//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArc, ICustomSegment pCustom) { vArcState = pArc; vCustom = pCustom; vArcState.OnLevelChange += HandleLevelChange; UpdateAfterSideChange(); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArcState, ICustomSegment pCustom) { vArcState = pArcState; vSegmentObjList = new List<GameObject>(); gameObject.transform.localPosition = PushFromHand; SegmentState[] segStates = vArcState.GetSegments(); int segCount = segStates.Length; float degree = 170 + DegreeFull/2f; float sizeSum = 0; for ( int i = 0 ; i < segCount ; i++ ) { sizeSum += segStates[i].NavItem.RelativeSize; } for ( int i = 0 ; i < segCount ; i++ ) { SegmentState segState = segStates[i]; float segPerc = segState.NavItem.RelativeSize/sizeSum; float segAngle = AngleFull*segPerc; float segDegHalf = segAngle*ToDegrees/2f; var segObj = new GameObject("Segment"+vSegmentObjList.Count); segObj.transform.SetParent(gameObject.transform, false); vSegmentObjList.Add(segObj); UiSegment uiSeg = segObj.AddComponent<UiSegment>(); uiSeg.Build(vArcState, segState, segAngle, pCustom); degree -= segDegHalf; segObj.transform.localRotation = Quaternion.AngleAxis(degree, Vector3.up); degree -= segDegHalf; } }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, ICustomSegment pCustom) { vArcState = pArcState; vSegState = pSegState; ArcAngle = pArcAngle; vSegState.SetCursorDistanceFunction(CalcCursorDistance); vCursorBaseTx = gameObject.transform.parent.parent.parent.parent; //HovercastSetup const float pi = (float)Math.PI; const float slideBufferAngle = pi/80f; vSlideDegrees = (pArcAngle-slideBufferAngle*2)/(float)Math.PI*180; vSlideDir0 = MeshUtil.GetRingPoint(1, -pArcAngle/2f+slideBufferAngle); //// Type rendType = pCustom.GetSegmentRenderer(vSegState.NavItem); SegmentSettings sett = pCustom.GetSegmentSettings(vSegState.NavItem); var rendObj = new GameObject("Renderer"); rendObj.transform.SetParent(gameObject.transform, false); vRenderer = (IUiSegmentRenderer)rendObj.AddComponent(rendType); vRenderer.Build(vArcState, vSegState, pArcAngle, sett); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentSettings pSettings, float pAngle0, float pAngle1) { vArcState = pArcState; vSettings = pSettings; vAngle0 = pAngle0; vAngle1 = pAngle1; vMeshSteps = (int)Math.Round(Math.Max(2, (vAngle1-vAngle0)/Math.PI*60)); vInnerRadius = 0.17f; vDiameter = UiSelectRenderer.ArcCanvasThickness; //// vBackground = new GameObject("Background"); vBackground.transform.SetParent(gameObject.transform, false); vBackground.AddComponent<MeshFilter>(); vBackground.AddComponent<MeshRenderer>(); vBackground.renderer.sharedMaterial = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vBackground.renderer.sharedMaterial.renderQueue -= 100; vBackground.renderer.sharedMaterial.color = Color.clear; BuildMesh(vBackground.GetComponent<MeshFilter>().mesh); //// var labelObj = new GameObject("Label"); labelObj.transform.SetParent(gameObject.transform, false); labelObj.transform.localPosition = new Vector3(0, 0, vInnerRadius); labelObj.transform.localScale = new Vector3(1, 1, (vArcState.IsLeft ? 1 : -1)); vLabel = labelObj.AddComponent<UiLabel>(); vLabel.IsLeft = vArcState.IsLeft; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public MenuState(IInputProvider pInputProv, NavRoot pNavRoot,InteractionSettings pSettings){ vInputProv = pInputProv; vSettings = pSettings; Arc = new ArcState(pNavRoot, vSettings); Cursor = new CursorState(vSettings); OnSideChange += (() => {}); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public MenuState(IInputProvider pInputProv, NavRoot pNavRoot, InteractionSettings pSettings) { vInputProv = pInputProv; vSettings = pSettings; Arc = new ArcState(pNavRoot, vSettings); Cursor = new CursorState(vSettings); OnSideChange += (() => {}); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public override void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { base.Build(pArcState, pSegState, pArcAngle, pSettings); vIcon = GameObject.CreatePrimitive(PrimitiveType.Quad); vIcon.name = "Icon"; vIcon.transform.SetParent(gameObject.transform, false); vIcon.renderer.sharedMaterial = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vIcon.renderer.sharedMaterial.color = Color.clear; vIcon.renderer.sharedMaterial.mainTexture = GetIconTexture(); vIcon.transform.localRotation = vLabel.CanvasLocalRotation; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArc, ICustomPalm pCustom) { vArcState = pArc; vCustom = pCustom; vRendererHold = new GameObject("RendererHold"); vRendererHold.transform.SetParent(gameObject.transform, false); vRendererHold.transform.localPosition = UiLevel.PushFromHand; vRendererHold.transform.localRotation = Quaternion.AngleAxis(170, Vector3.up); vArcState.OnLevelChange += HandleLevelChange; Rebuild(); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public void Build(ArcState pArcState, CursorState pCursorState, CursorSettings pSettings) { vArcState = pArcState; vCursorState = pCursorState; vSettings = pSettings; vRingObj = new GameObject("Ring"); vRingObj.transform.SetParent(gameObject.transform, false); vRingObj.AddComponent<MeshRenderer>(); vRingObj.AddComponent<MeshFilter>(); vRingObj.renderer.sharedMaterial = new Material(Shader.Find("Unlit/AlphaSelfIllumTop")); vRingMesh = vRingObj.GetComponent<MeshFilter>().mesh; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(MenuState pMenuState, ICustomSegment pCustomSeg, ICustomPalm pCustomPalm) { vMenuState = pMenuState; vArcState = vMenuState.Arc; vLeftRot = Quaternion.identity; vRightRot = Quaternion.AngleAxis(180, Vector3.up); var palmObj = new GameObject("Palm"); palmObj.transform.SetParent(gameObject.transform, false); vUiPalm = palmObj.AddComponent<UiPalm>(); vUiPalm.Build(vArcState, pCustomPalm); var arcObj = new GameObject("Arc"); arcObj.transform.SetParent(gameObject.transform, false); vUiArc = arcObj.AddComponent<UiArc>(); vUiArc.Build(vArcState, pCustomSeg); vMenuState.OnSideChange += HandleSideChange; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArcState, CursorState pCursorState, ICustomCursor pCustom, Transform pCameraTransform) { vArcState = pArcState; vCursorState = pCursorState; vCameraTx = pCameraTransform; //// Type rendType = pCustom.GetCursorRenderer(); vRendererHold = new GameObject("RendererHold"); vRendererHold.transform.SetParent(gameObject.transform, false); vRendererObj = new GameObject("Renderer"); vRendererObj.transform.SetParent(vRendererHold.transform, false); vRenderer = (IUiCursorRenderer)vRendererObj.AddComponent(rendType); vRenderer.Build(vArcState, vCursorState, pCustom.GetCursorSettings()); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vSettings = pSettings; //// vSlice = new UiSlice(gameObject); vSlice.Resize(pArcAngle); //// var labelObj = new GameObject("Label"); labelObj.transform.SetParent(gameObject.transform, false); labelObj.transform.localPosition = new Vector3(0, 0, 1); labelObj.transform.localScale = new Vector3(1, 1, (vArcState.IsLeft ? 1 : -1)); vLabel = labelObj.AddComponent<UiLabel>(); vLabel.IsLeft = vArcState.IsLeft; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vAngle0 = -pArcAngle/2f+UiSlice.AngleInset; vAngle1 = pArcAngle/2f-UiSlice.AngleInset; vSettings = pSettings; vNavSlider = (NavItemSlider)vSegState.NavItem; const float pi = (float)Math.PI; const float radInner = 1.04f; const float radOuter = 1.46f; vGrabArcHalf = pi/80f; vSlideDegree0 = (vAngle0+vGrabArcHalf)/pi*180; vSlideDegrees = (vAngle1-vAngle0-vGrabArcHalf*2)/pi*180; //// vHiddenSlice = new UiSlice(gameObject, true); vHiddenSlice.Resize(pArcAngle); vHiddenSlice.UpdateBackground(Color.clear); vTrackA = new UiSlice(gameObject, true, "TrackA", radInner, radOuter); vTrackB = new UiSlice(gameObject, true, "TrackB", radInner, radOuter); vFillA = new UiSlice(gameObject, true, "FillA", radInner, radOuter); vFillB = new UiSlice(gameObject, true, "FillB", radInner, radOuter); //// vTickMat = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vTickMat.renderQueue -= 400; vTickMat.color = Color.clear; if ( vNavSlider.Ticks > 1 ) { Vector3 quadScale = new Vector3(UiSlice.AngleInset*2, 0.36f, 0.1f); float percPerTick = 1/(float)(vNavSlider.Ticks-1); vTicks = new GameObject[vNavSlider.Ticks]; for ( int i = 0 ; i < vNavSlider.Ticks ; ++i ) { var tick = new GameObject("Tick"+i); tick.transform.SetParent(gameObject.transform, false); tick.transform.localRotation = Quaternion.AngleAxis( vSlideDegree0+vSlideDegrees*i*percPerTick, Vector3.up); vTicks[i] = tick; var quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.renderer.sharedMaterial = vTickMat; quad.transform.SetParent(tick.transform, false); quad.transform.localPosition = new Vector3(0, 0, 1.25f); quad.transform.localRotation = Quaternion.FromToRotation(Vector3.back, Vector3.down); quad.transform.localScale = quadScale; } } //// vGrabHold = new GameObject("GrabHold"); vGrabHold.transform.SetParent(gameObject.transform, false); var grabObj = new GameObject("Grab"); grabObj.transform.SetParent(vGrabHold.transform, false); vGrab = grabObj.AddComponent<UiSliderGrabRenderer>(); vGrab.Build(vArcState, vSegState, vGrabArcHalf*2, pSettings); //// vHoverHold = new GameObject("HoverHold"); vHoverHold.transform.SetParent(gameObject.transform, false); var hoverObj = new GameObject("Hover"); hoverObj.transform.SetParent(vHoverHold.transform, false); vHover = new UiSlice(hoverObj, false, "Hover"); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public static float GetArcAlpha(ArcState pArcState) { float alpha = 1-(float)Math.Pow(1-pArcState.DisplayStrength, 2); alpha -= (float)Math.Pow(pArcState.NavBackStrength, 2); return Math.Max(0, alpha); }