public void Replace(Material replacementMaterial)
 {
     if (renderer && material)
     {
         renderer.SetMaterial(replacementMaterial, 0);
     }
 }
Esempio n. 2
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        protected override void UpdateMaterial()
        {
            base.UpdateMaterial();
            if (shouldEmojilize)
            {
                if (IsActive())
                {
                    CreateEmojiCanvasRenderer();

                    emojiCanvasRenderer.materialCount = 1;
                    if (config.material != null)
                    {
                        emojiCanvasRenderer.SetMaterial(GetModifiedEmojiMaterial(config.material), 0);
                    }
                    else
                    {
                        emojiCanvasRenderer.SetMaterial(materialForRendering, 0);
                    }
                    emojiCanvasRenderer.SetTexture(config.texture);
                }
            }
            else
            {
                if (emojiCanvasRenderer != null)
                {
                    emojiCanvasRenderer.Clear();
                }
            }
        }
Esempio n. 3
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    void Start()

    {
        viewMesh      = new Mesh();
        viewMesh.name = "view Mesh";
        //viewMeshFilter.mesh = viewMesh;
        canvas.Clear();
        canvas.SetMesh(viewMesh);
        canvas.SetMaterial(material, 0);
    }
Esempio n. 4
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    /// <summary>
    /// Waits for the renderer to initialize.
    /// </summary>
    /// <returns></returns>
    IEnumerator WaitForRenderer()
    {
        while (m_Renderer.materialCount < 1)
        {
            yield return(null);
        }

        m_Renderer.SetMaterial(newMaterial, 0);
        initialized = true;
        yield break;
    }
Esempio n. 5
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        /// <summary>

        ///

        /// </summary>

        protected override void UpdateMaterial()

        {
            //Debug.Log("*** STO-UI - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");



            //if (!this.IsActive())

            //    return;



            if (m_canvasRenderer == null)
            {
                m_canvasRenderer = this.canvasRenderer;
            }



            m_canvasRenderer.materialCount = 1;

            m_canvasRenderer.SetMaterial(materialForRendering, 0);

            m_canvasRenderer.SetTexture(mainTexture);



            #if UNITY_EDITOR
            if (m_sharedMaterial != null && gameObject.name != "TMP SubMeshUI [" + m_sharedMaterial.name + "]")
            {
                gameObject.name = "TMP SubMeshUI [" + m_sharedMaterial.name + "]";
            }
            #endif
        }
Esempio n. 6
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 public void Start()
 {
     _collider       = GetComponent <BoxCollider2D>();
     _canvasRenderer = GetComponent <CanvasRenderer>();
     _canvasRenderer.SetMaterial(Material, Texture2D.whiteTexture);
     _collider.size = new Vector2(Width * 64, Height * 64);
 }
Esempio n. 7
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    private void UpdateStatsVisual()
    {
        Mesh mesh = new Mesh();

        Vector3[] vertices  = new Vector3[6];
        Vector2[] uv        = new Vector2[6];
        int[]     triangles = new int[3 * 5];

        float angleIncrement = 360f / 5;
        float radarChartSize = 99f;

        Vector3 attackVertex       = Quaternion.Euler(0, 0, -angleIncrement * 0) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Attack);
        int     attackVertexIndex  = 1;
        Vector3 defenceVertex      = Quaternion.Euler(0, 0, -angleIncrement * 1) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Defence);
        int     defenceVertexIndex = 2;
        Vector3 speedVertex        = Quaternion.Euler(0, 0, -angleIncrement * 2) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Speed);
        int     speedVertexIndex   = 3;
        Vector3 manaVertex         = Quaternion.Euler(0, 0, -angleIncrement * 3) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Mana);
        int     manaVertexIndex    = 4;
        Vector3 healthVertex       = Quaternion.Euler(0, 0, -angleIncrement * 4) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Health);
        int     healthVertexIndex  = 5;

        vertices[0] = Vector3.zero;
        vertices[attackVertexIndex]  = attackVertex;
        vertices[defenceVertexIndex] = defenceVertex;
        vertices[speedVertexIndex]   = speedVertex;
        vertices[manaVertexIndex]    = manaVertex;
        vertices[healthVertexIndex]  = healthVertex;

        triangles[0] = 0;
        triangles[1] = attackVertexIndex;
        triangles[2] = defenceVertexIndex;

        triangles[3] = 0;
        triangles[4] = defenceVertexIndex;
        triangles[5] = speedVertexIndex;

        triangles[6] = 0;
        triangles[7] = speedVertexIndex;
        triangles[8] = manaVertexIndex;

        triangles[9]  = 0;
        triangles[10] = manaVertexIndex;
        triangles[11] = healthVertexIndex;

        triangles[12] = 0;
        triangles[13] = healthVertexIndex;
        triangles[14] = attackVertexIndex;



        mesh.vertices  = vertices;
        mesh.uv        = uv;
        mesh.triangles = triangles;

        raderMeshCanvasRenderer.SetMesh(mesh);
        raderMeshCanvasRenderer.SetMaterial(radarMaterial, null);
        //transform.Find("attackBar").localScale = new Vector3(1, stats.GetStatAmountNormalized(Stats.Type.Attack));
        //transform.Find("defenceBar").localScale = new Vector3(1, stats.GetStatAmountNormalized(Stats.Type.Defence));
    }
Esempio n. 8
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    /*
     *      Add/remove componenets depending on parent
     */

    void TakeCareOfComponenets()
    {
        if (isCanvas)
        {
            DestroyImmediate(GetComponent <MeshFilter>());
            DestroyImmediate(GetComponent <MeshRenderer>());
            if (GetComponent <CanvasRenderer>() == null)
            {
                gameObject.AddComponent <CanvasRenderer>();
            }
            cr = GetComponent <CanvasRenderer>();
            cr.SetMaterial(useMaterial, null);
        }
        else
        {
            DestroyImmediate(GetComponent <CanvasRenderer>());
            if (GetComponent <MeshFilter>() == null)
            {
                gameObject.AddComponent <MeshFilter>();
            }
            if (GetComponent <MeshRenderer>() == null)
            {
                gameObject.AddComponent <MeshRenderer>();
            }
            mf = GetComponent <MeshFilter>();
            mr = GetComponent <MeshRenderer>();
            mr.sharedMaterial = useMaterial;
            sortingLayer      = mr.sortingLayerID;
            orderInLayer      = mr.sortingOrder;
        }
    }
Esempio n. 9
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    void Start()
    {
        if (m_Initialized)
        {
            return;
        }

        pCanvasRenderer = gameObject.GetComponent <CanvasRenderer>();
        pCanvasRenderer.SetMaterial(m_Mat, null);
        pRectTransform = gameObject.GetComponent <RectTransform>();

        //m_MeshFilter = gameObject.AddComponent< MeshFilter >();
        //gameObject.AddComponent< MeshRenderer >();

        m_NormalizedGraphValues = new float[m_Resolution];
        for (int i = 0; i < m_NormalizedGraphValues.Length; i++)
        {
            m_NormalizedGraphValues[i] = 1;
        }

        //if( m_Mat != null )		renderer.material = m_Mat;

        m_Mesh = new Mesh();

        CreateMesh();

        m_Initialized = true;
    }
    public void UpdateStatusMesh(float[] normalizedValues)
    {
        if (chartMesh)
        {
            Destroy(chartMesh);
        }
        chartMesh = new Mesh();
        Vector3[] vertices   = new Vector3[normalizedValues.Length + 1];
        int[]     triangles  = new int[3 * normalizedValues.Length];
        float     deltaAngle = 360f / normalizedValues.Length;

        vertices[0] = Vector3.zero;
        for (int i = 0; i < normalizedValues.Length; i++)
        {
            vertices[i + 1]      = GetVerticesPos(normalizedValues[i], deltaAngle * i);
            triangles[i * 3]     = 0;
            triangles[i * 3 + 1] = i + 1;
            triangles[i * 3 + 2] = i + 2 >= normalizedValues.Length + 1 ? 1 : i + 2;
        }
        chartMesh.vertices  = vertices;
        chartMesh.triangles = triangles;

        canvasRenderer.SetMesh(chartMesh);
        canvasRenderer.SetMaterial(chartMaterial, null);
    }
Esempio n. 11
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 void Awake()
 {
     canvasRenderer = gameObject.AddComponent <CanvasRenderer>();
     canvasRenderer.SetMaterial(material, null);
     mesh  = new Mesh();
     datas = new Linedata();
 }
Esempio n. 12
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    // Use this for initialization
    void Start()
    {
        Color32 color = new Color32(255, 0, 0, 255);

        //color = new Color32();
        UIVertex[] data = new UIVertex[] {
            new UIVertex()
            {
                position = new Vector3(0f, 0f, 0f), color = color
            },
            new UIVertex()
            {
                position = new Vector3(0f, 50f, 0f), color = color
            },
            new UIVertex()
            {
                position = new Vector3(50f, 50f, 50f), color = color
            },
            new UIVertex()
            {
                position = new Vector3(50f, 0f, 50f), color = color
            }
        };

        CanvasRenderer canvasRender = GetComponent <CanvasRenderer>();

        canvasRender.Clear();
        Material defaultMaterial = new Material(Shader.Find("UI/Default"));

        canvasRender.SetMaterial(defaultMaterial, null);
        canvasRender.SetVertices(data, data.Length);
        Debug.Log("start");
    }
Esempio n. 13
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 public void Draw()
 {
     canvasRender.Clear();
     canvasRender.SetMaterial(wallMaterial, null);
     canvasRender.GetMaterial().color = Color.white;
     canvasRender.SetVertices(vertlist);
     //Debug.Log("cout: " +  list.Count);
 }
Esempio n. 14
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 protected override void UpdateMaterial()
 {
     if (m_canvasRenderer == null)
     {
         m_canvasRenderer = canvasRenderer;
     }
     m_canvasRenderer.materialCount = 1;
     m_canvasRenderer.SetMaterial(materialForRendering, 0);
     m_canvasRenderer.SetTexture(mainTexture);
 }
Esempio n. 15
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    private void DrawBarChart()
    {
        if (controller.SeriesCount < 1)
        {
            return;
        }


        float mBarHeight = chartHolder.rect.height;
        float mBarSector = chartHolder.rect.width / controller.SeriesCount;
        float mBarWidth  = mBarSector * 0.67f;

        for (int idx = 0; idx < controller.SeriesCount; idx++)
        {
            float     x        = (idx + 0.5f) * mBarSector;
            float     y        = controller.values[idx] / controller.GetTotalMaxValue() * mBarHeight;
            Vector3[] lines    = new Vector3[] { new Vector3(x, 0), new Vector3(x, y) };
            Mesh      lineMesh = ChartUtils.GenerateLineMesh(lines, mBarWidth);

            string         name     = ChartUtils.NameGenerator(chartChildString, idx);
            GameObject     obj      = chartHolder.Find(name).gameObject;
            CanvasRenderer renderer = obj.GetComponent <CanvasRenderer>();

            renderer.Clear();
            renderer.SetMaterial(controller.materials[idx], null);
            renderer.SetMesh(lineMesh);

            RectTransform rt;
            if (obj.transform.childCount > 0)
            {
                rt = obj.transform.GetChild(0) as RectTransform;
            }
            else
            {
                var go = new GameObject();
                go.transform.SetParent(obj.transform);

                var t = go.AddComponent <Text>();
                t.alignment = TextAnchor.MiddleCenter;
                t.color     = Color.black;
                t.font      = font;

                rt = go.transform as RectTransform;
            }

            rt.localPosition = new Vector3(x, -7);

            var text = obj.GetComponentInChildren <Text>();
            if (text != null)
            {
                text.text = controller.values[idx].ToString();
            }
        }
    }
Esempio n. 16
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    private void UpdateMat()
    {
        Debug.Log("Updated material val");
        CanvasRenderer image             = GetComponent <CanvasRenderer>();
        Material       existingGlobalMat = image.GetMaterial();
        Material       updatedMaterial   = new Material(existingGlobalMat);

        updatedMaterial.SetInt("unity_GUIZTestMode", (int)comparison);
        image.SetMaterial(updatedMaterial, 0);
        apply = false;
    }
Esempio n. 17
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    /// <summary>
    /// Method  to draw / display the 2D Radar Chart within the UI.
    /// </summary>
    /// <param name="mesh">Mesh of the 2D Radar Chart representing the selected Time Slice in the 3D Radar Chart.</param>
    private void setRadarChart2DMesh(Mesh mesh)
    {
        // set the mesh
        timeSliceRadarUICanvasRenderer.SetMesh(mesh);

        // set color
        Material polygonMeshMat = new Material(Shader.Find("UI/Default"));

        polygonMeshMat.color = tdrcInterface.cnfgTmSlcRdrUI_radarColor;
        timeSliceRadarUICanvasRenderer.SetMaterial(polygonMeshMat, null);
    }
        private void SetZTestMode(CanvasRenderer r)
        {
            if (r.materialCount == 0)
            {
                return;
            }
            Material mat = new Material(r.GetMaterial(0));

            mat.SetInt("unity_GUIZTestMode", (int)(enabled ? CompareFunction.Always : CompareFunction.LessEqual));
            r.SetMaterial(mat, 0);
        }
    private void Init()
    {
        if (_canvasRenderer != null)
        {
            return;
        }


        _canvasRenderer = GetComponent <CanvasRenderer>();
        _canvasRenderer.SetMaterial(_material, null);
    }
Esempio n. 20
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    protected override void _drawAxisBackground(List <UIVertex> pVertexList)
    {
        Material pMat = new Material(AxisMaterial);

        pMat.SetColor("_TintColor", MarginBackgroundColor);

        CanvasRenderer pCanvasRenderer = NGraphUtils.AddCanvasRenderer(mAxesBackgroundGo);

        pCanvasRenderer.Clear();
        pCanvasRenderer.SetMaterial(pMat, null);
        pCanvasRenderer.SetVertices(pVertexList);
    }
Esempio n. 21
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    /// <summary>
    /// Redraw the axis based on the lenght and height of the chart area.
    /// </summary>
    private void UpdateAxis()
    {
        lines    = new Vector3[4];
        lines[0] = Vector3.zero;
        lines[1] = new Vector3(0, axisHolder.rect.height);
        lines[2] = lines[0];
        lines[3] = new Vector3(axisHolder.rect.width, 0);
        axisMesh = ChartUtils.GenerateLineMesh(lines, 2f);

        //canvasRenderer.Clear();
        canvasRenderer.SetMaterial(ChartUtils.BlackMaterial, null);
        canvasRenderer.SetMesh(axisMesh);
    }
Esempio n. 22
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    IEnumerator LoadImage()
    {
        WWW www = new WWW(url2);

        yield return(www);

        //renderer.material.mainTexture = www.texture;
        //image script material = sprite- default material
        renderer     = GetComponent <Renderer>();
        canvRenderer = GetComponent <CanvasRenderer>();
        canvRenderer.SetMaterial(canvRenderer.GetMaterial(), www.texture);
        //renderer.material.mainTexture = www.texture;
    }
Esempio n. 23
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    // Use this for initialization
    void Start()
    {
        renderer = GetComponent <CanvasRenderer>();

        mesh = new Mesh();
        mesh.SetVertices(new List <Vector3>(points));
        mesh.SetTriangles(new int[] { 0, 1, 2 }, 0);
        renderer.Clear();
        renderer.SetMaterial(material, null);
        renderer.SetMesh(mesh);

        player = FindObjectOfType <PlayerController>();
    }
Esempio n. 24
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 protected override void UpdateMaterial()
 {
     if (m_canvasRenderer == null)
     {
         m_canvasRenderer = canvasRenderer;
     }
     m_canvasRenderer.materialCount = 1;
     m_canvasRenderer.SetMaterial(((Graphic)this).materialForRendering, 0);
     m_canvasRenderer.SetTexture(((Graphic)this).mainTexture);
     if (m_sharedMaterial != null && base.gameObject.name != "TMP SubMeshUI [" + m_sharedMaterial.name + "]")
     {
         base.gameObject.name = "TMP SubMeshUI [" + m_sharedMaterial.name + "]";
     }
 }
Esempio n. 25
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    public override void setupGraphHierarchy()
    {
        base.setupGraphHierarchy();
        CanvasRenderer pCanvasRenderer = NGraphUtils.AddCanvasRenderer(mMeshesContainer);


        Material pMat = new Material(AxisMaterial);

        pMat.SetColor("_TintColor", GridLinesColorMajor);
        pCanvasRenderer.Clear();
        pCanvasRenderer.SetMaterial(pMat, null);

        NGraphUtils.DrawRect(new Rect(adjustPointX(-5) - (GridLinesThicknesMajor / 2f), adjustPointY(YRange.y), GridLinesThicknesMajor, adjustPointY(YRange.x) * 2), pCanvasRenderer);
    }
Esempio n. 26
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 void ShowProgressionCircle()
 {
     _mesh        = new Mesh();
     _vertices    = new Vector3[_levelCount * 3];
     _vertices[0] = new Vector3(0f, 0f, 0f) * 10f;
     _vertices[1] = new Vector3(0f, 1f, 0f) * 10f;
     _vertices[2] = new Vector3(-1f, 1f, 0f) * 10f;
     // _vertices[3] = new Vector3(-1f,0f,0f) * 10f;
     _mesh.vertices  = _vertices;
     _mesh.uv        = new Vector2[] { new Vector2(1 - 1f / _resolution, 1), new Vector2(1, 1), new Vector2(1, 1) };
     _mesh.triangles = new int[] { 0, 1, 2 };
     _renderer.SetMaterial(_material, _texture);
     _renderer.SetMesh(_mesh);
 }
Esempio n. 27
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    void MeshRenderTest()
    {
        CanvasRenderer cr   = meshTest.AddComponent <CanvasRenderer>();
        Mesh           mesh = new Mesh();

        mesh.vertices = new Vector3[] {
            new Vector3(0, 0, 0),
            new Vector3(0, 100, 0),
            new Vector3(100, 100, 0),
            new Vector3(100, 0, 0)
        };


        mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 };
//		mesh.colors = new Color[]{
//			Color.black,
//			Color.blue,
//			Color.cyan,
//			Color.gray
//		};
        cr.Clear();
        cr.SetMaterial(material, null);
//		cr.SetMesh (mesh);
        Vector3[] vertices  = mesh.vertices;
        int[]     triangles = mesh.triangles;
        Vector3[] normals   = mesh.normals;
        Vector2[] uv        = mesh.uv;
        UIVertex  vertex;
//		Debug.Log (uv.Length);
        List <UIVertex> vertexList = new List <UIVertex> ();

        for (int i = 0; i < triangles.Length; i++)
        {
            vertex = new UIVertex();
            int triangle = triangles[i];

            vertex.position = ((vertices[triangle] - mesh.bounds.center) * 1);
            vertex.uv0      = Vector2.one;
            vertex.normal   = Vector3.forward;

            vertexList.Add(vertex);

            if (i % 3 == 0)
            {
                vertexList.Add(vertex);
            }
        }
        cr.SetVertices(vertexList);
    }
Esempio n. 28
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 void Start()
 {
     arrowHead.sizeDelta = new Vector2(arrowHead.rect.width * ARROW_HEAD_SCALE_COEFFICIENT, arrowHead.rect.height * ARROW_HEAD_SCALE_COEFFICIENT);
     arrowTail.sizeDelta = new Vector2(arrowTail.rect.width, arrowTail.rect.height * ARROW_TAIL_SCALE_COEFFICIENT);
     scoreKeepingScript  = GameObject.Find("World").GetComponent <ScoreKeeping> ();
     ballManagerScript   = GetComponent <BallManager> ();
     cameraFollowScript  = camera3D.GetComponent <CameraFollow> ();
     levelManage         = GameObject.Find("LevelManager");
     levelManagerScript  = levelManage == null ? null : levelManage.GetComponent <LevelManager> ();
     arrowTailRenderer   = arrowTail.GetComponent <CanvasRenderer> ();
     arrowTailRenderer.SetMaterial(arrowTailShader, null);
     distance          = 0;
     arrowScalePercent = 0;
     overUI            = false;
 }
 void Start()
 {
     if (m_ActorNode == null)
     {
         return;
     }
     m_Renderer = GetComponent <CanvasRenderer>();
     m_Renderer.Clear();
     m_Renderer.SetAlpha(1.0f);
     m_Renderer.SetColor(Color.white);
     m_Renderer.SetMesh(m_Mesh);
     m_Renderer.materialCount = 1;
     m_Renderer.SetMaterial(m_Material, 0);
     m_VertexPositionBuffer = m_ActorNode.MakeVertexPositionBuffer();
 }
Esempio n. 30
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    private void GenerateMesh()
    {
        int count = values.Count;

        if (count > 0)
        {
            _mesh = new Mesh();

            _vertices  = new Vector3[count + 1];
            _uv        = new Vector2[count + 1];
            _triangles = new int[3 * count];

            float angleIncrement = 360f / count;
            float radarChartSize = 145f;


            // uv
            _uv[0] = Vector2.zero;
            for (int i = 0; i < count; i++)
            {
                _uv[i + 1] = Vector2.one;
            }

            // vertices and tris
            _vertices[0] = Vector3.zero;
            for (int i = 0; i < count; i++)
            {
                _vertices[i + 1] = Quaternion.Euler(0, 0, -angleIncrement * i) * Vector3.up * radarChartSize * values[i].GetFraction;

                // Tris
                _triangles[i * 3] = 0;
                for (int j = 0; j < 2; j++)
                {
                    _triangles[i * 3 + j + 1] = i + j + 1;
                }
            }
            _triangles[3 * count - 1] = 1;
            _fullVertices             = new Vector3[count + 1];
            Array.Copy(_vertices, _fullVertices, _vertices.Length);

            _mesh.vertices  = _vertices;
            _mesh.uv        = _uv;
            _mesh.triangles = _triangles;

            canvasRenderer.SetMesh(_mesh);
            canvasRenderer.SetMaterial(chartMaterial, null);
        }
    }