// Constructed by the main gui internal NearbyGUI(MainGui owner) { mOwner = owner; mEndpoints = new Dictionary<string, EndpointHolder>(); mEndpointsViewVector = new Vector2(); mMessageLog = new List<string>(); mKnownEndpoints = new HashSet<string>(); }
public void Initialize() { gameObject.SetActive(true); _mainGui = MainGui.Instance; TestObject.GetComponent <Renderer>().sharedMaterial = ThisMaterial; _blitMaterial = new Material(Shader.Find("Hidden/Blit_Alignment")) { hideFlags = HideFlags.HideAndDontSave }; if (_mainGui.DiffuseMapOriginal != null) { _textureToAlign = _mainGui.DiffuseMapOriginal; } else if (_mainGui.HeightMap != null) { _textureToAlign = _mainGui.HeightMap; } else if (_mainGui.MetallicMap != null) { _textureToAlign = _mainGui.MetallicMap; } else if (_mainGui.SmoothnessMap != null) { _textureToAlign = _mainGui.SmoothnessMap; } else if (_mainGui.EdgeMap != null) { _textureToAlign = _mainGui.EdgeMap; } else if (_mainGui.AoMap != null) { _textureToAlign = _mainGui.AoMap; } _doStuff = true; }
public void Initialize() { this.gameObject.SetActive(true); MGS = MainGui.instance; testObject.GetComponent <Renderer>().sharedMaterial = thisMaterial; blitMaterial = new Material(Shader.Find("Hidden/Blit_Alignment")); blitMaterial.hideFlags = HideFlags.HideAndDontSave; if (MGS._DiffuseMapOriginal != null) { textureToAlign = MGS._DiffuseMapOriginal; } else if (MGS._HeightMap != null) { textureToAlign = MGS._HeightMap; } else if (MGS._MetallicMap != null) { textureToAlign = MGS._MetallicMap; } else if (MGS._SmoothnessMap != null) { textureToAlign = MGS._SmoothnessMap; } else if (MGS._EdgeMap != null) { textureToAlign = MGS._EdgeMap; } else if (MGS._AOMap != null) { textureToAlign = MGS._AOMap; } doStuff = true; }
public void Initialize() { InitializeSettings(); MainGuiScript = MainGui.instance; thisMaterial = MainGuiScript.FullMaterial; thisMaterial.SetTexture("_DisplacementMap", MainGuiScript._TextureGrey); thisMaterial.SetTexture("_DiffuseMap", MainGuiScript._TextureGrey); thisMaterial.SetTexture("_NormalMap", MainGuiScript._TextureNormal); thisMaterial.SetTexture("_MetallicMap", MainGuiScript._TextureBlack); thisMaterial.SetTexture("_SmoothnessMap", MainGuiScript._TextureGrey); thisMaterial.SetTexture("_AOMap", MainGuiScript._TextureWhite); thisMaterial.SetTexture("_EdgeMap", MainGuiScript._TextureGrey); thisMaterial.SetFloat("_DispOffset", 1.0f); _HeightMap = MainGuiScript._HeightMap; if (MainGuiScript._DiffuseMap != null) { _DiffuseMap = MainGuiScript._DiffuseMap; } else { _DiffuseMap = MainGuiScript._DiffuseMapOriginal; } _NormalMap = MainGuiScript._NormalMap; _EdgeMap = MainGuiScript._EdgeMap; _MetallicMap = MainGuiScript._MetallicMap; _SmoothnessMap = MainGuiScript._SmoothnessMap; _AOMap = MainGuiScript._AOMap; if (_HeightMap != null) { thisMaterial.SetTexture("_DisplacementMap", _HeightMap); } if (_DiffuseMap != null) { thisMaterial.SetTexture("_DiffuseMap", _DiffuseMap); } if (_NormalMap != null) { thisMaterial.SetTexture("_NormalMap", _NormalMap); } if (_MetallicMap != null) { thisMaterial.SetTexture("_MetallicMap", _MetallicMap); } if (_SmoothnessMap != null) { thisMaterial.SetTexture("_SmoothnessMap", _SmoothnessMap); } if (_AOMap != null) { thisMaterial.SetTexture("_AOMap", _AOMap); } if (_EdgeMap != null) { thisMaterial.SetTexture("_EdgeMap", _EdgeMap); } testObject.GetComponent <Renderer>().material = thisMaterial; testObjectCube.GetComponent <Renderer>().material = thisMaterial; testObjectCylinder.GetComponent <Renderer>().material = thisMaterial; testObjectSphere.GetComponent <Renderer>().material = thisMaterial; }
public AnnotationList(ArrayList annotations, MainGui gui) { this.annotations = annotations; this.gui = gui; }
public AnnotationList(MainGui gui) { this.gui = gui; annotations = new ArrayList(); }
// Start is called before the first frame update void Start() { MainGui = FindObjectOfType <MainGui>(); }
public override void _Ready() { gui = GetNode("MainGui") as MainGui; gui.setGameStyle(0); }
private void Awake() { Instance = this; }
void OnDestroy() { instance = null; }
void Awake() { instance = this; }