/*--------------------------------------------------------------------------------------------*/ private void Rebuild() { vPrevRendererObj = vRendererObj; const float halfAngle = UiLevel.AngleFull/2f; NavItem navItem = vArcState.GetLevelParentItem(); Type rendType = vCustom.GetPalmRenderer(navItem); SegmentSettings sett = vCustom.GetPalmSettings(navItem); vRendererHold.SetActive(true); //ensures that Awake() is called in the renderers vRendererObj = new GameObject("Renderer"); vRendererObj.transform.SetParent(vRendererHold.transform, false); vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(rendType); vRenderer.Build(vArcState, sett, -halfAngle, halfAngle); }
/*--------------------------------------------------------------------------------------------*/ private void Rebuild() { vPrevRendererObj = vRendererObj; const float halfAngle = UiLevel.AngleFull / 2f; NavItem navItem = vArcState.GetLevelParentItem(); Type rendType = vCustom.GetPalmRenderer(navItem); SegmentSettings sett = vCustom.GetPalmSettings(navItem); vRendererHold.SetActive(true); //ensures that Awake() is called in the renderers vRendererObj = new GameObject("Renderer"); vRendererObj.transform.SetParent(vRendererHold.transform, false); vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(rendType); vRenderer.Build(vArcState, sett, -halfAngle, halfAngle); }
/*--------------------------------------------------------------------------------------------*/ private void Rebuild() { vPrevRendererObj = vRendererObj; const float halfAngle = UiLevel.AngleFull / 2f; IBaseItem item = vMenuState.GetLevelParentItem(); IItemAndPalmVisualSettings visualSett = (IItemAndPalmVisualSettings)vVisualSettingsProv.GetSettings(item); vRendererHold.SetActive(true); //ensures that Awake() is called in the renderers vRendererObj = new GameObject("Renderer"); vRendererObj.transform.SetParent(vRendererHold.transform, false); vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(visualSett.PalmRenderer); vRenderer.Build(vMenuState, visualSett, -halfAngle, halfAngle); }
/*--------------------------------------------------------------------------------------------*/ internal void UpdateAfterSideChange() { if (vRendererObj != null) { vRendererObj.SetActive(false); Destroy(vRendererObj); } const float halfAngle = UiArcLevel.AngleFull / 2f; Type rendType = vSettings.GetUiPalmRendererType(); vRendererHold.transform.localRotation = Quaternion.AngleAxis(170, Vector3.up); vRendererObj = new GameObject("Renderer"); vRendererObj.transform.SetParent(vRendererHold.transform, false); vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(rendType); vRenderer.Build(vArcState, -halfAngle, halfAngle); HandleLevelChange(0); }
/*--------------------------------------------------------------------------------------------*/ private void Rebuild() { vPrevRendererObj = vRendererObj; const float halfAngle = UiLevel.AngleFull/2f; IBaseItem item = vMenuState.GetLevelParentItem(); IItemAndPalmVisualSettings visualSett = (IItemAndPalmVisualSettings)vVisualSettingsProv.GetSettings(item); vRendererHold.SetActive(true); //ensures that Awake() is called in the renderers vRendererObj = new GameObject("Renderer"); vRendererObj.transform.SetParent(vRendererHold.transform, false); vRenderer = (IUiPalmRenderer)vRendererObj.AddComponent(visualSett.PalmRenderer); vRenderer.Build(vMenuState, visualSett, -halfAngle, halfAngle); vRenderer.SetDepthHint(vMenuState.DisplayDepthHint); vPrevDepth = vMenuState.DisplayDepthHint; }