/// <summary>
        /// Import custom texture and label settings for buttons
        /// </summary>
        /// <param name="button">Button</param>
        /// <param name="colorName">Name of texture</param>
        static public void SetCustomButton(ref Button button, string colorName)
        {
            // Load texture
            button.BackgroundTexture            = LoadCustomTexture(colorName);
            button.BackgroundTexture.filterMode = (FilterMode)DaggerfallUnity.Settings.GUIFilterMode;

            // Load settings from Xml
            string path = Path.Combine(texturesPath, colorName);

            if (XMLManager.XmlFileExists(path))
            {
                var xml = new XMLManager(path);

                string value;
                if (xml.TryGetString("customtext", out value))
                {
                    if (value == "true") // Set custom color for text
                    {
                        button.Label.TextColor = xml.GetColor(button.Label.TextColor);
                    }
                    else if (value == "notext") // Disable text. This is useful if text is drawn on texture
                    {
                        button.Label.Text = string.Empty;
                    }
                }
            }
        }
Exemple #2
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        /// <summary>
        /// Import custom texture and label settings for buttons
        /// </summary>
        /// <param name="button">Button</param>
        /// <param name="colorName">Name of texture</param>
        static public void SetCustomButton(ref Button button, string colorName)
        {
            // Load texture
            button.BackgroundTexture            = LoadCustomTexture(colorName);
            button.BackgroundTexture.filterMode = (FilterMode)DaggerfallUnity.Settings.GUIFilterMode;

            // Load settings from Xml
            if (XMLManager.XmlFileExist(colorName, texturesPath))
            {
                // Set custom color
                if (XMLManager.GetString(colorName, "customtext", texturesPath) == "true")
                {
                    button.Label.TextColor = XMLManager.GetColor(colorName, texturesPath);
                }
                // Disable text. This is useful if text is drawn on texture
                else if (XMLManager.GetString(colorName, "customtext", texturesPath) == "notext")
                {
                    button.Label.Text = "";
                }
            }
        }