Esempio n. 1
0
    //Initialize Quad object
    public void InitQuad(GUIQuadMgr pManager)
    {
        //Set refernce to parent quad manager
        pGUIQuadMgr = pManager;

        //Get pointer to GUI manager
        ptrGUIMgr = (GUIManager)GameObject.Find("GUI").GetComponent(typeof(GUIManager));

        //Copy position variables to transform
        NormalizeToScreen();
        //Copy rotation variables to transform
        transform.localEulerAngles = mRotation;
        //Copy scale variables to transform
        transform.localScale = new Vector3(mScale.x, mScale.y, 1f);

        //Set layer
        gameObject.layer = pGUIQuadMgr.gameObject.layer;

        //Add sprite to manager if enabled
        mpGUISprite = pGUIQuadMgr.AddSprite(gameObject, mWidth, mHeight, mDepth, mUV);

        //Set color
        this.Tint = mColor;

        //Use default collider size if none is set.  We don't want zero sized colliders.
        if (mColliderSize.x == 0)
        {
            //User width as default size
            mColliderSize.x = mWidth;
        }
        if (mColliderSize.y == 0)
        {
            //User height as default size
            mColliderSize.y = mHeight;
        }
        //Create hit area if needed
        switch (mCollider)
        {
        case ColliderType.Square:
            gameObject.AddComponent("BoxCollider");
            break;

        case ColliderType.Circle:
            gameObject.AddComponent("SphereCollider");
            break;

        case ColliderType.None:
            break;
        }

        //Set hidden
        this.Visible = mVisible;
    }
    public GUISprite()
    {
        m_width   = 0;
        m_height  = 0;
        m_depth   = 0;
        m_client  = null;
        m_manager = null;
        m_hidden  = false;
        m_color   = Color.white;

        clientTransform = null;
        offset          = new Vector3(0, 0, 0);

        index = 0;

        v1  = new Vector3(0, 0, 0);
        v2  = new Vector3(0, 0, 0);
        v3  = new Vector3(0, 0, 0);
        v4  = new Vector3(0, 0, 0);
        mv1 = 0;
        mv2 = 0;
        mv3 = 0;
        mv4 = 0;
        uv1 = 0;
        uv2 = 0;
        uv3 = 0;
        uv4 = 0;
        cv1 = 0;
        cv2 = 0;
        cv3 = 0;
        cv4 = 0;
        tv1 = 0;
        tv2 = 0;
        tv3 = 0;
        tv4 = 0;
        tv5 = 0;
        tv6 = 0;
    }
Esempio n. 3
0
    //Initialize Quad object
    public void InitQuad(GUIQuadMgr pManager)
    {
        //Set refernce to parent quad manager
        pGUIQuadMgr = pManager;

        //Get pointer to GUI manager
        ptrGUIMgr = (GUIManager) GameObject.Find("GUI").GetComponent(typeof(GUIManager));

        //Copy position variables to transform
        NormalizeToScreen();
        //Copy rotation variables to transform
        transform.localEulerAngles = mRotation;
        //Copy scale variables to transform
        transform.localScale = new Vector3(mScale.x, mScale.y, 1f);

        //Add sprite to manager if enabled
        mpGUISprite = pGUIQuadMgr.AddSprite(gameObject, mWidth, mHeight, mDepth, mUV);

        //Set color
        this.Tint = mColor;

        //Use default collider size if none is set.  We don't want zero sized colliders.
        if (mColliderSize.x == 0)
        {
            //User width as default size
            mColliderSize.x = mWidth;
        }
        if (mColliderSize.y == 0)
        {
            //User height as default size
            mColliderSize.y = mHeight;
        }
        //Create hit area if needed
        switch (mCollider)
        {
            case ColliderType.Square:
                gameObject.AddComponent("BoxCollider");
                break;
            case ColliderType.Circle:
                gameObject.AddComponent("SphereCollider");
                break;
            case ColliderType.None:
                break;
        }

        //Set hidden
        this.Visible = mVisible;
    }
Esempio n. 4
0
    protected float m_width; // Width and Height of the sprite in worldspace units

    #endregion Fields

    #region Constructors

    public GUISprite()
    {
        m_width = 0;
        m_height = 0;
        m_depth = 0;
        m_client = null;
        m_manager = null;
        m_hidden = false;
        m_color = Color.white;

        clientTransform = null;
        offset = new Vector3(0,0,0);

        index = 0;

        v1 = new Vector3(0,0,0);
        v2 = new Vector3(0,0,0);
        v3 = new Vector3(0,0,0);
        v4 = new Vector3(0,0,0);
        mv1 = 0;
        mv2 = 0;
        mv3 = 0;
        mv4 = 0;
        uv1 = 0;
        uv2 = 0;
        uv3 = 0;
        uv4 = 0;
        cv1 = 0;
        cv2 = 0;
        cv3 = 0;
        cv4 = 0;
        tv1 = 0;
        tv2 = 0;
        tv3 = 0;
        tv4 = 0;
        tv5 = 0;
        tv6 = 0;
    }