Esempio n. 1
0
        public void UpdateZoomUI()
        {
            UpdateZoomToggles();
            UpdateZoomText(ZoomLevel.Value);

            if (ZoomLevel.Value <= 0)
            {
                TouchableArea.SetVerticalScroll(false);
                ProgressMgr.Instance.DefaultSize();

                /*Pan.HideHorizontalSlider();
                 * Pan.HideVerticalSlider();
                 *
                 * if (Mathf.Abs(GameMgr.Instance.CurrentLevel.PanAmount.x) > 0.01f)
                 * {
                 *  Pan.ShowHorizontalSlider();
                 * }
                 * if (Mathf.Abs(GameMgr.Instance.CurrentLevel.PanAmount.y) > 0.01f)
                 * {
                 *  Pan.ShowVerticalSlider();
                 * }*/

                // Force showing all sliders right now.
                if (!GameMgr.CNV_TOOL)
                {
                    Pan.ShowHorizontalSlider();
                    Pan.ShowVerticalSlider();
                }
                else
                {
                    Pan.ShowHorizontalSlider();
                    Pan.HideVerticalSlider();
                }

                Pan.SetDefaultValues();
            }
            else
            {
                TouchableArea.SetVerticalScroll(true);
                ProgressMgr.Instance.ZoomedInSize();

                // Force showing all sliders right now.
                if (!GameMgr.CNV_TOOL)
                {
                    Pan.ShowHorizontalSlider();
                    Pan.ShowVerticalSlider();
                }
                else
                {
                    Pan.ShowHorizontalSlider();
                    Pan.HideVerticalSlider();
                }

                Pan.SetZoomedInValues();
            }
        }
Esempio n. 2
0
        public void AssignImage()
        {
            transform.parent.localScale = GetOneScale(); // Scale parent instead to autoscale everything else

            // Set the image material here.
            MeshRenderer renderer = GetComponent <MeshRenderer>();

            renderer.material = GameMgr.CurrentIsInverted() ? materialInverted : material;
            renderer.material.SetTexture("_MainTex", GameMgr.CurrentTex2D());

            // Now we need to calculate the image and make a best fit to the current screen dimensions.
            float screenRatio = ((float)Screen.width) / ((float)Screen.height);
            float imageRatio  = GameMgr.CurrentSizeRatio();

            // Calculate zoom sizes here.
            Debug.LogFormat("Screen ratio versus image ratio {0} {1}", screenRatio, imageRatio);

            float actualScreenRatio = (ScreenArea.rect.width / ScreenArea.rect.height);

            Debug.LogFormat("Screen area {0} {1} {2}", ScreenArea.rect.width, ScreenArea.rect.height, actualScreenRatio);


            if (_zoomController == null)
            {
                _zoomController = Camera.main.GetComponent <ZoomController>();
            }

            if (_zoomController != null)
            {
                // The max orthographic size to fill the Y-axis is 0.621f.
                // Currently assumes test image is 1:1 square.
                float defaultZoom = MAX_SCALE_Y;

                // If actual screen ratio is landscape, we need to fill in the
                // X-axis.
                if (actualScreenRatio > 1f)
                {
                    defaultZoom = MAX_SCALE_Y / actualScreenRatio;
                }

                //float defaultZoom = actualScreenRatio * MAX_SCALE_Y;
                //if (defaultZoom > MAX_SCALE_Y)
                //    defaultZoom = MAX_SCALE_Y;

                GameMgr.Instance.CurrentLevel.ZoomSizes = new Vector2(defaultZoom, defaultZoom * smallestZoomAmount);

                _zoomController.UpdateZoomSizes();
            }


            if (_panController == null)
            {
                _panController = Camera.main.GetComponent <PanController>();
            }

            if (_panController != null)
            {
                _panController.ResetSliders();

                // Set to initial pan amounts.
                float defaultPanX = 0.1f;
                float defaultPanY = 0.1f;

                // If screen area is landscape, then there should be no horizontal
                // panning and only vertical panning.
                if (actualScreenRatio > 1f)
                {
                    defaultPanX = 0.1f;
                    defaultPanY = (actualScreenRatio - MAX_SCALE_Y) * 0.25f;
                }
                else
                {
                    defaultPanX = (actualScreenRatio - MAX_SCALE_Y) * 0.5f;
                    defaultPanY = 0.1f;
                }

                GameMgr.Instance.CurrentLevel.PanAmount = new Vector2(defaultPanX, defaultPanY);

                float zoomedPanX = 0.5f;
                float zoomedPanY = 0.5f;
                GameMgr.Instance.CurrentLevel.ZoomedInPanAmount = new Vector2(zoomedPanX, zoomedPanY);

                _panController.HorizontalPanRange = GameMgr.PanAmount().x;
                _panController.VerticalPanRange   = GameMgr.PanAmount().y;

                //_panController.HideHorizontalSlider();
                //_panController.HideVerticalSlider();

                if (Mathf.Abs(defaultPanX) > 0.01f)
                {
                    _panController.ShowHorizontalSlider();
                }

                if (Mathf.Abs(defaultPanY) > 0.01f)
                {
                    _panController.ShowVerticalSlider();
                }

                // Force showing pan slider.
                if (GameMgr.CNV_TOOL)
                {
                    _panController.ShowHorizontalSlider();
                    _panController.HideVerticalSlider();
                }
            }

            _assigned = true;
        }