void Initialize() { Controller = GameObject.FindGameObjectWithTag("Magic"); CO = Controller.GetComponent <ColorizeObjects> (); SC = Controller.GetComponent <ShapeCreator> (); rectTrans = gameObject.GetComponent <RectTransform> (); startPosition = rectTrans.localPosition; startParent = GameObject.FindGameObjectWithTag("Canvas"); Rect parentRect = startParent.GetComponent <RectTransform> ().rect; shiftPos = new Vector3(-parentRect.width / 2, -parentRect.height / 2, 0); if (gameObject.name == "Circle") { shapeNR = 0; } else if (gameObject.name == "Triangle") { shapeNR = 1; } else { shapeNR = 2; } }
public void SpawnRandomTestObjects() { RectTransform canvasRect = canvas.GetComponent <RectTransform> (); int width = (int)canvasRect.rect.width; int height = (int)canvasRect.rect.height; int padding = (int)Mathf.Round(Mathf.Min(width, height) * 0.2f); int id = 0; for (int i = 0; i < spawnNumber; i++) { int s = (int)drawShape; if (random) { s = Random.Range(0, 3); // Get random shape } float x = Random.Range(padding, width - padding) - width / 2; float y = Random.Range(padding, height - padding) - height / 2; CreateShape(s, x, y); } if (colorize) { ColorizeObjects CO = gameObject.GetComponent <ColorizeObjects> (); CO.ColorizeAll(); } }
void Start() { Controller = GameObject.FindGameObjectWithTag("Magic"); CO = Controller.GetComponent <ColorizeObjects> (); SC = Controller.GetComponent <ShapeCreator> (); grid = Controller.GetComponent <SnapToGrid> (); rectTrans = gameObject.GetComponent <RectTransform> (); startPosition = rectTrans.localPosition; // No need for a position shift since .position is used with screen- overlay // startParent = GameObject.FindGameObjectWithTag ("Canvas"); // Rect parentRect = startParent.GetComponent<RectTransform> ().rect; // // shiftPos = new Vector3 (-parentRect.width / 2, -parentRect.height / 2, 0); if (gameObject.GetComponent <Shape>().GetType() == typeof(Circle)) { shapeNR = 0; } else if (gameObject.GetComponent <Shape>().GetType() == typeof(Triangle)) { shapeNR = 1; } else { shapeNR = 2; } }
public override void OnInspectorGUI() { ColorizeObjects CO = (ColorizeObjects)target; DrawDefaultInspector(); if (GUILayout.Button("Colorize")) { CO.ColorizeAll(); } }
void Initialize() { GameObject Controller = GameObject.FindGameObjectWithTag("Magic"); CO = Controller.GetComponent <ColorizeObjects> (); SC = Controller.GetComponent <ShapeCreator> (); rectTrans = gameObject.GetComponent <RectTransform> (); startParent = GameObject.FindGameObjectWithTag("Canvas"); Rect parentRect = startParent.GetComponent <RectTransform> ().rect; shiftPos = new Vector3(-parentRect.width / 2, -parentRect.height / 2, 0); }
void Start() { GameObject Controller = GameObject.FindGameObjectWithTag("Magic"); CO = Controller.GetComponent <ColorizeObjects> (); SC = Controller.GetComponent <ShapeCreator> (); grid = Controller.GetComponent <SnapToGrid> (); OS = Controller.GetComponent <ObjectSelector> (); rectTrans = gameObject.GetComponent <RectTransform> (); // No need for a position shift since .position is used with screen- overlay startParent = GameObject.FindGameObjectWithTag("Canvas"); Rect parentRect = startParent.GetComponent <RectTransform> ().rect; shiftPos = new Vector3(-parentRect.width / 2, -parentRect.height / 2, 0); }
void Start() { GameObject Controller = GameObject.FindGameObjectWithTag("Magic"); CO = Controller.GetComponent <ColorizeObjects> (); SC = Controller.GetComponent <ShapeCreator> (); grid = Controller.GetComponent <SnapToGrid> (); OS = Controller.GetComponent <ObjectSelector> (); material = Background.GetComponent <Shape> ().material; width = Background.GetComponent <RectTransform> ().rect.width; height = Background.GetComponent <RectTransform> ().rect.height; Debug.Log(Background.GetComponent <RectTransform> ().rect.width); material.SetFloat("_Width", width); material.SetFloat("_Height", height); // material.SetFloat ("_XPosition", t); // material.SetFloat ("_YPosition", t); }