Inheritance: MaskableGraphic
コード例 #1
0
 public Connection(int leftButtonIndex, int leftButtonPairIndex, int rightButtonIndex, int rightButtonPairIndex, UnityEngine.UI.Extensions.UILineRenderer line)
 {
     this.leftButtonIndex      = leftButtonIndex;
     this.leftButtonPairIndex  = leftButtonPairIndex;
     this.rightButtonIndex     = rightButtonIndex;
     this.rightButtonPairIndex = rightButtonPairIndex;
     this.line = line;
 }
 static public int get_BezierSegmentsPerCurve(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         pushValue(l, self.BezierSegmentsPerCurve);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_Margin(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         pushValue(l, self.Margin);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_BezierMode(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         pushEnum(l, (int)self.BezierMode);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer o;
         o = new UnityEngine.UI.Extensions.UILineRenderer();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #6
0
ファイル: canvasUtility.cs プロジェクト: OSUrobotics/AR_FoV
 //This constructor looks over-the-top, but all it is doing is saving the default points as split+on mode,
 // and then creating full+on by removing the stem down the middle from that point-list manually
 public UIBorder(UnityEngine.UI.Extensions.UILineRenderer lineRenderer)
 {
     this.lineRenderer = lineRenderer;
     splitPoints       = lineRenderer.Points;
     fullPoints        = new Vector2[5];
     for (int i = 0; i < 4; i++)
     {
         fullPoints[i] = splitPoints[i];
     }
     fullPoints[4] = new Vector2(0, .02f);
     _split        = true;
     _on           = true;
 }
 static public int set_Margin(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         UnityEngine.Vector2 v;
         checkType(l, 2, out v);
         self.Margin = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_UseMargins(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         System.Boolean v;
         checkType(l, 2, out v);
         self.UseMargins = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_LineThickness(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         System.Single v;
         checkType(l, 2, out v);
         self.LineThickness = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_uvRect(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         UnityEngine.Rect v;
         checkValueType(l, 2, out v);
         self.uvRect = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_BezierSegmentsPerCurve(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         System.Int32 v;
         checkType(l, 2, out v);
         self.BezierSegmentsPerCurve = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_BezierMode(IntPtr l)
 {
     try {
         UnityEngine.UI.Extensions.UILineRenderer            self = (UnityEngine.UI.Extensions.UILineRenderer)checkSelf(l);
         UnityEngine.UI.Extensions.UILineRenderer.BezierType v;
         checkEnum(l, 2, out v);
         self.BezierMode = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #13
0
        void OnSceneGUI()
        {
            UILineRenderer curveRenderer = target as UILineRenderer;

            if (!curveRenderer || curveRenderer.drivenExternally || curveRenderer.Points == null || curveRenderer.Points.Length < 2)
            {
                return;
            }

            var oldMatrix = Handles.matrix;
            var transform = curveRenderer.GetComponent <RectTransform>();

            //Pivot must be 0,0 to edit
            //transform.pivot = Vector2.zero;
            Handles.matrix = transform.localToWorldMatrix;

            var sizeX   = curveRenderer.rectTransform.rect.width;
            var sizeY   = curveRenderer.rectTransform.rect.height;
            var offsetX = -curveRenderer.rectTransform.pivot.x * sizeX;
            var offsetY = -curveRenderer.rectTransform.pivot.y * sizeY;

            Vector2[] points = new Vector2[curveRenderer.Points.Length];
            for (int i = 0; i < curveRenderer.Points.Length; i++)
            {
                points[i] = curveRenderer.Points[i];
            }

            //Need to transform points to worldspace! when set to Relative
            if (curveRenderer.RelativeSize)
            {
                for (int i = 0; i < points.Length; i++)
                {
                    points[i] = new Vector2(points[i].x * sizeX + offsetX, points[i].y * sizeY + offsetY);
                }
            }

            for (int i = 0; i < points.Length - 1; i += 2)
            {
                Handles.DrawLine(points[i], points[i + 1]);
            }

            for (int i = 0; i < points.Length; ++i)
            {
                using (var check = new EditorGUI.ChangeCheckScope())
                {
                    var p = Handles.PositionHandle(points[i], Quaternion.identity);

                    if (check.changed)
                    {
                        Undo.RecordObject(curveRenderer, "Changed Curve Position");
                        if (curveRenderer.RelativeSize)
                        {
                            curveRenderer.Points[i] = new Vector2((p.x - offsetX) / sizeX, (p.y - offsetY) / sizeY);
                        }
                        else
                        {
                            curveRenderer.Points[i] = p;
                        }
                        curveRenderer.transform.gameObject.SetActive(false);
                        curveRenderer.transform.gameObject.SetActive(true);
                    }
                }
            }

            Handles.matrix = oldMatrix;
        }
コード例 #14
0
    void OptionButtonClicked(int buttonIndex, int pairIndex, int duality)
    {
        if (inConnectionButtonIndexes.Contains(buttonIndex))
        {
            //Em conexão
        }
        else
        {
            if (selectedButtonIndex == -1)
            {
                selectedButtonIndex     = buttonIndex;
                selectedButtonPairIndex = pairIndex;
                selectedButtonDuality   = duality;
                allButons[buttonIndex].GetComponentInChildren <Image>().color = Color.red;
            }
            else
            {
                if (buttonIndex == selectedButtonIndex)
                {
                    selectedButtonIndex     = -1;
                    selectedButtonPairIndex = -1;
                    selectedButtonDuality   = -1;
                    allButons[buttonIndex].GetComponentInChildren <Image>().color = Color.white;
                }
                else if (selectedButtonDuality == duality)
                {
                    allButons[selectedButtonIndex].GetComponentInChildren <Image>().color = Color.white;
                    selectedButtonIndex     = buttonIndex;
                    selectedButtonPairIndex = pairIndex;
                    selectedButtonDuality   = duality;
                    allButons[buttonIndex].GetComponentInChildren <Image>().color = Color.red;
                }
                else if (selectedButtonDuality != duality)
                {
                    allButons[selectedButtonIndex].GetComponentInChildren <Image>().color = Color.yellow;
                    allButons[buttonIndex].GetComponentInChildren <Image>().color         = Color.yellow;
                    inConnectionButtonIndexes.Add(selectedButtonIndex);
                    inConnectionButtonIndexes.Add(buttonIndex);
                    float leftX;
                    float leftY;
                    float rightX;
                    float rightY;
                    if (selectedButtonDuality == 0)
                    {
                        leftX  = scrollListViewport.InverseTransformPoint(allButons[selectedButtonIndex].GetComponent <RectTransform>().position).x;
                        rightX = scrollListViewport.InverseTransformPoint(allButons[buttonIndex].GetComponent <RectTransform>().position).x;
                        leftX  = leftX + allButons[selectedButtonIndex].GetComponent <RectTransform>().sizeDelta.x / 2 - 5;
                        rightX = rightX - allButons[buttonIndex].GetComponent <RectTransform>().sizeDelta.x / 2 + 5;

                        leftY  = scrollListViewport.InverseTransformPoint(allButons[selectedButtonIndex].GetComponent <RectTransform>().position).y;
                        rightY = scrollListViewport.InverseTransformPoint(allButons[buttonIndex].GetComponent <RectTransform>().position).y;
                    }
                    else
                    {
                        leftX  = scrollListViewport.InverseTransformPoint(allButons[buttonIndex].GetComponent <RectTransform>().position).x;
                        rightX = scrollListViewport.InverseTransformPoint(allButons[selectedButtonIndex].GetComponent <RectTransform>().position).x;
                        leftX  = leftX + allButons[buttonIndex].GetComponent <RectTransform>().sizeDelta.x / 2 - 5;
                        rightX = rightX - allButons[selectedButtonIndex].GetComponent <RectTransform>().sizeDelta.x / 2 + 5;

                        leftY  = scrollListViewport.InverseTransformPoint(allButons[buttonIndex].GetComponent <RectTransform>().position).y;
                        rightY = scrollListViewport.InverseTransformPoint(allButons[selectedButtonIndex].GetComponent <RectTransform>().position).y;
                    }
                    //create connection and line
                    GameObject lineRenderer = (GameObject)Instantiate(lineRendererPrefab);
                    lineRenderer.transform.SetParent(scrollListViewport, false);
                    lineRenderer.transform.localScale = new Vector3(1, 1, 1);
                    UnityEngine.UI.Extensions.UILineRenderer line = lineRenderer.GetComponent <UnityEngine.UI.Extensions.UILineRenderer>();

                    var leftPoint = new Vector2()
                    {
                        x = leftX, y = leftY
                    };
                    var rightPoint = new Vector2()
                    {
                        x = rightX, y = rightY
                    };
                    var pointList = new List <Vector2>();
                    pointList.Add(leftPoint);
                    pointList.Add(rightPoint);
                    line.Points = pointList.ToArray();
                    ParentPanel.SetAsLastSibling();
                    Connection connection;
                    if (selectedButtonDuality == 0)
                    {
                        connection = new Connection(selectedButtonIndex, selectedButtonPairIndex, buttonIndex, pairIndex, line);
                    }
                    else
                    {
                        connection = new Connection(buttonIndex, pairIndex, selectedButtonIndex, selectedButtonPairIndex, line);
                    }
                    connections.Add(connection);


                    selectedButtonIndex     = -1;
                    selectedButtonPairIndex = -1;
                    selectedButtonDuality   = -1;
                }
            }
        }
    }
コード例 #15
0
 private void Awake()
 {
     canvas = GetComponentInParent <RectTransform>().GetParentCanvas().GetComponent <RectTransform>();
     rt     = GetComponent <RectTransform>();
     lr     = GetComponent <UILineRenderer>();
 }