public SceneEditGameWorld(GameSystem gs, GameWorldSystem gw) : base(gs) { gameWorld = gw; mapSpritesInfo = new TileMapSprites.MapSpritesInfo(gameWorld); zoomableTileMapSprites = new ZoomableTileMapSprites <TileMapSprites>(); addChild(zoomableTileMapSprites); uiTileInfoPanel = new UITileInfoPanel(gameSystem, new Point(30, formMain.Height - 108)); addChild(uiTileInfoPanel); loadMap(); uiEditGameWorldTileMapMenuWindow = new UIEditGameWorldTileMapMenuWindow( gameSystem, onPointerButtonClicked, onBrushButtonClicked, onRectangleButtonClicked, onFillButtonClicked, onTerrainSelected); pointerStatus = new PointerStatus(this); drawTileStatus = new DrawTileStatus(this); drawTileRectangleStatus = new DrawTileRectangleStatus(this); drawTileFillStatus = new DrawTileFillStatus(this); uiEditGameWorldMenuWindow = new UIEditGameWorldMenuWindow( gs, onDatabaseButtonClicked, onSaveButtonClicked, onExitButtonClicked); }
void PointerDragging() { if (InputUtils.OnReleased()) { m_PointerStatus = PointerStatus.Idle; } m_SelectArea.SetSelectArea(m_StartPos, InputUtils.GetTouchPosition()); }
public void setSelected(PointerStatus s, Vector3 target, Transform targetObj) { //setPointer (s, target); selectorRenderer.sprite = pointers [(int)s]; selectorRenderer.enabled = true; selector.position = target; selector.rotation = Quaternion.FromToRotation(Vector3.up, target); selecting = true; selectedObj = targetObj; selector.SetParent(selectedObj); }
void PointerIdle() { if (InputUtils.OnPressed()) { if (!UIUtils.IsClickUI()) { m_PointerStatus = PointerStatus.Down; m_StartPos = InputUtils.GetTouchPosition(); } } }
//Override version for guaranteed pointer rotation, which is aligned to the targetTransform's local up public void setPointer(PointerStatus s, Transform targetTransform) { ptrRenderer.enabled = true; ptr.position = targetTransform.position; ptr.up = targetTransform.up; showing = true; if (!modeSet) { status = s; ptrRenderer.sprite = pointers [(int)status]; } }
public void setPointer(PointerStatus s, Vector3 target, Vector3 norm) { ptrRenderer.enabled = true; ptr.position = target; ptr.up = norm; showing = true; if (!modeSet) { status = s; ptrRenderer.sprite = pointers[(int)status]; } }
public void setPointer(PointerStatus s, Vector3 target, Vector3 relativeTo, float scaleFactor) { ptrRenderer.enabled = true; ptr.position = target; Vector3 relDir = target - relativeTo; ptr.rotation = Quaternion.FromToRotation(Vector3.up, relDir); ptr.localScale = ptr.localScale * scaleFactor; showing = true; if (!modeSet) { status = s; ptrRenderer.sprite = pointers [(int)status]; } }
void PointerDown() { if (InputUtils.OnReleased()) { m_PointerStatus = PointerStatus.Idle; m_SelectArea.ClearNodeList(); } Vector2 vec = InputUtils.GetTouchPosition() - m_StartPos; if (vec.magnitude > StartDragValve) { m_PointerStatus = PointerStatus.Dragging; } }
public void setPointer(PointerStatus s, Vector3 target) { ptrRenderer.enabled = true; ptr.position = target; if (planetTransform != null) { ptr.up = target - planetTransform.position; } showing = true; if (!modeSet) { status = s; ptrRenderer.sprite = pointers [(int)status]; } }
// Start is called before the first frame update void Start() { dragStatus = DragStatus.None; pointerStatus = PointerStatus.None; EventTrigger.Entry entry; entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.BeginDrag; entry.callback.AddListener((data) => { dragStatus = DragStatus.Begin; }); trigger.triggers.Add(entry); entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.EndDrag; entry.callback.AddListener((data) => { dragStatus = DragStatus.End; }); trigger.triggers.Add(entry); entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerEnter; entry.callback.AddListener((data) => { pointerStatus = PointerStatus.Enter; }); trigger.triggers.Add(entry); entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerExit; entry.callback.AddListener((data) => { pointerStatus = PointerStatus.Exit; }); trigger.triggers.Add(entry); }
public ICollection <ExecutionPointer> FindByStatus(PointerStatus status) { //TODO: track states in hash table return(_dictionary.Values.Where(x => x.Status == status).ToList()); }
/// <summary> /// Overrides the sprite of the pointer until clearMode is called. /// </summary> /// <param name="s">Status of pointer to be set.</param> public void setMode(PointerStatus s) { modeSet = true; status = s; ptrRenderer.sprite = pointers [(int)status]; }
public DefaultStatus(SceneGame s) : base(s) { pointerStatus = new PointerStatus(this); drawTileStatus = new DrawTileStatus(this); drawTileRectangleStatus = new DrawTileRectangleStatus(this); }
// Use this for initialization void Start() { m_PointerStatus = PointerStatus.Idle; m_SelectArea = FindObjectOfType <EditorModeSelectArea>(); }
public void SetSprite(PointerStatus newStatus) { //_spriteRenderer.sprite = SpritesList[(int)newStatus]; _spriteRenderer.color = ColorsList[(int)newStatus]; _currentStatus = newStatus; }