Esempio n. 1
0
    /// <summary>
    /// Draw the custom wizard.
    /// </summary>

    void OnGUI()
    {
        NGUIEditorTools.SetLabelWidth(80f);

        List <Camera> list = NGUIEditorTools.FindAll <Camera>();

        if (list.Count > 0)
        {
            DrawRow(null);
            NGUIEditorTools.DrawSeparator();
            mScroll = GUILayout.BeginScrollView(mScroll);
            {
                var __list1      = list;
                var __listCount1 = __list1.Count;
                for (int __i1 = 0; __i1 < __listCount1; ++__i1)
                {
                    var cam = (Camera)__list1[__i1];
                    DrawRow(cam);
                }
            }
            GUILayout.EndScrollView();
        }
        else
        {
            GUILayout.Label("No cameras found in the scene");
        }
    }
    /// <summary>
    /// Collect a list of panels.
    /// </summary>

    static List <UIPanel> GetListOfPanels()
    {
        List <UIPanel> panels = NGUIEditorTools.FindAll <UIPanel>();

        for (int i = panels.Count; i > 0;)
        {
            if (!panels[--i].showInPanelTool)
            {
                panels.RemoveAt(i);
            }
        }
        return(panels);
    }
Esempio n. 3
0
    void MarkAsChanged()
    {
        List <UILabel> labels = NGUIEditorTools.FindAll <UILabel>();

        foreach (UILabel lbl in labels)
        {
            if (UIFont.CheckIfRelated(lbl.bitmapFont, mFont))
            {
                lbl.bitmapFont = null;
                lbl.bitmapFont = mFont;
            }
        }
    }
    void MarkAsChanged()
    {
        var labels = NGUIEditorTools.FindAll <UILabel>();

        foreach (UILabel lbl in labels)
        {
            if (NGUITools.CheckIfRelated(lbl.font as INGUIFont, mFont))
            {
                lbl.font = null;
                lbl.font = mFont;
            }
        }
    }
Esempio n. 5
0
    /// <summary>
    /// Update all labels associated with this font.
    /// </summary>

    void MarkAsChanged()
    {
        if (NGUISettings.font != null)
        {
            List <UILabel> labels = NGUIEditorTools.FindAll <UILabel>();

            foreach (UILabel lbl in labels)
            {
                if (lbl.font == NGUISettings.font)
                {
                    lbl.font = null;
                    lbl.font = NGUISettings.font;
                }
            }
        }
    }
Esempio n. 6
0
    /// <summary>
    /// Update all labels associated with this font.
    /// </summary>

    void MarkAsChanged()
    {
        Object obj = (Object)NGUISettings.FMFont ?? (Object)NGUISettings.BMFont;

        if (obj != null)
        {
            List <UILabel> labels = NGUIEditorTools.FindAll <UILabel>();

            foreach (UILabel lbl in labels)
            {
                if (lbl.ambigiousFont == obj)
                {
                    lbl.ambigiousFont = null;
                    lbl.ambigiousFont = obj;
                }
            }
        }
    }
Esempio n. 7
0
 void MarkAsChanged()
 {
     List <UILabel> labels = NGUIEditorTools.FindAll <UILabel>();
     {
         var __list1      = labels;
         var __listCount1 = __list1.Count;
         for (int __i1 = 0; __i1 < __listCount1; ++__i1)
         {
             var lbl = (UILabel)__list1[__i1];
             {
                 if (UIFont.CheckIfRelated(lbl.bitmapFont, mFont))
                 {
                     lbl.bitmapFont = null;
                     lbl.bitmapFont = mFont;
                 }
             }
         }
     }
 }
Esempio n. 8
0
    /// <summary>
    /// Draw the custom wizard.
    /// </summary>

    void OnGUI()
    {
        NGUIEditorTools.SetLabelWidth(80f);

        List <Camera> list = NGUIEditorTools.FindAll <Camera>();

        if (list.Count > 0)
        {
            DrawRow(null);
            NGUIEditorTools.DrawSeparator();
            mScroll = GUILayout.BeginScrollView(mScroll);
            foreach (Camera cam in list)
            {
                DrawRow(cam);
            }
            GUILayout.EndScrollView();
        }
        else
        {
            GUILayout.Label("No cameras found in the scene");
        }
    }
Esempio n. 9
0
    /// <summary>
    /// Update all labels associated with this font.
    /// </summary>

    void MarkAsChanged()
    {
        Object obj = (Object)NGUISettings.FMFont ?? (Object)NGUISettings.BMFont;

        if (obj != null)
        {
            List <UILabel> labels = NGUIEditorTools.FindAll <UILabel>();
            {
                var __list1      = labels;
                var __listCount1 = __list1.Count;
                for (int __i1 = 0; __i1 < __listCount1; ++__i1)
                {
                    var lbl = (UILabel)__list1[__i1];
                    {
                        if (lbl.ambigiousFont == obj)
                        {
                            lbl.ambigiousFont = null;
                            lbl.ambigiousFont = obj;
                        }
                    }
                }
            }
        }
    }
Esempio n. 10
0
    static public void Upgrade()
    {
        int count = 0;
        List <UISlicedSprite> sliced = NGUIEditorTools.FindAll <UISlicedSprite>();
        List <UIFilledSprite> filled = NGUIEditorTools.FindAll <UIFilledSprite>();
        List <UITiledSprite>  tiled  = NGUIEditorTools.FindAll <UITiledSprite>();

        int spriteID, inputID;
        SerializedObject ob;

        // Determine the object instance ID of the UISprite class
        {
            GameObject go = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave);

            UISprite uiSprite = go.AddComponent <UISprite>();
            ob       = new SerializedObject(uiSprite);
            spriteID = ob.FindProperty("m_Script").objectReferenceInstanceIDValue;

            UIInput uiInput = go.AddComponent <UIInput>();
            ob      = new SerializedObject(uiInput);
            inputID = ob.FindProperty("m_Script").objectReferenceInstanceIDValue;

            NGUITools.DestroyImmediate(go);
        }

        // Upgrade sliced sprites
        for (int i = 0; i < sliced.Count; ++i)
        {
            UIWidget w = sliced[i];

            if (w != null)
            {
                ++count;
                ob = new SerializedObject(w);
                ob.Update();
                ob.FindProperty("m_Script").objectReferenceInstanceIDValue = spriteID;
                ob.ApplyModifiedProperties();

                ob.Update();
                ob.FindProperty("mType").intValue = (int)UISprite.Type.Sliced;
                ob.ApplyModifiedProperties();
            }
        }

        // Upgrade filled sprites
        for (int i = 0; i < filled.Count; ++i)
        {
            UIWidget w = filled[i];

            if (w != null)
            {
                ++count;
                ob = new SerializedObject(w);
                ob.Update();
                ob.FindProperty("m_Script").objectReferenceInstanceIDValue = spriteID;
                ob.ApplyModifiedProperties();

                ob.Update();
                ob.FindProperty("mType").intValue = (int)UISprite.Type.Filled;
                ob.ApplyModifiedProperties();
            }
        }

        // Upgrade tiled sprites
        for (int i = 0; i < tiled.Count; ++i)
        {
            UIWidget w = tiled[i];

            if (w != null)
            {
                ++count;
                ob = new SerializedObject(w);
                ob.Update();
                ob.FindProperty("m_Script").objectReferenceInstanceIDValue = spriteID;
                ob.ApplyModifiedProperties();

                ob.Update();
                ob.FindProperty("mType").intValue = (int)UISprite.Type.Tiled;
                ob.ApplyModifiedProperties();
            }
        }

        List <UIInputSaved> saved = NGUIEditorTools.FindAll <UIInputSaved>();

        // Upgrade UI inputs
        for (int i = 0; i < saved.Count; ++i)
        {
            UIInputSaved inp = saved[i];

            if (inp != null)
            {
                ++count;
                ob = new SerializedObject(inp);
                ob.Update();
                ob.FindProperty("m_Script").objectReferenceInstanceIDValue = inputID;
                ob.ApplyModifiedProperties();
            }
        }

        Debug.Log(count + " widgets upgraded");
    }
    /// <summary>
    /// Create a brand-new UI hierarchy.
    /// </summary>

    static public GameObject CreateNewUI()
    {
        NGUIEditorTools.RegisterUndo("Create New UI");

        // Root for the UI
        GameObject root = null;

        if (camType == CameraType.Simple2D)
        {
            root = new GameObject("UI Root (2D)");
            root.AddComponent <UIRoot>().scalingStyle = UIRoot.Scaling.PixelPerfect;
        }
        else
        {
            root = new GameObject((camType == CameraType.Advanced3D) ? "UI Root (3D)" : "UI Root");
            root.transform.localScale = new Vector3(0.0025f, 0.0025f, 0.0025f);
            root.AddComponent <UIRoot>().scalingStyle = UIRoot.Scaling.FixedSize;
        }

        // Assign the layer to be used by everything
        root.layer = NGUISettings.layer;

        // Figure out the depth of the highest camera
        if (camType == CameraType.None)
        {
            // No camera requested -- simply add a panel
            UIPanel panel = NGUITools.AddChild <UIPanel>(root.gameObject);
            Selection.activeGameObject = panel.gameObject;
        }
        else
        {
            int   mask          = 1 << NGUISettings.layer;
            float depth         = -1f;
            bool  clearColor    = true;
            bool  audioListener = true;

            List <Camera> cameras = NGUIEditorTools.FindAll <Camera>();

            foreach (Camera c in cameras)
            {
                // Choose the maximum depth
                depth = Mathf.Max(depth, c.depth);

                // Automatically exclude the specified layer mask from the camera if it can see more than that layer
                if (NGUISettings.layer != 0 && c.cullingMask != mask)
                {
                    c.cullingMask = (c.cullingMask & (~mask));
                }

                // Only consider this object if it's active
                if (c.enabled && NGUITools.GetActive(c.gameObject))
                {
                    clearColor = false;
                }

                // If this camera has an audio listener, we won't need to add one
                if (c.GetComponent <AudioListener>() != null)
                {
                    audioListener = false;
                }
            }

            // Camera and UICamera for this UI
            Camera cam = NGUITools.AddChild <Camera>(root);
            cam.depth           = depth + 1;
            cam.backgroundColor = Color.grey;
            cam.cullingMask     = mask;

            if (camType == CameraType.Simple2D)
            {
                cam.orthographicSize = 1f;
                cam.orthographic     = true;
                cam.nearClipPlane    = -2f;
                cam.farClipPlane     = 2f;
            }
            else
            {
                cam.nearClipPlane           = 0.1f;
                cam.farClipPlane            = 4f;
                cam.transform.localPosition = new Vector3(0f, 0f, -700f);
            }

            // We don't want to clear color if this is not the first camera
            if (cameras.Count > 0)
            {
                cam.clearFlags = clearColor ? CameraClearFlags.Skybox : CameraClearFlags.Depth;
            }

            // Add an audio listener if we need one
            if (audioListener)
            {
                cam.gameObject.AddComponent <AudioListener>();
            }

            // Add a UI Camera for event handling
            cam.gameObject.AddComponent <UICamera>();

            if (camType == CameraType.Simple2D)
            {
                // Anchor is useful to have
                UIAnchor anchor = NGUITools.AddChild <UIAnchor>(cam.gameObject);
                anchor.uiCamera = cam;

                // And finally -- the first UI panel
                UIPanel panel = NGUITools.AddChild <UIPanel>(anchor.gameObject);
                Selection.activeGameObject = panel.gameObject;
            }
            else
            {
                UIPanel panel = NGUITools.AddChild <UIPanel>(root);
                Selection.activeGameObject = panel.gameObject;
            }
        }
        return(Selection.activeGameObject);
    }