public void Start() { CC.OnPrinterSelectionModified += CC_OnPrinterSelectionModified; CC.OnPresetSelectionModified += CC_OnPresetSelectionModified; CC.Settings.OnSettingModified += Settings_OnSettingModified; CC.PrinterDB.OnManufacturerListModified += OnManufacturerListModified; mfgDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Manufacturer", () => { return(find_mfg_index(CC.PrinterDB.ActiveManufacturer)); }, (intValue) => { select_mfg_by_index(intValue); }); modelDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Model", () => { return(find_model_index(CC.PrinterDB.ActiveMachine)); }, (intValue) => { select_model_by_index(intValue); }); presetDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Preset", () => { return(find_preset_index(CC.PrinterDB.ActivePreset)); }, (intValue) => { select_preset_by_index(intValue); }); saveButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetSaveButton", on_save_preset_clicked); UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor); resetButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetResetButton", on_reset_preset_clicked); UnityUIUtil.SetColors(resetButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor); deleteButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetDeleteButton", on_delete_preset_clicked); UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor); editButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetEditButton", on_edit_preset_clicked); panel_requires_update = true; }
protected override void register_parameters() { unionButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "UnionButton", on_union); differenceButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "DifferenceButton", on_difference); intersectButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "IntersectButton", on_intersection); simpleCellSize = base.RegisterFloatInput("SimpleCellSizeInput", "all_cell_size", new Interval1d(0.25f, 500.0f)); simpleCellSizeRow = this.gameObject.FindChildByName("SimpleCellSizeParam", true); gridCellCount = base.RegisterIntInput("GridCellCountInput", "grid_cell_count", new Interval1i(4, 2048)); gridCellCountRow = this.gameObject.FindChildByName("GridCellCountParam", true); gridCellSize = base.RegisterFloatInput("GridCellSizeInput", "grid_cell_size", new Interval1d(0.001f, 500.0f)); gridCellSizeRow = this.gameObject.FindChildByName("GridCellSizeParam", true); meshCellCount = base.RegisterIntInput("MeshCellCountInput", "mesh_cell_count", new Interval1i(4, 2048)); meshCellCountRow = this.gameObject.FindChildByName("MeshCellCountParam", true); meshCellSize = base.RegisterFloatInput("MeshCellSizeInput", "mesh_cell_size", new Interval1d(0.001f, 500.0f)); meshCellSizeRow = this.gameObject.FindChildByName("MeshCellSizeParam", true); minComponentSize = base.RegisterFloatInput("MinComponentSizeInput", "min_component_size", new Interval1d(0.0f, 500.0f)); minComponentSizeRow = this.gameObject.FindChildByName("MinComponentSizeParam", true); replaceInput = base.RegisterToggle("ReplaceInputToggle", "replace_input"); basicButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "BasicToggleButton", on_basic_expert_toggle); TabOrder.Add(basicButton.gameObject); // always starts w/ union? UnityUIUtil.SetColors(unionButton, Colorf.LightGreen, Colorf.DimGrey); }
public void Update() { if (exportGCodeButton != null) { exportGCodeButton.gameObject.SetVisible(CCActions.CurrentViewMode == AppViewMode.PrintView); } if (exportGCodeButton != null && exportGCodeButton.gameObject.IsVisible()) { exportGCodeButton.interactable = CC.Toolpather.ToolpathsValid; } if (exportMeshButton != null) { exportMeshButton.interactable = CC.Objects.PrintMeshes.Count > 0; } if (CCActions.HaveActiveSaveFile && CCActions.CurrentSceneModified) { UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor); } else { UnityUIUtil.SetColors(saveButton, CotangentUI.NormalSettingColor, CotangentUI.DisabledButtonColor); } }
void standard_update_toggle_button(bool bValue, Button button) { Colorf onColor = Colorf.LightGreen; Colorf offColor = Colorf.Silver; Colorf disabledColor = Colorf.DimGrey; UnityUIUtil.SetColors(button, (bValue) ? onColor : offColor, disabledColor); }
// Use this for initialization public void Start() { acceptButton = UnityUIUtil.FindButtonAndAddClickHandler("AcceptButton", on_accept); cancelButton = UnityUIUtil.FindButtonAndAddClickHandler("CancelButton", on_cancel); UnityUIUtil.SetColors(acceptButton, canAcceptColor, cantAcceptColor); UnityUIUtil.SetColors(cancelButton, cancelColor, cantAcceptColor); }
void set_to_tab(GameObject panel, Button button) { prefsTab.SetVisible(false); UnityUIUtil.SetColors(prefsTabButton, Colorf.White, Colorf.White); privacyTab.SetVisible(false); UnityUIUtil.SetColors(privacyTabButton, Colorf.White, Colorf.White); aboutTab.SetVisible(false); UnityUIUtil.SetColors(aboutTabButton, Colorf.White, Colorf.White); panel.SetVisible(true); UnityUIUtil.SetColors(button, Colorf.LightGreen, Colorf.LightGreen); }
void update_visibility() { if (visiblePanel == VisiblePanel.ScenePanel) { UnityUIUtil.SetColors(sceneButton, highlightColor, disabledColor); UnityUIUtil.SetColors(objectButton, normalColor, disabledColor); objectPanel.SetVisible(false); scenePanel.SetVisible(true); } else { UnityUIUtil.SetColors(sceneButton, normalColor, disabledColor); UnityUIUtil.SetColors(objectButton, highlightColor, disabledColor); scenePanel.SetVisible(false); objectPanel.SetVisible(true); } }
void update_basic_expert_visibility() { if (basic_mode == true) { gridCellCountRow.SetVisible(false); gridCellSizeRow.SetVisible(false); meshCellCountRow.SetVisible(false); meshCellSizeRow.SetVisible(false); minComponentSizeRow.SetVisible(false); simpleCellSizeRow.SetVisible(true); UnityUIUtil.SetColors(basicButton, Colorf.White, Colorf.DimGrey); } else { simpleCellSizeRow.SetVisible(false); gridCellCountRow.SetVisible(true); gridCellSizeRow.SetVisible(true); meshCellCountRow.SetVisible(true); meshCellSizeRow.SetVisible(true); minComponentSizeRow.SetVisible(true); UnityUIUtil.SetColors(basicButton, Colorf.LightGreen, Colorf.DimGrey); } }
// Use this for initialization public void Start() { Panel = this.gameObject; Canvas = CotangentUI.MainUICanvas; try { openButton = UnityUIUtil.FindButtonAndAddClickHandler("OpenButton", on_open_clicked); importButton = UnityUIUtil.FindButtonAndAddClickHandler("ImportButton", on_import_clicked); saveButton = UnityUIUtil.FindButtonAndAddClickHandler("SaveButton", on_save_clicked); saveAsButton = UnityUIUtil.FindButtonAndAddClickHandler("SaveAsButton", on_save_as_clicked); exportGCodeButton = UnityUIUtil.FindButtonAndAddClickHandler("ExportButton", on_export_clicked); exportMeshButton = UnityUIUtil.FindButtonAndAddClickHandler("ExportMeshButton", on_export_mesh_clicked); moreButton = UnityUIUtil.FindButtonAndAddClickHandler("MoreButton", on_more_clicked); UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor); }catch (Exception e) { DebugUtil.Log("ScenePanelSetup Start(): " + e.Message); } }
void set_highlight(AppViewMode mode) { if (mode == AppViewMode.PrintView) { UnityUIUtil.SetColors(printModeButton, highlightColor, disabledColor); UnityUIUtil.SetColors(repairModeButton, normalColor, disabledColor); UnityUIUtil.SetColors(modelModeButton, normalColor, disabledColor); } else if (mode == AppViewMode.RepairView) { UnityUIUtil.SetColors(printModeButton, normalColor, disabledColor); UnityUIUtil.SetColors(repairModeButton, highlightColor, disabledColor); UnityUIUtil.SetColors(modelModeButton, normalColor, disabledColor); } else if (mode == AppViewMode.ModelView) { UnityUIUtil.SetColors(printModeButton, normalColor, disabledColor); UnityUIUtil.SetColors(repairModeButton, normalColor, disabledColor); UnityUIUtil.SetColors(modelModeButton, highlightColor, disabledColor); } }
void set_selection(Button button, MeshVoxelBooleanTool.OpTypes opType) { UnityUIUtil.SetColors(button, Colorf.LightGreen, Colorf.DimGrey); Tool.OpType = opType; }
void clear_selection(Button button) { UnityUIUtil.SetColors(button, Colorf.White, Colorf.DimGrey); }
void set_selection(Button button, MeshEditorTool.EditOperations opType) { UnityUIUtil.SetColors(button, Colorf.LightGreen, Colorf.DimGrey); Tool.ActiveOperation = opType; }