartPos();
			go.transform.localRotation = Quaternion.identity;
			go.transform.localScale = Vector3.one;
			go.layer = gameObject.layer;
			knob = (UIScrollKnob) go.AddComponent(typeof(UIScrollKnob));
			knob.plane = plane;
			knob.SetOffset(knobOffset);
			knob.persistent = persistent;
			knob.bleedCompensation = bleedCompensation;
			if (!managed)
			{
				if (knob.spriteMesh != null)
					((SpriteMesh)knob.spriteMesh).material = renderer.sharedMaterial;
			}
			else
			{
				if (manager != null)
				{
					knob.Managed = managed;
					manager.AddSprite(knob);
					knob.SetDrawLayer(drawLayer + 1);	// Knob should be drawn in front of the bar
				}
				else
					Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
			}

			knob.autoResize = autoResize;
			if (pixelPerfect)
			{
				knob.pixelPerfect = true;

			}
			else
				knob.SetSize(knobSize.x, knobSize.y);

			knob.ignoreClipping = ignoreClipping;

			knob.color = color;
			knob.SetColliderSizeFactor(knobColliderSizeFactor);
			knob.SetSlider(this);
			knob.SetMaxScroll(width - (stopKnobFromEdge * 2f));
			knob.SetInputDelegate(inputDelegate);
			// Setup knob's transitions:
			knob.transitions[0] = transitions[2];
			knob.transitions[1] = transitions[3];
			knob.transitions[2] = transitions[4];

			// Tell the knob what it will look like:
			knob.layers = knobLayers;
			// Child the knob's layers to the knob:
			for (int i = 0; i < knobLayers.Length; ++i)
				knobLayers[i].transform.parent = knob.transform;
			knob.animations[0].SetAnim(states[2], 0);
			knob.animations[1].SetAnim(states[3], 1);
			knob.animations[2].SetAnim(states[4], 2);

			knob.SetupAppearance();
			knob.SetCamera(renderCamera);
			knob.Hide(IsHidden());

			// Create our other sprite for the 
			// empty/background portion:
			go = new GameObject();
			go.name = name + " - Empty Bar";
			go.transform.parent = transform;
			go.transform.localPosition = Vector3.zero;
			go.transform.localRotation = Quaternion.identity;
			go.transform.localScale = Vector3.one;
			go.layer = gameObject.layer;
			emptySprite = (AutoSprite) go.AddComponent(typeof(AutoSprite));
			emptySprite.plane = plane;
			emptySprite.autoResize = autoResize;
			emptySprite.pixelPerfect = pixelPerfect;
			emptySprite.persistent = persistent;
			emptySprite.ignoreClipping = ignoreClipping;
			emptySprite.bleedCompensation = bleedCompensation;
			if (!managed)
				emptySprite.renderer.sharedMaterial = renderer.sharedMaterial;
			else
			{
				if (manager != null)
				{
					emptySprite.Managed = managed;
					manager.AddSprite(emptySprite);
					emptySprite.SetDrawLayer(drawLayer);	// Knob should be drawn in front of the bar
				}
				else
					Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
			}
			emptySprite.color = color;
			emptySprite.SetAnchor(anchor);
			emptySprite.Setup(width, height, m_spriteMesh.material);
			if (states[1].spriteFrames.Length != 0)
			{
				emptySprite.animations = new UVAnimation[1];
				emptySprite.animations[0] = new UVAnimation();
				emptySprite.animations[0].SetAnim(states[1], 0);
				emptySprite.PlayAnim(0, 0);
			}
			emptySprite.renderCamera = renderCamera;
			emptySprite.Hide(IsHidden());
			
			// Add our child objects as children
			// of our container:
			if(container != null)
			{
				container.AddChild(knob.gameObject);
				container.AddChild(emptySprite.gameObject);
			}

			SetState(0);

			// Force the value to update:
			m_value = -1f;
			Value = defaultValue;
		}

		// Since hiding while managed depends on
		// setting our mesh extents to 0, and the
		// foregoing code causes us to not be set
		// to 0, re-hide ourselves:
		if (managed && m_hidden)
			Hide(true);
	}
Exemple #2
0
    public override void Start()
    {
        if (m_started)
        {
            return;
        }

        base.Start();

        // Assign our aggregate layers:
        aggregateLayers    = new SpriteRoot[2][];
        aggregateLayers[0] = filledLayers;
        aggregateLayers[1] = emptyLayers;
        // The knob will handle its own layers

        // Runtime init stuff:
        if (Application.isPlaying)
        {
            // Calculate our truncation floor and range:
            truncFloor = stopKnobFromEdge / width;
            truncRange = 1f - truncFloor * 2f;

            filledIndices = new int[filledLayers.Length];
            emptyIndices  = new int[emptyLayers.Length];

            // Populate our state indices based on if we
            // find any valid states/animations in each
            // sprite layer:
            for (int i = 0; i < filledLayers.Length; ++i)
            {
                if (filledLayers[i] == null)
                {
                    Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
                    continue;
                }

                filledIndices[i] = filledLayers[i].GetStateIndex("filled");
                if (filledIndices[i] != -1)
                {
                    filledLayers[i].SetState(filledIndices[i]);
                }
            }
            for (int i = 0; i < emptyLayers.Length; ++i)
            {
                if (emptyLayers[i] == null)
                {
                    Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
                    continue;
                }

                emptyIndices[i] = emptyLayers[i].GetStateIndex("empty");
                if (emptyIndices[i] != -1)
                {
                    emptyLayers[i].SetState(emptyIndices[i]);
                }
            }

            // Create our knob:
            GameObject go = new GameObject();
            go.name                    = name + " - Knob";
            go.transform.parent        = transform;
            go.transform.localPosition = CalcKnobStartPos();
            go.transform.localRotation = Quaternion.identity;
            go.transform.localScale    = Vector3.one;
            go.layer                   = gameObject.layer;
            knob       = (UIScrollKnob)go.AddComponent(typeof(UIScrollKnob));
            knob.plane = plane;
            knob.SetOffset(knobOffset);
            knob.persistent        = persistent;
            knob.bleedCompensation = bleedCompensation;
            if (!managed)
            {
                if (knob.spriteMesh != null)
                {
                    ((SpriteMesh)knob.spriteMesh).material = GetComponent <Renderer>().sharedMaterial;
                }
            }
            else
            {
                if (manager != null)
                {
                    knob.Managed = managed;
                    manager.AddSprite(knob);
                    knob.SetDrawLayer(drawLayer + 1);                           // Knob should be drawn in front of the bar

                    // Force it to update its UVs:
                    knob.SetControlState(UIButton.CONTROL_STATE.ACTIVE);                        // We have to change to active so that when we set to normal, it isn't considered a redundant change and ignored.
                    knob.SetControlState(UIButton.CONTROL_STATE.NORMAL);
                }
                else
                {
                    Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
                }
            }

            if (pixelPerfect)
            {
                knob.pixelPerfect = true;
            }
            else
            {
                knob.SetSize(knobSize.x, knobSize.y);
            }

            knob.ignoreClipping = ignoreClipping;

            knob.color = color;
            knob.SetColliderSizeFactor(knobColliderSizeFactor);
            knob.SetSlider(this);
            knob.SetMaxScroll(width - (stopKnobFromEdge * 2f));
            knob.SetInputDelegate(inputDelegate);
            // Setup knob's transitions:
            knob.transitions[0] = transitions[2];
            knob.transitions[1] = transitions[3];
            knob.transitions[2] = transitions[4];

            // Tell the knob what it will look like:
            knob.layers = knobLayers;
            // Child the knob's layers to the knob:
            for (int i = 0; i < knobLayers.Length; ++i)
            {
                knobLayers[i].transform.parent = knob.transform;
            }
            knob.animations[0].SetAnim(states[2], 0);
            knob.animations[1].SetAnim(states[3], 1);
            knob.animations[2].SetAnim(states[4], 2);

            knob.SetupAppearance();
            knob.SetCamera(renderCamera);
            knob.Hide(IsHidden());

            knob.autoResize = autoResize;

            // Create our other sprite for the
            // empty/background portion:
            go                            = new GameObject();
            go.name                       = name + " - Empty Bar";
            go.transform.parent           = transform;
            go.transform.localPosition    = Vector3.zero;
            go.transform.localRotation    = Quaternion.identity;
            go.transform.localScale       = Vector3.one;
            go.layer                      = gameObject.layer;
            emptySprite                   = (AutoSprite)go.AddComponent(typeof(AutoSprite));
            emptySprite.plane             = plane;
            emptySprite.autoResize        = autoResize;
            emptySprite.pixelPerfect      = pixelPerfect;
            emptySprite.persistent        = persistent;
            emptySprite.ignoreClipping    = ignoreClipping;
            emptySprite.bleedCompensation = bleedCompensation;
            if (!managed)
            {
                emptySprite.GetComponent <Renderer>().sharedMaterial = GetComponent <Renderer>().sharedMaterial;
            }
            else
            {
                if (manager != null)
                {
                    emptySprite.Managed = managed;
                    manager.AddSprite(emptySprite);
                    emptySprite.SetDrawLayer(drawLayer);                        // Knob should be drawn in front of the bar
                }
                else
                {
                    Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
                }
            }
            emptySprite.color = color;
            emptySprite.SetAnchor(anchor);
            emptySprite.Setup(width, height, m_spriteMesh.material);
            if (states[1].spriteFrames.Length != 0)
            {
                emptySprite.animations    = new UVAnimation[1];
                emptySprite.animations[0] = new UVAnimation();
                emptySprite.animations[0].SetAnim(states[1], 0);
                emptySprite.PlayAnim(0, 0);
            }
            emptySprite.renderCamera = renderCamera;
            emptySprite.Hide(IsHidden());

            // Add our child objects as children
            // of our container:
            if (container != null)
            {
                container.AddChild(knob.gameObject);
                container.AddChild(emptySprite.gameObject);
            }

            SetState(0);

            // Force the value to update:
            m_value = -1f;
            Value   = defaultValue;
        }

        // Since hiding while managed depends on
        // setting our mesh extents to 0, and the
        // foregoing code causes us to not be set
        // to 0, re-hide ourselves:
        if (managed && m_hidden)
        {
            Hide(true);
        }
    }
Exemple #3
0
    protected void CreateCaret()
    {
        // Create our caret and hide it by default:
        GameObject go = new GameObject();

        go.name                    = name + " - caret";
        go.transform.parent        = transform;
        go.transform.localPosition = Vector3.zero;
        go.transform.localRotation = Quaternion.identity;
        go.transform.localScale    = Vector3.one;
        go.layer                   = gameObject.layer;
        caret        = (AutoSprite)go.AddComponent(typeof(AutoSprite));
        caret.plane  = plane;
        caret.offset = caretOffset;
        caret.SetAnchor(caretAnchor);
        caret.persistent = persistent;
        if (!managed)
        {
            if (caret.spriteMesh != null)
            {
                ((SpriteMesh)caret.spriteMesh).material = renderer.sharedMaterial;
            }
        }
        else
        {
            if (manager != null)
            {
                caret.Managed = managed;
                manager.AddSprite(caret);
                caret.SetDrawLayer(drawLayer + 1);                      // Caret should be drawn in front of the field graphic
            }
            else
            {
                Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
            }
        }
        caret.autoResize = autoResize;
        if (pixelPerfect)
        {
            caret.pixelPerfect = pixelPerfect;
        }
        else
        {
            caret.SetSize(caretSize.x, caretSize.y);
        }

        if (states[1].spriteFrames.Length != 0)
        {
            caret.animations    = new UVAnimation[1];
            caret.animations[0] = new UVAnimation();
            caret.animations[0].SetAnim(states[1], 0);
            caret.PlayAnim(0, 0);
        }
        caret.renderCamera = renderCamera;
        caret.SetCamera(renderCamera);
        caret.Hide(true);
        transitions[1].list[0].MainSubject = caret.gameObject;

        PositionCaret();

        if (container != null)
        {
            container.AddSubject(caret.gameObject);
        }
    }
Exemple #4
0
	public override void Start()
	{
		if (m_started)
			return;

		base.Start();

		// Check for any existing empty bar and destroy it:
		if (emptySprite != null)
		{
			Destroy(emptySprite);
			emptySprite = null;
		}

		// Assign our aggregate layers:
		aggregateLayers = new SpriteRoot[2][];
		aggregateLayers[0] = filledLayers;
		aggregateLayers[1] = emptyLayers;

		// Runtime init stuff:
		if(Application.isPlaying)
		{
			filledIndices = new int[filledLayers.Length];
			emptyIndices = new int[emptyLayers.Length];

			// Populate our state indices based on if we
			// find any valid states/animations in each 
			// sprite layer:
			for (int i = 0; i < filledLayers.Length; ++i)
			{
				if (filledLayers[i] == null)
				{
					Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
					continue;
				}

				filledIndices[i] = filledLayers[i].GetStateIndex("filled");
				if (filledIndices[i] != -1)
					filledLayers[i].SetState(filledIndices[i]);
			}
			for (int i = 0; i < emptyLayers.Length; ++i)
			{
				if (emptyLayers[i] == null)
				{
					Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
					continue;
				}

				emptyIndices[i] = emptyLayers[i].GetStateIndex("empty");
				if (emptyIndices[i] != -1)
					emptyLayers[i].SetState(emptyIndices[i]);
			}

			// Create our other sprite for the 
			// empty/background portion:
			GameObject emptyObj = new GameObject();
			emptyObj.name = name + " - Empty Bar";
			emptyObj.transform.parent = transform;
			emptyObj.transform.localPosition = Vector3.zero;
			emptyObj.transform.localScale = Vector3.one;
			emptyObj.transform.localRotation = Quaternion.identity;
			emptyObj.layer = gameObject.layer;
			emptySprite = (AutoSprite)emptyObj.AddComponent(typeof(AutoSprite));
			emptySprite.plane = plane;
			emptySprite.autoResize = autoResize;
			emptySprite.pixelPerfect = pixelPerfect;
			emptySprite.persistent = persistent;
			emptySprite.ignoreClipping = ignoreClipping;
			emptySprite.bleedCompensation = bleedCompensation;
			if (!managed)
				emptySprite.renderer.sharedMaterial = renderer.sharedMaterial;
			else
			{
				if (manager != null)
				{
					emptySprite.Managed = managed;
					manager.AddSprite(emptySprite);
					emptySprite.SetDrawLayer(drawLayer);	// Knob should be drawn in front of the bar
				}
				else
					Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
			}
			emptySprite.color = color;
			emptySprite.SetAnchor(anchor);
			emptySprite.Setup(width, height, m_spriteMesh.material);
			if (states[1].spriteFrames.Length != 0)
			{
				emptySprite.animations = new UVAnimation[1];
				emptySprite.animations[0] = new UVAnimation();
				emptySprite.animations[0].SetAnim(states[1], 0);
				emptySprite.PlayAnim(0, 0);
			}
			emptySprite.renderCamera = renderCamera;
			emptySprite.Hide(IsHidden());

			Value = m_value;

			if (container != null)
				container.AddChild(emptyObj);

			SetState(0);
		}

		// Since hiding while managed depends on
		// setting our mesh extents to 0, and the
		// foregoing code causes us to not be set
		// to 0, re-hide ourselves:
		if (managed && m_hidden)
			Hide(true);
	}
	protected void CreateCaret()
	{
		// Create our caret and hide it by default:
		GameObject go = new GameObject();
		go.name = name + " - caret";
		go.transform.parent = transform;
		go.transform.localPosition = Vector3.zero;
		go.transform.localRotation = Quaternion.identity;
		go.transform.localScale = Vector3.one;
		go.layer = gameObject.layer;
		caret = (AutoSprite)go.AddComponent(typeof(AutoSprite));
		caret.plane = plane;
		caret.offset = caretOffset;
		caret.SetAnchor(caretAnchor);
		caret.persistent = persistent;
		if (!managed)
		{
			if (caret.spriteMesh != null)
				((SpriteMesh)caret.spriteMesh).material = renderer.sharedMaterial;
		}
		else
		{
			if (manager != null)
			{
				caret.Managed = managed;
				manager.AddSprite(caret);
				caret.SetDrawLayer(drawLayer + 1);	// Caret should be drawn in front of the field graphic
			}
			else
				Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
		}
		caret.autoResize = autoResize;
		if (pixelPerfect)
			caret.pixelPerfect = pixelPerfect;
		else
			caret.SetSize(caretSize.x, caretSize.y);

		if (states[1].spriteFrames.Length != 0)
		{
			caret.animations = new UVAnimation[1];
			caret.animations[0] = new UVAnimation();
			caret.animations[0].SetAnim(states[1], 0);
			caret.PlayAnim(0, 0);
		}
		caret.renderCamera = renderCamera;
		caret.SetCamera(renderCamera);
		caret.Hide(true);
		transitions[1].list[0].MainSubject = caret.gameObject;

		PositionCaret();

		if (container != null)
			container.AddSubject(caret.gameObject);
	}
    public override void Start()
    {
        if (m_started)
        {
            return;
        }

        base.Start();

        // Check for any existing empty bar and destroy it:
        if (emptySprite != null)
        {
            Destroy(emptySprite);
            emptySprite = null;
        }

        // Assign our aggregate layers:
        aggregateLayers    = new SpriteRoot[2][];
        aggregateLayers[0] = filledLayers;
        aggregateLayers[1] = emptyLayers;

        // Runtime init stuff:
        if (Application.isPlaying)
        {
            filledIndices = new int[filledLayers.Length];
            emptyIndices  = new int[emptyLayers.Length];

            // Populate our state indices based on if we
            // find any valid states/animations in each
            // sprite layer:
            for (int i = 0; i < filledLayers.Length; ++i)
            {
                if (filledLayers[i] == null)
                {
                    Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
                    continue;
                }

                filledIndices[i] = filledLayers[i].GetStateIndex("filled");
                if (filledIndices[i] != -1)
                {
                    filledLayers[i].SetState(filledIndices[i]);
                }
            }
            for (int i = 0; i < emptyLayers.Length; ++i)
            {
                if (emptyLayers[i] == null)
                {
                    Debug.LogError("A null layer sprite was encountered on control \"" + name + "\". Please fill in the layer reference, or remove the empty element.");
                    continue;
                }

                emptyIndices[i] = emptyLayers[i].GetStateIndex("empty");
                if (emptyIndices[i] != -1)
                {
                    emptyLayers[i].SetState(emptyIndices[i]);
                }
            }

            if (!disableEmptyBar)
            {
                // Create our other sprite for the
                // empty/background portion:
                GameObject emptyObj = new GameObject();
                emptyObj.name                    = name + " - Empty Bar";
                emptyObj.transform.parent        = transform;
                emptyObj.transform.localPosition = Vector3.zero;
                emptyObj.transform.localScale    = Vector3.one;
                emptyObj.transform.localRotation = Quaternion.identity;
                emptyObj.layer                   = gameObject.layer;
                emptySprite                   = (AutoSprite)emptyObj.AddComponent(typeof(AutoSprite));
                emptySprite.plane             = plane;
                emptySprite.autoResize        = autoResize;
                emptySprite.pixelPerfect      = pixelPerfect;
                emptySprite.persistent        = persistent;
                emptySprite.ignoreClipping    = ignoreClipping;
                emptySprite.bleedCompensation = bleedCompensation;
                if (!managed)
                {
                    emptySprite.renderer.sharedMaterial = renderer.sharedMaterial;
                }
                else
                {
                    if (manager != null)
                    {
                        emptySprite.Managed = managed;
                        manager.AddSprite(emptySprite);
                        emptySprite.SetDrawLayer(drawLayer);                            // Knob should be drawn in front of the bar
                    }
                    else
                    {
                        Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
                    }
                }
                emptySprite.color = color;
                emptySprite.SetAnchor(anchor);
                emptySprite.Setup(width, height, m_spriteMesh.material);
                if (states[1].spriteFrames.Length != 0)
                {
                    emptySprite.animations    = new UVAnimation[1];
                    emptySprite.animations[0] = new UVAnimation();
                    emptySprite.animations[0].SetAnim(states[1], 0);
                    emptySprite.PlayAnim(0, 0);
                }
                emptySprite.renderCamera = renderCamera;
                emptySprite.Hide(IsHidden());

                if (container != null)
                {
                    container.AddChild(emptyObj);
                }
            }

            Value = m_value;

            SetState(0);
        }

        // Since hiding while managed depends on
        // setting our mesh extents to 0, and the
        // foregoing code causes us to not be set
        // to 0, re-hide ourselves:
        if (managed && m_hidden)
        {
            Hide(true);
        }
    }
Exemple #7
0
 protected void CreateCaret()
 {
     this.caret = (AutoSprite) new GameObject
     {
         name      = base.name + "_caret",
         transform =
         {
             parent        = base.transform,
             localPosition = Vector3.zero,
             localRotation = Quaternion.identity,
             localScale    = Vector3.one
         },
         layer = GUICamera.UILayer
     }.AddComponent(typeof(AutoSprite));
     this.caret.plane  = this.plane;
     this.caret.offset = this.caretOffset;
     this.caret.SetAnchor(this.caretAnchor);
     this.caret.persistent = this.persistent;
     if (!this.managed)
     {
         if (this.caret.spriteMesh != null)
         {
             Material material = CResources.Load(NrTSingleton <UIDataManager> .Instance.FilePath + "Material/Default White Material" + NrTSingleton <UIDataManager> .Instance.AddFilePath) as Material;
             ((SpriteMesh)this.caret.spriteMesh).material = material;
             ((SpriteMesh)this.caret.spriteMesh).UpdateColors(this.spriteText.color);
             this.caret.SetUVs(new Rect(0f, 0f, 1f, 1f));
             this.caret.SetDrawLayer(this.drawLayer + 1);
         }
     }
     else if (this.manager != null)
     {
         this.caret.Managed = this.managed;
         this.manager.AddSprite(this.caret);
         this.caret.SetDrawLayer(this.drawLayer + 1);
         ((SpriteMesh)this.caret.spriteMesh).UpdateColors(this.spriteText.color);
     }
     else
     {
         TsLog.LogError("Sprite on object \"" + base.name + "\" not assigned to a SpriteManager!", new object[0]);
     }
     this.caret.autoResize = this.autoResize;
     if (this.pixelPerfect)
     {
         this.caret.pixelPerfect = this.pixelPerfect;
     }
     else
     {
         this.caretSize.x = 3f;
         if (TsPlatform.IsWeb)
         {
             this.caretSize.y = this.height * 0.7f;
         }
         else
         {
             this.caretSize.y = this.spriteText.BaseHeight;
         }
         this.caret.SetSize(this.caretSize.x, this.caretSize.y);
     }
     if (this.states[1].spriteFrames.Length != 0)
     {
         this.caret.animations    = new UVAnimation[1];
         this.caret.animations[0] = new UVAnimation();
         this.caret.animations[0].SetAnim(this.states[1], 0);
         this.caret.PlayAnim(0, 0);
     }
     this.caret.renderCamera = this.renderCamera;
     this.caret.SetCamera(this.renderCamera);
     this.caret.Hide(true);
     this.transitions[1].list[0].MainSubject = this.caret.gameObject;
     this.PositionCaret();
     if (this.container != null)
     {
         this.container.AddSubject(this.caret.gameObject);
     }
     this.caretblinkTime = Time.time;
 }
	protected override void Start()
	{
		base.Start();

		// Create a TextMesh object if none exists:
		if (spriteText == null)
		{
			Text = " ";
			Text = "";
		}

		if(spriteText != null)
		{
			origTextPos = spriteText.transform.localPosition;
			SetMargins(margins);
		}

		// Set the insertion point to the end by default:
		insert = Text.Length;

		// Runtime init stuff:
		if (Application.isPlaying)
		{
			// Create a default collider if none exists:
			if (collider == null)
				AddCollider();

			// Create our caret and hide it by default:
			GameObject go = new GameObject();
			go.name = name + " - caret";
			go.transform.parent = transform;
			go.transform.localPosition = Vector3.zero;
			go.transform.localRotation = Quaternion.identity;
			go.transform.localScale = Vector3.one;
			go.layer = gameObject.layer;
			caret = (AutoSprite)go.AddComponent(typeof(AutoSprite));
			caret.plane = plane;
			caret.offset = caretOffset;
			caret.SetAnchor(caretAnchor);
			caret.persistent = persistent;
			if (!managed)
			{
				if (caret.spriteMesh != null)
					((SpriteMesh)caret.spriteMesh).material = renderer.sharedMaterial;
			}
			else
			{
				if (manager != null)
				{
					caret.Managed = managed;
					manager.AddSprite(caret);
					caret.SetDrawLayer(drawLayer + 1);	// Caret should be drawn in front of the field graphic
				}
				else
					Debug.LogError("Sprite on object \"" + name + "\" not assigned to a SpriteManager!");
			}
			caret.autoResize = autoResize;
			if (pixelPerfect)
				caret.pixelPerfect = pixelPerfect;
			else
				caret.SetSize(caretSize.x, caretSize.y);

			if (states[1].spriteFrames.Length != 0)
			{
				caret.animations = new UVAnimation[1];
				caret.animations[0] = new UVAnimation();
				caret.animations[0].SetAnim(states[1], 0);
				caret.PlayAnim(0, 0);
			}
			caret.SetCamera(renderCamera);
			caret.Hide(true);
			transitions[1].list[0].MainSubject = caret.gameObject;

			PositionCaret();

			if (container != null)
				container.AddChild(caret.gameObject);
		}

		cachedPos = transform.position;
		cachedRot = transform.rotation;
		cachedScale = transform.lossyScale;
		CalcClippingRect();
	}
 public override void Start()
 {
     if (this.m_started)
     {
         return;
     }
     base.Start();
     this.aggregateLayers    = new SpriteRoot[2][];
     this.aggregateLayers[0] = this.filledLayers;
     this.aggregateLayers[1] = this.emptyLayers;
     if (Application.isPlaying)
     {
         this.filledIndices = new int[this.filledLayers.Length];
         this.emptyIndices  = new int[this.emptyLayers.Length];
         for (int i = 0; i < this.filledLayers.Length; i++)
         {
             if (this.filledLayers[i] == null)
             {
                 TsLog.LogError("A null layer sprite was encountered on control \"" + base.name + "\". Please fill in the layer reference, or remove the empty element.", new object[0]);
             }
             else
             {
                 this.filledIndices[i] = this.filledLayers[i].GetStateIndex("filled");
                 if (this.filledIndices[i] != -1)
                 {
                     this.filledLayers[i].SetState(this.filledIndices[i]);
                 }
             }
         }
         for (int j = 0; j < this.emptyLayers.Length; j++)
         {
             if (this.emptyLayers[j] == null)
             {
                 TsLog.LogError("A null layer sprite was encountered on control \"" + base.name + "\". Please fill in the layer reference, or remove the empty element.", new object[0]);
             }
             else
             {
                 this.emptyIndices[j] = this.emptyLayers[j].GetStateIndex("empty");
                 if (this.emptyIndices[j] != -1)
                 {
                     this.emptyLayers[j].SetState(this.emptyIndices[j]);
                 }
             }
         }
         GameObject gameObject = new GameObject();
         gameObject.name                    = base.name + " - Empty Bar";
         gameObject.transform.parent        = base.transform;
         gameObject.transform.localPosition = Vector3.zero;
         gameObject.transform.localScale    = Vector3.one;
         gameObject.transform.localRotation = Quaternion.identity;
         gameObject.layer                   = base.gameObject.layer;
         this.emptySprite                   = (AutoSprite)gameObject.AddComponent(typeof(AutoSprite));
         this.emptySprite.plane             = this.plane;
         this.emptySprite.autoResize        = this.autoResize;
         this.emptySprite.pixelPerfect      = this.pixelPerfect;
         this.emptySprite.persistent        = this.persistent;
         this.emptySprite.ignoreClipping    = this.ignoreClipping;
         this.emptySprite.bleedCompensation = this.bleedCompensation;
         if (!this.managed)
         {
             this.emptySprite.renderer.sharedMaterial = base.renderer.sharedMaterial;
         }
         else if (this.manager != null)
         {
             this.emptySprite.Managed = this.managed;
             this.manager.AddSprite(this.emptySprite);
             this.emptySprite.SetDrawLayer(this.drawLayer);
         }
         else
         {
             TsLog.LogError("Sprite on object \"" + base.name + "\" not assigned to a SpriteManager!", new object[0]);
         }
         this.emptySprite.SetAnchor(this.anchor);
         this.emptySprite.Setup(this.width, this.height, this.m_spriteMesh.material);
         if (this.states[1].spriteFrames.Length != 0)
         {
             this.emptySprite.animations    = new UVAnimation[1];
             this.emptySprite.animations[0] = new UVAnimation();
             this.emptySprite.animations[0].SetAnim(this.states[1], 0);
             this.emptySprite.PlayAnim(0, 0);
         }
         this.emptySprite.renderCamera = this.renderCamera;
         this.emptySprite.Hide(base.IsHidden());
         this.Value = this.m_value;
         if (this.container != null)
         {
             this.container.AddChild(gameObject);
         }
         this.SetState(0);
     }
     if (this.managed && this.m_hidden)
     {
         this.Hide(true);
     }
 }