Esempio n. 1
0
    // Scans all child objects looking for IUIObjects and other panels
    public void ScanChildren()
    {
        uiObjs.Clear();

        // Reuse for IUIObjects:
        IUIObject obj;

        Component[] objs = transform.GetComponentsInChildren(typeof(IUIObject), true);

        for (int i = 0; i < objs.Length; ++i)
        {
            // Don't add ourselves as children:
            if (objs[i] == this || objs[i].gameObject == gameObject)
            {
                continue;
            }

#if AUTO_SET_LAYER
            // Only reset the child object layers if we're in-line
            // with the UIManager:
            if (gameObject.layer == UIManager.instance.gameObject.layer)
        #if SET_LAYERS_RECURSIVELY
            { UIPanelManager.SetLayerRecursively(objs[i].gameObject, gameObject.layer); }
        #else
            { objs[i].gameObject.layer = gameObject.layer; }
        #endif
#endif
            obj = (IUIObject)objs[i];
            uiObjs.Add(new EZLinkedListNode <IUIObject>(obj));
            obj.RequestContainership(this);
        }


        // Reuse for UIPanelBase objects:
        UIPanelBase panel;
        objs = transform.GetComponentsInChildren(typeof(UIPanelBase), true);

        for (int i = 0; i < objs.Length; ++i)
        {
            // Don't add ourselves as children:
            if (objs[i] == this || objs[i].gameObject == gameObject)
            {
                continue;
            }

#if AUTO_SET_LAYER
            // Only reset the child object layers if we're in-line
            // with the UIManager:
            if (gameObject.layer == UIManager.instance.gameObject.layer)
        #if SET_LAYERS_RECURSIVELY
            { UIPanelManager.SetLayerRecursively(objs[i].gameObject, gameObject.layer); }
        #else
            { objs[i].gameObject.layer = gameObject.layer; }
        #endif
#endif
            panel = (UIPanelBase)objs[i];
            childPanels.Add(new EZLinkedListNode <UIPanelBase>(panel));
            panel.RequestContainership(this);
        }
    }
Esempio n. 2
0
	/// <summary>
	/// Adds the specified sprite to the SpriteManager.
	/// </summary>
	/// <param name="go">Reference to the desired sprite.</param>
	/// <returns>A reference to the sprite's managed mesh.</returns>
	public SpriteMesh_Managed AddSprite(SpriteRoot sprite)
	{
		int spriteIndex;

		// See if the sprite is already added:
		if(sprite.manager == this && sprite.AddedToManager)
			return (SpriteMesh_Managed)sprite.spriteMesh;
/*
		if (ensureUnique)
			if (AlreadyAdded(sprite))
				return (SpriteMesh_Managed) sprite.spriteMesh;
*/

		// See if we're ready to add sprites yet,
		// and if not, add the sprite to our deferred
		// add queue:
		if(!initialized)
		{
			if (spriteAddQueue == null)
				spriteAddQueue = new List<SpriteRoot>();

			spriteAddQueue.Add(sprite);
			return null;
		}

		// Get an available sprite:
		if (availableBlocks.Empty)
			EnlargeArrays(allocBlockSize);	// If we're out of available sprites, allocate some more:

		// Use a sprite from the list of available blocks:
		spriteIndex = availableBlocks.Head.index;
		availableBlocks.Remove(availableBlocks.Head);	// Now that we're using this one, remove it from the available list

		// Assign the new sprite:
		SpriteMesh_Managed newSpritesMesh = sprites[spriteIndex];
		sprite.spriteMesh = newSpritesMesh;
		sprite.manager = this;
		sprite.AddedToManager = true;
		newSpritesMesh.drawLayer = sprite.drawLayer;

		// Associate the sprite's bone:
		bones[spriteIndex] = sprite.gameObject.transform;
//		meshRenderer.bones = bones;
		bindPoses[spriteIndex] = bones[spriteIndex].worldToLocalMatrix * sprite.transform.localToWorldMatrix;

/*
		// Save this to an active list now that it is in-use:
		if (billboarded)
		{
			newSprite.billboarded = true;
			activeBillboards.Add(newSprite);
		}
		else
*/
			activeBlocks.Add(newSpritesMesh);

		newSpritesMesh.Init();

		// Sort the draw layers:
		SortDrawingOrder();

		// Set our flags:
		vertCountChanged = true;
		vertsChanged = true;
		uvsChanged = true;

		return newSpritesMesh;
	}
Esempio n. 3
0
	// Enlarges the sprite array by the specified count and also resizes
	// the UV and vertex arrays by the necessary corresponding amount.
	// Returns the index of the first newly allocated element
	// (ex: if the sprite array was already 10 elements long and is 
	// enlarged by 10 elements resulting in a total length of 20, 
	// EnlargeArrays() will return 10, indicating that element 10 is the 
	// first of the newly allocated elements.)
	protected int EnlargeArrays(int count)
	{
		int firstNewElement;

		if (sprites == null)
		{
			InitArrays();
			firstNewElement = 0;
			count = count - 1;	// Allocate one less since InitArrays already allocated one sprite for us
		}
		else
			firstNewElement = sprites.Length;

		// Resize sprite array:
		SpriteMesh_Managed[] tempSprites = sprites;
		sprites = new SpriteMesh_Managed[sprites.Length + count];
		tempSprites.CopyTo(sprites, 0);

		// Resize the bone array:
		Transform[] tempBones = bones;
		bones = new Transform[bones.Length + count];
		tempBones.CopyTo(bones, 0);

		// Resize the bind poses array:
		Matrix4x4[] tempPoses = bindPoses;
		bindPoses = new Matrix4x4[bindPoses.Length + count];
		tempPoses.CopyTo(bindPoses, 0);

		// Vertices:
		Vector3[] tempVerts = vertices;
		vertices = new Vector3[vertices.Length + count * 4];
		tempVerts.CopyTo(vertices, 0);

		// BoneWeights:
		BoneWeight[] tempWeights = boneWeights;
		boneWeights = new BoneWeight[boneWeights.Length + count * 4];
		tempWeights.CopyTo(boneWeights, 0);

		// UVs:
		Vector2[] tempUVs = UVs;
		UVs = new Vector2[UVs.Length + count * 4];
		tempUVs.CopyTo(UVs, 0);

		// Colors:
		Color[] tempColors = colors;
		colors = new Color[colors.Length + count * 4];
		tempColors.CopyTo(colors, 0);

		// Triangle indices:
		int[] tempTris = triIndices;
		triIndices = new int[triIndices.Length + count * 6];
		tempTris.CopyTo(triIndices, 0);

		// Inform existing sprites of the new vertex and UV buffers:
		for (int i = 0; i < firstNewElement; ++i)
		{
			sprites[i].SetBuffers(vertices, UVs, colors);
		}

		// Setup the newly-added sprites and Add them to the list of available 
		// sprite blocks. Also initialize the triangle indices while we're at it:
		for (int i = firstNewElement; i < sprites.Length; ++i)
		{
			// Create and setup sprite:

			sprites[i] = new SpriteMesh_Managed();
			sprites[i].index = i;
			sprites[i].manager = this;

			sprites[i].SetBuffers(vertices, UVs, colors);

			// Setup indices of the sprite's vertices in the vertex buffer:
			sprites[i].mv1 = i * 4 + 0;
			sprites[i].mv2 = i * 4 + 1;
			sprites[i].mv3 = i * 4 + 2;
			sprites[i].mv4 = i * 4 + 3;

			// Setup the indices of the sprite's UV entries in the UV buffer:
			sprites[i].uv1 = i * 4 + 0;
			sprites[i].uv2 = i * 4 + 1;
			sprites[i].uv3 = i * 4 + 2;
			sprites[i].uv4 = i * 4 + 3;

			// Setup the indices to the color values:
			sprites[i].cv1 = i * 4 + 0;
			sprites[i].cv2 = i * 4 + 1;
			sprites[i].cv3 = i * 4 + 2;
			sprites[i].cv4 = i * 4 + 3;

			// Add as an available sprite:
			availableBlocks.Add(sprites[i]);

			// Init triangle indices:
/*			if (winding == SpriteRoot.WINDING_ORDER.CCW)
			{	// Counter-clockwise winding
				triIndices[i * 6 + 0] = i * 4 + 0;	//	0_ 2			0 ___ 3
				triIndices[i * 6 + 1] = i * 4 + 1;	//  | /		Verts:	 |	/|
				triIndices[i * 6 + 2] = i * 4 + 3;	// 1|/				1|/__|2

				triIndices[i * 6 + 3] = i * 4 + 3;	//	  3
				triIndices[i * 6 + 4] = i * 4 + 1;	//   /|
				triIndices[i * 6 + 5] = i * 4 + 2;	// 4/_|5
			}
			else
*/			{	// Clockwise winding
				triIndices[i * 6 + 0] = i * 4 + 0;	//	0_ 1			0 ___ 3
				triIndices[i * 6 + 1] = i * 4 + 3;	//  | /		Verts:	 |	/|
				triIndices[i * 6 + 2] = i * 4 + 1;	// 2|/				1|/__|2

				triIndices[i * 6 + 3] = i * 4 + 3;	//	  3
				triIndices[i * 6 + 4] = i * 4 + 2;	//   /|
				triIndices[i * 6 + 5] = i * 4 + 1;	// 5/_|4
			}

			// Add the index of this sprite to the draw order list
			spriteDrawOrder.Add(sprites[i]);

			// Give the bones something to point to:
			bones[i] = transform;

			// Setup a default bindpose:
			bindPoses[i] = bones[i].worldToLocalMatrix * transform.localToWorldMatrix;

			// Setup the weights:
			SetupBoneWeights(sprites[i]);
		}

		vertsChanged = true;
		uvsChanged = true;
		colorsChanged = true;
		vertCountChanged = true;

		return firstNewElement;
	}