Esempio n. 1
0
    void DragEnd(OTObject owner)
    {
        GameObject.Find("DragEnd").GetComponent <Renderer>().enabled = true;

        if (main.onlyOnPurple)
        {
            if (owner.dropTarget == null || owner.dropTarget.name != "draggable sprite purple")
            {
                // invalidate this drop by setting target to null
                owner.dropTarget = null;
                return;
            }
        }

        if (owner.dropTarget != null)
        {
            GameObject.Find("DragEnd").GetComponent <TextMesh>().text =
                "Drag Ended - dropped on " + owner.dropTarget.name;
        }
        else
        {
            GameObject.Find("DragEnd").GetComponent <TextMesh>().text =
                "Drag Ended";
        }

        OTDebug.Message(GameObject.Find("DragEnd").GetComponent <TextMesh>().text);

        ended = true;
    }
Esempio n. 2
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    void DragStart(OTObject owner)
    {
        GameObject.Find("DragStart").renderer.enabled = true;
        GameObject.Find("Dragging").renderer.enabled  = false;
        GameObject.Find("DragEnd").renderer.enabled   = false;
        ended    = false;
        endTimer = 0;

        OTDebug.Message("start dragging " + owner.name);
    }
Esempio n. 3
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    void DragStart(OTObject owner)
    {
        GameObject.Find("DragStart").GetComponent <Renderer>().enabled = true;
        GameObject.Find("Dragging").GetComponent <Renderer>().enabled  = false;
        GameObject.Find("DragEnd").GetComponent <Renderer>().enabled   = false;
        ended    = false;
        endTimer = 0;

        GameObject.Find("DragStart").GetComponent <TextMesh>().text = "start dragging " + owner.name;
        OTDebug.Message("start dragging " + owner.name);
    }
Esempio n. 4
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    void ReceiveDrop(OTObject owner)
    {
        if (main.lockPurple && sprite.name == "draggable sprite purple")
        {
            // invalidate this drop by setting target to null
            owner.dropTarget = null;
            return;
        }

        GameObject.Find("Dragging").GetComponent <TextMesh>().text =
            owner.name + " received drop from " + owner.dropTarget.name;
        OTDebug.Message(GameObject.Find("Dragging").GetComponent <TextMesh>().text);
    }
Esempio n. 5
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    void DragEnd(OTObject owner)
    {
        GameObject.Find("DragEnd").renderer.enabled = true;
        if (owner.dropTarget != null)
        {
            GameObject.Find("DragEnd").GetComponent <TextMesh>().text =
                "Drag Ended - dropped on " + owner.dropTarget.name;
        }
        else
        {
            GameObject.Find("DragEnd").GetComponent <TextMesh>().text =
                "Drag Ended";
        }

        OTDebug.Message(GameObject.Find("DragEnd").GetComponent <TextMesh>().text);

        ended = true;
    }
Esempio n. 6
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    public Material GetMat()
    {
        Material mat = OT.LookupMaterial(lastMatName);

        if (mat != null)
        {
            OTDebug.Message("GetMat -> Found", "ot-mat");
            otRenderer.material = mat;
            HandleUV();
        }
        else
        {
            OTDebug.Message("GetMat -> Not Found", "ot-mat");
            mat = InitMaterial();
        }

        OTDebug.Message("@OT.MatInc - GetMat()", "ot-mat");
        OT.MatInc(mat, lastMatName);

        lastMat = mat;
        return(mat);
    }
Esempio n. 7
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    protected virtual Material InitMaterial()
    {
        OTDebug.Message("@-->InitMaterial-In()", "ot-mat");

        if (spriteContainer != null && !spriteContainer.isReady)
        {
            // if we have a non-ready sprite container
            // lets use the current assigned and scene saved material
            lastMat          = material;
            assignedMaterial = false;
            isDirty          = true;
            return(lastMat);
        }

        // correct _frameIndex
        if (spriteContainer != null && _frameIndex > spriteContainer.frameCount - 1)
        {
            _frameIndex = spriteContainer.frameCount - 1;
        }

        // Get the new material base instance
        Material spMat = OT.GetMaterial(_materialReference, tintColor, alpha);

        // If we couldn't generate the material lets take our 'default' transparent
        if (spMat == null)
        {
            spMat = OT.materialTransparent;
        }
        if (spMat == null)
        {
            return(null);
        }
        // lets create a unique material instance belonging to this
        // material name. This will be cached so other sprites that use
        // the same material name will use the same and will get batched
        // automaticly
        Material mat = new Material(spMat);

        if (spriteContainer != null && spriteContainer.isReady)
        {
            // setup the sprite material hooked to the sprite container
            Texture tex = spriteContainer.GetTexture();
            if (mat.mainTexture != tex)
            {
                mat.mainTexture = tex;
            }
            mat.mainTextureScale  = Vector2.one;
            mat.mainTextureOffset = Vector2.zero;
            HandleUV();
        }
        else
        if (image != null)
        {
            // setup the sprite material hooked to the image texture
            if (mat != null)
            {
                mat.mainTexture       = image;
                mat.mainTextureScale  = Vector2.one;
                mat.mainTextureOffset = Vector3.zero;
            }
        }

        if (mat != null)
        {
            // if we had a previous created material assigned we have to decrease
            // the material cache count
            if (lastMatName != "" && lastMat != null)
            {
                OT.MatDec(lastMat, lastMatName);
            }

            // because we are recreating the material the first time
            // we will have to destroy the current material or it
            // will start floating
            if (lastMat == null && !assignedMaterial && !isCopy)
            {
                if (GetComponent <Renderer>() != null)
                {
                    if (!Application.isPlaying)
                    {
                        DestroyImmediate(otRenderer.sharedMaterial, true);
                    }
                    else
                    {
                        Destroy(otRenderer.material);
                    }
                }
            }

            // assign the new material to the renderer
            if (Application.isPlaying)
            {
                otRenderer.material = mat;
            }
            else
            {
                otRenderer.sharedMaterial = mat;
            }

            // store this material as the last material
            lastMat     = mat;
            lastMatName = GetMatName();

            // we created/cached this material so it was not assigned
            assignedMaterial = false;
        }
        OTDebug.Message("@<--InitMaterial()", "ot-mat");
        return(mat);
    }
Esempio n. 8
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 void ReceiveDrop(OTObject owner)
 {
     GameObject.Find("Dragging").GetComponent <TextMesh>().text =
         owner.name + " received drop from " + owner.dropTarget.name;
     OTDebug.Message(GameObject.Find("Dragging").GetComponent <TextMesh>().text);
 }
Esempio n. 9
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	static void _Debug(MessageType messageType, string message)
	{
		OTDebug d = new OTDebug();		
		d.time = System.DateTime.Now;
		d.message = message;
		d.messageType = messageType;
		
		debugs.Insert(0,d);
		
		while (debugs.Count>_maxLines)
			debugs.RemoveAt(debugs.Count-1);				
	}