コード例 #1
0
ファイル: NGUIPanel.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Returns whether the specified widget is visible by the panel.
    /// </summary>

    public bool IsVisible(NGUIWidget w)
    {
        if (mAlpha < 0.001f)
        {
            return(false);
        }
        if (!w.enabled || !NGUITools.GetActive(w.gameObject) || w.alpha < 0.001f)
        {
            return(false);
        }

        // No clipping? No point in checking.
        if (mClipping == NGUIDrawCall.Clipping.None)
        {
            return(true);
        }

        Vector2 size = w.relativeSize;
        Vector2 a    = Vector2.Scale(w.pivotOffset, size);
        Vector2 b    = a;

        a.x += size.x;
        a.y -= size.y;

        // Transform coordinates into world space
        Transform wt = w.cachedTransform;
        Vector3   v0 = wt.TransformPoint(a);
        Vector3   v1 = wt.TransformPoint(new Vector2(a.x, b.y));
        Vector3   v2 = wt.TransformPoint(new Vector2(b.x, a.y));
        Vector3   v3 = wt.TransformPoint(b);

        return(IsVisible(v0, v1, v2, v3));
    }
コード例 #2
0
    /// <summary>
    /// Helper function that causes the widget to smoothly fade in.
    /// </summary>

    void AnimateColor(NGUIWidget widget)
    {
        Color c = widget.color;

        widget.color = new Color(c.r, c.g, c.b, 0f);
        TweenColor.Begin(widget.gameObject, animSpeed, c).method = NGUITweener.Method.EaseOut;
    }
コード例 #3
0
ファイル: NGUISlider.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Initialize the cached values.
    /// </summary>

    void Init()
    {
        mInitDone = true;

        if (foreground != null)
        {
            mFGWidget = foreground.GetComponent <NGUIWidget>();
            mFGFilled = (mFGWidget != null) ? mFGWidget as NGUISprite : null;
            mFGTrans  = foreground.transform;
            if (mSize == Vector2.zero)
            {
                mSize = foreground.localScale;
            }
            if (mCenter == Vector2.zero)
            {
                mCenter = foreground.localPosition + foreground.localScale * 0.5f;
            }
        }
        else if (mCol != null)
        {
            if (mSize == Vector2.zero)
            {
                mSize = mCol.size;
            }
            if (mCenter == Vector2.zero)
            {
                mCenter = mCol.center;
            }
        }
        else
        {
            Debug.LogWarning("NGUISlider expected to find a foreground object or a box collider to work with", this);
        }
    }
コード例 #4
0
ファイル: NGUIPanel.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Add the specified widget to the managed list.
    /// </summary>

    public void AddWidget(NGUIWidget w)
    {
        if (w != null)
        {
#if UNITY_EDITOR
            if (w.cachedTransform.parent != null)
            {
                NGUIWidget parentWidget = NGUITools.FindInParents <NGUIWidget>(w.cachedTransform.parent.gameObject);

                if (parentWidget != null)
                {
                    w.cachedTransform.parent = parentWidget.cachedTransform.parent;
                    Debug.LogError("You should never nest widgets! Parent them to a common game object instead. Forcefully changing the parent.", w);

                    // If the error above gets triggered, it means that you parented one widget to another.
                    // If left unchecked, this may lead to odd behavior in the UI. Consider restructuring your UI.
                    // For example, if you were trying to do this:

                    // Widget #1
                    //  |
                    //  +- Widget #2

                    // You can do this instead, fixing the problem:

                    // GameObject (scale 1, 1, 1)
                    //  |
                    //  +- Widget #1
                    //  |
                    //  +- Widget #2
                }
            }
#endif

            NGUINode node = AddTransform(w.cachedTransform);

            if (node != null)
            {
                node.widget   = w;
                w.visibleFlag = 1;

                if (!mWidgets.Contains(w))
                {
                    mWidgets.Add(w);

                    if (!mChanged.Contains(w.material))
                    {
                        mChanged.Add(w.material);
                        mChangedLastFrame = true;
                    }
                    mDepthChanged = true;
                    mWidgetsAdded = true;
                }
            }
            else
            {
                Debug.LogError("Unable to find an appropriate root for " + NGUITools.GetHierarchy(w.gameObject) +
                               "\nPlease make sure that there is at least one game object above this widget!", w.gameObject);
            }
        }
    }
コード例 #5
0
    /// <summary>
    /// Raycast into the screen, returning an array of widgets.
    /// </summary>

    static NGUIWidget[] Raycast(NGUIWidget widget, Vector2 mousePos)
    {
        GameObject root  = widget.gameObject;
        NGUIPanel  panel = NGUITools.FindInParents <NGUIPanel>(root);

        return((panel != null) ? NGUIEditorTools.Raycast(panel, mousePos) : new NGUIWidget[] {});
    }
コード例 #6
0
ファイル: TweenAlpha.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Find all needed components.
    /// </summary>

    void Awake()
    {
        mPanel = GetComponent <NGUIPanel>();
        if (mPanel == null)
        {
            mWidget = GetComponentInChildren <NGUIWidget>();
        }
    }
コード例 #7
0
    /// <summary>
    /// Set the alpha of all widgets.
    /// </summary>

    void SetAlpha(float val)
    {
        for (int i = 0, imax = mWidgets.Length; i < imax; ++i)
        {
            NGUIWidget w = mWidgets[i];
            Color      c = w.color;
            c.a     = val;
            w.color = c;
        }
    }
コード例 #8
0
    /// <summary>
    /// Helper function that causes the widget to smoothly move into position.
    /// </summary>

    void AnimatePosition(NGUIWidget widget, bool placeAbove, float bottom)
    {
        Vector3 target = widget.cachedTransform.localPosition;
        Vector3 start  = placeAbove ? new Vector3(target.x, bottom, target.z) : new Vector3(target.x, 0f, target.z);

        widget.cachedTransform.localPosition = start;

        GameObject go = widget.gameObject;

        TweenPosition.Begin(go, animSpeed, target).method = NGUITweener.Method.EaseOut;
    }
コード例 #9
0
ファイル: TweenColor.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Find all needed components.
    /// </summary>

    void Awake()
    {
        mWidget = GetComponentInChildren <NGUIWidget>();
        Renderer ren = renderer;

        if (ren != null)
        {
            mMat = ren.material;
        }
        mLight = light;
    }
コード例 #10
0
ファイル: NGUIWidget.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Static widget comparison function used for Z-sorting.
    /// </summary>

    static public int CompareFunc(NGUIWidget left, NGUIWidget right)
    {
        if (left.mDepth > right.mDepth)
        {
            return(1);
        }
        if (left.mDepth < right.mDepth)
        {
            return(-1);
        }
        return(0);
    }
コード例 #11
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    /// <summary>
    /// Get a list of widgets managed by the specified transform's children.
    /// </summary>

    static void GetWidgets(Transform t, List <NGUIWidget> widgets)
    {
        for (int i = 0; i < t.childCount; ++i)
        {
            Transform  child = t.GetChild(i);
            NGUIWidget w     = child.GetComponent <NGUIWidget>();
            if (w != null)
            {
                widgets.Add(w);
            }
            else if (child.GetComponent <NGUIPanel>() == null)
            {
                GetWidgets(child, widgets);
            }
        }
    }
コード例 #12
0
ファイル: NGUIMath.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Calculate the combined bounds of all widgets attached to the specified game object or its children (in world space).
    /// </summary>

    static public Bounds CalculateAbsoluteWidgetBounds(Transform trans)
    {
        NGUIWidget[] widgets = trans.GetComponentsInChildren <NGUIWidget>() as NGUIWidget[];
        if (widgets.Length == 0)
        {
            return(new Bounds(trans.position, Vector3.zero));
        }

        Vector3 vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
        Vector3 vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);
        Vector3 v;

        for (int i = 0, imax = widgets.Length; i < imax; ++i)
        {
            NGUIWidget w      = widgets[i];
            Vector2    size   = w.relativeSize;
            Vector2    offset = w.pivotOffset;
            float      x      = (offset.x + 0.5f) * size.x;
            float      y      = (offset.y - 0.5f) * size.y;
            size *= 0.5f;

            Transform wt = w.cachedTransform;

            v    = wt.TransformPoint(new Vector3(x - size.x, y - size.y, 0f));
            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);

            v    = wt.TransformPoint(new Vector3(x - size.x, y + size.y, 0f));
            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);

            v    = wt.TransformPoint(new Vector3(x + size.x, y - size.y, 0f));
            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);

            v    = wt.TransformPoint(new Vector3(x + size.x, y + size.y, 0f));
            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);
        }

        Bounds b = new Bounds(vMin, Vector3.zero);

        b.Encapsulate(vMax);
        return(b);
    }
コード例 #13
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    /// <summary>
    /// Helper function that causes the widget to smoothly grow until it reaches its original size.
    /// </summary>

    void AnimateScale(NGUIWidget widget, bool placeAbove, float bottom)
    {
        GameObject go      = widget.gameObject;
        Transform  t       = widget.cachedTransform;
        float      minSize = font.size * textScale + mBgBorder * 2f;

        Vector3 scale = t.localScale;

        t.localScale = new Vector3(scale.x, minSize, scale.z);
        TweenScale.Begin(go, animSpeed, scale).method = NGUITweener.Method.EaseOut;

        if (placeAbove)
        {
            Vector3 pos = t.localPosition;
            t.localPosition = new Vector3(pos.x, pos.y - scale.y + minSize, pos.z);
            TweenPosition.Begin(go, animSpeed, pos).method = NGUITweener.Method.EaseOut;
        }
    }
コード例 #14
0
ファイル: NGUITools.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Make the specified selection pixel-perfect.
    /// </summary>

    static public void MakePixelPerfect(Transform t)
    {
        NGUIWidget w = t.GetComponent <NGUIWidget>();

        if (w != null)
        {
            w.MakePixelPerfect();
        }
        else
        {
            t.localPosition = Round(t.localPosition);
            t.localScale    = Round(t.localScale);

            for (int i = 0, imax = t.childCount; i < imax; ++i)
            {
                MakePixelPerfect(t.GetChild(i));
            }
        }
    }
コード例 #15
0
    protected void Init()
    {
        if (tweenTarget == null)
        {
            tweenTarget = gameObject;
        }
        NGUIWidget widget = tweenTarget.GetComponent <NGUIWidget>();

        if (widget != null)
        {
            mColor = widget.color;
        }
        else
        {
            Renderer ren = tweenTarget.renderer;

            if (ren != null)
            {
                mColor = ren.material.color;
            }
            else
            {
                Light lt = tweenTarget.light;

                if (lt != null)
                {
                    mColor = lt.color;
                }
                else
                {
                    Debug.LogWarning(NGUITools.GetHierarchy(gameObject) + " has nothing for NGUIButtonColor to color", this);
                    enabled = false;
                }
            }
        }
        OnEnable();
        mDefaultColor = mColor;

        duration = Mathf.Clamp(duration, 0.001f, duration);
    }
コード例 #16
0
    /// <summary>
    /// Draw the inspector widget.
    /// </summary>

    public override void OnInspectorGUI()
    {
        EditorGUIUtility.LookLikeControls(80f);
        mWidget = target as NGUIWidget;

        if (!mInitialized)
        {
            mInitialized = true;
            OnInit();
        }

        //NGUIEditorTools.DrawSeparator();
        EditorGUILayout.Space();

        // Check to see if we can draw the widget's default properties to begin with
        if (DrawProperties())
        {
            // Draw all common properties next
            DrawCommonProperties();
            DrawExtraProperties();
        }
    }
コード例 #17
0
ファイル: NGUIMath.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Calculate the 4 corners of a widget taking padding into consideration.
    /// </summary>

    static public Vector3[] CalculateWidgetCorners(NGUIWidget w)
    {
        Vector2 size    = w.relativeSize;
        Vector2 offset  = w.pivotOffset;
        Vector4 padding = w.relativePadding;

        float x0 = offset.x * size.x - padding.x;
        float y0 = offset.y * size.y + padding.y;

        float x1 = x0 + size.x + padding.x + padding.z;
        float y1 = y0 - size.y - padding.y - padding.w;

        Transform wt = w.cachedTransform;

        return(new Vector3[]
        {
            wt.TransformPoint(x0, y0, 0f),
            wt.TransformPoint(x0, y1, 0f),
            wt.TransformPoint(x1, y1, 0f),
            wt.TransformPoint(x1, y0, 0f)
        });
    }
コード例 #18
0
ファイル: NGUIPanel.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Remove the specified widget from the managed list.
    /// </summary>

    public void RemoveWidget(NGUIWidget w)
    {
        if (w != null)
        {
            // Do we have this node? Mark the widget's material as having been changed
            NGUINode pc = GetNode(w.cachedTransform);

            if (pc != null)
            {
                // Mark the material as having been changed
                if (pc.visibleFlag == 1 && !mChanged.Contains(w.material))
                {
                    mChanged.Add(w.material);
                    mChangedLastFrame = true;
                }

                // Remove this transform
                RemoveTransform(w.cachedTransform);
            }
            mWidgets.Remove(w);
        }
    }
コード例 #19
0
    /// <summary>
    /// Draw the inspector widget.
    /// </summary>
    public override void OnInspectorGUI()
    {
        EditorGUIUtility.LookLikeControls(80f);
        mWidget = target as NGUIWidget;

        if (!mInitialized)
        {
            mInitialized = true;
            OnInit();
        }

        //NGUIEditorTools.DrawSeparator();
        EditorGUILayout.Space();

        // Check to see if we can draw the widget's default properties to begin with
        if (DrawProperties())
        {
            // Draw all common properties next
            DrawCommonProperties();
            DrawExtraProperties();
        }
    }
コード例 #20
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    /// <summary>
    /// Raycast into the specified panel, returning a list of widgets.
    /// </summary>

    static public NGUIWidget[] Raycast(NGUIPanel panel, Vector2 mousePos)
    {
        List <NGUIWidget> list = new List <NGUIWidget>();

        NGUIWidget[] widgets = panel.gameObject.GetComponentsInChildren <NGUIWidget>();

        for (int i = 0; i < widgets.Length; ++i)
        {
            NGUIWidget w = widgets[i];

            if (w.panel == panel)
            {
                Vector3[] corners = NGUIMath.CalculateWidgetCorners(w);
                if (DistanceToRectangle(corners, mousePos) == 0f)
                {
                    list.Add(w);
                }
            }
        }

        list.Sort(delegate(NGUIWidget w1, NGUIWidget w2) { return(w2.depth.CompareTo(w1.depth)); });
        return(list.ToArray());
    }
コード例 #21
0
    /// <summary>
    /// Get rid of the popup dialog when the selection gets lost.
    /// </summary>

    void OnSelect(bool isSelected)
    {
        if (!isSelected && mChild != null)
        {
            mLabelList.Clear();
            handleEvents = false;

            if (isAnimated)
            {
                NGUIWidget[] widgets = mChild.GetComponentsInChildren <NGUIWidget>();

                for (int i = 0, imax = widgets.Length; i < imax; ++i)
                {
                    NGUIWidget w = widgets[i];
                    Color      c = w.color;
                    c.a = 0f;
                    TweenColor.Begin(w.gameObject, animSpeed, c).method = NGUITweener.Method.EaseOut;
                }

                Collider[] cols = mChild.GetComponentsInChildren <Collider>();
                for (int i = 0, imax = cols.Length; i < imax; ++i)
                {
                    cols[i].enabled = false;
                }
                UpdateManager.AddDestroy(mChild, animSpeed);
            }
            else
            {
                Destroy(mChild);
            }

            mBackground = null;
            mHighlight  = null;
            mChild      = null;
        }
    }
コード例 #22
0
    /// <summary>
    /// Force-localize the widget.
    /// </summary>

    public void Localize()
    {
        Localization loc = Localization.instance;
        NGUIWidget   w   = GetComponent <NGUIWidget>();
        NGUILabel    lbl = w as NGUILabel;
        NGUISprite   sp  = w as NGUISprite;

        // If no localization key has been specified, use the label's text as the key
        if (string.IsNullOrEmpty(mLanguage) && string.IsNullOrEmpty(key) && lbl != null)
        {
            key = lbl.text;
        }

        // If we still don't have a key, leave the value as blank
        string val = string.IsNullOrEmpty(key) ? "" : loc.Get(key);

        if (lbl != null)
        {
            // If this is a label used by input, we should localize its default value instead
            NGUIInput input = NGUITools.FindInParents <NGUIInput>(lbl.gameObject);
            if (input != null && input.label == lbl)
            {
                input.defaultText = val;
            }
            else
            {
                lbl.text = val;
            }
        }
        else if (sp != null)
        {
            sp.spriteName = val;
            sp.MakePixelPerfect();
        }
        mLanguage = loc.currentLanguage;
    }
コード例 #23
0
ファイル: NGUIPanel.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Convenience function that figures out the panel's correct change flag by searching the parents.
    /// </summary>

    int GetChangeFlag(NGUINode start)
    {
        int flag = start.changeFlag;

        if (flag == -1)
        {
            Transform trans = start.trans.parent;
            NGUINode  sub;

            // Keep going until we find a set flag
            for (;;)
            {
                // Check the parent's flag
#if USE_SIMPLE_DICTIONARY
                if (trans != null && mChildren.TryGetValue(trans, out sub))
                {
#else
                if (trans != null && mChildren.Contains(trans))
                {
                    sub = (NGUINode)mChildren[trans];
#endif
                    flag  = sub.changeFlag;
                    trans = trans.parent;

                    // If the flag hasn't been set either, add this child to the hierarchy
                    if (flag == -1)
                    {
                        mHierarchy.Add(sub);
                    }
                    else
                    {
                        break;
                    }
                }
                else
                {
                    flag = 0;
                    break;
                }
            }

            // Update the parent flags
            for (int i = 0, imax = mHierarchy.size; i < imax; ++i)
            {
                NGUINode pc = mHierarchy.buffer[i];
                pc.changeFlag = flag;
            }
            mHierarchy.Clear();
        }
        return(flag);
    }

    /// <summary>
    /// Update the world-to-local transform matrix as well as clipping bounds.
    /// </summary>

    void UpdateTransformMatrix()
    {
        if (mUpdateTime == 0f || mMatrixTime != mUpdateTime)
        {
            mMatrixTime   = mUpdateTime;
            mWorldToLocal = cachedTransform.worldToLocalMatrix;

            if (mClipping != NGUIDrawCall.Clipping.None)
            {
                Vector2 size = new Vector2(mClipRange.z, mClipRange.w);

                if (size.x == 0f)
                {
                    size.x = (mCam == null) ? Screen.width  : mCam.pixelWidth;
                }
                if (size.y == 0f)
                {
                    size.y = (mCam == null) ? Screen.height : mCam.pixelHeight;
                }

                size *= 0.5f;

                mMin.x = mClipRange.x - size.x;
                mMin.y = mClipRange.y - size.y;
                mMax.x = mClipRange.x + size.x;
                mMax.y = mClipRange.y + size.y;
            }
        }
    }

    /// <summary>
    /// Run through all managed transforms and see if they've changed.
    /// </summary>

    void UpdateTransforms()
    {
        mChangedLastFrame = false;
        bool transformsChanged = false;
        bool shouldCull        = false;

#if UNITY_EDITOR
        shouldCull = (clipping != NGUIDrawCall.Clipping.None) && (!Application.isPlaying || mUpdateTime > mCullTime);
        if (!Application.isPlaying || !widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled)
#else
        shouldCull = (clipping != NGUIDrawCall.Clipping.None) && (mUpdateTime > mCullTime);
        if (!widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled)
#endif
        {
#if USE_SIMPLE_DICTIONARY
            foreach (KeyValuePair <Transform, NGUINode> child in mChildren)
            {
                NGUINode node = child.Value;
#else
            for (int i = 0, imax = mChildren.Count; i < imax; ++i)
            {
                NGUINode node = (NGUINode)mChildren[i];
#endif
                if (node.trans == null)
                {
                    mRemoved.Add(node.trans);
                    continue;
                }

                if (node.HasChanged())
                {
                    node.changeFlag   = 1;
                    transformsChanged = true;
#if UNITY_EDITOR
                    Vector3 s   = node.trans.lossyScale;
                    float   min = Mathf.Abs(Mathf.Min(s.x, s.y));

                    if (min == 0f)
                    {
                        Debug.LogError("Scale of 0 is invalid! Zero cannot be divided by, which causes problems. Use a small value instead, such as 0.01\n" +
                                       node.trans.lossyScale, node.trans);
                    }
#endif
                }
                else
                {
                    node.changeFlag = -1;
                }
            }

            // Clean up the deleted transforms
            for (int i = 0, imax = mRemoved.Count; i < imax; ++i)
            {
                mChildren.Remove(mRemoved[i]);
            }
            mRemoved.Clear();
        }

        // If the children weren't culled but should be, check their visibility
        if (!mCulled && shouldCull)
        {
            mCheckVisibility = true;
        }

        // If something has changed, propagate the changes *down* the tree hierarchy (to children).
        // An alternative (but slower) approach would be to do a pc.trans.GetComponentsInChildren<NGUIWidget>()
        // in the loop above, and mark each one as dirty.

        if (mCheckVisibility || transformsChanged || mRebuildAll)
        {
#if USE_SIMPLE_DICTIONARY
            foreach (KeyValuePair <Transform, NGUINode> child in mChildren)
            {
                NGUINode pc = child.Value;
#else
            for (int i = 0, imax = mChildren.Count; i < imax; ++i)
            {
                NGUINode pc = (NGUINode)mChildren[i];
#endif
                if (pc.widget != null)
                {
                    int visibleFlag = 1;

                    // No sense in checking the visibility if we're not culling anything (as the visibility is always 'true')
                    if (shouldCull || transformsChanged)
                    {
                        // If the change flag has not yet been determined...
                        if (pc.changeFlag == -1)
                        {
                            pc.changeFlag = GetChangeFlag(pc);
                        }

                        // Is the widget visible?
                        if (shouldCull)
                        {
                            visibleFlag = (mCheckVisibility || pc.changeFlag == 1) ? (IsVisible(pc.widget) ? 1 : 0) : pc.visibleFlag;
                        }
                    }

                    // If visibility changed, mark the node as changed as well
                    if (pc.visibleFlag != visibleFlag)
                    {
                        pc.changeFlag = 1;
                    }

                    // If the node has changed and the widget is visible (or was visible before)
                    if (pc.changeFlag == 1 && (visibleFlag == 1 || pc.visibleFlag != 0))
                    {
                        // Update the visibility flag
                        pc.visibleFlag = visibleFlag;
                        Material mat = pc.widget.material;

                        // Add this material to the list of changed materials
                        if (!mChanged.Contains(mat))
                        {
                            mChanged.Add(mat);
                            mChangedLastFrame = true;
                        }
                    }
                }
            }
        }
        mCulled          = shouldCull;
        mCheckVisibility = false;
        mWidgetsAdded    = false;
    }

    /// <summary>
    /// Update all widgets and rebuild their geometry if necessary.
    /// </summary>

    void UpdateWidgets()
    {
#if USE_SIMPLE_DICTIONARY
        foreach (KeyValuePair <Transform, NGUINode> c in mChildren)
        {
            NGUINode pc = c.Value;
#else
        for (int i = 0, imax = mChildren.Count; i < imax; ++i)
        {
            NGUINode pc = (NGUINode)mChildren[i];
#endif
            NGUIWidget w = pc.widget;

            // If the widget is visible, update it
            if (pc.visibleFlag == 1 && w != null && w.UpdateGeometry(this, ref mWorldToLocal, (pc.changeFlag == 1), generateNormals))
            {
                // We will need to refill this buffer
                if (!mChanged.Contains(w.material))
                {
                    mChanged.Add(w.material);
                    mChangedLastFrame = true;
                }
            }
            pc.changeFlag = 0;
        }
    }

    /// <summary>
    /// Update the clipping rect in the shaders and draw calls' positions.
    /// </summary>

    public void UpdateDrawcalls()
    {
        Vector4 range = Vector4.zero;

        if (mClipping != NGUIDrawCall.Clipping.None)
        {
            range = new Vector4(mClipRange.x, mClipRange.y, mClipRange.z * 0.5f, mClipRange.w * 0.5f);
        }

        if (range.z == 0f)
        {
            range.z = Screen.width * 0.5f;
        }
        if (range.w == 0f)
        {
            range.w = Screen.height * 0.5f;
        }

        RuntimePlatform platform = Application.platform;

        if (platform == RuntimePlatform.WindowsPlayer ||
            platform == RuntimePlatform.WindowsWebPlayer ||
            platform == RuntimePlatform.WindowsEditor)
        {
            range.x -= 0.5f;
            range.y += 0.5f;
        }

        Transform t = cachedTransform;

        for (int i = 0, imax = mDrawCalls.size; i < imax; ++i)
        {
            NGUIDrawCall dc = mDrawCalls.buffer[i];
            dc.clipping     = mClipping;
            dc.clipRange    = range;
            dc.clipSoftness = mClipSoftness;
            dc.depthPass    = depthPass && mClipping == NGUIDrawCall.Clipping.None;

            // Set the draw call's transform to match the panel's.
            // Note that parenting directly to the panel causes unity to crash as soon as you hit Play.
            Transform dt = dc.transform;
            dt.position   = t.position;
            dt.rotation   = t.rotation;
            dt.localScale = t.lossyScale;
        }
    }

    /// <summary>
    /// Set the draw call's geometry responsible for the specified material.
    /// </summary>

    void Fill(Material mat)
    {
        // Cleanup deleted widgets
        for (int i = mWidgets.size; i > 0;)
        {
            if (mWidgets[--i] == null)
            {
                mWidgets.RemoveAt(i);
            }
        }

        // Fill the buffers for the specified material
        for (int i = 0, imax = mWidgets.size; i < imax; ++i)
        {
            NGUIWidget w = mWidgets.buffer[i];

            if (w.visibleFlag == 1 && w.material == mat)
            {
                NGUINode node = GetNode(w.cachedTransform);

                if (node != null)
                {
                    if (generateNormals)
                    {
                        w.WriteToBuffers(mVerts, mUvs, mCols, mNorms, mTans);
                    }
                    else
                    {
                        w.WriteToBuffers(mVerts, mUvs, mCols, null, null);
                    }
                }
                else
                {
                    Debug.LogError("No transform found for " + NGUITools.GetHierarchy(w.gameObject), this);
                }
            }
        }

        if (mVerts.size > 0)
        {
            // Rebuild the draw call's mesh
            NGUIDrawCall dc = GetDrawCall(mat, true);
            dc.depthPass = depthPass && mClipping == NGUIDrawCall.Clipping.None;
            dc.Set(mVerts, generateNormals ? mNorms : null, generateNormals ? mTans : null, mUvs, mCols);
        }
        else
        {
            // There is nothing to draw for this material -- eliminate the draw call
            NGUIDrawCall dc = GetDrawCall(mat, false);

            if (dc != null)
            {
                mDrawCalls.Remove(dc);
                NGUITools.DestroyImmediate(dc.gameObject);
            }
        }

        // Cleanup
        mVerts.Clear();
        mNorms.Clear();
        mTans.Clear();
        mUvs.Clear();
        mCols.Clear();
    }

    /// <summary>
    /// Main update function
    /// </summary>

    void LateUpdate()
    {
        mUpdateTime = Time.realtimeSinceStartup;
        UpdateTransformMatrix();
        UpdateTransforms();

        // Always move widgets to the panel's layer
        if (mLayer != gameObject.layer)
        {
            mLayer = gameObject.layer;
            NGUICamera uic = NGUICamera.FindCameraForLayer(mLayer);
            mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer);
            SetChildLayer(cachedTransform, mLayer);
            var cache = drawCalls;
            for (int i = 0, imax = cache.size; i < imax; ++i)
            {
                mDrawCalls.buffer[i].gameObject.layer = mLayer;
            }
        }

        UpdateWidgets();

        // If the depth has changed, we need to re-sort the widgets
        if (mDepthChanged)
        {
            mDepthChanged = false;
            mWidgets.Sort(NGUIWidget.CompareFunc);
        }


        var dcInit = drawCalls;

        // Fill the draw calls for all of the changed materials
        for (int i = 0, imax = mChanged.size; i < imax; ++i)
        {
            Fill(mChanged.buffer[i]);
        }

        // Update the clipping rects
        UpdateDrawcalls();
        mChanged.Clear();
        mRebuildAll = false;

#if UNITY_EDITOR
        mScreenSize = new Vector2(Screen.width, Screen.height);
#endif
    }
コード例 #24
0
 static bool IsLeft(NGUIWidget.Pivot pivot)
 {
     return pivot == NGUIWidget.Pivot.Left ||
         pivot == NGUIWidget.Pivot.TopLeft ||
         pivot == NGUIWidget.Pivot.BottomLeft;
 }
コード例 #25
0
ファイル: TweenAlpha.cs プロジェクト: ancongsheng/vu_paradox
 /// <summary>
 /// Find all needed components.
 /// </summary>
 void Awake()
 {
     mPanel = GetComponent<NGUIPanel>();
     if (mPanel == null) mWidget = GetComponentInChildren<NGUIWidget>();
 }
コード例 #26
0
 /// <summary>
 /// Helper function that causes the widget to smoothly fade in.
 /// </summary>
 void AnimateColor(NGUIWidget widget)
 {
     Color c = widget.color;
     widget.color = new Color(c.r, c.g, c.b, 0f);
     TweenColor.Begin(widget.gameObject, animSpeed, c).method = NGUITweener.Method.EaseOut;
 }
コード例 #27
0
    /// <summary>
    /// Draw a toggle button for the pivot point.
    /// </summary>
    void Toggle(string text, string style, NGUIWidget.Pivot pivot, bool isHorizontal)
    {
        bool isActive = false;

        switch (pivot)
        {
            case NGUIWidget.Pivot.Left:
            isActive = IsLeft(mWidget.pivot);
            break;

            case NGUIWidget.Pivot.Right:
            isActive = IsRight(mWidget.pivot);
            break;

            case NGUIWidget.Pivot.Top:
            isActive = IsTop(mWidget.pivot);
            break;

            case NGUIWidget.Pivot.Bottom:
            isActive = IsBottom(mWidget.pivot);
            break;

            case NGUIWidget.Pivot.Center:
            isActive = isHorizontal ? pivot == GetHorizontal(mWidget.pivot) : pivot == GetVertical(mWidget.pivot);
            break;
        }

        if (GUILayout.Toggle(isActive, text, style) != isActive)
            SetPivot(pivot, isHorizontal);
    }
コード例 #28
0
 void Awake()
 {
     mWidget = GetComponent<NGUIWidget>();
     mPanel = GetComponent<NGUIPanel>();
     Update();
 }
コード例 #29
0
    /// <summary>
    /// Adjust the transform's position and scale.
    /// </summary>
    static void AdjustPosAndScale(NGUIWidget w, Vector3 startLocalPos, Vector3 startLocalScale, Vector3 worldDelta, NGUIWidget.Pivot dragPivot)
    {
        Transform t = w.cachedTransform;
        Transform parent = t.parent;
        Matrix4x4 parentToLocal = (parent != null) ? t.parent.worldToLocalMatrix : Matrix4x4.identity;
        Matrix4x4 worldToLocal = parentToLocal;
        Quaternion invRot = Quaternion.Inverse(t.localRotation);
        worldToLocal = worldToLocal * Matrix4x4.TRS(Vector3.zero, invRot, Vector3.one);
        Vector3 localDelta = worldToLocal.MultiplyVector(worldDelta);

        bool canBeSquare = false;
        float left = 0f;
        float right = 0f;
        float top = 0f;
        float bottom = 0f;

        switch (dragPivot)
        {
            case NGUIWidget.Pivot.TopLeft:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.BottomRight);
            left = localDelta.x;
            top = localDelta.y;
            break;

            case NGUIWidget.Pivot.Left:
            left = localDelta.x;
            break;

            case NGUIWidget.Pivot.BottomLeft:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.TopRight);
            left = localDelta.x;
            bottom = localDelta.y;
            break;

            case NGUIWidget.Pivot.Top:
            top = localDelta.y;
            break;

            case NGUIWidget.Pivot.Bottom:
            bottom = localDelta.y;
            break;

            case NGUIWidget.Pivot.TopRight:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.BottomLeft);
            right = localDelta.x;
            top = localDelta.y;
            break;

            case NGUIWidget.Pivot.Right:
            right = localDelta.x;
            break;

            case NGUIWidget.Pivot.BottomRight:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.TopLeft);
            right = localDelta.x;
            bottom = localDelta.y;
            break;
        }

        AdjustWidget(w, startLocalPos, startLocalScale, left, top, right, bottom, canBeSquare && Event.current.modifiers == EventModifiers.Shift);
    }
コード例 #30
0
 /// <summary>
 /// Raycast into the screen, returning an array of widgets.
 /// </summary>
 static NGUIWidget[] Raycast(NGUIWidget widget, Vector2 mousePos)
 {
     GameObject root = widget.gameObject;
     NGUIPanel panel = NGUITools.FindInParents<NGUIPanel>(root);
     return (panel != null) ? NGUIEditorTools.Raycast(panel, mousePos) : new NGUIWidget[] {};
 }
コード例 #31
0
    /// <summary>
    /// Helper function that causes the widget to smoothly grow until it reaches its original size.
    /// </summary>
    void AnimateScale(NGUIWidget widget, bool placeAbove, float bottom)
    {
        GameObject go = widget.gameObject;
        Transform t = widget.cachedTransform;
        float minSize = font.size * textScale + mBgBorder * 2f;

        Vector3 scale = t.localScale;
        t.localScale = new Vector3(scale.x, minSize, scale.z);
        TweenScale.Begin(go, animSpeed, scale).method = NGUITweener.Method.EaseOut;

        if (placeAbove)
        {
            Vector3 pos = t.localPosition;
            t.localPosition = new Vector3(pos.x, pos.y - scale.y + minSize, pos.z);
            TweenPosition.Begin(go, animSpeed, pos).method = NGUITweener.Method.EaseOut;
        }
    }
コード例 #32
0
    /// <summary>
    /// Draw the on-screen selection, knobs, and handle all interaction logic.
    /// </summary>
    public void OnSceneGUI()
    {
        if (!EditorPrefs.GetBool("New GUI", true)) return;
        if (Tools.current != Tool.View) return;

        mWidget = target as NGUIWidget;

        Handles.color = mOutlineColor;
        Transform t = mWidget.cachedTransform;

        Event e = Event.current;
        int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
        EventType type = e.GetTypeForControl(id);

        Vector3[] corners = NGUIMath.CalculateWidgetCorners(mWidget);
        Handles.DrawLine(corners[0], corners[1]);
        Handles.DrawLine(corners[1], corners[2]);
        Handles.DrawLine(corners[2], corners[3]);
        Handles.DrawLine(corners[0], corners[3]);

        Vector3[] worldPos = new Vector3[8];

        worldPos[0] = corners[0];
        worldPos[1] = corners[1];
        worldPos[2] = corners[2];
        worldPos[3] = corners[3];

        worldPos[4] = (corners[0] + corners[1]) * 0.5f;
        worldPos[5] = (corners[1] + corners[2]) * 0.5f;
        worldPos[6] = (corners[2] + corners[3]) * 0.5f;
        worldPos[7] = (corners[0] + corners[3]) * 0.5f;

        Vector2[] screenPos = new Vector2[8];
        for (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);

        Bounds b = new Bounds(screenPos[0], Vector3.zero);
        for (int i = 1; i < 8; ++i) b.Encapsulate(screenPos[i]);

        // Time to figure out what kind of action is underneath the mouse
        Action actionUnderMouse = mAction;
        NGUIWidget.Pivot pivotUnderMouse = NGUIWidget.Pivot.Center;

        if (actionUnderMouse == Action.None)
        {
            int index = 0;
            float dist = GetScreenDistance(worldPos, e.mousePosition, out index);

            if (dist < 10f)
            {
                pivotUnderMouse = mPivots[index];
                actionUnderMouse = Action.Scale;
            }
            else if (e.modifiers == 0 && NGUIEditorTools.DistanceToRectangle(corners, e.mousePosition) == 0f)
            {
                actionUnderMouse = Action.Move;
            }
            else if (dist < 30f)
            {
                actionUnderMouse = Action.Rotate;
            }
        }

        // Change the mouse cursor to a more appropriate one
        #if !UNITY_3_5
        {
            Vector2 min = b.min;
            Vector2 max = b.max;

            min.x -= 30f;
            max.x += 30f;
            min.y -= 30f;
            max.y += 30f;

            Rect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);

            if (actionUnderMouse == Action.Rotate)
            {
                SetCursorRect(rect, MouseCursor.RotateArrow);
            }
            else if (actionUnderMouse == Action.Move)
            {
                SetCursorRect(rect, MouseCursor.MoveArrow);
            }
            else if (actionUnderMouse == Action.Scale)
            {
                SetCursorRect(rect, MouseCursor.ScaleArrow);
            }
            else SetCursorRect(rect, MouseCursor.Arrow);
        }
        #endif

        switch (type)
        {
            case EventType.Repaint:
            {
                Handles.BeginGUI();
                {
                    for (int i = 0; i < 8; ++i)
                    {
                        DrawKnob(worldPos[i], mWidget.pivot == mPivots[i], id);
                    }
                }
                Handles.EndGUI();
            }
            break;

            case EventType.MouseDown:
            {
                mStartMouse = e.mousePosition;
                mAllowSelection = true;

                if (e.button == 1)
                {
                    if (e.modifiers == 0)
                    {
                        GUIUtility.hotControl = GUIUtility.keyboardControl = id;
                        e.Use();
                    }
                }
                else if (e.button == 0 && actionUnderMouse != Action.None && Raycast(corners, out mStartDrag))
                {
                    mStartPos = t.position;
                    mStartRot = t.localRotation.eulerAngles;
                    mStartDir = mStartDrag - t.position;
                    mStartScale = t.localScale;
                    mDragPivot = pivotUnderMouse;
                    mActionUnderMouse = actionUnderMouse;
                    GUIUtility.hotControl = GUIUtility.keyboardControl = id;
                    e.Use();
                }
            }
            break;

            case EventType.MouseDrag:
            {
                // Prevent selection once the drag operation begins
                bool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;
                if (dragStarted) mAllowSelection = false;

                if (GUIUtility.hotControl == id)
                {
                    e.Use();

                    if (mAction != Action.None || mActionUnderMouse != Action.None)
                    {
                        Vector3 pos;

                        if (Raycast(corners, out pos))
                        {
                            if (mAction == Action.None && mActionUnderMouse != Action.None)
                            {
                                // Wait until the mouse moves by more than a few pixels
                                if (dragStarted)
                                {
                                    if (mActionUnderMouse == Action.Move)
                                    {
                                        mStartPos = t.position;
                                        NGUIEditorTools.RegisterUndo("Move widget", t);
                                    }
                                    else if (mActionUnderMouse == Action.Rotate)
                                    {
                                        mStartRot = t.localRotation.eulerAngles;
                                        mStartDir = mStartDrag - t.position;
                                        NGUIEditorTools.RegisterUndo("Rotate widget", t);
                                    }
                                    else if (mActionUnderMouse == Action.Scale)
                                    {
                                        mStartPos = t.localPosition;
                                        mStartScale = t.localScale;
                                        mDragPivot = pivotUnderMouse;
                                        NGUIEditorTools.RegisterUndo("Scale widget", t);
                                    }
                                    mAction = actionUnderMouse;
                                }
                            }

                            if (mAction != Action.None)
                            {
                                if (mAction == Action.Move)
                                {
                                    t.position = mStartPos + (pos - mStartDrag);
                                    pos = t.localPosition;
                                    pos.x = Mathf.RoundToInt(pos.x);
                                    pos.y = Mathf.RoundToInt(pos.y);
                                    t.localPosition = pos;
                                }
                                else if (mAction == Action.Rotate)
                                {
                                    Vector3 dir = pos - t.position;
                                    float angle = Vector3.Angle(mStartDir, dir);

                                    if (angle > 0f)
                                    {
                                        float dot = Vector3.Dot(Vector3.Cross(mStartDir, dir), t.forward);
                                        if (dot < 0f) angle = -angle;
                                        angle = mStartRot.z + angle;
                                        if (e.modifiers != EventModifiers.Shift) angle = Mathf.Round(angle / 15f) * 15f;
                                        else angle = Mathf.Round(angle);
                                        t.localRotation = Quaternion.Euler(mStartRot.x, mStartRot.y, angle);
                                    }
                                }
                                else if (mAction == Action.Scale)
                                {
                                    // World-space delta since the drag started
                                    Vector3 delta = pos - mStartDrag;

                                    // Adjust the widget's position and scale based on the delta, restricted by the pivot
                                    AdjustPosAndScale(mWidget, mStartPos, mStartScale, delta, mDragPivot);
                                }
                            }
                        }
                    }
                }
            }
            break;

            case EventType.MouseUp:
            {
                if (GUIUtility.hotControl == id)
                {
                    GUIUtility.hotControl = 0;
                    GUIUtility.keyboardControl = 0;

                    if (e.button < 2)
                    {
                        bool handled = false;

                        if (e.button == 1)
                        {
                            // Right-click: Select the widget below
                            NGUIWidget last = null;
                            NGUIWidget[] widgets = Raycast(mWidget, e.mousePosition);

                            for (int i = widgets.Length; i > 0; )
                            {
                                NGUIWidget w = widgets[--i];
                                if (w == mWidget) break;
                                last = w;
                            }

                            if (last != null)
                            {
                                Selection.activeGameObject = last.gameObject;
                                handled = true;
                            }
                        }
                        else if (mAction == Action.None)
                        {
                            if (mAllowSelection)
                            {
                                // Left-click: Select the widget above
                                NGUIWidget last = null;
                                NGUIWidget[] widgets = Raycast(mWidget, e.mousePosition);

                                if (widgets.Length > 0)
                                {
                                    for (int i = 0; i < widgets.Length; ++i)
                                    {
                                        NGUIWidget w = widgets[i];

                                        if (w == mWidget)
                                        {
                                            if (last != null) Selection.activeGameObject = last.gameObject;
                                            handled = true;
                                            break;
                                        }
                                        last = w;
                                    }

                                    if (!handled)
                                    {
                                        Selection.activeGameObject = widgets[0].gameObject;
                                        handled = true;
                                    }
                                }
                            }
                        }
                        else
                        {
                            // Finished dragging something
                            mAction = Action.None;
                            mActionUnderMouse = Action.None;
                            Vector3 pos = t.localPosition;
                            Vector3 scale = t.localScale;

                            if (mWidget.pixelPerfectAfterResize)
                            {
                                t.localPosition = pos;
                                t.localScale = scale;

                                mWidget.MakePixelPerfect();
                            }
                            else
                            {
                                pos.x = Mathf.Round(pos.x);
                                pos.y = Mathf.Round(pos.y);
                                scale.x = Mathf.Round(scale.x);
                                scale.y = Mathf.Round(scale.y);

                                t.localPosition = pos;
                                t.localScale = scale;
                            }
                            handled = true;
                        }

                        if (handled)
                        {
                            mActionUnderMouse = Action.None;
                            mAction = Action.None;
                            e.Use();
                        }
                    }
                }
                else if (mAllowSelection)
                {
                    NGUIWidget[] widgets = Raycast(mWidget, e.mousePosition);
                    if (widgets.Length > 0) Selection.activeGameObject = widgets[0].gameObject;
                }
                mAllowSelection = true;
            }
            break;

            case EventType.KeyDown:
            {
                if (e.keyCode == KeyCode.UpArrow)
                {
                    Vector3 pos = t.localPosition;
                    pos.y += 1f;
                    t.localPosition = pos;
                    e.Use();
                }
                else if (e.keyCode == KeyCode.DownArrow)
                {
                    Vector3 pos = t.localPosition;
                    pos.y -= 1f;
                    t.localPosition = pos;
                    e.Use();
                }
                else if (e.keyCode == KeyCode.LeftArrow)
                {
                    Vector3 pos = t.localPosition;
                    pos.x -= 1f;
                    t.localPosition = pos;
                    e.Use();
                }
                else if (e.keyCode == KeyCode.RightArrow)
                {
                    Vector3 pos = t.localPosition;
                    pos.x += 1f;
                    t.localPosition = pos;
                    e.Use();
                }
                else if (e.keyCode == KeyCode.Escape)
                {
                    if (GUIUtility.hotControl == id)
                    {
                        if (mAction != Action.None)
                        {
                            if (mAction == Action.Move)
                            {
                                t.position = mStartPos;
                            }
                            else if (mAction == Action.Rotate)
                            {
                                t.localRotation = Quaternion.Euler(mStartRot);
                            }
                            else if (mAction == Action.Scale)
                            {
                                t.position = mStartPos;
                                t.localScale = mStartScale;
                            }
                        }

                        GUIUtility.hotControl = 0;
                        GUIUtility.keyboardControl = 0;

                        mActionUnderMouse = Action.None;
                        mAction = Action.None;
                        e.Use();
                    }
                    else
                    {
                        Selection.activeGameObject = null;
                        Tools.current = Tool.Move;
                    }
                }
            }
            break;
        }
    }
コード例 #33
0
 /// <summary>
 /// Helper function used to animate widgets.
 /// </summary>
 void Animate(NGUIWidget widget, bool placeAbove, float bottom)
 {
     AnimateColor(widget);
     AnimatePosition(widget, placeAbove, bottom);
 }
コード例 #34
0
    private void Update()
    {
        _spriteDict.Clear();
        _labelDict.Clear();
        _textureDict.Clear();

        var widgets = _prefab.GetComponentsInChildren <UIWidget>(true);

        foreach (var widget in widgets)
        {
            var nw = new NGUIWidget(widget);
            switch (GetUIWidgetType(widget))
            {
            case WidgetType.Sprite:
            {
                if (nw.IsUISpriteEmpty())
                {
                    continue;
                }

                if (!_spriteDict.ContainsKey(nw.Sprite.atlas))
                {
                    _spriteDict[nw.Sprite.atlas] = new List <UISprite>();
                }
                _spriteDict[nw.Sprite.atlas].Add(nw.Sprite);

                break;
            }

            case WidgetType.Label:
            {
                if (nw.IsUILabelEmpty())
                {
                    continue;
                }

                if (!_labelDict.ContainsKey(nw.Label.bitmapFont))
                {
                    _labelDict[nw.Label.bitmapFont] = new List <UILabel>();
                }
                _labelDict[nw.Label.bitmapFont].Add(nw.Label);

                break;
            }

            case WidgetType.Texture:
            {
                if (nw.IsUITextureEmpty())
                {
                    continue;
                }

                if (!_textureDict.ContainsKey(nw.Texture.mainTexture))
                {
                    _textureDict[nw.Texture.mainTexture] = new List <UITexture>();
                }
                _textureDict[nw.Texture.mainTexture].Add(nw.Texture);

                break;
            }
            }
        }
    }
コード例 #35
0
ファイル: NGUIMath.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Calculate the 4 corners of a widget taking padding into consideration.
    /// </summary>
    public static Vector3[] CalculateWidgetCorners(NGUIWidget w)
    {
        Vector2 size = w.relativeSize;
        Vector2 offset = w.pivotOffset;
        Vector4 padding = w.relativePadding;

        float x0 = offset.x * size.x - padding.x;
        float y0 = offset.y * size.y + padding.y;

        float x1 = x0 + size.x + padding.x + padding.z;
        float y1 = y0 - size.y - padding.y - padding.w;

        Transform wt = w.cachedTransform;

        return new Vector3[]
        {
            wt.TransformPoint(x0, y0, 0f),
            wt.TransformPoint(x0, y1, 0f),
            wt.TransformPoint(x1, y1, 0f),
            wt.TransformPoint(x1, y0, 0f)
        };
    }
コード例 #36
0
 static bool IsRight(NGUIWidget.Pivot pivot)
 {
     return pivot == NGUIWidget.Pivot.Right ||
         pivot == NGUIWidget.Pivot.TopRight ||
         pivot == NGUIWidget.Pivot.BottomRight;
 }
コード例 #37
0
    /// <summary>
    /// Adjust the widget's rectangle based on the specified modifier values.
    /// </summary>
    static void AdjustWidget(NGUIWidget w, Vector3 pos, Vector3 scale, float left, float top, float right, float bottom, bool makeSquare)
    {
        Vector2 offset = w.pivotOffset;
        Vector4 padding = w.relativePadding;
        Vector2 size = w.relativeSize;

        offset.x -= padding.x;
        offset.y -= padding.y;
        size.x += padding.x + padding.z;
        size.y += padding.y + padding.w;

        scale.Scale(size);

        offset.y = -offset.y;

        Transform t = w.cachedTransform;
        Quaternion rot = t.localRotation;
        NGUIWidget.Pivot pivot = w.pivot;

        Vector2 rotatedTL = new Vector2(left, top);
        Vector2 rotatedTR = new Vector2(right, top);
        Vector2 rotatedBL = new Vector2(left, bottom);
        Vector2 rotatedBR = new Vector2(right, bottom);
        Vector2 rotatedL  = new Vector2(left, 0f);
        Vector2 rotatedR  = new Vector2(right, 0f);
        Vector2 rotatedT  = new Vector2(0f, top);
        Vector2 rotatedB  = new Vector2(0f, bottom);

        rotatedTL = rot * rotatedTL;
        rotatedTR = rot * rotatedTR;
        rotatedBL = rot * rotatedBL;
        rotatedBR = rot * rotatedBR;
        rotatedL  = rot * rotatedL;
        rotatedR  = rot * rotatedR;
        rotatedT  = rot * rotatedT;
        rotatedB  = rot * rotatedB;

        switch (pivot)
        {
            case NGUIWidget.Pivot.TopLeft:
            pos.x += rotatedTL.x;
            pos.y += rotatedTL.y;
            break;

            case NGUIWidget.Pivot.BottomRight:
            pos.x += rotatedBR.x;
            pos.y += rotatedBR.y;
            break;

            case NGUIWidget.Pivot.BottomLeft:
            pos.x += rotatedBL.x;
            pos.y += rotatedBL.y;
            break;

            case NGUIWidget.Pivot.TopRight:
            pos.x += rotatedTR.x;
            pos.y += rotatedTR.y;
            break;

            case NGUIWidget.Pivot.Left:
            pos.x += rotatedL.x + (rotatedT.x + rotatedB.x) * 0.5f;
            pos.y += rotatedL.y + (rotatedT.y + rotatedB.y) * 0.5f;
            break;

            case NGUIWidget.Pivot.Right:
            pos.x += rotatedR.x + (rotatedT.x + rotatedB.x) * 0.5f;
            pos.y += rotatedR.y + (rotatedT.y + rotatedB.y) * 0.5f;
            break;

            case NGUIWidget.Pivot.Top:
            pos.x += rotatedT.x + (rotatedL.x + rotatedR.x) * 0.5f;
            pos.y += rotatedT.y + (rotatedL.y + rotatedR.y) * 0.5f;
            break;

            case NGUIWidget.Pivot.Bottom:
            pos.x += rotatedB.x + (rotatedL.x + rotatedR.x) * 0.5f;
            pos.y += rotatedB.y + (rotatedL.y + rotatedR.y) * 0.5f;
            break;

            case NGUIWidget.Pivot.Center:
            pos.x += (rotatedL.x + rotatedR.x + rotatedT.x + rotatedB.x) * 0.5f;
            pos.y += (rotatedT.y + rotatedB.y + rotatedL.y + rotatedR.y) * 0.5f;
            break;
        }

        scale.x -= left - right;
        scale.y += top - bottom;

        scale.x /= size.x;
        scale.y /= size.y;

        Vector4 border = w.border;
        float minx = Mathf.Max(2f, padding.x + padding.z + border.x + border.z);
        float miny = Mathf.Max(2f, padding.y + padding.w + border.y + border.w);

        if (scale.x < minx) scale.x = minx;
        if (scale.y < miny) scale.y = miny;

        // NOTE: This will only work correctly when dragging the corner opposite of the pivot point
        if (makeSquare)
        {
            scale.x = Mathf.Min(scale.x, scale.y);
            scale.y = scale.x;
        }

        t.localPosition = pos;
        t.localScale = scale;
    }
コード例 #38
0
 static bool IsTop(NGUIWidget.Pivot pivot)
 {
     return pivot == NGUIWidget.Pivot.Top ||
         pivot == NGUIWidget.Pivot.TopLeft ||
         pivot == NGUIWidget.Pivot.TopRight;
 }
コード例 #39
0
    /// <summary>
    /// Adjust the transform's position and scale.
    /// </summary>

    static void AdjustPosAndScale(NGUIWidget w, Vector3 startLocalPos, Vector3 startLocalScale, Vector3 worldDelta, NGUIWidget.Pivot dragPivot)
    {
        Transform  t             = w.cachedTransform;
        Transform  parent        = t.parent;
        Matrix4x4  parentToLocal = (parent != null) ? t.parent.worldToLocalMatrix : Matrix4x4.identity;
        Matrix4x4  worldToLocal  = parentToLocal;
        Quaternion invRot        = Quaternion.Inverse(t.localRotation);

        worldToLocal = worldToLocal * Matrix4x4.TRS(Vector3.zero, invRot, Vector3.one);
        Vector3 localDelta = worldToLocal.MultiplyVector(worldDelta);

        bool  canBeSquare = false;
        float left        = 0f;
        float right       = 0f;
        float top         = 0f;
        float bottom      = 0f;

        switch (dragPivot)
        {
        case NGUIWidget.Pivot.TopLeft:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.BottomRight);
            left        = localDelta.x;
            top         = localDelta.y;
            break;

        case NGUIWidget.Pivot.Left:
            left = localDelta.x;
            break;

        case NGUIWidget.Pivot.BottomLeft:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.TopRight);
            left        = localDelta.x;
            bottom      = localDelta.y;
            break;

        case NGUIWidget.Pivot.Top:
            top = localDelta.y;
            break;

        case NGUIWidget.Pivot.Bottom:
            bottom = localDelta.y;
            break;

        case NGUIWidget.Pivot.TopRight:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.BottomLeft);
            right       = localDelta.x;
            top         = localDelta.y;
            break;

        case NGUIWidget.Pivot.Right:
            right = localDelta.x;
            break;

        case NGUIWidget.Pivot.BottomRight:
            canBeSquare = (w.pivot == NGUIWidget.Pivot.TopLeft);
            right       = localDelta.x;
            bottom      = localDelta.y;
            break;
        }

        AdjustWidget(w, startLocalPos, startLocalScale, left, top, right, bottom, canBeSquare && Event.current.modifiers == EventModifiers.Shift);
    }
コード例 #40
0
    void SetPivot(NGUIWidget.Pivot pivot, bool isHorizontal)
    {
        NGUIWidget.Pivot horizontal = GetHorizontal(mWidget.pivot);
        NGUIWidget.Pivot vertical = GetVertical(mWidget.pivot);

        pivot = isHorizontal ? Combine(pivot, vertical) : Combine(horizontal, pivot);

        if (mWidget.pivot != pivot)
        {
            NGUIEditorTools.RegisterUndo("Pivot change", mWidget);
            mWidget.pivot = pivot;
        }
    }
コード例 #41
0
ファイル: NGUIMath.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space).
    /// </summary>

    static public Bounds CalculateRelativeWidgetBounds(Transform root, Transform child)
    {
        NGUIWidget[] widgets = child.GetComponentsInChildren <NGUIWidget>() as NGUIWidget[];
        if (widgets.Length == 0)
        {
            return(new Bounds(Vector3.zero, Vector3.zero));
        }

        Vector3 vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
        Vector3 vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);

        Matrix4x4 toLocal = root.worldToLocalMatrix;

        for (int i = 0, imax = widgets.Length; i < imax; ++i)
        {
            NGUIWidget w       = widgets[i];
            Vector2    size    = w.relativeSize;
            Vector2    offset  = w.pivotOffset;
            Transform  toWorld = w.cachedTransform;

            float x = (offset.x + 0.5f) * size.x;
            float y = (offset.y - 0.5f) * size.y;
            size *= 0.5f;

            // Start with the corner of the widget
            Vector3 v = new Vector3(x - size.x, y - size.y, 0f);

            // Transform the coordinate from relative-to-widget to world space
            v = toWorld.TransformPoint(v);

            // Now transform from world space to relative-to-parent space
            v = toLocal.MultiplyPoint3x4(v);

            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);

            // Repeat for the other 3 corners
            v = new Vector3(x - size.x, y + size.y, 0f);
            v = toWorld.TransformPoint(v);
            v = toLocal.MultiplyPoint3x4(v);

            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);

            v = new Vector3(x + size.x, y - size.y, 0f);
            v = toWorld.TransformPoint(v);
            v = toLocal.MultiplyPoint3x4(v);

            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);

            v = new Vector3(x + size.x, y + size.y, 0f);
            v = toWorld.TransformPoint(v);
            v = toLocal.MultiplyPoint3x4(v);

            vMax = Vector3.Max(v, vMax);
            vMin = Vector3.Min(v, vMin);
        }

        Bounds b = new Bounds(vMin, Vector3.zero);

        b.Encapsulate(vMax);
        return(b);
    }
コード例 #42
0
    /// <summary>
    /// Helper function that causes the widget to smoothly move into position.
    /// </summary>
    void AnimatePosition(NGUIWidget widget, bool placeAbove, float bottom)
    {
        Vector3 target = widget.cachedTransform.localPosition;
        Vector3 start = placeAbove ? new Vector3(target.x, bottom, target.z) : new Vector3(target.x, 0f, target.z);

        widget.cachedTransform.localPosition = start;

        GameObject go = widget.gameObject;
        TweenPosition.Begin(go, animSpeed, target).method = NGUITweener.Method.EaseOut;
    }
コード例 #43
0
 static NGUIWidget.Pivot GetHorizontal(NGUIWidget.Pivot pivot)
 {
     if (IsLeft(pivot)) return NGUIWidget.Pivot.Left;
     if (IsRight(pivot)) return NGUIWidget.Pivot.Right;
     return NGUIWidget.Pivot.Center;
 }
コード例 #44
0
 void Awake()
 {
     mWidget = GetComponent <NGUIWidget>();
     mPanel  = GetComponent <NGUIPanel>();
     Update();
 }
コード例 #45
0
 static NGUIWidget.Pivot GetVertical(NGUIWidget.Pivot pivot)
 {
     if (IsTop(pivot)) return NGUIWidget.Pivot.Top;
     if (IsBottom(pivot)) return NGUIWidget.Pivot.Bottom;
     return NGUIWidget.Pivot.Center;
 }
コード例 #46
0
    void UpdateAlpha()
    {
        // Update the widget alpha
        for (int i = 0, imax = mWidgets.Length; i < imax; ++i)
        {
            NGUIWidget w = mWidgets[i];
            if (w != null)
            {
                w.alpha = mAlpha[i] * alpha;
            }
        }

        if (mLevel == 0)
        {
            // Fade in started -- enable all game objects
            Transform trans = transform;
            for (int i = 0, imax = trans.childCount; i < imax; ++i)
            {
                NGUITools.SetActive(trans.GetChild(i).gameObject, true);
            }
            for (int i = 0, imax = mColliders.Length; i < imax; ++i)
            {
                mColliders[i].enabled = false;
            }
            mLevel = 1;
        }
        else if (mLevel == 2 && alpha < 0.99f)
        {
            // Fade out started -- disable tweens and colliders
            TweenColor[] tweens = GetComponentsInChildren <TweenColor>();
            for (int i = 0, imax = tweens.Length; i < imax; ++i)
            {
                tweens[i].enabled = false;
            }
            for (int i = 0, imax = mColliders.Length; i < imax; ++i)
            {
                mColliders[i].enabled = false;
            }
            mLevel = 1;
        }

        if (mLevel == 1)
        {
            if (alpha < 0.01f)
            {
                // Fade out finished -- disable all game objects
                Transform trans = transform;
                for (int i = 0, imax = trans.childCount; i < imax; ++i)
                {
                    NGUITools.SetActive(trans.GetChild(i).gameObject, false);
                }
                mLevel = 0;
            }
            else if (alpha > 0.99f)
            {
                // Fade in finished -- enable all colliders
                for (int i = 0, imax = mColliders.Length; i < imax; ++i)
                {
                    mColliders[i].enabled = true;
                }
                mLevel = 2;
            }
        }
    }
コード例 #47
0
 static bool IsBottom(NGUIWidget.Pivot pivot)
 {
     return pivot == NGUIWidget.Pivot.Bottom ||
         pivot == NGUIWidget.Pivot.BottomLeft ||
         pivot == NGUIWidget.Pivot.BottomRight;
 }
コード例 #48
0
    /// <summary>
    /// Draw the on-screen selection, knobs, and handle all interaction logic.
    /// </summary>

    public void OnSceneGUI()
    {
        if (!EditorPrefs.GetBool("New GUI", true))
        {
            return;
        }
        if (Tools.current != Tool.View)
        {
            return;
        }

        mWidget = target as NGUIWidget;

        Handles.color = mOutlineColor;
        Transform t = mWidget.cachedTransform;

        Event     e    = Event.current;
        int       id   = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
        EventType type = e.GetTypeForControl(id);

        Vector3[] corners = NGUIMath.CalculateWidgetCorners(mWidget);
        Handles.DrawLine(corners[0], corners[1]);
        Handles.DrawLine(corners[1], corners[2]);
        Handles.DrawLine(corners[2], corners[3]);
        Handles.DrawLine(corners[0], corners[3]);

        Vector3[] worldPos = new Vector3[8];

        worldPos[0] = corners[0];
        worldPos[1] = corners[1];
        worldPos[2] = corners[2];
        worldPos[3] = corners[3];

        worldPos[4] = (corners[0] + corners[1]) * 0.5f;
        worldPos[5] = (corners[1] + corners[2]) * 0.5f;
        worldPos[6] = (corners[2] + corners[3]) * 0.5f;
        worldPos[7] = (corners[0] + corners[3]) * 0.5f;

        Vector2[] screenPos = new Vector2[8];
        for (int i = 0; i < 8; ++i)
        {
            screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);
        }

        Bounds b = new Bounds(screenPos[0], Vector3.zero);

        for (int i = 1; i < 8; ++i)
        {
            b.Encapsulate(screenPos[i]);
        }

        // Time to figure out what kind of action is underneath the mouse
        Action actionUnderMouse = mAction;

        NGUIWidget.Pivot pivotUnderMouse = NGUIWidget.Pivot.Center;

        if (actionUnderMouse == Action.None)
        {
            int   index = 0;
            float dist  = GetScreenDistance(worldPos, e.mousePosition, out index);

            if (dist < 10f)
            {
                pivotUnderMouse  = mPivots[index];
                actionUnderMouse = Action.Scale;
            }
            else if (e.modifiers == 0 && NGUIEditorTools.DistanceToRectangle(corners, e.mousePosition) == 0f)
            {
                actionUnderMouse = Action.Move;
            }
            else if (dist < 30f)
            {
                actionUnderMouse = Action.Rotate;
            }
        }

        // Change the mouse cursor to a more appropriate one
#if !UNITY_3_5
        {
            Vector2 min = b.min;
            Vector2 max = b.max;

            min.x -= 30f;
            max.x += 30f;
            min.y -= 30f;
            max.y += 30f;

            Rect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);

            if (actionUnderMouse == Action.Rotate)
            {
                SetCursorRect(rect, MouseCursor.RotateArrow);
            }
            else if (actionUnderMouse == Action.Move)
            {
                SetCursorRect(rect, MouseCursor.MoveArrow);
            }
            else if (actionUnderMouse == Action.Scale)
            {
                SetCursorRect(rect, MouseCursor.ScaleArrow);
            }
            else
            {
                SetCursorRect(rect, MouseCursor.Arrow);
            }
        }
#endif

        switch (type)
        {
        case EventType.Repaint:
        {
            Handles.BeginGUI();
            {
                for (int i = 0; i < 8; ++i)
                {
                    DrawKnob(worldPos[i], mWidget.pivot == mPivots[i], id);
                }
            }
            Handles.EndGUI();
        }
        break;

        case EventType.MouseDown:
        {
            mStartMouse     = e.mousePosition;
            mAllowSelection = true;

            if (e.button == 1)
            {
                if (e.modifiers == 0)
                {
                    GUIUtility.hotControl = GUIUtility.keyboardControl = id;
                    e.Use();
                }
            }
            else if (e.button == 0 && actionUnderMouse != Action.None && Raycast(corners, out mStartDrag))
            {
                mStartPos             = t.position;
                mStartRot             = t.localRotation.eulerAngles;
                mStartDir             = mStartDrag - t.position;
                mStartScale           = t.localScale;
                mDragPivot            = pivotUnderMouse;
                mActionUnderMouse     = actionUnderMouse;
                GUIUtility.hotControl = GUIUtility.keyboardControl = id;
                e.Use();
            }
        }
        break;

        case EventType.MouseDrag:
        {
            // Prevent selection once the drag operation begins
            bool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;
            if (dragStarted)
            {
                mAllowSelection = false;
            }

            if (GUIUtility.hotControl == id)
            {
                e.Use();

                if (mAction != Action.None || mActionUnderMouse != Action.None)
                {
                    Vector3 pos;

                    if (Raycast(corners, out pos))
                    {
                        if (mAction == Action.None && mActionUnderMouse != Action.None)
                        {
                            // Wait until the mouse moves by more than a few pixels
                            if (dragStarted)
                            {
                                if (mActionUnderMouse == Action.Move)
                                {
                                    mStartPos = t.position;
                                    NGUIEditorTools.RegisterUndo("Move widget", t);
                                }
                                else if (mActionUnderMouse == Action.Rotate)
                                {
                                    mStartRot = t.localRotation.eulerAngles;
                                    mStartDir = mStartDrag - t.position;
                                    NGUIEditorTools.RegisterUndo("Rotate widget", t);
                                }
                                else if (mActionUnderMouse == Action.Scale)
                                {
                                    mStartPos   = t.localPosition;
                                    mStartScale = t.localScale;
                                    mDragPivot  = pivotUnderMouse;
                                    NGUIEditorTools.RegisterUndo("Scale widget", t);
                                }
                                mAction = actionUnderMouse;
                            }
                        }

                        if (mAction != Action.None)
                        {
                            if (mAction == Action.Move)
                            {
                                t.position      = mStartPos + (pos - mStartDrag);
                                pos             = t.localPosition;
                                pos.x           = Mathf.RoundToInt(pos.x);
                                pos.y           = Mathf.RoundToInt(pos.y);
                                t.localPosition = pos;
                            }
                            else if (mAction == Action.Rotate)
                            {
                                Vector3 dir   = pos - t.position;
                                float   angle = Vector3.Angle(mStartDir, dir);

                                if (angle > 0f)
                                {
                                    float dot = Vector3.Dot(Vector3.Cross(mStartDir, dir), t.forward);
                                    if (dot < 0f)
                                    {
                                        angle = -angle;
                                    }
                                    angle = mStartRot.z + angle;
                                    if (e.modifiers != EventModifiers.Shift)
                                    {
                                        angle = Mathf.Round(angle / 15f) * 15f;
                                    }
                                    else
                                    {
                                        angle = Mathf.Round(angle);
                                    }
                                    t.localRotation = Quaternion.Euler(mStartRot.x, mStartRot.y, angle);
                                }
                            }
                            else if (mAction == Action.Scale)
                            {
                                // World-space delta since the drag started
                                Vector3 delta = pos - mStartDrag;

                                // Adjust the widget's position and scale based on the delta, restricted by the pivot
                                AdjustPosAndScale(mWidget, mStartPos, mStartScale, delta, mDragPivot);
                            }
                        }
                    }
                }
            }
        }
        break;

        case EventType.MouseUp:
        {
            if (GUIUtility.hotControl == id)
            {
                GUIUtility.hotControl      = 0;
                GUIUtility.keyboardControl = 0;

                if (e.button < 2)
                {
                    bool handled = false;

                    if (e.button == 1)
                    {
                        // Right-click: Select the widget below
                        NGUIWidget   last    = null;
                        NGUIWidget[] widgets = Raycast(mWidget, e.mousePosition);

                        for (int i = widgets.Length; i > 0;)
                        {
                            NGUIWidget w = widgets[--i];
                            if (w == mWidget)
                            {
                                break;
                            }
                            last = w;
                        }

                        if (last != null)
                        {
                            Selection.activeGameObject = last.gameObject;
                            handled = true;
                        }
                    }
                    else if (mAction == Action.None)
                    {
                        if (mAllowSelection)
                        {
                            // Left-click: Select the widget above
                            NGUIWidget   last    = null;
                            NGUIWidget[] widgets = Raycast(mWidget, e.mousePosition);

                            if (widgets.Length > 0)
                            {
                                for (int i = 0; i < widgets.Length; ++i)
                                {
                                    NGUIWidget w = widgets[i];

                                    if (w == mWidget)
                                    {
                                        if (last != null)
                                        {
                                            Selection.activeGameObject = last.gameObject;
                                        }
                                        handled = true;
                                        break;
                                    }
                                    last = w;
                                }

                                if (!handled)
                                {
                                    Selection.activeGameObject = widgets[0].gameObject;
                                    handled = true;
                                }
                            }
                        }
                    }
                    else
                    {
                        // Finished dragging something
                        mAction           = Action.None;
                        mActionUnderMouse = Action.None;
                        Vector3 pos   = t.localPosition;
                        Vector3 scale = t.localScale;

                        if (mWidget.pixelPerfectAfterResize)
                        {
                            t.localPosition = pos;
                            t.localScale    = scale;

                            mWidget.MakePixelPerfect();
                        }
                        else
                        {
                            pos.x   = Mathf.Round(pos.x);
                            pos.y   = Mathf.Round(pos.y);
                            scale.x = Mathf.Round(scale.x);
                            scale.y = Mathf.Round(scale.y);

                            t.localPosition = pos;
                            t.localScale    = scale;
                        }
                        handled = true;
                    }

                    if (handled)
                    {
                        mActionUnderMouse = Action.None;
                        mAction           = Action.None;
                        e.Use();
                    }
                }
            }
            else if (mAllowSelection)
            {
                NGUIWidget[] widgets = Raycast(mWidget, e.mousePosition);
                if (widgets.Length > 0)
                {
                    Selection.activeGameObject = widgets[0].gameObject;
                }
            }
            mAllowSelection = true;
        }
        break;

        case EventType.KeyDown:
        {
            if (e.keyCode == KeyCode.UpArrow)
            {
                Vector3 pos = t.localPosition;
                pos.y          += 1f;
                t.localPosition = pos;
                e.Use();
            }
            else if (e.keyCode == KeyCode.DownArrow)
            {
                Vector3 pos = t.localPosition;
                pos.y          -= 1f;
                t.localPosition = pos;
                e.Use();
            }
            else if (e.keyCode == KeyCode.LeftArrow)
            {
                Vector3 pos = t.localPosition;
                pos.x          -= 1f;
                t.localPosition = pos;
                e.Use();
            }
            else if (e.keyCode == KeyCode.RightArrow)
            {
                Vector3 pos = t.localPosition;
                pos.x          += 1f;
                t.localPosition = pos;
                e.Use();
            }
            else if (e.keyCode == KeyCode.Escape)
            {
                if (GUIUtility.hotControl == id)
                {
                    if (mAction != Action.None)
                    {
                        if (mAction == Action.Move)
                        {
                            t.position = mStartPos;
                        }
                        else if (mAction == Action.Rotate)
                        {
                            t.localRotation = Quaternion.Euler(mStartRot);
                        }
                        else if (mAction == Action.Scale)
                        {
                            t.position   = mStartPos;
                            t.localScale = mStartScale;
                        }
                    }

                    GUIUtility.hotControl      = 0;
                    GUIUtility.keyboardControl = 0;

                    mActionUnderMouse = Action.None;
                    mAction           = Action.None;
                    e.Use();
                }
                else
                {
                    Selection.activeGameObject = null;
                    Tools.current = Tool.Move;
                }
            }
        }
        break;
        }
    }
コード例 #49
0
ファイル: NGUISlider.cs プロジェクト: ancongsheng/vu_paradox
    /// <summary>
    /// Initialize the cached values.
    /// </summary>
    void Init()
    {
        mInitDone = true;

        if (foreground != null)
        {
            mFGWidget = foreground.GetComponent<NGUIWidget>();
            mFGFilled = (mFGWidget != null) ? mFGWidget as NGUISprite : null;
            mFGTrans = foreground.transform;
            if (mSize == Vector2.zero) mSize = foreground.localScale;
            if (mCenter == Vector2.zero) mCenter = foreground.localPosition + foreground.localScale * 0.5f;
        }
        else if (mCol != null)
        {
            if (mSize == Vector2.zero) mSize = mCol.size;
            if (mCenter == Vector2.zero) mCenter = mCol.center;
        }
        else
        {
            Debug.LogWarning("NGUISlider expected to find a foreground object or a box collider to work with", this);
        }
    }
コード例 #50
0
    /// <summary>
    /// Adjust the widget's rectangle based on the specified modifier values.
    /// </summary>

    static void AdjustWidget(NGUIWidget w, Vector3 pos, Vector3 scale, float left, float top, float right, float bottom, bool makeSquare)
    {
        Vector2 offset  = w.pivotOffset;
        Vector4 padding = w.relativePadding;
        Vector2 size    = w.relativeSize;

        offset.x -= padding.x;
        offset.y -= padding.y;
        size.x   += padding.x + padding.z;
        size.y   += padding.y + padding.w;

        scale.Scale(size);

        offset.y = -offset.y;

        Transform  t   = w.cachedTransform;
        Quaternion rot = t.localRotation;

        NGUIWidget.Pivot pivot = w.pivot;

        Vector2 rotatedTL = new Vector2(left, top);
        Vector2 rotatedTR = new Vector2(right, top);
        Vector2 rotatedBL = new Vector2(left, bottom);
        Vector2 rotatedBR = new Vector2(right, bottom);
        Vector2 rotatedL  = new Vector2(left, 0f);
        Vector2 rotatedR  = new Vector2(right, 0f);
        Vector2 rotatedT  = new Vector2(0f, top);
        Vector2 rotatedB  = new Vector2(0f, bottom);

        rotatedTL = rot * rotatedTL;
        rotatedTR = rot * rotatedTR;
        rotatedBL = rot * rotatedBL;
        rotatedBR = rot * rotatedBR;
        rotatedL  = rot * rotatedL;
        rotatedR  = rot * rotatedR;
        rotatedT  = rot * rotatedT;
        rotatedB  = rot * rotatedB;

        switch (pivot)
        {
        case NGUIWidget.Pivot.TopLeft:
            pos.x += rotatedTL.x;
            pos.y += rotatedTL.y;
            break;

        case NGUIWidget.Pivot.BottomRight:
            pos.x += rotatedBR.x;
            pos.y += rotatedBR.y;
            break;

        case NGUIWidget.Pivot.BottomLeft:
            pos.x += rotatedBL.x;
            pos.y += rotatedBL.y;
            break;

        case NGUIWidget.Pivot.TopRight:
            pos.x += rotatedTR.x;
            pos.y += rotatedTR.y;
            break;

        case NGUIWidget.Pivot.Left:
            pos.x += rotatedL.x + (rotatedT.x + rotatedB.x) * 0.5f;
            pos.y += rotatedL.y + (rotatedT.y + rotatedB.y) * 0.5f;
            break;

        case NGUIWidget.Pivot.Right:
            pos.x += rotatedR.x + (rotatedT.x + rotatedB.x) * 0.5f;
            pos.y += rotatedR.y + (rotatedT.y + rotatedB.y) * 0.5f;
            break;

        case NGUIWidget.Pivot.Top:
            pos.x += rotatedT.x + (rotatedL.x + rotatedR.x) * 0.5f;
            pos.y += rotatedT.y + (rotatedL.y + rotatedR.y) * 0.5f;
            break;

        case NGUIWidget.Pivot.Bottom:
            pos.x += rotatedB.x + (rotatedL.x + rotatedR.x) * 0.5f;
            pos.y += rotatedB.y + (rotatedL.y + rotatedR.y) * 0.5f;
            break;

        case NGUIWidget.Pivot.Center:
            pos.x += (rotatedL.x + rotatedR.x + rotatedT.x + rotatedB.x) * 0.5f;
            pos.y += (rotatedT.y + rotatedB.y + rotatedL.y + rotatedR.y) * 0.5f;
            break;
        }

        scale.x -= left - right;
        scale.y += top - bottom;

        scale.x /= size.x;
        scale.y /= size.y;

        Vector4 border = w.border;
        float   minx   = Mathf.Max(2f, padding.x + padding.z + border.x + border.z);
        float   miny   = Mathf.Max(2f, padding.y + padding.w + border.y + border.w);

        if (scale.x < minx)
        {
            scale.x = minx;
        }
        if (scale.y < miny)
        {
            scale.y = miny;
        }

        // NOTE: This will only work correctly when dragging the corner opposite of the pivot point
        if (makeSquare)
        {
            scale.x = Mathf.Min(scale.x, scale.y);
            scale.y = scale.x;
        }

        t.localPosition = pos;
        t.localScale    = scale;
    }
コード例 #51
0
    static NGUIWidget.Pivot Combine(NGUIWidget.Pivot horizontal, NGUIWidget.Pivot vertical)
    {
        if (horizontal == NGUIWidget.Pivot.Left)
        {
            if (vertical == NGUIWidget.Pivot.Top) return NGUIWidget.Pivot.TopLeft;
            if (vertical == NGUIWidget.Pivot.Bottom) return NGUIWidget.Pivot.BottomLeft;
            return NGUIWidget.Pivot.Left;
        }

        if (horizontal == NGUIWidget.Pivot.Right)
        {
            if (vertical == NGUIWidget.Pivot.Top) return NGUIWidget.Pivot.TopRight;
            if (vertical == NGUIWidget.Pivot.Bottom) return NGUIWidget.Pivot.BottomRight;
            return NGUIWidget.Pivot.Right;
        }
        return vertical;
    }
コード例 #52
0
    /// <summary>
    /// All widgets have depth, color and make pixel-perfect options
    /// </summary>

    protected void DrawCommonProperties()
    {
#if UNITY_3_4
        PrefabType type = EditorUtility.GetPrefabType(mWidget.gameObject);
#else
        PrefabType type = PrefabUtility.GetPrefabType(mWidget.gameObject);
#endif

        NGUIEditorTools.DrawSeparator();

#if UNITY_3_5
        // Pivot point -- old school drop-down style
        NGUIWidget.Pivot pivot = (NGUIWidget.Pivot)EditorGUILayout.EnumPopup("Pivot", mWidget.pivot);

        if (mWidget.pivot != pivot)
        {
            NGUIEditorTools.RegisterUndo("Pivot Change", mWidget);
            mWidget.pivot = pivot;
        }
#else
        // Pivot point -- the new, more visual style
        GUILayout.BeginHorizontal();
        GUILayout.Label("Pivot", GUILayout.Width(76f));
        Toggle("◄", "ButtonLeft", NGUIWidget.Pivot.Left, true);
        Toggle("▬", "ButtonMid", NGUIWidget.Pivot.Center, true);
        Toggle("►", "ButtonRight", NGUIWidget.Pivot.Right, true);
        Toggle("▲", "ButtonLeft", NGUIWidget.Pivot.Top, false);
        Toggle("▌", "ButtonMid", NGUIWidget.Pivot.Center, false);
        Toggle("▼", "ButtonRight", NGUIWidget.Pivot.Bottom, false);
        GUILayout.EndHorizontal();
#endif

        // Depth navigation
        if (type != PrefabType.Prefab)
        {
            GUILayout.Space(2f);
            GUILayout.BeginHorizontal();
            {
                EditorGUILayout.PrefixLabel("Depth");

                int depth = mWidget.depth;
                if (GUILayout.Button("Back", GUILayout.Width(60f)))
                {
                    --depth;
                }
                depth = EditorGUILayout.IntField(depth);
                if (GUILayout.Button("Forward", GUILayout.Width(60f)))
                {
                    ++depth;
                }

                if (mWidget.depth != depth)
                {
                    NGUIEditorTools.RegisterUndo("Depth Change", mWidget);
                    mWidget.depth = depth;
                    mDepthCheck   = true;
                }
            }
            GUILayout.EndHorizontal();

            NGUIPanel panel = mWidget.panel;

            if (panel != null)
            {
                int count = 0;

                for (int i = 0; i < panel.widgets.size; ++i)
                {
                    NGUIWidget w = panel.widgets[i];
                    if (w != null && w.depth == mWidget.depth && w.material == mWidget.material)
                    {
                        ++count;
                    }
                }

                if (count > 1)
                {
                    EditorGUILayout.HelpBox(count + " widgets are using the depth value of " + mWidget.depth +
                                            ". It may not be clear what should be in front of what.", MessageType.Warning);
                }

                if (mDepthCheck)
                {
                    if (panel.drawCalls.size > 1)
                    {
                        EditorGUILayout.HelpBox("The widgets underneath this panel are using more than one atlas. You may need to adjust transform position's Z value instead. When adjusting the Z, lower value means closer to the camera.", MessageType.Warning);
                    }
                }
            }
        }

        // Pixel-correctness
        if (type != PrefabType.Prefab)
        {
            GUILayout.BeginHorizontal();
            {
                EditorGUILayout.PrefixLabel("Correction");

                if (GUILayout.Button("Make Pixel-Perfect"))
                {
                    NGUIEditorTools.RegisterUndo("Make Pixel-Perfect", mWidget.transform);
                    mWidget.MakePixelPerfect();
                }
            }
            GUILayout.EndHorizontal();
        }

        //NGUIEditorTools.DrawSeparator();
        EditorGUILayout.Space();

        // Color tint
        GUILayout.BeginHorizontal();
        Color color = EditorGUILayout.ColorField("Color Tint", mWidget.color);
        if (GUILayout.Button("Copy", GUILayout.Width(50f)))
        {
            NGUISettings.color = color;
        }
        GUILayout.EndHorizontal();

        GUILayout.BeginHorizontal();
        NGUISettings.color = EditorGUILayout.ColorField("Clipboard", NGUISettings.color);
        if (GUILayout.Button("Paste", GUILayout.Width(50f)))
        {
            color = NGUISettings.color;
        }
        GUILayout.EndHorizontal();

        if (mWidget.color != color)
        {
            NGUIEditorTools.RegisterUndo("Color Change", mWidget);
            mWidget.color = color;
        }
    }
コード例 #53
0
ファイル: TweenColor.cs プロジェクト: ancongsheng/vu_paradox
 /// <summary>
 /// Find all needed components.
 /// </summary>
 void Awake()
 {
     mWidget = GetComponentInChildren<NGUIWidget>();
     Renderer ren = renderer;
     if (ren != null) mMat = ren.material;
     mLight = light;
 }