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

    void OnGUI()
    {
                #pragma warning disable 0618
        EditorGUIUtility.LookLikeControls(80f);
                #pragma warning restore 0618

        List <Camera> list = NGUIEditorTools.FindInScene <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. 2
0
    /// <summary>
    /// Draw the custom wizard.
    /// </summary>

    void OnGUI()
    {
        //EditorGUIUtility.LookLikeControls(80f);
        EditorGUIUtility.labelWidth = 80;
        EditorGUIUtility.fieldWidth = 80;

        List <Camera> list = NGUIEditorTools.FindInScene <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");
        }
    }
    /// <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.FindInScene <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);
    }
    void 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>();
        }
        else
        {
            root = new GameObject((camType == CameraType.Advanced3D) ? "UI Root (3D)" : "UI Root");
            root.transform.localScale = new Vector3(0.0025f, 0.0025f, 0.0025f);

            UIRoot uiRoot = root.AddComponent <UIRoot>();
            uiRoot.automatic    = false;
            uiRoot.manualHeight = 800;
        }

        // Apparently ensuring that there is a kinematic rigidbody on the root of the UI makes collisions checks much faster.
        Rigidbody rb = root.AddComponent <Rigidbody>();

        rb.useGravity  = false;
        rb.isKinematic = true;

        // Assign the layer to be used by everything
        root.layer = 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 << layer;
            float depth         = -1f;
            bool  clearColor    = true;
            bool  audioListener = true;

            List <Camera> cameras = NGUIEditorTools.FindInScene <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 (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, -1.7f);
            }

            // 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>();

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

            // Since the camera was brought back 700 units above, we should bring the anchor forward to compensate
            if (camType == CameraType.Advanced3D)
            {
                anchor.depthOffset = 1.7f;
            }

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