UpdateFDistance() public method

public UpdateFDistance ( float fdist ) : void
fdist float
return void
Esempio n. 1
0
    void Update()
    {
        AdjustAngleBasedOnScreenPos();

        // Update selection colours

        for (int i = 0; i < m_MenuObjects.Count; i++)
        {
            if (!m_MenuObjects[i].gameObject.activeSelf)
            {
                continue;
            }
        }

        if (m_State == State.Activating || m_State == State.Active)
        {
        }


        if (m_State == State.Activating)
        {
            m_RadLayout.UpdateFDistance(Mathf.Lerp(m_RadLayout.fDistance, m_TargetRadius, Time.deltaTime * m_Smoothing));

            float norm = m_RadLayout.fDistance / m_Radius;
            SetAllObjectFades(Mathf.Pow(norm, 5));

            if (Mathf.Abs(m_RadLayout.fDistance - m_TargetRadius) < 2)
            {
                m_State = State.Active;
            }
        }
        else if (m_State == State.Active)
        {
            if (Vector3.Distance(Input.mousePosition, transform.position) < m_DeadZone)
            {
                m_MenuText.text  = m_MenuName;
                m_OptionSelected = false;
            }
            else
            {
                m_SelectedIndex  = FindClosestButtonIndex();
                m_OptionSelected = true;
            }

            // if (Input.GetMouseButtonUp(1))
            //     DeactivateMenu();
        }
        else if (m_State == State.Deactivating)
        {
            float norm = (m_Radius - m_RadLayout.fDistance) / m_Radius;
            norm = 1 - norm;
            SetAllObjectFades(Mathf.Pow(norm, 5));

            m_RadLayout.UpdateFDistance(Mathf.Lerp(m_RadLayout.fDistance, m_TargetRadius, Time.deltaTime * m_Smoothing));

            if (Mathf.Abs(m_RadLayout.fDistance - m_TargetRadius) < 2)
            {
                m_State = State.Deactivated;
                for (int i = 0; i < m_MenuObjects.Count; i++)
                {
                    m_MenuObjects[i].gameObject.SetActive(false);
                }

                if (m_HideInactive)
                {
                    transform.position = Vector3.right * Screen.width * 3;
                }
            }
        }
    }
Esempio n. 2
0
    void Update()
    {
        AdjustAngleBasedOnScreenPos();


        // Update selection colours

        for (int i = 0; i < m_MenuObjects.Count; i++)
        {
            if (!m_MenuObjects[i].gameObject.activeSelf)
            {
                continue;
            }

            if (!m_OptionSelected)
            {
                m_MenuObjects[i].GetComponent <Image>().color          = m_BGCol;
                m_MenuObjects[i].GetComponentInChildren <Text>().color = m_TextCol;
            }
            else if (i != m_SelectedIndex)
            {
                m_MenuObjects[i].GetComponent <Image>().color          = m_BGCol;
                m_MenuObjects[i].GetComponentInChildren <Text>().color = m_TextCol;
            }
            else
            {
                m_MenuObjects[i].GetComponent <Image>().color          = m_FGCol;
                m_MenuObjects[i].GetComponentInChildren <Text>().color = m_TextCol;
            }
        }

        if (m_State == State.Activating || m_State == State.Active)
        {
            if (m_OptionSelected)
            {
                MainButton.GetComponent <Image>().color = Color.Lerp(MainButton.image.color, m_BGCol, Time.deltaTime * m_Smoothing);
            }
        }

        else
        {
            MainButton.GetComponent <Image>().color = Color.Lerp(MainButton.image.color, m_FGCol, Time.deltaTime * m_Smoothing);
        }

        if (m_State == State.Activating)
        {
            m_RadLayout.UpdateFDistance(Mathf.Lerp(m_RadLayout.fDistance, m_TargetRadius, Time.deltaTime * m_Smoothing));

            float norm = m_RadLayout.fDistance / m_Radius;
            SetButtonFade(Mathf.Pow(norm, 5));

            if (Mathf.Abs(m_RadLayout.fDistance - m_TargetRadius) < 2)
            {
                m_State = State.Active;
            }

            if (Input.GetMouseButtonUp(0))
            {
                DeactivateMenu();
            }
        }
        else if (m_State == State.Active)
        {
            if (Vector3.Distance(Input.mousePosition, transform.position) < m_DeadZone)
            {
                m_MenuText.text  = m_MenuName;
                m_OptionSelected = false;
            }
            else
            {
                m_SelectedIndex  = FindClosestButtonIndex();
                m_MenuText.text  = m_ButtonsNames[m_SelectedIndex];
                m_OptionSelected = true;
            }

            if (Input.GetMouseButtonUp(0))
            {
                DeactivateMenu();
            }
        }
        else if (m_State == State.Deactivating)
        {
            float norm = (m_Radius - m_RadLayout.fDistance) / m_Radius;
            norm = 1 - norm;
            SetButtonFade(Mathf.Pow(norm, 5));

            m_RadLayout.UpdateFDistance(Mathf.Lerp(m_RadLayout.fDistance, m_TargetRadius, Time.deltaTime * m_Smoothing));

            if (Mathf.Abs(m_RadLayout.fDistance - m_TargetRadius) < 2)
            {
                m_State = State.Deactivated;
                for (int i = 0; i < m_ButtonsNames.Length; i++)
                {
                    m_MenuObjects[i].gameObject.SetActive(false);
                }

                if (m_HideInactive)
                {
                    transform.position = Vector3.right * float.MaxValue;
                }
            }
        }
    }