public DynamicSetup(ClassVisualisation classVisualisation, WorldSpaceUI UI, ResultCanvas resultCanvas, InputCanvas inputCanvas) { this.classVisualisation = classVisualisation; this.UI = UI; //this.resultCanvas = resultCanvas; this.inputCanvas = inputCanvas; this.posOffset = new Vector3(5, 5, 5); }
public Setups(ResultCanvas resultCanvas, InputCanvas inputCanvas, ConnectionsRegisterer connRegisterer, WorldSpaceUI UI, ResultNode resultNode, ClassVisualisation classVisualisation) { this.resultCanvas = resultCanvas; this.inputCanvas = inputCanvas; this.connRegisterer = connRegisterer; this.UI = UI; this.classVisualisation = classVisualisation; this.resultNode = resultNode; ///Setup the result! this.resultNode.Setup(typeof(int), this.UI); }
// Use this for initialization void Start() { QuestionCanvas = QuestionCanvas.GetComponent <Canvas> (); ResultCanvas = ResultCanvas.GetComponent <Canvas> (); nextBtnCanvas = nextBtnCanvas.GetComponent <Canvas> (); reBtncanvas = reBtncanvas.GetComponent <Canvas> (); righttxt = righttxt.GetComponent <Text> (); wrongtxt = wrongtxt.GetComponent <Text> (); bonustxt = bonustxt.GetComponent <Text> (); achivementTxt = achivementTxt.GetComponent <Text> (); QuestionCanvas.enabled = false; ResultCanvas.enabled = false; nextBtnCanvas.enabled = false; reBtncanvas.enabled = false; }
IEnumerator ending() { inGame.SetActive(false); if (playerHP >= 150) { Good.SetActive(true); yield return(new WaitForSecondsRealtime(3f)); } else if (playerHP > 0) { Bad.SetActive(true); yield return(new WaitForSecondsRealtime(3f)); } ResultCanvas.SetActive(true); ThisCanvas.SetActive(false); }
// Use this for initialization void Start() { questionCanvas = questionCanvas.GetComponent <Canvas> (); ResultCanvas = ResultCanvas.GetComponent <Canvas> (); DieCanvas = DieCanvas.GetComponent <Canvas> (); RestgCanvas = RestgCanvas.GetComponent <Canvas> (); NextstgCanvas = NextstgCanvas.GetComponent <Canvas> (); rightTxt = rightTxt.GetComponent <Text> (); wrongTxt = wrongTxt.GetComponent <Text> (); archiveText = archiveText.GetComponent <Text> (); questionCanvas.enabled = false; ResultCanvas.enabled = false; DieCanvas.enabled = false; RestgCanvas.enabled = false; NextstgCanvas.enabled = false; }
protected override void OnDraw(Android.Graphics.Canvas canvas) { // if our render buffers are not valid, generate them if (CurrWidth != this.LayoutParameters.Width || CurrHeight != this.LayoutParameters.Height) { CreateTextBitmaps(this.LayoutParameters.Width, this.LayoutParameters.Height); CreateResultBitmaps(this.LayoutParameters.Width, this.LayoutParameters.Height); CurrWidth = this.LayoutParameters.Width; CurrHeight = this.LayoutParameters.Height; } // keep the spot light centered on the image float xPos = (LayoutParameters.Width / 2) - ((AlphaMask.Width / 2) * MaskScale); float yPos = (LayoutParameters.Height / 2) - ((AlphaMask.Height / 2) * MaskScale); // update the text's transform for the mask scale. // The text's transform should be the inverse of the Canvas' values TextTransform.SetScale(1.0f / MaskScale, 1.0f / MaskScale); TextTransform.PreTranslate(-xPos, -yPos); TextPaint.Shader.SetLocalMatrix(TextTransform); // clear the bitmap before re-rendering. (NOT EFFICIENT _AT_ _ALL_) ResultBmp.SetPixels(new int[ResultBmp.RowBytes * ResultBmp.Height], 0, ResultBmp.RowBytes, 0, 0, ResultBmp.Width, ResultBmp.Height); // save / restore the canvas settings so we don't accumulate the scale ResultCanvas.Save(); ResultCanvas.Translate(xPos, yPos); ResultCanvas.Scale(MaskScale, MaskScale); // render the alpha mask'd text to our result bmp ResultCanvas.DrawBitmap(AlphaMask, 0, 0, TextPaint); // restore the canvas values for next time. ResultCanvas.Restore(); // and to the actual android buffer, render our result canvas.DrawBitmap(ResultBmp, 0, 0, null); }
// Use this for initialization void Start() { GetComponent <Slider> ().value = playerValue; QuestionCanvas = QuestionCanvas.GetComponent <Canvas> (); DieFailCanvas = DieFailCanvas.GetComponent <Canvas> (); ResultCanvas = ResultCanvas.GetComponent <Canvas> (); RestageBtnCanvas = RestageBtnCanvas.GetComponent <Canvas> (); NextBtnCanvas = NextBtnCanvas.GetComponent <Canvas> (); DieText = DieText.GetComponent <Text> (); rightText = rightText.GetComponent <Text> (); wrongText = wrongText.GetComponent <Text> (); achivementText = achivementText.GetComponent <Text> (); QuestionCanvas.enabled = false; DieFailCanvas.enabled = false; RestageBtnCanvas.enabled = false; NextBtnCanvas.enabled = false; ResultCanvas.enabled = false; }
// Use this for initialization void Start() { MinigameCanvas = MinigameCanvas.GetComponent <Canvas> (); ResultCanvas = ResultCanvas.GetComponent <Canvas> (); RestgCanvas = RestgCanvas.GetComponent <Canvas> (); NextstgCanvas = NextstgCanvas.GetComponent <Canvas> (); btn1 = btn1.GetComponent <Button> (); btn2 = btn2.GetComponent <Button> (); btn3 = btn3.GetComponent <Button> (); ans1 = ans1.GetComponent <Button> (); ans2 = ans2.GetComponent <Button> (); ans3 = ans3.GetComponent <Button> (); rightTxt = rightTxt.GetComponent <Text> (); wrongTxt = wrongTxt.GetComponent <Text> (); ResultCanvas.enabled = false; RestgCanvas.enabled = false; NextstgCanvas.enabled = false; }
private void Start() { if (transperantMat == null) { this.transperantMat = Resources.Load("Materials/transperantMat", typeof(Material)) as Material; this.inputPanelPrefab = Resources.Load("Prefabs/WorldSpaceCanvases/ConstantCanvasPrefab", typeof(GameObject)) as GameObject; this.resultAndVariablesPanelPrefab = Resources.Load("Prefabs/WorldSpaceCanvases/ResultCanvasPrefab", typeof(GameObject)) as GameObject; this.worldSpaceTextPrefab = Resources.Load("Prefabs/WorldSpaceCanvases/WorldSpaceTextPrefab", typeof(GameObject)) as GameObject; } this.spellcraftParent = new GameObject("Spellcraft Parent"); this.persistantParent = new GameObject("Persistant Parent"); this.connTracker = new ConnectionsTracker(this); //Rotation of class nodes implementation that wull be replaced this.rotatorGO = new GameObject("Rotator"); this.rotatorGO.transform.SetParent(this.spellcraftParent.transform); //... //Parented this.drawer = new LineDrawer(this); this.drawer.DrawBox(SpellcraftConstants.HalfSize, SpellcraftConstants.Thickness, SpellcraftConstants.BoxCenter); this.myCamera = GameObject.Find("Camera").GetComponent <Camera>(); this.camHandling = this.myCamera.gameObject.AddComponent <SpellcraftCam>(); this.myCamera2 = GameObject.Find("Camera2").GetComponent <Camera>(); this.camHandling2 = this.myCamera2.gameObject.AddComponent <SpellMenuDragCam>(); this.myCamera2.enabled = false; this.procUI = this.GetComponent <SpellcraftProcUI>(); this.procUI.Setup(this.myCamera2, this.connTracker, 0.035f); // Procedural SpellCraftUI float YY = 1000; this.procUI.SetCanvasPosition(new Vector3(0, YY, -1000)); this.procUIAnchor = new GameObject("ProcUIAnchor"); this.procUIAnchor.transform.position = new Vector3(0, YY, -2000); GameObject center = new GameObject("Center"); center.transform.SetParent(this.spellcraftParent.transform); this.camHandling.Setup(center); this.classVisualisation = new ClassVisualisation(this); this.resultCanvas = new ResultCanvas(this.resultAndVariablesPanelPrefab, this.myCamera, this.connTracker, this.persistantParent.transform); this.resultCanvas.SetPosition(new Vector3(0, 0, -25)); this.resultCanvas.SetScale(new Vector3(0.02f, 0.02f, 0.02f)); this.resultCanvas.Hide(); this.inputCanvas = new InputCanvas(this.myCamera, this.inputPanelPrefab, this.persistantParent.transform); //Extract that somewhere this.resultGO = GameObject.CreatePrimitive(PrimitiveType.Sphere); this.resultGO.name = "Result GO"; this.resultGO.transform.SetParent(this.persistantParent.transform); this.resultGO.transform.position = new Vector3(0, -15, 0); this.resultNode = this.resultGO.AddComponent <ResultNode>(); //... this.connRegisterer = new ConnectionsRegisterer(this.connTracker, this.inputCanvas, this.drawer, this.resultNode); this.infoCanvas = new InfoCanvas(this.worldSpaceTextPrefab, this.myCamera, this.spellcraftParent.transform); this.levels = new Setups(this.resultCanvas, this.inputCanvas, this.connRegisterer, this, this.resultNode, this.classVisualisation); this.resultCanvasVantigePoint = new GameObject("VantigePoint"); this.resultCanvasVantigePoint.transform.position = new Vector3(0, 0, -30); this.resultCanvasVantigePoint.transform.SetParent(this.spellcraftParent.transform); this.dynamicSetup = new DynamicSetup(this.classVisualisation, this, this.resultCanvas, this.inputCanvas); //this.levels.JustTwoAddMethod(true); if (LoadLevel) { this.levels.LineDestroyer(false); } else { this.connTracker.RegisterBundle(null); } this.spellcraftParent.transform.position = this.position; this.persistantParent.transform.position = this.position; }