Esempio n. 1
0
        /// <summary>
        /// Get all <see cref="INotchSimulatorTarget"> and update them.
        /// </summary>
        internal static void UpdateSimulatorTargets()
        {
            var enableSimulation = Settings.Instance.EnableSimulation;
            var selectedDevice   = SimulationDatabase.ByIndex(Settings.Instance.ActiveConfiguration.DeviceIndex);

            var simulatedRectRelative = enableSimulation && selectedDevice != null?NotchSimulatorUtility.CalculateSimulatorSafeAreaRelative(selectedDevice) : NotchSolutionUtility.defaultSafeArea;

            var simulatedCutoutsRelative = enableSimulation && selectedDevice != null?NotchSimulatorUtility.CalculateSimulatorCutoutsRelative(selectedDevice) : NotchSolutionUtility.defaultCutouts;

            var normalSceneSimTargets = GameObject.FindObjectsOfType <MonoBehaviour>().OfType <INotchSimulatorTarget>();

            foreach (var nst in normalSceneSimTargets)
            {
                nst.SimulatorUpdate(simulatedRectRelative, simulatedCutoutsRelative);
            }

            //Now find one in the prefab mode scene as well
            PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();

            if (prefabStage != null)
            {
                var prefabSceneSimTargets = prefabStage.stageHandle.FindComponentsOfType <MonoBehaviour>().OfType <INotchSimulatorTarget>();
                foreach (var nst in prefabSceneSimTargets)
                {
                    nst.SimulatorUpdate(simulatedRectRelative, simulatedCutoutsRelative);
                }
            }
        }
Esempio n. 2
0
        internal static void UpdateAllMockups()
        {
            //When building, the scene may open-close multiple times and brought back the mockup canvas,
            //which combined with bugs mentioned at https://github.com/5argon/NotchSolution/issues/11,
            //will fail the build. This `if` prevents mockup refresh while building.
            if (BuildPipeline.isBuildingPlayer)
            {
                return;
            }

            EnsureCanvasAndEventSetup();

            //Make the editing environment contains an another copy of mockup canvas.
            var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();

            if (prefabStage != null)
            {
                EnsureCanvasAndEventSetup(prefabStage: prefabStage);
            }

            var  settings         = Settings.Instance;
            bool enableSimulation = settings.EnableSimulation;
            var  selectedDevice   = SimulationDatabase.ByIndex(Settings.Instance.ActiveConfiguration.DeviceIndex);

            if (enableSimulation && selectedDevice != null)
            {
                var    name         = selectedDevice.Meta.overlay;
                Sprite mockupSprite = null;
                if (!string.IsNullOrEmpty(name))
                {
                    var filePath = Path.Combine(NotchSimulatorUtility.DevicesFolder, name);
                    mockupSprite = AssetDatabase.LoadAssetAtPath <Sprite>(filePath);
                    if (mockupSprite == null)
                    {
                        if (System.IO.File.Exists(filePath))
                        {
                            Texture2D tex = new Texture2D(1, 1);
                            tex.LoadImage(System.IO.File.ReadAllBytes(filePath));
                            mockupSprite = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100.0f);
                        }
                        else
                        {
                            Debug.LogWarning($"No mockup image named {name} in {NotchSimulatorUtility.DevicesFolder} folder!");
                        }
                    }
                }


                foreach (var mockup in AllMockupCanvases)
                {
                    mockup.UpdateMockupSprite(
                        sprite: mockupSprite,
                        orientation: NotchSimulatorUtility.GetGameViewOrientation(),
                        simulate: enableSimulation,
                        flipped: settings.FlipOrientation,
                        prefabModeOverlayColor: Settings.Instance.PrefabModeOverlayColor
                        );
                }
            }
            else
            {
                DestroyHiddenCanvas();
            }
        }