// Using the magical power of Zenject™, we magically find ourselves with an instance of // our HUDConfigModel and the CoreGameHUDController. internal CanvasUtility(HUDConfigModel hudConfig, MainConfigModel mainConfig, [Inject(Optional = true)] GameplayCoreSceneSetupData data, [Inject(Optional = true)] CoreGameHUDController coreGameHUD) { this.mainConfig = mainConfig; if (coreGameHUD != null) { hudWidth = Mathf.Abs(coreGameHUD.GetComponentInChildren <ComboUIController>().transform.position.x); hudDepth = Mathf.Abs(coreGameHUD.GetComponentInChildren <ComboUIController>().transform.position.z); hudHeight = Mathf.Abs(coreGameHUD.GetComponentInChildren <ComboUIController>().transform.position.y) - 1.5f; energyCanvas = EnergyPanelGO(ref coreGameHUD).GetComponent <Canvas>(); // Hide Canvas and Multiplier if needed if (mainConfig.HideCombo) { HideBaseGameHUDElement <ComboUIController>(coreGameHUD); } if (mainConfig.HideMultiplier) { HideBaseGameHUDElement <ScoreMultiplierUIController>(coreGameHUD); } } if (data != null) { // HUDType = GetGameplayCoreHUDTypeForEnvironmentSize(data.environmentInfo.environmentType); } RefreshAllCanvases(hudConfig, data, coreGameHUD); }
public override void CounterInit() { // Yeah this is required. // If the Score Counter is all alone on its own Canvas with nothing to accompany them, // I need to give 'em a friend or else they get shy and hide away in the void. _ = CanvasUtility.CreateTextFromSettings(Settings, null); ScoreUIController scoreUIController = coreGameHUD.GetComponentInChildren <ScoreUIController>(); TextMeshProUGUI old = ScoreUIText(ref scoreUIController); GameObject baseGameScore = RelativeScoreGO(ref coreGameHUD); relativeScoreText = baseGameScore.GetComponent <TextMeshProUGUI>(); relativeScoreText.color = Color.white; GameObject baseGameRank = ImmediateRankGO(ref coreGameHUD); rankText = baseGameRank.GetComponent <TextMeshProUGUI>(); rankText.color = Color.white; Canvas currentCanvas = CanvasUtility.GetCanvasFromID(Settings.CanvasID); old.rectTransform.SetParent(currentCanvas.transform, true); baseGameScore.transform.SetParent(old.transform, true); baseGameRank.transform.SetParent(old.transform, true); if (!mainConfig.ItalicText) { old.fontStyle = relativeScoreText.fontStyle = rankText.fontStyle = FontStyles.Normal; Vector3 localPosition = relativeScoreText.rectTransform.localPosition; relativeScoreText.rectTransform.localPosition = new Vector3(0, localPosition.y, localPosition.z); localPosition = rankText.rectTransform.localPosition; rankText.rectTransform.localPosition = new Vector3(0, localPosition.y, localPosition.z); } switch (Settings.Mode) { case ScoreMode.RankOnly: Object.Destroy(baseGameScore.gameObject); break; case ScoreMode.ScoreOnly: Object.Destroy(baseGameRank.gameObject); break; } RectTransform pointsTextTransform = old.rectTransform; HUDCanvas currentSettings = CanvasUtility.GetCanvasSettingsFromID(Settings.CanvasID); Vector2 anchoredPos = CanvasUtility.GetAnchoredPositionFromConfig(Settings) + (offset * (3f / currentSettings.PositionScale)); pointsTextTransform.localPosition = anchoredPos * currentSettings.PositionScale; pointsTextTransform.localPosition = new Vector3(pointsTextTransform.localPosition.x, pointsTextTransform.localPosition.y, 0); pointsTextTransform.localEulerAngles = Vector3.zero; Object.Destroy(coreGameHUD.GetComponentInChildren <ImmediateRankUIPanel>()); relativeScoreAndImmediateRank.relativeScoreOrImmediateRankDidChangeEvent += UpdateText; UpdateText(); }
private void InitClassicMode() { // Yeah this is required. // If the Score Counter is all alone on its own Canvas with nothing to accompany them, // I need to give 'em a friend or else they get shy and hide away in the void. _ = CanvasUtility.CreateTextFromSettings(Settings, null); ScoreUIController scoreUIController = coreGameHUD.GetComponentInChildren <ScoreUIController>(); TextMeshProUGUI old = ScoreUIText(ref scoreUIController); // Setup Score Text GameObject baseGameScore = RelativeScoreGO(ref coreGameHUD); relativeScoreText = baseGameScore.GetComponent <TextMeshProUGUI>(); relativeScoreText.color = Color.white; // Setup Rank Text GameObject baseGameRank = ImmediateRankGO(ref coreGameHUD); rankText = baseGameRank.GetComponent <TextMeshProUGUI>(); rankText.color = Color.white; // Set up parenting Canvas currentCanvas = CanvasUtility.GetCanvasFromID(Settings.CanvasID); old.rectTransform.SetParent(currentCanvas.transform, true); baseGameScore.transform.SetParent(old.transform, true); // Hide score if we're not using it. if (!Configuration.Instance.showScore) { UnityEngine.Object.Destroy(baseGameScore.gameObject); } // Adjust font sizes. // TODO: Pull this from config? relativeScoreText.fontSize = 10; rankText.fontSize = 30; baseGameRank.transform.SetParent(old.transform, true); RectTransform pointsTextTransform = old.rectTransform; HUDCanvas currentSettings = CanvasUtility.GetCanvasSettingsFromID(Settings.CanvasID); Vector2 anchoredPos = CanvasUtility.GetAnchoredPositionFromConfig(Settings) + (offset * (3f / currentSettings.PositionScale)); pointsTextTransform.localPosition = anchoredPos * currentSettings.PositionScale; pointsTextTransform.localPosition = new Vector3(pointsTextTransform.localPosition.x, pointsTextTransform.localPosition.y, 0); pointsTextTransform.localEulerAngles = Vector3.zero; UnityEngine.Object.Destroy(coreGameHUD.GetComponentInChildren <ImmediateRankUIPanel>()); InitPercentageRing(); // Shift text into proper positions rankText.rectTransform.anchoredPosition += rankScoreOffset; relativeScoreText.rectTransform.anchoredPosition += rankScoreOffset; //relativeScoreAndImmediateRank.relativeScoreOrImmediateRankDidChangeEvent += UpdateClassicModeText; UpdateClassicModeText(); }
public override void CounterInit() { ScoreUIController scoreUIController = coreGameHUD.GetComponentInChildren <ScoreUIController>(); TextMeshProUGUI old = ScoreUIText(ref scoreUIController); GameObject baseGameScore = RelativeScoreGO(ref coreGameHUD); relativeScoreText = baseGameScore.GetComponent <TextMeshProUGUI>(); relativeScoreText.color = Color.white; GameObject baseGameRank = ImmediateRankGO(ref coreGameHUD); rankText = baseGameRank.GetComponent <TextMeshProUGUI>(); rankText.color = Color.white; Canvas currentCanvas = CanvasUtility.GetCanvasFromID(Settings.CanvasID); old.rectTransform.SetParent(currentCanvas.transform, true); baseGameScore.transform.SetParent(old.transform, true); baseGameRank.transform.SetParent(old.transform, true); switch (Settings.Mode) { case ScoreMode.RankOnly: Object.Destroy(baseGameScore.gameObject); break; case ScoreMode.ScoreOnly: Object.Destroy(baseGameRank.gameObject); break; } RectTransform pointsTextTransform = old.rectTransform; HUDCanvas currentSettings = CanvasUtility.GetCanvasSettingsFromID(Settings.CanvasID); float positionScale = currentSettings?.PositionScale ?? 10; Vector2 anchoredPos = (CanvasUtility.GetAnchoredPositionFromConfig(Settings, currentSettings.IsMainCanvas) + offset) * positionScale; Plugin.Logger.Warn(anchoredPos.ToString()); pointsTextTransform.anchoredPosition = anchoredPos; // I dont know why Personal Best has even the SLIGHTEST of influence on the position of Score Counter... but it does? if (!personalBest.Enabled) { pointsTextTransform.anchoredPosition -= new Vector2(0, 25); } pointsTextTransform.localPosition = new Vector3(pointsTextTransform.localPosition.x, pointsTextTransform.localPosition.y, 0); pointsTextTransform.localEulerAngles = Vector3.zero; Object.Destroy(coreGameHUD.GetComponentInChildren <ImmediateRankUIPanel>()); relativeScoreAndImmediateRank.relativeScoreOrImmediateRankDidChangeEvent += UpdateText; UpdateText(); }
// Using the magical power of Zenject™, we magically find ourselves with an instance of // our HUDConfigModel and the CoreGameHUDController. internal CanvasUtility(HUDConfigModel hudConfig, MainConfigModel mainConfig, [Inject(Optional = true)] GameplayCoreSceneSetupData data, [Inject(Optional = true)] CoreGameHUDController coreGameHUD) { this.mainConfig = mainConfig; if (coreGameHUD != null) { var comboPos = coreGameHUD.GetComponentInChildren <ComboUIController>().transform.position; hudWidth = Mathf.Abs(comboPos.x); hudHeight = comboPos.y; hudDepth = comboPos.z; energyCanvas = EnergyPanelGO(ref coreGameHUD).GetComponent <Canvas>(); // Hide Canvas and Multiplier if needed if (mainConfig.HideCombo) { HideBaseGameHUDElement <ComboUIController>(coreGameHUD); } if (mainConfig.HideMultiplier) { HideBaseGameHUDElement <ScoreMultiplierUIController>(coreGameHUD); } } RefreshAllCanvases(hudConfig, data, coreGameHUD); }
public override void CounterInit() { Canvas canvas = coreGameHUDController.GetComponentInChildren <SongProgressUIController>(true).GetComponent <Canvas>(); canvas.gameObject.SetActive(true); Canvas currentCanvas = CanvasUtility.GetCanvasFromID(Settings.CanvasID); HUDCanvas currentSettings = CanvasUtility.GetCanvasSettingsFromCanvas(currentCanvas); float positionScale = currentSettings?.PositionScale ?? 10; Vector2 anchoredPos = (CanvasUtility.GetAnchoredPositionFromConfig(Settings, currentSettings.IsMainCanvas) + offset) * positionScale; canvas.transform.SetParent(currentCanvas.transform, true); RectTransform canvasRect = canvas.transform as RectTransform; canvasRect.anchoredPosition = anchoredPos; canvasRect.localPosition = new Vector3(canvasRect.localPosition.x, canvasRect.localPosition.y, 0); canvasRect.localEulerAngles = Vector3.zero; }