void addCommonCameraComponents(GameObject camGO) { Camera cam = camGO.GetComponent <Camera>(); if (!cam) { cam = Undo.AddComponent <Camera>(camGO); } GUILayer guiLayer = camGO.GetComponent <GUILayer>(); if (!guiLayer) { guiLayer = Undo.AddComponent <GUILayer>(camGO); } FlareLayer flareLayer = camGO.GetComponent <FlareLayer>(); if (!flareLayer) { flareLayer = Undo.AddComponent <FlareLayer>(camGO); } AudioListener al = camGO.GetComponent <AudioListener>(); if (!al) { al = Undo.AddComponent <AudioListener>(camGO); } }
// Use this for initialization void Start() { //renderer = GetComponent<MeshRenderer>(); GetComponent <Renderer>().material.SetTextureOffset("_MainTex", uvOffset); speedGUIText = speedGUI.GetComponent <GUIText>(); guiLayer = Camera.main.GetComponent <GUILayer>(); }
GUIElement FindGUIElement(Camera camera, Vector3 mousePosition) { // JCsProfilerMethod pm = JCsProfiler.Instance.StartCallStopWatch(gameObject.name, gameObject.name, "FindGUIElement"); // Is the mouse inside the cameras viewport? Rect rect = camera.pixelRect; if (!rect.Contains(mousePosition)) { return(null); } // Did we hit any gui elements? GUILayer layer = (GUILayer)camera.GetComponent(typeof(GUILayer)); if (!layer) { return(null); } GUIElement res = layer.HitTest(mousePosition); // pm.CallIsFinished(); return(res); }
public IPropertyEditingContext CreatePropertyContext(GUILayer.IGetAndSetProperties getAndSet) { var ps = new GUILayer.BasicPropertySource( getAndSet, GetPropertyDescriptors("gap:ErosionSettings")); return new XLEBridgeUtils.PropertyBridge(ps); }
public IPropertyEditingContext CreatePropertyContext(GUILayer.RawMaterial material) { var ps = new GUILayer.BasicPropertySource( new XLEBridgeUtils.RawMaterialShaderConstants_GetAndSet(material), GetPropertyDescriptors("gap:RawMaterial")); return new XLEBridgeUtils.PropertyBridge(ps); }
public void BuildAssetList(GUILayer.PendingSaveList pendingAssetList) { // some clients cannot construct "GUILayer.DivergentAssetList" // (because that requires adding a reference to the Aga.Controls library) // So this is provided for convenience to avoid that extra dependancy AssetList = new GUILayer.DivergentAssetList( GUILayer.EngineDevice.GetInstance(), pendingAssetList); }
public void Expand() { Transform transform = base.transform.parent; if (transform == null) { transform = new GameObject(base.name + " (origin)").transform; transform.localPosition = base.transform.localPosition; transform.localRotation = base.transform.localRotation; transform.localScale = base.transform.localScale; } if (this.head == null) { this._head = new GameObject(base.name + " (head)", new Type[] { typeof(SteamVR_TrackedObject) }).transform; this.head.parent = transform; this.head.position = base.transform.position; this.head.rotation = base.transform.rotation; this.head.localScale = Vector3.one; this.head.tag = base.tag; } if (base.transform.parent != this.head) { base.transform.parent = this.head; base.transform.localPosition = Vector3.zero; base.transform.localRotation = Quaternion.identity; base.transform.localScale = Vector3.one; while (base.transform.childCount > 0) { base.transform.GetChild(0).parent = this.head; } GUILayer component = base.GetComponent <GUILayer>(); if (component != null) { UnityEngine.Object.DestroyImmediate(component); this.head.gameObject.AddComponent <GUILayer>(); } AudioListener component2 = base.GetComponent <AudioListener>(); if (component2 != null) { UnityEngine.Object.DestroyImmediate(component2); this._ears = new GameObject(base.name + " (ears)", new Type[] { typeof(SteamVR_Ears) }).transform; this.ears.parent = this._head; this.ears.localPosition = Vector3.zero; this.ears.localRotation = Quaternion.identity; this.ears.localScale = Vector3.one; } } if (!base.name.EndsWith(" (eye)")) { base.name += " (eye)"; } }
public static void DrawPivot(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color c) { GameEngine.DrawPrimitive(context, PrimitiveType.LineStrip, s_pivotVerts, 0, s_pivotVertexCount, c, xform); }
public static void DrawCircle(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color color) { GameEngine.DrawPrimitive(context, PrimitiveType.LineStrip, s_circleVerts, 0, s_circleVertexCount, color, xform); }
public static void DrawUnitSquare(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color color) { GameEngine.DrawPrimitive(context, PrimitiveType.LineList, s_linesVertId, s_unitSquareStartVertex, s_unitSquareVertexCount, color, xform); }
public Erosion(GUILayer.ErosionIterativeSystem system) { _system = system; _previewWindow.Underlying.AddSystem(_system._overlay); _previewSettings.SelectedObject = _system._settings; _schemaLoader = new ErosionSettingsSchemaLoader(); _systemSettings.Bind( _schemaLoader.CreatePropertyContext(_system._getAndSetProperties)); }
// Use this for initialization void Start() { stones = new GameObject[transform.childCount]; for (int i = 0; i < transform.childCount; i++) { stones [i] = transform.GetChild(i).gameObject; //get each stone } stoneIndex = transform.childCount - 1; gui = Camera.main.GetComponent(typeof(GUILayer)) as GUILayer; }
static int HitTest(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); GUILayer obj = (GUILayer)LuaScriptMgr.GetUnityObjectSelf(L, 1, "GUILayer"); Vector3 arg0 = LuaScriptMgr.GetVector3(L, 2); GUIElement o = obj.HitTest(arg0); LuaScriptMgr.Push(L, o); return(1); }
void Awake() { GUILayer guiLayer = GetComponent <GUILayer> (); if (guiLayer != null) { RealClickListener.HitTestMaskGUILayer = guiLayer; } Destroy(this); }
// Use this for initialization void Start() { rate = 0.03f; maxCap = 3.0f; x = end.transform.position.x; y = end.transform.position.y; endInitialPosition = end.transform.position; guiLayer = Camera.main.GetComponent <GUILayer>(); }
public static void DrawSphere(GUILayer.SimpleRenderingContext context, Sphere3F sphere, Color c) { // create matrix from AABB T1.Set(sphere.Center); float scale = 2*sphere.Radius; T1.M11 = scale; T1.M22 = scale; T1.M33 = scale; DrawSphere(context, T1, c); }
// Use this for initialization void Start () { guiLayer = Camera.main.GetComponent<GUILayer>(); n0 = GameObject.Find("00"); n1 = GameObject.Find("01"); n2 = GameObject.Find("02"); n3 = GameObject.Find("03"); n4 = GameObject.Find("04"); n5 = GameObject.Find("05"); n6 = GameObject.Find("06"); n7 = GameObject.Find("07"); n8 = GameObject.Find("08"); n9 = GameObject.Find("09"); n10 = GameObject.Find("10"); n11 = GameObject.Find("11"); n12 = GameObject.Find("12"); n13 = GameObject.Find("13"); n14 = GameObject.Find("14"); n15 = GameObject.Find("15"); n16 = GameObject.Find("16"); n17 = GameObject.Find("17"); n18 = GameObject.Find("18"); n19 = GameObject.Find("19"); n0.renderer.enabled = false; n1.renderer.enabled = false; n2.renderer.enabled = false; n3.renderer.enabled = false; n4.renderer.enabled = false; n5.renderer.enabled = false; n6.renderer.enabled = false; n7.renderer.enabled = false; n8.renderer.enabled = false; n9.renderer.enabled = false; n10.renderer.enabled = false; n11.renderer.enabled = false; n12.renderer.enabled = false; n13.renderer.enabled = false; n14.renderer.enabled = false; n15.renderer.enabled = false; n16.renderer.enabled = false; n17.renderer.enabled = false; n18.renderer.enabled = false; n19.renderer.enabled = false; timer = 60; }
void InitGUI() { var guiObj = new GameObject("GUI Layer"); guiObj.transform.parent = Camera.main.transform; gui = guiObj.AddComponent <GUILayer>(); gui.Scale = Scale; gui.Font = font; gui.transform.position = new Vector3(0f, 0f, -8f); overlay = new Overlay(TileSize, Scale); }
public RefCFD(GUILayer.IterativeSystem system, String settingsName) { _hasOldMouse = false; _system = system; _previewWindow.Underlying.AddSystem(_system.Overlay); _previewSettings.SelectedObject = _system.PreviewSettings; _schemaLoader = new CFDSettingsSchemaLoader(settingsName); _systemSettings.Bind( _schemaLoader.CreatePropertyContext(_system.SimulationSettings)); // _previewWindow.MouseDown += _previewWindow_MouseDown; _previewWindow.MouseMove += _previewWindow_MouseMove; _previewWindow.MouseEnter += _previewWindow_MouseEnter; }
void Start() { guiHit = Camera.main.GetComponent <GUILayer>(); Debug.Log("Building dictionary for presses."); _buttons.Add("A", false); _buttons.Add("B", false); _buttons.Add("SR", false); _buttons.Add("SE", false); _buttons.Add("UP", false); _buttons.Add("DN", false); _buttons.Add("LT", false); _buttons.Add("RT", false); _buttons.Add("ROMPress", false); _buttons.Add("GAMEPress", false); }
public static string TouchedGUITexture(int id) { Vector2 pos = Vector2.zero; GUILayer test = Camera.main.GetComponent <GUILayer>(); if (TouchManager.GetTouchPos(id, out pos)) { if (test.HitTest(pos)) { return(test.HitTest(pos).name); } } return(null); }
public void Collapse() { base.transform.parent = null; while (this.head.childCount > 0) { this.head.GetChild(0).parent = base.transform; } GUILayer component = this.head.GetComponent <GUILayer>(); if (component != null) { UnityEngine.Object.DestroyImmediate(component); base.gameObject.AddComponent <GUILayer>(); } if (this.ears != null) { while (this.ears.childCount > 0) { this.ears.GetChild(0).parent = base.transform; } UnityEngine.Object.DestroyImmediate(this.ears.gameObject); this._ears = null; base.gameObject.AddComponent(typeof(AudioListener)); } if (this.origin != null) { if (this.origin.name.EndsWith(" (origin)")) { Transform origin = this.origin; while (origin.childCount > 0) { origin.GetChild(0).parent = origin.parent; } UnityEngine.Object.DestroyImmediate(origin.gameObject); } else { base.transform.parent = this.origin; } } UnityEngine.Object.DestroyImmediate(this.head.gameObject); this._head = null; if (base.name.EndsWith(" (eye)")) { base.name = base.name.Substring(0, base.name.Length - " (eye)".Length); } }
static int _CreateGUILayer(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { GUILayer obj = new GUILayer(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: GUILayer.New"); } return 0; }
static int _CreateGUILayer(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { GUILayer obj = new GUILayer(); LuaScriptMgr.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: GUILayer.New"); } return(0); }
public NativeDesignControl(DesignView designView, GUILayer.EditorSceneManager sceneManager, GUILayer.ObjectSet selection) : base(designView, sceneManager, selection) { if (s_marqueePen == null) { s_marqueePen = new Pen(Color.FromArgb(30, 30, 30), 2); s_marqueePen.DashPattern = new float[] { 3, 3 }; } m_renderState = new RenderState(); m_renderState.RenderFlag = GlobalRenderFlags.Solid | GlobalRenderFlags.Textured | GlobalRenderFlags.Lit | GlobalRenderFlags.Shadows; m_renderState.WireFrameColor = Color.DarkBlue; m_renderState.SelectionColor = Color.FromArgb(66, 255, 161); BackColor = SystemColors.ControlDark; m_renderState.OnChanged += (sender, e) => Invalidate(); base.AddRenderCallback(RenderExtras); }
public void SetActiveContext(GUILayer.ActiveManipulatorContext context) { if (_context != null) { _context.OnActiveManipulatorChange -= OnActiveManipulatorChange; _context.OnManipulatorSetChange -= OnManipulatorSetChange; } manipulatorProperties.Bind(null); _context = context; if (_context != null) { _context.OnActiveManipulatorChange += OnActiveManipulatorChange; _context.OnManipulatorSetChange += OnManipulatorSetChange; } OnManipulatorSetChange(null, null); }
List <GestureHit> innerCastGUI(Vector3 screenPos, Camera castOn, GUILayer gui) { List <GestureHit> hitBehaviours = new List <GestureHit>(); GUIElement g = gui.HitTest(screenPos); if (g == null) { return(null); } GestureHit h = new GestureHit(); h.HitHandlers = GetComponentsByInterfaceType <IGestureHandler>(g.transform); h.Hit = new RaycastHit(); hitBehaviours.Add(h); return(hitBehaviours); }
public static void DrawAABB(GUILayer.SimpleRenderingContext context, AABB bound) { // create matrix from AABB Vec3F trans = bound.Center; Vec3F diag = bound.Max - bound.Min; T1.Set(trans); T1.M11 = diag.X; T1.M22 = diag.Y; T1.M33 = diag.Z; GameEngine.DrawIndexedPrimitive(context, PrimitiveType.LineList, s_boxVertsId, s_boxIndicesId, 0, s_boxIndicesCount, 0, Color.White, T1); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create a new SpriteBox. Global.spriteBox = new SpriteBox(); cursor = Content.Load <Texture2D>("MouseCursor"); SoundEffect se = Content.Load <SoundEffect>("Town-of-Forgotten-Souls"); // Create layers. FileStream fs = (FileStream)TitleContainer.OpenStream("Content/Tilemaps/tilemap1.tm"); GameObjectLayer GOLayer = new GameObjectLayer("GameObjectLayer"); GUILayer guiLayer = new GUILayer("GUILayer"); Tilemap tm = new Tilemap("tilemap1", fs); EffectLayer bottomEffectLayer = new EffectLayer("BottomEffectLayer", true); EffectLayer topEffectLayer = new EffectLayer("TopEffectLayer"); // Add layers to world. The order is important. Global.world.AddLayers(tm, GOLayer, bottomEffectLayer, guiLayer, topEffectLayer); GOLayer.elements.Add(Player.GetPlayer(100, 100)); GOLayer.elements.Add(new Boundary(300, 300)); GOLayer.elements.Add(new Lantern(200, 200)); List <Enemy> enemyFrontList = new List <Enemy>(); List <Enemy> enemyBehindList = new List <Enemy>(); enemyFrontList.Add(new Goul()); GOLayer.elements.Add(new EnemySoul(400, 400, new Combat(enemyFrontList, enemyBehindList))); Global.soulBox = new SoulBox(); Hero1 hero = new Hero1(FighterState.Front); Hero2 hero2 = new Hero2(FighterState.Front); Ring1 ring1 = new Ring1(); Global.world.GetPlayer().AddHero(hero); Global.world.GetPlayer().AddHero(hero2); Global.world.GetPlayer().AddItem(ring1); ChangeState(new ExploreState()); }
private void Start() { inited = true; #region EditorChecks #if UNITY_EDITOR Camera[] cameras = Camera.allCameras; int len = cameras.Length; float highestCameraDeph = float.MinValue; float highestSuitableCameraDeph = float.MinValue; for (int i = 0; i < len; i++) { Camera cam = cameras[i]; if (cam.depth > highestCameraDeph) { highestCameraDeph = cam.depth; } GUILayer guiLayer = cameras[i].GetComponent <GUILayer>(); if (guiLayer != null && guiLayer.enabled) { // checking if AFPSCounter's layer in the camera's culling mask if ((cam.cullingMask & (1 << gameObject.layer)) != 0) { if (cam.depth > highestSuitableCameraDeph) { highestSuitableCameraDeph = cam.depth; } } } } if (len == 0 || Math.Abs(highestCameraDeph - highestSuitableCameraDeph) > 0.0001f) { Debug.LogWarning("Please check you have camera and your top-most (highest depth) camera\nhas enabled GUILayer and has layer " + LayerMask.LayerToName(gameObject.layer) + " in the camera's culling mask!"); } #endif #endregion }
private void Start() { Camera[] cameras = Camera.allCameras; int len = Camera.allCamerasCount; bool willRender = false; for (int i = 0; i < len; i++) { Camera cam = cameras[i]; GUILayer guiLayer = cam.GetComponent <GUILayer>(); if (guiLayer != null && guiLayer.enabled) { // checking if AFPSCounter's layer in the camera's culling mask if ((cam.cullingMask & (1 << gameObject.layer)) != 0) { willRender = true; break; } } } if (!willRender) { Debug.LogWarning("Please check you have at least one camera with enabled GUILayer and layer \"" + LayerMask.LayerToName(gameObject.layer) + "\" in the culling mask!"); } if (transform.position != Vector3.zero) { Debug.LogWarning("AFPSCounter should be placed on Game Object with zero position!", gameObject); } if (transform.rotation != Quaternion.identity) { Debug.LogWarning("AFPSCounter should be placed on Game Object with zero rotation!", gameObject); } if (transform.localScale != Vector3.one) { Debug.LogWarning("AFPSCounter should be placed on Game Object with 1,1,1 scale!", gameObject); } }
void Start() { if (!isLocalPlayer) { AudioListener listener = GetComponentInChildren <AudioListener>(); GUILayer gui = GetComponentInChildren <GUILayer>(); FlareLayer flare = GetComponentInChildren <FlareLayer>(); listener.enabled = false; gui.enabled = false; flare.enabled = false; return; } if (Camera.main) { Camera.main.gameObject.SetActive(false); } playerCamera = GetComponentInChildren <Camera>(); playerCamera.enabled = true; }
// Use this for initialization void Start () { stopOk = false; guiLayer = Camera.main.GetComponent<GUILayer>(); GameObject go = GameObject.Find("POP"); GameObject go2 = GameObject.Find("go"); GameObject go3 = GameObject.Find("ready"); pop1 = (GUITexture)go.GetComponent(typeof(GUITexture)); pop2 = (GUITexture)go2.GetComponent(typeof(GUITexture)); pop3 = (GUITexture)go3.GetComponent(typeof(GUITexture)); pop1.guiTexture.enabled = false; pop2.guiTexture.enabled = false; pop3.guiTexture.enabled = false; }
public void Start() { gridScript = GameObject.Find("UGrid").GetComponent <UGrid>(); groupM = GameObject.Find("Faction Manager").GetComponent <GroupManager>(); placement = gameObject.GetComponent <BuildingPlacement>(); if (placement) { placement.SetGroup(group); } GUIManager manager = gameObject.GetComponent <GUIManager>(); if (manager) { manager.group = groupM.groupList[group].GetComponent <Group>(); } guiManager = gameObject.GetComponent <GUIManager>(); GameObject obj = GameObject.Find("MiniMap"); if (obj) { map = obj.GetComponent <MiniMap>(); } test = Camera.main.GetComponent <GUILayer>(); }
public PendingExport(string targetFile, GUILayer.EditorSceneManager.PendingExport pendingExport) { TargetFile = targetFile; Export = pendingExport; }
public void Render(GUILayer.SimpleRenderingContext context, Camera cam) { GameEngine.SetRendererFlag(context, BasicRendererFlags.WireFrame); IGrid grid = this.As<IGrid>(); if (grid.Visible == false) return; float s = grid.Size; Matrix4F scale = new Matrix4F(); scale.Scale(new Vec3F(s, s, s)); Matrix4F gridXform = new Matrix4F(); if (cam.Frustum.IsOrtho) { float dist = cam.ViewMatrix.Translation.Z; ViewTypes vt = cam.ViewType; if (vt == ViewTypes.Top) { gridXform.Translation = new Vec3F(0, dist, 0); } else if (vt == ViewTypes.Bottom) { gridXform.Translation = new Vec3F(0, -dist, 0); } else if (vt == ViewTypes.Right) { gridXform.RotZ(MathHelper.PiOver2); gridXform.Translation = new Vec3F(dist, 0, 0); } else if (vt == ViewTypes.Left) { gridXform.RotZ(MathHelper.PiOver2); gridXform.Translation = new Vec3F(-dist, 0, 0); } else if (vt == ViewTypes.Front) { gridXform.RotX(MathHelper.PiOver2); gridXform.Translation = new Vec3F(0, 0, dist); } else if (vt == ViewTypes.Back) { gridXform.RotX(MathHelper.PiOver2); gridXform.Translation = new Vec3F(0, 0, -dist); } gridXform.Mul(scale, gridXform); } else { Matrix4F trans = new Matrix4F(); trans.Translation = new Vec3F(0, grid.Height, 0); gridXform = Matrix4F.Multiply(scale, trans); } GameEngine.DrawPrimitive(context, PrimitiveType.LineList, m_gridVBId, 0, m_gridVertexCount, Color.LightGray, Matrix4F.Multiply(gridXform, cam.AxisSystem)); GameEngine.DrawPrimitive(context, PrimitiveType.LineList, m_basisAxesVBId, 0, m_basisAxesVertexCount, Color.White, gridXform); }
private static Object ReadAsset(AssetStream stream, AssetInfo assetInfo, long offset, int size) { Object asset = null; switch (assetInfo.ClassID) { case ClassIDType.GameObject: asset = new GameObject(assetInfo); break; case ClassIDType.Transform: asset = new Transform(assetInfo); break; case ClassIDType.Camera: asset = new Camera(assetInfo); break; case ClassIDType.Material: asset = new Material(assetInfo); break; case ClassIDType.MeshRenderer: asset = new MeshRenderer(assetInfo); break; case ClassIDType.Texture2D: asset = new Texture2D(assetInfo); break; case ClassIDType.MeshFilter: asset = new MeshFilter(assetInfo); break; case ClassIDType.Mesh: asset = new Mesh(assetInfo); break; case ClassIDType.Shader: asset = new Shader(assetInfo); break; case ClassIDType.TextAsset: asset = new TextAsset(assetInfo); break; case ClassIDType.Rigidbody2D: asset = new Rigidbody2D(assetInfo); break; case ClassIDType.Rigidbody: asset = new Rigidbody(assetInfo); break; case ClassIDType.CircleCollider2D: asset = new CircleCollider2D(assetInfo); break; case ClassIDType.PolygonCollider2D: asset = new PolygonCollider2D(assetInfo); break; case ClassIDType.BoxCollider2D: asset = new BoxCollider2D(assetInfo); break; case ClassIDType.PhysicsMaterial2D: asset = new PhysicMaterial(assetInfo); break; case ClassIDType.MeshCollider: asset = new MeshCollider(assetInfo); break; case ClassIDType.BoxCollider: asset = new BoxCollider(assetInfo); break; case ClassIDType.SpriteCollider2D: asset = new CompositeCollider2D(assetInfo); break; case ClassIDType.EdgeCollider2D: asset = new EdgeCollider2D(assetInfo); break; case ClassIDType.CapsuleCollider2D: asset = new CapsuleCollider2D(assetInfo); break; case ClassIDType.AnimationClip: asset = new AnimationClip(assetInfo); break; case ClassIDType.AudioListener: asset = new AudioListener(assetInfo); break; case ClassIDType.AudioSource: asset = new AudioSource(assetInfo); break; case ClassIDType.AudioClip: asset = new AudioClip(assetInfo); break; case ClassIDType.RenderTexture: asset = new RenderTexture(assetInfo); break; case ClassIDType.Cubemap: asset = new Cubemap(assetInfo); break; case ClassIDType.Avatar: asset = new Avatar(assetInfo); break; case ClassIDType.AnimatorController: asset = new AnimatorController(assetInfo); break; case ClassIDType.GUILayer: asset = new GUILayer(assetInfo); break; case ClassIDType.Animator: asset = new Animator(assetInfo); break; case ClassIDType.Light: asset = new Light(assetInfo); break; case ClassIDType.Animation: asset = new Animation(assetInfo); break; case ClassIDType.MonoScript: asset = new MonoScript(assetInfo); break; case ClassIDType.NewAnimationTrack: asset = new NewAnimationTrack(assetInfo); break; case ClassIDType.FlareLayer: asset = new FlareLayer(assetInfo); break; case ClassIDType.Font: asset = new Font(assetInfo); break; case ClassIDType.PhysicMaterial: asset = new PhysicMaterial(assetInfo); break; case ClassIDType.SphereCollider: asset = new SphereCollider(assetInfo); break; case ClassIDType.CapsuleCollider: asset = new CapsuleCollider(assetInfo); break; case ClassIDType.SkinnedMeshRenderer: asset = new SkinnedMeshRenderer(assetInfo); break; case ClassIDType.BuildSettings: asset = new BuildSettings(assetInfo); break; case ClassIDType.AssetBundle: asset = new AssetBundle(assetInfo); break; case ClassIDType.WheelCollider: asset = new WheelCollider(assetInfo); break; case ClassIDType.MovieTexture: asset = new MovieTexture(assetInfo); break; case ClassIDType.TerrainCollider: asset = new TerrainCollider(assetInfo); break; case ClassIDType.TerrainData: asset = new TerrainData(assetInfo); break; case ClassIDType.ParticleSystem: asset = new ParticleSystem(assetInfo); break; case ClassIDType.ParticleSystemRenderer: asset = new ParticleSystemRenderer(assetInfo); break; case ClassIDType.SpriteRenderer: asset = new SpriteRenderer(assetInfo); break; case ClassIDType.Sprite: asset = new Sprite(assetInfo); break; case ClassIDType.Terrain: asset = new Terrain(assetInfo); break; case ClassIDType.AnimatorOverrideController: asset = new AnimatorOverrideController(assetInfo); break; case ClassIDType.CanvasRenderer: asset = new CanvasRenderer(assetInfo); break; case ClassIDType.Canvas: asset = new Canvas(assetInfo); break; case ClassIDType.RectTransform: asset = new RectTransform(assetInfo); break; case ClassIDType.SpriteAtlas: asset = new SpriteAtlas(assetInfo); break; default: return(null); } stream.BaseStream.Position = offset; if (Config.IsGenerateGUIDByContent) { byte[] data = stream.ReadBytes(size); asset.Read(data); using (MD5 md5 = MD5.Create()) { byte[] md5Hash = md5.ComputeHash(data); assetInfo.GUID = new UtinyGUID(md5Hash); } } else { stream.AlignPosition = offset; asset.Read(stream); long read = stream.BaseStream.Position - offset; if (read != size) { throw new Exception($"Read {read} but expected {size} for object {asset.GetType().Name}"); } } return(asset); }
private bool CalculateTerrainIntersection(ViewControl vc, Ray3F ray, GUILayer.IntersectionTestSceneWrapper testScene, out Vec3F result) { var nativeVC = vc as NativeDesignControl; if (nativeVC == null) { result = Vec3F.ZeroVector; return false; } var pick = XLEBridgeUtils.Picking.RayPick(nativeVC.Adapter, ray, XLEBridgeUtils.Picking.Flags.Terrain); if (pick != null && pick.Length > 0) { result = pick[0].hitPt; return true; } result = Vec3F.ZeroVector; return false; }
// Use this for initialization void Start() { loadText.SetActive(false); loadProgressBar.SetActive(false); layer = Camera.main.GetComponent<GUILayer>(); }
private void setupCameras() { Transform lcam = transform.Find("leftCam"); if (lcam != null) { _leftCamera = lcam.gameObject; _leftCamera.camera.CopyFrom(camera); } else { _leftCamera = new GameObject("leftCam", typeof(Camera)); _leftCamera.AddComponent <GUILayer>(); _leftCamera.camera.CopyFrom(camera); _leftCamera.transform.parent = transform; } Transform rcam = transform.Find("rightCam"); if (rcam != null) { _rightCamera = rcam.gameObject; _rightCamera.camera.CopyFrom(camera); } else { _rightCamera = new GameObject("rightCam", typeof(Camera)); _rightCamera.AddComponent <GUILayer>(); _rightCamera.camera.CopyFrom(camera); _rightCamera.transform.parent = transform; } Transform gcam = transform.Find("guiCam"); if (gcam != null) { GuiCamera = gcam.gameObject; } else { GuiCamera = new GameObject("guiCam", typeof(Camera)); GuiCamera.AddComponent <GUILayer>(); GuiCamera.camera.CopyFrom(camera); GuiCamera.transform.parent = transform; } GUILayer guiComponent = GetComponent <GUILayer>(); guiComponent.enabled = false; // rendering order (back to front): centerCam/maskCam/leftCam1/rightCam1/leftCam2/rightCam2/ etc camera.depth = -2; _leftCamera.camera.depth = camera.depth + (RenderOrderDepth * 2) + 2; _rightCamera.camera.depth = camera.depth + ((RenderOrderDepth * 2) + 1) + 3; _leftCamera.camera.cullingMask = camera.cullingMask; _rightCamera.camera.cullingMask = camera.cullingMask; GuiCamera.camera.depth = _rightCamera.camera.depth + 1; GuiCamera.camera.cullingMask = 1 << guiOnlyLayer; GuiCamera.camera.clearFlags = CameraClearFlags.Depth; #if !UNITY_EDITOR if (!UseStereoShader) { camera.enabled = false; } #endif }
// Use this for initialization void Start() { layer = Camera.main.GetComponent<GUILayer>(); ballScript = gameBall.GetComponent<Ball>(); batScript = batObj.GetComponent<Bat>(); //Debug.Log("Screen Resolution " + Screen.width + " " + Screen.height); }
private static void DoSendMouseEvents(int skipRTCameras) { Vector3 mousePosition = Input.mousePosition; int allCamerasCount = Camera.allCamerasCount; if (m_Cameras == null || m_Cameras.Length != allCamerasCount) { m_Cameras = new Camera[allCamerasCount]; } Camera.GetAllCameras(m_Cameras); for (int i = 0; i < m_CurrentHit.Length; i++) { m_CurrentHit[i] = default(HitInfo); } if (!s_MouseUsed) { Camera[] cameras = m_Cameras; foreach (Camera camera in cameras) { if (camera == null || (skipRTCameras != 0 && camera.targetTexture != null) || !camera.pixelRect.Contains(mousePosition)) { continue; } GUILayer component = camera.GetComponent <GUILayer>(); if ((bool)component) { GUIElement gUIElement = component.HitTest(mousePosition); if ((bool)gUIElement) { m_CurrentHit[0].target = gUIElement.gameObject; m_CurrentHit[0].camera = camera; } else { m_CurrentHit[0].target = null; m_CurrentHit[0].camera = null; } } if (camera.eventMask != 0) { Ray ray = camera.ScreenPointToRay(mousePosition); Vector3 direction = ray.direction; float z = direction.z; float distance = (!Mathf.Approximately(0f, z)) ? Mathf.Abs((camera.farClipPlane - camera.nearClipPlane) / z) : float.PositiveInfinity; GameObject gameObject = camera.RaycastTry(ray, distance, camera.cullingMask & camera.eventMask); if (gameObject != null) { m_CurrentHit[1].target = gameObject; m_CurrentHit[1].camera = camera; } else if (camera.clearFlags == CameraClearFlags.Skybox || camera.clearFlags == CameraClearFlags.Color) { m_CurrentHit[1].target = null; m_CurrentHit[1].camera = null; } GameObject gameObject2 = camera.RaycastTry2D(ray, distance, camera.cullingMask & camera.eventMask); if (gameObject2 != null) { m_CurrentHit[2].target = gameObject2; m_CurrentHit[2].camera = camera; } else if (camera.clearFlags == CameraClearFlags.Skybox || camera.clearFlags == CameraClearFlags.Color) { m_CurrentHit[2].target = null; m_CurrentHit[2].camera = null; } } } } for (int k = 0; k < m_CurrentHit.Length; k++) { SendEvents(k, m_CurrentHit[k]); } s_MouseUsed = false; }
private static GUIElement INTERNAL_CALL_HitTest(GUILayer self, ref Vector3 screenPosition){}
// Use this for initialization void Start() { //cache some things.. //our (the drag source's) GUITexture texture=GetComponent<GUITexture>(); //the GameObject and GUITexture of the GhostButton object //ghostButtonObj=GameObject.Find("GhostButton"); ghostButtonTex=ghostButtonObj.GetComponent<GUITexture>(); //and calculate the screen position of our guitexture screenPos=Camera.main.ViewportToScreenPoint(transform.position); layer=Camera.main.GetComponent<GUILayer>(); }
private bool CalculateTerrainIntersection(ViewControl vc, Ray3F ray, GUILayer.IntersectionTestSceneWrapper testScene, out Vec3F result) { var pick = XLEBridgeUtils.Picking.RayPick(vc, ray, XLEBridgeUtils.Picking.Flags.Terrain); if (pick != null && pick.Length > 0) { result = pick[0].hitPt; return true; } result = new Vec3F(0.0f, 0.0f, 0.0f); return false; }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { moveDelta = new Vector2(0f, 0f); isMoving = true; } else if (Input.GetMouseButtonUp(0)) { isMoving = false; if (Mathf.Abs(moveDelta.x) < threshold && Mathf.Abs(moveDelta.y) < threshold) { GUILayer l = (GUILayer)Camera.main.GetComponent <GUILayer> (); GUIElement gl = l.HitTest(Input.mousePosition); if (gl != null) { return; } // check if there's anything under the mouse button Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D[] hits = Physics2D.RaycastAll(mousePos, Vector2.zero); foreach (RaycastHit2D hit in hits) { if (hit.collider != null) { Clickable c = hit.collider.gameObject.GetComponent <Clickable>(); if (c == null) { continue; } if (target != null) { if (target.handleClick(hit.collider.gameObject, mousePos)) { return; } else { target.loseClickFocus(); } } target = c; target.clicked(); return; } } // three were no clickable items clicked on if (target != null) { target.handleClick(null, mousePos); } } } else if (isMoving) { float xMove = Input.GetAxis("Mouse X"); float yMove = Input.GetAxis("Mouse Y"); moveDelta = new Vector2(moveDelta.x + xMove, moveDelta.y + yMove); if (xMove != 0 || yMove != 0) { CameraController.AdjustCameraPosition(xMove, yMove); } } }
// Use this for initialization void Start() { guiHit = Camera.main.GetComponent<GUILayer>(); }
void InitGUI() { var guiObj = new GameObject("GUI Layer"); guiObj.transform.parent = Camera.main.transform; gui = guiObj.AddComponent<GUILayer>(); gui.Scale = Scale; gui.Font = font; overlay = new Overlay(TileSize, Scale); }
public void Start() { gridScript = GameObject.Find("UGrid").GetComponent<UGrid>(); groupM = GameObject.Find("Faction Manager").GetComponent<GroupManager>(); placement = gameObject.GetComponent<BuildingPlacement>(); if(placement) placement.SetGroup(group); GUIManager manager = gameObject.GetComponent<GUIManager>(); if(manager) manager.group = groupM.groupList[group].GetComponent<Group>(); guiManager = gameObject.GetComponent<GUIManager>(); GameObject obj = GameObject.Find("MiniMap"); if(obj) map = obj.GetComponent<MiniMap>(); test = Camera.main.GetComponent<GUILayer>(); }
private void Awake() { //Debug.Log("AFPSCounter Awake, instance = " + instance); if (instance != null) { Debug.LogWarning("Only one Advanced FPS Counter instance allowed!"); Destroy(this); return; } if (!IsPlacedCorrectly()) { Debug.LogWarning("Advanced FPS Counter is placed in scene incorrectly and will be auto-destroyed! Please, use \"GameObject->Create Other->Code Stage->Advanced FPS Counter\" menu to correct this!"); Destroy(this); return; } #if UNITY_EDITOR Camera[] cameras = Camera.allCameras; int len = cameras.Length; float highestCameraDeph = float.MinValue; float highestSuitableCameraDeph = float.MinValue; for (int i = 0; i < len; i++) { Camera cam = cameras[i]; if (cam.depth > highestCameraDeph) { highestCameraDeph = cam.depth; } GUILayer guiLayer = cameras[i].GetComponent <GUILayer>(); if (guiLayer != null && guiLayer.enabled) { if (cam.depth > highestSuitableCameraDeph) { highestSuitableCameraDeph = cam.depth; } } } if (highestCameraDeph != highestSuitableCameraDeph) { Debug.LogWarning("Advanced FPS Counter needs top-most (highest depth) camera with enabled GUILayer to be visible!"); } #endif instance = this; DontDestroyOnLoad(gameObject); anchorsCount = Enum.GetNames(typeof(LabelAnchor)).Length; labels = new DrawableLabel[anchorsCount]; for (int i = 0; i < anchorsCount; i++) { labels[i] = new DrawableLabel((LabelAnchor)i, anchorsOffset, labelsFont, fontSize, lineSpacing); } RefreshHotKey(); }
public void RegisterToLayer( GUILayer layer ) { layer.Register( this ); }
public bool AddTouch(Touch t, Camera castOn, LayerMask hitLayers, bool DoRayCastAll, GUILayer gui) { Ray toCast = getRay(castOn, t); List <GestureHit> lh = null; // First see if we hit a GUI element if (gui != null) { lh = innerCastGUI(t.position, castOn, gui); } if (lh == null || lh.Count == 0) { // Raycast the touch, see what we hit if (DoRayCastAll) { lh = innerCastAll(toCast, hitLayers); } else { lh = innerCast(toCast, hitLayers); } } // Update the touch link with the found handlers MonoBehaviour[] allHanders = lh.SelectMany(m => m.HitHandlers).ToArray(); if (allHanders.Length == 0) { return(false); } touchLinks[t.fingerId] = allHanders; // Notify all handlers foreach (GestureHit gh in lh) { foreach (MonoBehaviour mb in gh.HitHandlers) { ((IGestureHandler)mb).AddTouch(t, gh.Hit, castOn); } } return(true); }
public virtual void SetupCameras() { Transform lcam = transform.Find("leftCam"); // check if we've already created a leftCam if (lcam) { leftCam = lcam.gameObject; leftCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>()); } else { leftCam = new GameObject("leftCam", new System.Type[] { typeof(Camera) }); leftCam.AddComponent(typeof(GUILayer)); leftCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>()); leftCam.transform.parent = transform; } Transform rcam = transform.Find("rightCam"); // check if we've already created a rightCam if (rcam) { rightCam = rcam.gameObject; rightCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>()); } else { rightCam = new GameObject("rightCam", new System.Type[] { typeof(Camera) }); rightCam.AddComponent(typeof(GUILayer)); rightCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>()); rightCam.transform.parent = transform; } Transform mcam = transform.Find("maskCam"); // check if we've already created a maskCam if (mcam) { maskCam = mcam.gameObject; } else { maskCam = new GameObject("maskCam", new System.Type[] { typeof(Camera) }); maskCam.AddComponent(typeof(GUILayer)); maskCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>()); maskCam.transform.parent = transform; } Transform gcam = transform.Find("guiCam"); // check if we've already created a maskCam if (gcam) { guiCam = gcam.gameObject; } else { guiCam = new GameObject("guiCam", new System.Type[] { typeof(Camera) }); guiCam.AddComponent(typeof(GUILayer)); guiCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>()); guiCam.transform.parent = transform; } GUILayer guiC = (GUILayer)GetComponent(typeof(GUILayer)); guiC.enabled = false; GetComponent <Camera>().depth = -2; // rendering order (back to front): centerCam/maskCam/leftCam1/rightCam1/leftCam2/rightCam2/ etc horizontalFOV = (2 * Mathf.Atan(Mathf.Tan((GetComponent <Camera>().fieldOfView *Mathf.Deg2Rad) / 2) * GetComponent <Camera>().aspect)) * Mathf.Rad2Deg; verticalFOV = GetComponent <Camera>().fieldOfView; leftCam.GetComponent <Camera>().depth = (GetComponent <Camera>().depth + (renderOrderDepth * 2)) + 2; rightCam.GetComponent <Camera>().depth = (GetComponent <Camera>().depth + ((renderOrderDepth * 2) + 1)) + 3; if (useLeftRightOnlyLayers) { if (useCustomStereoLayer) { leftCam.GetComponent <Camera>().cullingMask = (1 << stereoLayer) | (1 << leftOnlyLayer); // show stereo + left only rightCam.GetComponent <Camera>().cullingMask = (1 << stereoLayer) | (1 << rightOnlyLayer); // show stereo + right only } else { leftCam.GetComponent <Camera>().cullingMask = ~((1 << rightOnlyLayer) | (1 << guiOnlyLayer)); // show everything but right only layer & mask only layer rightCam.GetComponent <Camera>().cullingMask = ~((1 << leftOnlyLayer) | (1 << guiOnlyLayer)); // show everything but left only layer & mask only layer } } else { if (useCustomStereoLayer) { leftCam.GetComponent <Camera>().cullingMask = 1 << stereoLayer; // show stereo layer only rightCam.GetComponent <Camera>().cullingMask = 1 << stereoLayer; // show stereo layer only } } maskCam.GetComponent <Camera>().depth = leftCam.GetComponent <Camera>().depth - 1; guiCam.GetComponent <Camera>().depth = rightCam.GetComponent <Camera>().depth + 1; maskCam.GetComponent <Camera>().cullingMask = 0; guiCam.GetComponent <Camera>().cullingMask = 1 << guiOnlyLayer; // only show what's in the guiOnly layer maskCam.GetComponent <Camera>().clearFlags = CameraClearFlags.SolidColor; guiCam.GetComponent <Camera>().clearFlags = CameraClearFlags.Depth; maskCam.GetComponent <Camera>().backgroundColor = Color.black; }
// Use this for initialization void Start() { layer = Camera.main.GetComponent<GUILayer>(); inpt = alley.GetComponent<InputHandler>(); //Debug.Log("Screen Resolution " + Screen.width + " " + Screen.height); }
public void Expand() { Transform transform = base.transform.parent; if (transform == null) { transform = new GameObject(base.name + " (origin)").transform; transform.localPosition = base.transform.localPosition; transform.localRotation = base.transform.localRotation; transform.localScale = base.transform.localScale; } if (this.head == null) { if (SteamVR_Camera.useHeadTracking) { this._head = new GameObject(base.name + " (head)", new Type[] { typeof(SteamVR_GameView), typeof(SteamVR_TrackedObject) }).transform; } else { this._head = new GameObject(base.name + " (head)", new Type[] { typeof(SteamVR_GameView) }).transform; this.head.position = base.transform.position; this.head.rotation = base.transform.rotation; this.head.localScale = Vector3.one; this.head.tag = base.tag; } this.head.parent = transform; Camera component = this.head.GetComponent <Camera>(); component.clearFlags = CameraClearFlags.Nothing; component.cullingMask = 0; component.eventMask = 0; component.orthographic = true; component.orthographicSize = 1f; component.nearClipPlane = 0f; component.farClipPlane = 1f; component.useOcclusionCulling = false; } if (transform.parent != this.head) { transform.parent = this.head; transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; transform.localScale = Vector3.one; while (base.transform.childCount > 0) { base.transform.GetChild(0).parent = this.head; } GUILayer component2 = base.GetComponent <GUILayer>(); if (component2 != null) { UnityEngine.Object.DestroyImmediate(component2); this.head.gameObject.AddComponent <GUILayer>(); } AudioListener component3 = base.GetComponent <AudioListener>(); if (component3 != null) { UnityEngine.Object.DestroyImmediate(component3); this._ears = new GameObject(base.name + " (ears)", new Type[] { typeof(SteamVR_Ears) }).transform; this.ears.parent = this._head; this.ears.localPosition = Vector3.zero; this.ears.localRotation = Quaternion.identity; this.ears.localScale = Vector3.one; } } if (!base.name.EndsWith(" (eye)")) { base.name += " (eye)"; } }
public GUILayer BuildLayer( GUIStratas level, string layerName = "" ) { if( lastUsedDepth + depthIncrement > maxLayerDepth ) throw new Exception( "Le layer '" + System.Enum.GetName( level.GetType(), level ) + "' ne peux plus contenir d'élements" ); lastUsedDepth += depthIncrement; GUILayer l = new GUILayer( lastUsedDepth, layerName ); layerList.Add( lastUsedDepth, l ); return l; }
// Use this for initialization void Start() { guiHit = Camera.main.GetComponent <GUILayer>(); }
// Use this for initialization void Start () { UILayer = GetComponentInParent<GUILayer>(); spCode = GetComponentInParent<SphereParentCode>(); }