Esempio n. 1
0
 public override void Init(UControl self)
 {
     base.Init(self);
     CanvasGroup = Target.GetComponent <CanvasGroup>();
     if (CanvasGroup == null)
     {
         CanvasGroup = Target.AddComponent <CanvasGroup>();
     }
 }
Esempio n. 2
0
 protected override void OnInitialize()
 {
     base.OnInitialize();
     _canvasGroup = Target.GetComponent <CanvasGroup>();
     if (_canvasGroup == null)
     {
         _canvasGroup = Target.AddComponent <CanvasGroup>();
     }
     _canvasGroup.alpha = 0f;
 }
Esempio n. 3
0
        public void OnPointerExit(PointerEventData e)
        {
            var fade = Target.GetComponent <UIFade>();

            if (fade != null)
            {
                fade.Destroy();
            }

            fade             = Target.AddComponent <UIFade>();
            fade.TargetValue = UnhoveredOpacity;
            fade.Duration    = Duration;
        }
Esempio n. 4
0
    public override void Play()
    {
        base.Play();

        var tweener = Target.AddComponent <UiTweenFloat>();

        switch (Fade)
        {
        case FadeType.In:
            tweener.From = 0f;
            tweener.To   = 1f;
            break;

        case FadeType.Out:
            tweener.From = 1f;
            tweener.To   = 0f;
            break;

        default:
            break;
        }

        if (Mathf.Approximately(Duration, 0f))
        {
            FixAlpha();
            Done();
            return;
        }

        tweener.Duration = Duration;

        tweener.OnTweenValue += (value) =>
        {
            Canvas.alpha = value;
        };

        tweener.Play(() =>
        {
            FixAlpha();
            Done();
        });
    }
Esempio n. 5
0
        /// <summary>
        /// 転送コンポーネントへの差し替え。
        /// DLLコンポーネントを参照してるオブジェクトがあったら、そっちのcsコンポーネントへの差し替えもする。
        /// </summary>
        /// <param name="objects">全オブジェクト</param>
        public void Forward(IEnumerable <ForwardingGameObjectInfo> objects)
        {
            foreach (var c in DllComponents.Where(x => x.HasForwarder))
            {
                var dllType = c.DllType;
                var csType  = c.ForwarderType;

                var dllComponent = Target.GetComponent(dllType);
                var csComponent  = Target.AddComponent(csType);

                if (csComponent == null)
                {
                    continue;
                }

                //DLLコンポーネント中のシリアライズ フィールドの値を、csコンポーネントに移植。
                foreach (var f in dllType.GetSerializeFieldInfo())
                {
                    var value = f.GetValue(dllComponent);
                    f.SetValue(csComponent, value);
                }

                //DLLコンポーネントを参照しているやつをcsコンポーネントに差し替え
                foreach (var obj in objects)
                {
                    foreach (var component in obj.Target.GetComponents <Component>())
                    {
                        foreach (var field in ForwardingFieldInfo.GetFields(component))
                        {
                            var v = field.Value;
                            if (ReferenceEquals(v, dllComponent))
                            {
                                field.Value = csComponent;
                            }
                        }
                    }
                }

                Object.DestroyImmediate(dllComponent);
            }
        }
Esempio n. 6
0
    public override void Play()
    {
        base.Play();

        var tweener = Target.AddComponent <UiTweenVector>();

        tweener.Duration = Duration;
        tweener.From     = From;
        tweener.To       = To;

        tweener.OnTweenValue += (value) =>
        {
            Canvas.transform.localScale = value;
        };

        tweener.Play(() =>
        {
            Canvas.transform.localScale = tweener.To;
            Done();
        });
    }
        public void Forward()
        {
            foreach (var c in DllComponents.Where(x => x.HasForwarder))
            {
                var dllType = c.DllType;
                var csType  = c.ForwarderType;

                var dllComponent = Target.GetComponent(dllType);
                var csComponent  = Target.AddComponent(csType);

                foreach (var f in dllType.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance).Where(f => f.GetCustomAttributes(true).Any(a => a is SerializeField)))
                {
                    var value = f.GetValue(dllComponent);
                    f.SetValue(csComponent, value);
                }

                //todo: public get/set 持ちプロパティ

                Object.DestroyImmediate(dllComponent);
            }
        }
        private void SetBoundsControlCollider()
        {
            // Make sure that the bounds of all child objects are up to date before we compute bounds
            UnityPhysics.SyncTransforms();

            if (boundsOverride != null)
            {
                TargetBounds = boundsOverride;
                TargetBounds.transform.hasChanged = true;
            }
            else
            {
                Bounds bounds = GetTargetBounds();
                TargetBounds = Target.AddComponent <BoxCollider>();

                TargetBounds.center = bounds.center;
                TargetBounds.size   = bounds.size;
            }

            CalculateBoxPadding();
            TargetBounds.EnsureComponent <NearInteractionGrabbable>();
        }
Esempio n. 9
0
    // TODO:インスペクタで回転方向の有効無効を制御できるようにする

    public void Awake()
    {
        Target = transform.parent.gameObject;
        Target.AddComponent <TransformControllerActivater>();
        gameObject.SetActive(false);

        List <Bounds> boundsList = new List <Bounds>();

        foreach (var rendererObj in Target.GetComponentsInChildren <Renderer>())
        {
            boundsList.Add(rendererObj.bounds);
        }

        float maxX = boundsList.Max((bounds) => {
            return(bounds.center.x + bounds.extents.x);
        });

        float minX = boundsList.Min((bounds) => {
            return(bounds.center.x - bounds.extents.x);
        });

        float maxY = boundsList.Max((bounds) => {
            return(bounds.center.y + bounds.extents.y);
        });

        float minY = boundsList.Min((bounds) => {
            return(bounds.center.y - bounds.extents.y);
        });

        float maxZ = boundsList.Max((bounds) => {
            return(bounds.center.z + bounds.extents.z);
        });

        float minZ = boundsList.Min((bounds) => {
            return(bounds.center.z - bounds.extents.z);
        });

        // LINQとLambda使ってるので性能出ないとき用

        /*
         * float maxX = boundsList[0].center.x + boundsList[0].extents.x;
         * float minX = boundsList[0].center.x - boundsList[0].extents.x;
         * float maxY = boundsList[0].center.y + boundsList[0].extents.y;
         * float minY = boundsList[0].center.y - boundsList[0].extents.y;
         * float maxZ = boundsList[0].center.z + boundsList[0].extents.z;
         * float minZ = boundsList[0].center.z - boundsList[0].extents.z;
         *
         * for (int i = 1; i < boundsList.Count; ++i) {
         *  float tempMaxX, tempMinX;
         *  float tempMaxY, tempMinY;
         *  float tempMaxZ, tempMinZ;
         *
         *  tempMaxX = boundsList[i].center.x + boundsList[i].extents.x;
         *  tempMinX = boundsList[i].center.x - boundsList[i].extents.x;
         *  tempMaxY = boundsList[i].center.y + boundsList[i].extents.y;
         *  tempMinY = boundsList[i].center.y - boundsList[i].extents.y;
         *  tempMaxZ = boundsList[i].center.z + boundsList[i].extents.z;
         *  tempMinZ = boundsList[i].center.z - boundsList[i].extents.z;
         *
         *  if (tempMaxX > maxX) maxX = tempMaxX;
         *  if (tempMaxY > maxY) maxY = tempMaxY;
         *  if (tempMaxZ > maxZ) maxZ = tempMaxZ;
         *
         *  if (tempMinX < minX) minX = tempMinX;
         *  if (tempMinY < minY) minY = tempMinY;
         *  if (tempMinZ < minZ) minZ = tempMinZ;
         * }
         */

        float posX = maxX - (maxX - minX) / 2f;
        float posY = maxY - (maxY - minY) / 2f;
        float posZ = maxZ - (maxZ - minZ) / 2f;

        Vector3 center = new Vector3(posX, posY, posZ);

        transform.position = center;

        PositionControlerScale = new Vector3(
            (maxX - minX) / Target.transform.localScale.x,
            (maxY - minY) / Target.transform.localScale.y,
            (maxZ - minZ) / Target.transform.localScale.z
            );

        if (Target.GetComponent <Collider>() == null)
        {
            var collider = Target.AddComponent <BoxCollider>();
            collider.size   = PositionControlerScale;
            collider.center = Target.transform.InverseTransformPoint(center);
        }
    }