Esempio n. 1
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        /// <summary>
        /// Constructor.
        /// </summary>
        public ThumbnailGenerator()
        {
            Logging.Message("creating thumbnail generator");

            // Get local reference from parent.
            renderer = ThumbnailManager.Renderer;

            // Size and setting for thumbnail images: 109 x 100, doubled for anti-aliasing.
            renderer.Size           = new Vector2(109, 100) * 2f;
            renderer.CameraRotation = 210f;
        }
Esempio n. 2
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        /// <summary>
        /// Cleans up when finished.
        /// </summary>
        internal static void Close()
        {
            if (gameObject != null)
            {
                // Destroy gameobject components.
                GameObject.Destroy(_renderer);
                GameObject.Destroy(gameObject);

                // Let the garbage collector cleanup.
                _generator = null;
                _renderer  = null;
                gameObject = null;
            }
        }
Esempio n. 3
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        /// <summary>
        /// Creates our renderer GameObject.
        /// </summary>
        internal static void Create()
        {
            try
            {
                // If no instance already set, create one.
                if (gameObject == null)
                {
                    // Give it a unique name for easy finding with ModTools.
                    gameObject = new GameObject("RICOThumbnailRenderer");
                    gameObject.transform.parent = UIView.GetAView().transform;

                    // Add our queue manager and renderer directly to the gameobject.
                    _renderer  = gameObject.AddComponent <UIPreviewRenderer>();
                    _generator = new ThumbnailGenerator();
                }
            }
            catch (Exception e)
            {
                Logging.LogException(e, "exception creating renderer");
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Performs initial setup for the panel; we no longer use Start() as that's not sufficiently reliable (race conditions), and is no longer needed, with the new create/destroy process.
        /// </summary>
        internal void Setup()
        {
            // Set background and sprites.
            backgroundSprite = "GenericPanel";

            previewSprite                  = AddUIComponent <UITextureSprite>();
            previewSprite.size             = size;
            previewSprite.relativePosition = Vector3.zero;

            noPreviewSprite                  = AddUIComponent <UISprite>();
            noPreviewSprite.size             = size;
            noPreviewSprite.relativePosition = Vector3.zero;

            // Initialise renderer; use double size for anti-aliasing.
            previewRender      = gameObject.AddComponent <UIPreviewRenderer>();
            previewRender.Size = previewSprite.size * 2;

            // Click-and-drag rotation.
            eventMouseDown += (component, mouseEvent) =>
            {
                eventMouseMove += RotateCamera;
            };

            eventMouseUp += (component, mouseEvent) =>
            {
                eventMouseMove -= RotateCamera;
            };

            // Zoom with mouse wheel.
            eventMouseWheel += (component, mouseEvent) =>
            {
                previewRender.Zoom -= Mathf.Sign(mouseEvent.wheelDelta) * 0.25f;

                // Render updated image.
                RenderPreview();
            };

            // Display building name.
            buildingName                  = AddUIComponent <UILabel>();
            buildingName.textScale        = 0.9f;
            buildingName.useDropShadow    = true;
            buildingName.dropShadowColor  = new Color32(80, 80, 80, 255);
            buildingName.dropShadowOffset = new Vector2(2, -2);
            buildingName.text             = "Name";
            buildingName.isVisible        = false;
            buildingName.relativePosition = new Vector3(5, 10);

            // Display building level.
            buildingLevel                  = AddUIComponent <UILabel>();
            buildingLevel.textScale        = 0.9f;
            buildingLevel.useDropShadow    = true;
            buildingLevel.dropShadowColor  = new Color32(80, 80, 80, 255);
            buildingLevel.dropShadowOffset = new Vector2(2, -2);
            buildingLevel.text             = "Level";
            buildingLevel.isVisible        = false;
            buildingLevel.relativePosition = new Vector3(5, height - 20);

            // Display building size.
            buildingSize                  = AddUIComponent <UILabel>();
            buildingSize.textScale        = 0.9f;
            buildingSize.useDropShadow    = true;
            buildingSize.dropShadowColor  = new Color32(80, 80, 80, 255);
            buildingSize.dropShadowOffset = new Vector2(2, -2);
            buildingSize.text             = "Size";
            buildingSize.isVisible        = false;
            buildingSize.relativePosition = new Vector3(width - 50, height - 20);
        }
        /// <summary>
        /// Generates building thumbnail images (normal, focused, hovered, pressed and disabled) for the given building prefab.
        /// Thumbnails are applied to the m_Thumbnail and m_Atlas fields of the prefab.
        /// </summary>
        /// <param name="prefab">The BuildingInfo prefab to generate thumbnails for</param>
        /// <param name="name">The display name of the prefab.</param>
        internal static void CreateThumbnail(BuildingData building)
        {
            // Create the renderer if it hasn't already been set up.
            if (thumbnailRenderer == null)
            {
                // Use a unique GameObject name to help find it with ModTools.
                thumbnailRenderer = new GameObject("RICORevisitedThumbnailRenderer").AddComponent <UIPreviewRenderer>();

                // Size and setting for thumbnail images: 109 x 100, doubled for anti-aliasing.
                thumbnailRenderer.Size           = new Vector2(109, 100) * 2f;
                thumbnailRenderer.CameraRotation = 210f;
            }

            // Reset zoom.
            thumbnailRenderer.Zoom = 4f;

            // Don't do anything with null prefabs or prefabs without buttons.
            if (building == null || building.buildingButton == null)
            {
                return;
            }

            // Set mesh and material for render.
            thumbnailRenderer.SetTarget(building.prefab);

            if (thumbnailRenderer.Mesh == null)
            {
                // If the prefab itself has no mesh, see if there's any sub-buildings to render instead (e.g. Boston Residence Garage).
                if (building.prefab.m_subBuildings.Count() > 0)
                {
                    // Use first sub-building as render target; set mesh and material.
                    thumbnailRenderer.Mesh     = building.prefab.m_subBuildings[0].m_buildingInfo.m_mesh;
                    thumbnailRenderer.material = building.prefab.m_subBuildings[0].m_buildingInfo.m_material;
                }
            }

            // If we still haven't gotten a mesh after the above, then something's not right; exit.
            if (thumbnailRenderer.Mesh == null)
            {
                Debugging.Message("no thumbnail generated for null mesh " + building.prefab.name);
                return;
            }

            // If the selected building has colour variations, temporarily set the colour to the default for rendering.
            if (building.prefab.m_useColorVariations)
            {
                Color originalColor = building.prefab.m_material.color;
                building.prefab.m_material.color = building.prefab.m_color0;
                thumbnailRenderer.Render(true);
                building.prefab.m_material.color = originalColor;
            }
            else
            {
                // No temporary colour change needed.
                thumbnailRenderer.Render(true);
            }

            // Back up game's current active texture.
            RenderTexture gameActiveTexture = RenderTexture.active;

            // Convert the render to a 2D texture.
            Texture2D thumbnailTexture = new Texture2D(thumbnailRenderer.Texture.width, thumbnailRenderer.Texture.height);

            RenderTexture.active = thumbnailRenderer.Texture;
            thumbnailTexture.ReadPixels(new Rect(0f, 0f, (float)thumbnailRenderer.Texture.width, (float)thumbnailRenderer.Texture.height), 0, 0);
            thumbnailTexture.Apply();

            // Temporary texture for resizing render to thumbnail size (109 x 100).
            RenderTexture resizingTexture = RenderTexture.GetTemporary(109, 100);

            // Resize 2D texture (to 109 x 100) using trilinear filtering.
            resizingTexture.filterMode  = FilterMode.Trilinear;
            thumbnailTexture.filterMode = FilterMode.Trilinear;

            // Resize.
            Graphics.Blit(thumbnailTexture, resizingTexture);
            thumbnailTexture.Resize(109, 100);
            thumbnailTexture.ReadPixels(new Rect(0, 0, 109, 100), 0, 0);
            thumbnailTexture.Apply();

            // Release temporary texture.
            RenderTexture.ReleaseTemporary(resizingTexture);

            // Restore game's current active texture.
            RenderTexture.active = gameActiveTexture;

            // Thumbnail texture name is the same as the building's displayed name.
            thumbnailTexture.name = building.displayName;

            // Create new texture atlas with thumnails.
            UITextureAtlas thumbnailAtlas = ScriptableObject.CreateInstance <UITextureAtlas>();

            thumbnailAtlas.name                 = "RICOThumbnails_" + building.displayName;
            thumbnailAtlas.material             = UnityEngine.Object.Instantiate <Material>(UIView.GetAView().defaultAtlas.material);
            thumbnailAtlas.material.mainTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
            AddTexturesToAtlas(thumbnailAtlas, GenerateThumbnailVariants(thumbnailTexture));

            // Add atlas to building button.
            building.buildingButton.atlas          = thumbnailAtlas;
            building.buildingButton.normalFgSprite = thumbnailTexture.name;

            // Variants.
            building.buildingButton.focusedFgSprite  = thumbnailTexture.name + "Focused";
            building.buildingButton.hoveredFgSprite  = thumbnailTexture.name + "Hovered";
            building.buildingButton.pressedFgSprite  = thumbnailTexture.name + "Pressed";
            building.buildingButton.disabledFgSprite = thumbnailTexture.name + "Disabled";
        }