Esempio n. 1
0
        void create_sub_items(MenuItem topItem, float fParentRadius, float fParentAngleMin, float fParentAngleMax)
        {
            float fInnerRadius = fParentRadius + SubItemRadialPadding;
            float fOuterRadius = fInnerRadius + SubItemRadialWidth;

            int nItems = topItem.SubItems.Count;
            //float fParentAngleSpan = fParentAngleMax - fParentAngleMin;
            float fParentAngleMid = 0.5f * (fParentAngleMax + fParentAngleMin);
            //float fSubMenuSpan = 180.0f - (WedgePadding * (float)(nItems-1));
            //float fWedgeSpan = fSubMenuSpan / (float)nItems;
            float fWedgeSpan      = 45.0f;
            float fSubMenuSpan    = nItems * fWedgeSpan + (float)(nItems - 1) * WedgePadding;
            int   nSlicesPerWedge = 16;

            float fCurAngle = fParentAngleMid - fSubMenuSpan * 0.5f;

            for (int i = 0; i < nItems; ++i)
            {
                MenuItem item = topItem.SubItems[i];
                Mesh     m    = MeshGenerators.CreatePuncturedDisc(fInnerRadius, fOuterRadius, nSlicesPerWedge,
                                                                   fCurAngle, fCurAngle + fWedgeSpan);

                float   fMidAngleRad = (fCurAngle + fWedgeSpan * 0.5f) * Mathf.Deg2Rad;
                Vector2 vMid         = new Vector2(Mathf.Cos(fMidAngleRad), Mathf.Sin(fMidAngleRad));

                GameObject itemGO = AppendMeshGO(item.Label, m, itemMaterial, menuContainer);
                itemGO.transform.Rotate(Vector3.right, -90.0f); // ??
                topItem.SubItems[i].GO = itemGO;

                // [TODO] this is to improve font centering. Right now we do absolute centering
                //   but visually this looks wrong because weight of font is below center-y.
                //   Right thing would be to align at top of lowercase letters, rather than center-y
                //   (to fix in future)
                float fudge = 0.0f;
                if (nItems == 2 && i == 1)
                {
                    fudge = -0.1f;
                }

                TextLabelGenerator textGen = new TextLabelGenerator()
                {
                    Text      = item.Label, Scale = SubItemTextScale,
                    Translate = vMid * (fInnerRadius + (TextCenterPointFactor + fudge) * SubItemRadialWidth),
                    Align     = TextLabelGenerator.Alignment.HVCenter
                };
                List <GameObject> vTextElems = textGen.Generate();
                AddVisualElements(vTextElems, true);
                // actually want these GOs to be parented to itemGO
                UnityUtil.AddChildren(itemGO, vTextElems, true);

                itemGO.SetVisible(false);

                if (item.SubItems != null)
                {
                    create_sub_items(item, fOuterRadius, fCurAngle, fCurAngle + fWedgeSpan);
                }

                fCurAngle += WedgePadding + fWedgeSpan;
            }
        }
Esempio n. 2
0
        public void Create()
        {
            menuContainer = new GameObject(UniqueNames.GetNext("HUDRadialMenu"));

            itemMaterial      = MaterialUtil.CreateFlatMaterial(ItemColor);
            highlightMaterial = MaterialUtil.CreateFlatMaterial(HighlightColor);


            float fInnerRadius = Radius * DeadZoneRadiusFactor;

            centerPoint = AppendUnityPrimitiveGO("center_point", PrimitiveType.Sphere, highlightMaterial, menuContainer, false);
            centerPoint.transform.localScale = fInnerRadius * 0.25f * Vector3.one;

            int   nItems          = TopLevelItems.Count;
            float fWedgeSpan      = (AngleSpan / (float)nItems) - WedgePadding;
            int   nSlicesPerWedge = 64 / nItems;

            float fCurAngle = AngleShift;

            for (int i = 0; i < nItems; ++i)
            {
                Mesh m = MeshGenerators.CreatePuncturedDisc(fInnerRadius, Radius, nSlicesPerWedge,
                                                            fCurAngle, fCurAngle + fWedgeSpan);

                float   fMidAngleRad = (fCurAngle + fWedgeSpan * 0.5f) * Mathf.Deg2Rad;
                Vector2 vMid         = new Vector2(Mathf.Cos(fMidAngleRad), Mathf.Sin(fMidAngleRad));

                TopLevelItems[i].GO = AppendMeshGO(TopLevelItems[i].Label, m, itemMaterial, menuContainer);
                TopLevelItems[i].GO.transform.Rotate(Vector3.right, -90.0f); // ??

                // [TODO] this is to improve font centering. Right now we do absolute centering
                //   but visually this looks wrong because weight of font is below center-y.
                //   Right thing would be to align at top of lowercase letters, rather than center-y
                //   (to fix in future)
                float fudge = 0.0f;
                if (nItems == 2 && i == 1)
                {
                    fudge = -0.1f;
                }

                TextLabelGenerator textGen = new TextLabelGenerator()
                {
                    Text      = TopLevelItems[i].Label, Scale = TextScale,
                    Translate = vMid * (TextCenterPointFactor + fudge) * Radius,
                    Align     = TextLabelGenerator.Alignment.HVCenter
                };
                AddVisualElements(textGen.Generate(), true);

                // debug: add red dots at center points to see how well text is aligned...
                //GameObject tmp = AppendUnityPrimitiveGO("center", PrimitiveType.Sphere, MaterialUtil.CreateStandardMaterial(Color.red), RootGameObject);
                //tmp.transform.localScale = new Vector3(0.15f, 0.15f, 0.15f);
                //tmp.transform.position = textGen.Translate;

                if (TopLevelItems[i].SubItems != null)
                {
                    create_sub_items(TopLevelItems[i], Radius, fCurAngle, fCurAngle + fWedgeSpan);
                }

                fCurAngle += WedgePadding + fWedgeSpan;
            }
        }