Esempio n. 1
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        private void SetupIcon(ScriptableText sct)
        {
            if (sct.UseIcon)
            {
                switch (sct.Alignment)
                {
                case ScriptableText.IconAlignment.Left:
                    IconLeft.enabled  = true;
                    IconRight.enabled = false;
                    break;

                case ScriptableText.IconAlignment.Right:
                    IconLeft.enabled  = false;
                    IconRight.enabled = true;
                    break;
                }

                this.IconLeft.color  = sct.IconColor;
                this.IconRight.color = sct.IconColor;

                this.IconLeft.sprite  = sct.Icon;
                this.IconRight.sprite = sct.Icon;


                IconRightSize.preferredWidth  = sct.IconSize.x;
                IconRightSize.preferredHeight = sct.IconSize.y;

                IconLeftSize.preferredWidth  = sct.IconSize.x;
                IconLeftSize.preferredHeight = sct.IconSize.y;
            }
        }
Esempio n. 2
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        public void InitializeStackingScriptableText(int listPosition, Vector3 pos, string value, string name)
        {
            if (m_stackingText.ContainsKey(name) == true)
            {
                if (!m_stackingText[name].gameObject.activeInHierarchy)
                {
                    m_stackingText.Remove(name);
                }
            }

            ScriptableText sct = m_textTypeList.ScriptableTextTyps[listPosition];

            if (m_stackingText.ContainsKey(name) == false)
            {
                //Get the position from an activ and ready to use GameObject
                int poolArrayIndex = GetIndex(listPosition);
                //prepare start Positions

                // call Initialize Mehtod

                ScriptableTextComponent scriptableTextComponent = m_objectPool[listPosition].Component[poolArrayIndex];
                scriptableTextComponent.Initialize(sct, pos, value, m_targetCamera);
                m_stackingText.Add(name, scriptableTextComponent);
            }
            else
            {
                m_stackingText[name].SetStackValue(sct, value, pos);
            }
        }
Esempio n. 3
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 private void SetPosition(ScriptableText sct, Vector3 pos)
 {
     if (m_onScreen)
     {
         this.m_startPosition = sct.ScreenOffset;
     }
     else
     {
         this.m_startPosition = pos + sct.WorldOffset;
     }
 }
Esempio n. 4
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 public void SetStackValue(ScriptableText sct, string value, Vector3 pos)
 {
     m_timer = 0;
     SetValue(sct, value);
     if (m_onScreen)
     {
         this.m_startPosition = sct.ScreenOffset;
     }
     else
     {
         this.m_startPosition = pos + sct.WorldOffset;
     }
 }
Esempio n. 5
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 private void SetupOutline(ScriptableText sct)
 {
     if (sct.UseOutline)
     {
         this.m_outline.enabled        = sct.UseOutline;
         this.m_outline.effectColor    = sct.OutlineColor;
         this.m_outline.effectDistance = sct.OutlineEffectDistance;
     }
     else
     {
         this.m_outline.enabled = sct.UseOutline;
     }
 }
Esempio n. 6
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 void SetValue(ScriptableText sct, string value)
 {
     if (sct.StackValues)
     {
         if (float.TryParse(value, out float result) == true)
         {
             m_tempValue += float.Parse(value);
             Text.text    = m_tempValue.ToString();
         }
         else
         {
             Debug.LogWarning(
                 "ScriptableText : StackingValues, cant stack strings with floats, please check Input Values.");
         }
     }
     else
     {
         Text.text = value;
     }
 }
Esempio n. 7
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        private void SetupBackground(ScriptableText sct)
        {
            if (sct.UseBackground)
            {
                //Set Anchor,Pivot to center

                Background.sprite              = sct.Background;
                Background.color               = sct.BackgroundColor;
                BackgroundSize.preferredWidth  = sct.BackgroundSize.x;
                BackgroundSize.preferredHeight = sct.BackgroundSize.y;

                SetTextPosition(new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f));
                Background.enabled = true;
            }
            else
            {
                BackgroundSize.preferredWidth  = Text.preferredWidth;
                BackgroundSize.preferredHeight = Text.preferredHeight;
            }
        }
Esempio n. 8
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        /// <summary>
        /// Initialize the Floating Text Component.
        /// </summary>
        /// <param Name="sct">To get alle the Information.</param>
        /// <param Name="pos">Start at this point.</param>
        /// <param Name="sctText">See this on Screen.</param>
        /// <param Name="targetCam">Main Camera, need this to convert World to Screen point</param>
        public ScriptableTextComponent Initialize(ScriptableText sct, Vector3 pos, string sctText, Camera targetCam)
        {
            SetCamera(targetCam);

            SetupOutline(sct);

            SetupText(sct);

            SetupIcon(sct);

            SetupComponent(sct);

            SetPosition(sct, pos);

            SetValue(sct, sctText);

            SetupBackground(sct);

            StartCoroutine(AnimateTextComponent());

            return(this);
        }
Esempio n. 9
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        void SetupComponent(ScriptableText sct)
        {
            //Font Size from ScriptableText as ref / start point for Lerp
            this.m_fontSize = sct.FontSize;
            //Amount to increase the Text Size
            this.m_amount = sct.IncreaseAmount + sct.FontSize;
            //set the Text size
            this.Text.fontSize = sct.FontSize;
            //set Color Gradient
            this.m_colorGradient = sct.ColorGradient;
            //set Animation Curve for Fonz size Animation
            this.m_fontSizeAnimCurve = sct.FontSizeAnimation;
            //set animationCurve
            this.m_animCurveX = sct.AnimCurveX;
            this.m_animCurveY = sct.AnimCurveY;

            //set Animation Length
            //---Explanation Ternary if (XCurveTime >  YCurveTime) animDuration = XCurveTime else animDuration = YCurveTime
            this.m_animDuration =
                sct.AnimCurveX.keys[sct.AnimCurveX.length - 1].time >=
                sct.AnimCurveY.keys[sct.AnimCurveY.length - 1].time
                                        ? sct.AnimCurveX.keys[sct.AnimCurveX.length - 1].time
                                        : sct.AnimCurveY.keys[sct.AnimCurveY.length - 1].time;
            this.m_onScreen = sct.RenderMode == ScriptableText.TextRenderMode.ScreenSpace;
            this.m_stack    = sct.StackValues;

            //Override the current animDuration with the Activation Time from the Inspector
            if (m_stack)
            {
                m_sct          = sct;
                m_animDuration = sct.ActivationTime;
            }

            m_currentPosition         = m_startPosition;
            this.m_animationDirection = sct.AnimationDirection;

            //set Text
            m_tempValue = 0;
        }
Esempio n. 10
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 private void SetupText(ScriptableText sct)
 {
     this.Text.font = sct.Font;
 }