public void HideScreen(bool immediately = false) { if (!_floatingScreen.gameObject.activeSelf) { return; } if (immediately) { _floatingScreen.transform.localScale = new Vector3(HiddenScale, HiddenScale, _floatingScreen.transform.localScale.z); (_floatingScreen.transform as RectTransform).sizeDelta = new Vector2(DefaultXSize, DefaultYSize); _floatingScreen.gameObject.SetActive(false); } else { _revealAnimation = UnityCoroutineHelper.Start(RevealAnimationCoroutine(HiddenScale, true)); } }
public void ShowScreen(bool immediately = false) { if (_floatingScreen.gameObject.activeSelf) { return; } if (immediately) { _floatingScreen.transform.localScale = new Vector3(DefaultScale, DefaultScale, _floatingScreen.transform.localScale.z); (_floatingScreen.transform as RectTransform).sizeDelta = new Vector2(DefaultXSize, DefaultYSize); _outlineImage.color = OutlineColour; _iconImage.color = Color.white; _text.color = Color.white; _floatingScreen.gameObject.SetActive(true); } else { _floatingScreen.gameObject.SetActive(true); _revealAnimation = UnityCoroutineHelper.Start(RevealAnimationCoroutine(DefaultScale)); } }
public BottomScreen() { _floatingScreen = FloatingScreen.CreateFloatingScreen(new Vector2(DefaultXSize, DefaultYSize), false, new Vector3(1.5f, 0.05f, 1.5f), Quaternion.Euler(50f, 0f, 0f)); (_floatingScreen.transform as RectTransform).pivot = new Vector2(1f, 0f); // this is needed to fix HoverHint position issues that occur because of the change in pivot done to the floating screen var wrapperCanvasGO = new GameObject("Wrapper", typeof(RectTransform), typeof(Canvas), typeof(VRGraphicRaycaster), typeof(SetMainCameraToCanvas)); var rt = wrapperCanvasGO.transform as RectTransform; rt.SetParent(_floatingScreen.transform, false); rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.sizeDelta = Vector2.zero; var cameraSetter = wrapperCanvasGO.GetComponent <SetMainCameraToCanvas>(); cameraSetter.SetField("_canvas", wrapperCanvasGO.GetComponent <Canvas>()); cameraSetter.SetField("_mainCamera", Resources.FindObjectsOfTypeAll <MainCamera>().FirstOrDefault(camera => camera.camera?.stereoTargetEye != StereoTargetEyeMask.None) ?? Resources.FindObjectsOfTypeAll <MainCamera>().FirstOrDefault()); _outlineImage = new GameObject("Outline").AddComponent <Image>(); _outlineImage.color = OutlineColour; _outlineImage.material = UIUtilities.NoGlowMaterial; _outlineImage.type = Image.Type.Sliced; _outlineImage.sprite = Resources.FindObjectsOfTypeAll <Sprite>().LastOrDefault(x => x.name == "RoundRectSmallStroke"); _outlineImage.preserveAspect = true; _outlineImage.rectTransform.SetParent(wrapperCanvasGO.transform, false); _outlineImage.rectTransform.anchorMin = Vector2.zero; _outlineImage.rectTransform.anchorMax = Vector2.one; _outlineImage.rectTransform.sizeDelta = Vector2.zero; var hlg = new GameObject("HorizontalLayoutGroup").AddComponent <HorizontalLayoutGroup>(); hlg.spacing = 3.5f; hlg.padding = new RectOffset(2, 2, 1, 1); hlg.childAlignment = TextAnchor.MiddleCenter; hlg.childForceExpandWidth = false; hlg.childForceExpandHeight = false; rt = hlg.transform as RectTransform; rt.SetParent(wrapperCanvasGO.transform, false); rt.anchorMin = new Vector2(1f, 0f); rt.anchorMax = new Vector2(1f, 0f); rt.pivot = new Vector2(1f, 0f); rt.sizeDelta = new Vector2(DefaultXSize, DefaultYSize); // icon _iconImage = new GameObject("Icon").AddComponent <Image>(); _iconImage.material = UIUtilities.NoGlowMaterial; _iconImage.sprite = BSUIUtilities.LoadSpriteFromResources("EnhancedSearchAndFilters.Assets.bars.png"); _iconImage.preserveAspect = true; var le = _iconImage.gameObject.AddComponent <LayoutElement>(); le.preferredWidth = 4.5f; le.preferredHeight = 4.5f; _iconImage.rectTransform.SetParent(rt, false); // text _text = BeatSaberUI.CreateText(rt, "OPTIONS", Vector2.zero, Vector2.zero); _text.fontSize = 4.4f; _text.alignment = TextAlignmentOptions.Center; // this needs to be the last child, otherwise the outline image will capture all the controller raycasts first UIUtilities.ParseBSML("EnhancedSearchAndFilters.UI.Views.BottomScreen.BottomScreenView.bsml", wrapperCanvasGO, this); _hoverEventHandler = _floatingScreen.gameObject.AddComponent <EnterExitEventHandler>(); _hoverEventHandler.PointerEntered += delegate() { if (_revealAnimation != null) { return; } else if (_contractAnimation != null) { UnityCoroutineHelper.Stop(_contractAnimation); _contractAnimation = null; } _expandAnimation = UnityCoroutineHelper.Start(ExpandAnimationCoroutine()); }; _hoverEventHandler.PointerExited += delegate() { if (_revealAnimation != null) { return; } bool immediate = false; if (_expandAnimation != null) { UnityCoroutineHelper.Stop(_expandAnimation); _expandAnimation = null; immediate = true; } else if (_contractAnimation != null) { UnityCoroutineHelper.Stop(_contractAnimation); _contractAnimation = null; } _contractAnimation = UnityCoroutineHelper.Start(ContractAnimationCoroutine(immediate)); }; var sortModeTab = new SortModeTab(_container); sortModeTab.SortButtonPressed += () => SortButtonPressed?.Invoke(); sortModeTab.Visible = true; _currentTab = sortModeTab; _tabs[0] = sortModeTab; Logger.log.Notice($"finished constructor, currentTab?={_currentTab == null}"); HideScreen(true); }