// サブウィンドウの初期化 public void Init() { wantsMouseMove = true; // マウス情報を取得. // グリッドデータを生成 m_gridRect = CreateGrid(); SetRepaint(); }
/// <summary> /// 初期化 /// </summary> public void Init() { mapSize = editor.MapSize; gridSize = editor.GridSize; // グリッドデータを生成 gridRect = CreateGrid(mapSize - 1); // マップデータを初期化 map = new string[mapSize, mapSize]; if (editor.SquareData == null) { for (int y = 0; y < mapSize; y++) { for (int x = 0; x < mapSize; x++) { map[y, x] = ""; } } } else { for (int y = 0; y < mapSize; y++) { for (int x = 0; x < mapSize; x++) { map[y, x] = editor.ImagePathList[editor.SquareData.Map[y][x]]; } } } }
private void LateUpdate() { Rect cameraRect = MapCamera.GetComponent <CameraController>().GetCameraRect(); float pixelWidth = MapCamera.GetComponent <CameraController>().GetPixelWidth(); float masterAlpha = Mathf.Lerp(1, 0, (MapCamera.GetComponent <Camera>().orthographicSize - StartAlpha) / (EndAlpha - StartAlpha)); Rect[,] spriteRects = Helpers.SubdivideRect(cameraRect, SpriteColumns, SpriteRows); for (int spriteColumn = 0; spriteColumn < SpriteColumns; spriteColumn++) { for (int spriteRow = 0; spriteRow < SpriteRows; spriteRow++) { Sprites[spriteColumn, spriteRow].transform.position = spriteRects[spriteColumn, spriteRow].min; Sprites[spriteColumn, spriteRow].transform.localScale = spriteRects[spriteColumn, spriteRow].size; Rect[,] shaderRects = Helpers.SubdivideRect(spriteRects[spriteColumn, spriteRow], ColumnsPerShader, RowsPerShader); for (int shaderColumn = 0; shaderColumn < ColumnsPerShader; shaderColumn++) { for (int shaderRow = 0; shaderRow < RowsPerShader; shaderRow++) { int offset = RowsPerShader * shaderColumn + shaderRow; int count = 0; Contents.GetLocalBodies(shaderRects[shaderColumn, shaderRow], BodyVectors[spriteColumn, spriteRow], MaxObjectsPerShaderSegment * offset, ref count); NumberOfBodies[spriteColumn, spriteRow][offset] = count; } } Sprites[spriteColumn, spriteRow].GetComponent <SpriteRenderer>().material.SetVectorArray("bodies", BodyVectors[spriteColumn, spriteRow]); Sprites[spriteColumn, spriteRow].GetComponent <SpriteRenderer>().material.SetFloatArray("numberOfBodies", NumberOfBodies[spriteColumn, spriteRow]); Sprites[spriteColumn, spriteRow].GetComponent <SpriteRenderer>().material.SetFloat("pixelWidth", pixelWidth); Sprites[spriteColumn, spriteRow].GetComponent <SpriteRenderer>().material.SetFloat("masterAlpha", masterAlpha); } } }
public static void LoadPlayerTextures() { playerTextureDict = new Dictionary <string, int>(); // Load the texture sheets in a predetermined order Texture2D[] _playerTileSheet = Resources.LoadAll <Texture2D>(_playerTexturesPath); // playerIdToRect = new Rect[_playerTileSheet.Length, playerSheetSlots]; int playerSheetCount = 0; foreach (Texture2D playerSheet in _playerTileSheet) { playerTextureDict.Add(playerSheet.name, playerSheetCount); SplitPlayerTextureSheet(playerSheet); playerSheetCount++; } Texture2D[] _textures = playerSplitTextures.ToArray(); playerTextures = new Texture2D(1, 1); playerRects = playerTextures.PackTextures(_textures, 0); playerTextures.filterMode = FilterMode.Point; for (int i = 0; i < _playerTileSheet.Length; i++) { for (int u = 0; u < playerSheetSlots; u++) { playerIdToRect[i, u] = playerRects[(i * 20) + u]; } } }
public void init(int x, int y) { first = true; //imgDrawing = new ImageDrawing[x, y]; //_drawingGroup = new DrawingGroup(); x_count = x / cells_in_rect_x; if (x_count % cells_in_rect_x != 0) { x_count++; } y_count = y / cells_in_rect_y; if (y_count % cells_in_rect_y != 0) { y_count++; } rtbs = new RenderTargetBitmap[x_count, y_count]; rects = new Rect[x_count, y_count]; for (int i = 0; i < x_count; i++) { for (int j = 0; j < y_count; j++) { rtbs[i, j] = new RenderTargetBitmap(cells_in_rect_x * 32, cells_in_rect_y * 32, 96, 96, PixelFormats.Default); rects[i, j] = new Rect(i * 32 * cells_in_rect_x, j * 32 * cells_in_rect_y, cells_in_rect_x * 32, cells_in_rect_y * 32); } } }
/// <summary> /// 初期化 /// </summary> public void init() { mapSize = parent.MapSize; gridSize = parent.GridSize; //マップデータを初期化 map = new string[mapSize, mapSize]; for (int i = 0; i < mapSize; i++) { for (int j = 0; j < mapSize; j++) { map[i, j] = "0"; } } mapNmae = new string[mapSize, mapSize]; for (int i = 0; i < mapSize; i++) { for (int j = 0; j < mapSize; j++) { mapNmae[i, j] = ""; } } //グリッドデータを生成 gridRect = CreateGrid(mapSize); }
public InventoryWindow() { GameManager gameManager = UnityEngine.MonoBehaviour.FindObjectOfType <GameManager> (); things = gameManager.GetCrew().inventory; float windowSize = Screen.height * 0.8f; windowRect = new Rect(Screen.width / 4 - windowSize / 2, Screen.height * 0.05f, windowSize, windowSize); //set all thing icon rects rowCount = Crew.inventorySize / thingsPerRow; thingIconRects = new Rect[thingsPerRow, rowCount]; thingTooltipIDs = new string[thingsPerRow, rowCount]; iconSize = windowSize / (thingsPerRow + 2); for (int i = 0; i < thingsPerRow; i++) { for (int j = 0; j < rowCount; j++) { thingIconRects [i, j] = new Rect(iconSize + i * iconSize, iconSize + j * iconSize, iconSize, iconSize); thingTooltipIDs [i, j] = "inventory(" + i + "," + j + ")"; } } }
// サブウィンドウの初期化 public void init() { mapSize = parent.MapSize; gridSize = parent.GridSize; // マップデータを初期化 terramap = new Terra[mapSize, mapSize]; objmap = new MovingObject[mapSize, mapSize]; for (int i = 0; i < mapSize; i++) { for (int j = 0; j < mapSize; j++) { terramap[i, j] = Terra.NONE; objmap[i, j] = MovingObject.NONE; } } // グリッドデータを生成 gridRect = CreateGrid(mapSize); if (parent.LoadTerra != null) { string path = AssetDatabase.GetAssetPath(parent.LoadTerra); path = path.Remove(0, 6); terramap = CSVDataReader.DataToTerra(CSVDataReader.readCSVData(path)); } if (parent.LoadObj != null) { string path = AssetDatabase.GetAssetPath(parent.LoadObj); path = path.Remove(0, 6); objmap = CSVDataReader.DataToObj(CSVDataReader.readCSVData(path)); } }
private void InitPictures() { if (_puzzlePicture == null) { _puzzlePicture = GetPuzzlePicture(); } float w, h; w = gamePanel.rect.width / size; // 512 P.width / size = 128 h = gamePanel.rect.height / size; float offsetX, offsetY; offsetX = w / 2; // 128/2 = 64 offsetY = h / 2; puzzles = new PuzzleSelection[size, size]; puzzlesParts = new Rect[size, size]; // 4x4 // 0.3|1.3|2.3|3.3 // 0.2|1.2|2.2|3.2 // 0.1|1.1|2.1|3.1 // 0.0|1.0|2.0|3.0 Vector2 offset; Vector2 m_scale = new Vector2(1.0f / size, 1.0f / size); for (int x = 0; x < size; x++) { for (int y = 0; y < size; y++) { PuzzleSelection newImg = _puzzlePooler.GetPooledObject(); newImg.gameObject.SetActive(true); //Instantiate(puzzlePrefab); newImg.transform.localPosition = new Vector2(x * w + offsetX, y * h + offsetY); newImg.transform.SetParent(gamePanel, false); newImg.GetComponent <RectTransform>().sizeDelta = new Vector2(w, h); newImg.transform.rotation = gamePanel.rotation; newImg.name = (y * size + x).ToString(); newImg.GetComponent <Button>().onClick.AddListener(() => { this.OnClick(newImg.name); }); puzzles[x, y] = newImg; offset = new Vector2(x * m_scale.x, y * m_scale.y); puzzles[x, y].AssignImage(m_scale, offset); puzzlesParts[x, y] = puzzles[x, y].PuzzlePart; //images[x, y].CreatePuzzlePiece(size); } } }
private void ShowLimits_triangle(Rect[,] rects, SerializedProperty limitsProp) { limitsProp.arraySize = 3; EditorGUI.LabelField(rects[0, 0], ""); EditorGUI.PropertyField(rects[1, 0], limitsProp.GetArrayElementAtIndex(1), GUIContent.none); EditorGUI.LabelField(rects[2, 0], ""); EditorGUI.LabelField(rects[3, 0], ""); EditorGUI.PropertyField(rects[0, 1], limitsProp.GetArrayElementAtIndex(0), GUIContent.none); EditorGUI.LabelField(rects[1, 1], ""); EditorGUI.LabelField(rects[2, 1], ""); EditorGUI.PropertyField(rects[3, 1], limitsProp.GetArrayElementAtIndex(2), GUIContent.none); }
public static Rect[,] Padding(this Rect[,] source, float top, float right, float bottom, float left) { var result = new Rect[source.GetLength(0), source.GetLength(1)]; for (int i = 0; i < source.GetLength(0); i++) { for (int j = 0; j < source.GetLength(1); j++) { result[i, j] = source[i, j].Padding(top, right, bottom, left); } } return(result); }
/** * Calculate inventory dimensions based on current screen size * Create a 2d array of Rects representing each square in the grid and in the hotkey list */ public override void UpdateDimensions() { invWidthToHeightRatio = (float)numTilesX / numTilesY; // Calculate inventory dimensions based on screen size invHeight = Screen.height - 2 * padding_y * Screen.height; invWidth = invWidthToHeightRatio * invHeight; if (invWidth > Screen.width - 2 * padding_x * Screen.width) { invWidth = Screen.width - 2 * padding_x * Screen.width; invHeight = invWidth / invWidthToHeightRatio; } invX = (Screen.width - invWidth) / 2; invY = (Screen.height - invHeight) / 2; float tileWidth = (invWidth - ((numTilesX - 1) * tilePadding)) / numTilesX; float tileHeight = (invHeight - ((numTilesY - 1) * tilePadding)) / numTilesY; // Create tile rects in the main inventory grid tileRects = new Rect[numTilesX, numTilesY]; for (int i = 0; i < numTilesX; i++) { for (int j = 0; j < numTilesY; j++) { Rect rect = new Rect( invX + i * (tileWidth + tilePadding), invY + j * (tileHeight + tilePadding), tileWidth, tileHeight ); tileRects[i, j] = rect; } } // Create tile rects for the hotkeys hotkeyTileRects = new Rect[numHotkeys]; float hotkeysX = (Screen.width - (tileWidth * numHotkeys) - (tilePadding * (numHotkeys - 1))) / 2; float hotkeysY = Screen.height - tileHeight - tilePadding; for (int i = 0; i < numHotkeys; i++) { Rect rect = new Rect( hotkeysX + i * (tileWidth + tilePadding), hotkeysY, tileWidth, tileHeight ); hotkeyTileRects[i] = rect; } }
public void close() { //if (imgDrawing != null) //{ // for (int i = 0; i < imgDrawing.GetLength(0); i++) // for (int j = 0; j < imgDrawing.GetLength(1); j++) // imgDrawing[i, j] = null; //} //imgDrawing = null; //_drawingGroup.Children.Clear(); rtbs = null; rects = null; }
public void Init() { MapCreator mapCreator = FindObjectOfType <MapCreator>(); tiles = mapCreator.GetTiles(); gimmicks = mapCreator.GetGimmicks(); enemies = mapCreator.GetEnemies(); bgImages = mapCreator.GetBackImages(); mapData = new int[gridNum, gridNum]; gimmickData = new int[gridNum, gridNum]; enemyData = new int[gridNum, gridNum]; gridRect = new Rect[gridNum, gridNum]; //gridColor = Color.white; }
/// <Summary> /// Draw map icons to the destination selection map. /// </Summary> void SetMapAttrIconToMap(Rect[,] r, List <MapInfo> mapInfoList, int horizontal, int vertical) { for (int y = 0; y < vertical; y++) { for (int x = 0; x < horizontal; x++) { int index = x + y * horizontal; MapInfo info = mapInfoList[index]; if (info.mapAttr != MapAttributeDefine.HALL_WAY) { GUI.DrawTexture(r[x, y], mapIconList[info.mapAttr]); } } } }
private void Start() { Section initialSection = new Section(new Rect(0, 0, rows, columns)); Partition(initialSection); initialSection.CreateRoom(); floorPositions = new GameObject[rows, columns]; zones = new Rect[rows, columns]; InitialiseZones(initialSection.rect); mapSize = initialSection.rect; DrawRooms(initialSection); }
private void OnGUI() { Rect rect = new Rect(5, 5, 400, 400); Rect[,] rects = GridRects(Vector2Int.one * 10, Vector2.one * 100, Vector2.one * 10); for (int x = 0; x < 10; x++) { for (int y = 0; y < 10; y++) { //DrawCurve (rects[x, y], (int) EasingCurves); } } //DrawCurve (rect, EasingCurves.easeOutBounce); }
private void CreateTextures() { Texture2D[,] temp = new Texture2D[X, Y]; Rects = new Rect[X, Y]; //int x_size = 0; //int y_size = 0; for (int y = 0; y < Y; y++) { for (int x = 0; x < X; x++) { int size = (int)Math.Sqrt(Data[x, y].Length / 4); //x_size = size * X; //y_size = size * Y; temp[x, y] = new Texture2D(size, size, TextureFormat.RGBA32, false); temp[x, y].LoadRawTextureData(Data[x, y]); temp[x, y].Apply(); Rects[x, y] = new Rect((X - 1 - x) * size, y * size, size, size); } } Textures = temp; //Texture2D textureToSave = new Texture2D(x_size, y_size, TextureFormat.RGBAFloat, false); //List<byte> fullArray = new List<byte>(); //foreach (Texture2D tex in Textures) //{ // foreach (byte b in tex.GetRawTextureData()) // { // fullArray.Add(b); // } //} //textureToSave.LoadRawTextureData(fullArray.ToArray()); //textureToSave.Apply(); //byte[] bytes = textureToSave.EncodeToPNG(); //File.WriteAllBytes("Assets/BIN/dataImage.png", bytes); }
private void Awake() { this.contents = new GUIContent[3, 4]; this.rects = new Rect[3, 4]; float top = 400f; for (int i = 0; i < 3; i++) { float left = 20f; for (int j = 0; j < 4; j++) { this.contents[i, j] = new GUIContent(); this.rects[i, j] = new Rect(left, top, 100f, 30f); left += 102f; } top += 32f; } this.contents[2, 0].text = "Degrees:"; }
private void Awake() { this.contents = new GUIContent[3, 4]; this.rects = new Rect[3, 4]; float single = 400f; for (int i = 0; i < 3; i++) { float single1 = 20f; for (int j = 0; j < 4; j++) { this.contents[i, j] = new GUIContent(); this.rects[i, j] = new Rect(single1, single, 100f, 30f); single1 = single1 + 102f; } single = single + 32f; } this.contents[2, 0].text = "Degrees:"; }
/// <Summary> /// Show setting GUI about destination map that relates move position event. /// </Summary> void ShowSelectDestinationMapParts() { if (!isShowMap || editingEventParts.destMap == null || editingEventParts.destDungeon == null) { return; } int horizontal = editingEventParts.destMap.floorSizeHorizontal; int vertical = editingEventParts.destMap.floorSizeVertical; mapBg = MapEditorUtil.RepaintMapTexture(horizontal, vertical, cellSize, gridColor, baseColor); EditorGUILayout.BeginVertical("Box"); { GUIContent content = new GUIContent(mapBg); GUILayout.Box(content); Rect mapRect = GUILayoutUtility.GetLastRect(); Rect[,] iconRect = MapEditorUtil.GetMapRectArray(mapRect, horizontal, vertical, cellSize); SetMapAttrIconToMap(iconRect, editingEventParts.destMap.mapInfo, horizontal, vertical); Rect[,] highlightRect = MapEditorUtil.GetMapRectArray(mapRect, horizontal, vertical, cellSize); if (isPosSelected) { SetHoverColor(highlightRect[selectedGridPos.x, selectedGridPos.y], selectedTex); } wantsMouseMove = true; if (mapRect.Contains(Event.current.mousePosition)) { Vector2 pos = new Vector2(Event.current.mousePosition.x - mapRect.position.x, Event.current.mousePosition.y - mapRect.position.y); hoverGridPos = MapEditorUtil.GetPosInGrid(pos, horizontal, vertical, cellSize); SetHoverColor(highlightRect[hoverGridPos.x, hoverGridPos.y], hoverTex); if (Event.current.type == EventType.MouseUp) { Undo.RecordObject(this, undoName); selectedGridPos = MapEditorUtil.GetPosInGrid(pos, horizontal, vertical, cellSize); isPosSelected = true; } Repaint(); } } EditorGUILayout.EndVertical(); }
private void OnGUI() { GUILayout.BeginHorizontal(); // マップデータを書き出し if (GUILayout.Button("ファイル出力")) { ExportMapData(); } // マップの読み込み if (GUILayout.Button("ファイル入力")) { ImportMapData(); } // グリッドをリセットをする if (GUILayout.Button("リセット")) { ResetMapData(); } GUILayout.EndHorizontal(); // グリッドのサイズを設定 gridRect = CreateGrid(); DrawBackGround(); // グリッドの描画 DrawGridAll(); // クリックされた場所の配列にデータを追加 SetMapDate(); // グリッドに画像を描画する DrawTileTextures(); // グリッド分の空白を挿入 GUILayout.Space(280); // 背景の属性設定 backGround = (BackGround)EditorGUILayout.EnumPopup("背景", backGround); // タイルの種類を分ける toolberInt = GUILayout.Toolbar(toolberInt, new string[] { "地面", "ギミック", "エネミー" }); // タイルのボタンを描画 scrollPos = EditorGUILayout.BeginScrollView(scrollPos); DrawTileButtons(); EditorGUILayout.EndScrollView(); }
public static MyRect[,] RectToMyRect(Rect[,] r) { if (r == null) { return(null); } var w = r.GetLength(0); var h = r.GetLength(1); var re = new MyRect[w, h]; for (int i = 0; i < w; i++) { for (int j = 0; j < h; j++) { var t = r[i, j]; re[i, j] = new MyRect(t.x, t.y, t.width, t.height); } } return(re); }
public void StoreData(Manager manager) { var opticalFlowCamerasController = manager.opticalFlowCamerasController; opticalFlowCamerasController.GetDownsampleSize(out downsampleWidth, out downsampleHeight); pixelSaliency = opticalFlowCamerasController.pixelSaliency; regionalSaliency = opticalFlowCamerasController.regionalSaliency; pixelOpticalFlow = opticalFlowCamerasController.pixelOpticalFlow; pixelMask = opticalFlowCamerasController.pixelMaskList; rectOfPixel = opticalFlowCamerasController.rectOfPixel; initialPath = opticalFlowCamerasController.initialPath; fovAwarePath = opticalFlowCamerasController.fovAwarePath; smoothPath = opticalFlowCamerasController.smoothPath; Debug.Log("***storeData, smoothPath.length: " + smoothPath.Length); downsamplePixelBlend = opticalFlowCamerasController.GetDownsamplePixelBlendSaliencyMask(downsampleWidth, downsampleHeight, false); downsamplePixelOpticalFlow = opticalFlowCamerasController.GetDownsamplePixelOpticalFlow(downsampleWidth, downsampleHeight, true); List <float> maxRegionalSaliencyEveryFrame = null; downsampleRegionalSaliency = opticalFlowCamerasController.PreprocessRegionalSaliency(downsamplePixelBlend, downsampleWidth, downsampleHeight, ref maxRegionalSaliencyEveryFrame, false); videoURL = manager.videoPlayer.url; }
/// <summary> /// Splits a rect into a multidimensional arrary of individual rects. /// </summary> public static Rect[,] Grid(this HUMMath.Data.SplitInto into, int columns, int rows) { var averageHeight = (into.split.rect.height / rows); var averageWidth = (into.split.rect.width / columns); Rect[,] rects = (Rect[, ])Array.CreateInstance(typeof(Rect), columns, rows); for (int x = 0; x < columns; x++) { for (int y = 0; y < rows; y++) { var rect = new Rect( into.split.rect.x + (averageWidth * x), into.split.rect.y + (averageHeight * y), averageWidth, averageHeight ); rects[x, y] = rect; } } return(rects); }
// Method that create a grid with the position of every slot void createInventorySlot(){ // COORDENATES INVENTORY REGION this.inventory_box.x = Screen.width - this.inventory_box.width; this.inventory_box.y = 0;//Screen.height - this.inventory_box.height - Screen.height*.2f; // SLOTS REGIONS //WEAPON REGION this.weaponRegion_box = new Rect (this.inventory_box.x + weaponX, this.inventory_box.y + weaponY, weaponW, weaponH); // SHIELD REGION this.shieldRegion_box = new Rect (this.inventory_box.x + shieldX, this.inventory_box.y + shieldY, shieldW, shieldH); //HELMET REGION this.helmetRegion_box = new Rect (this.inventory_box.x + helmetX, this.inventory_box.y + helmetY, helmetW, helmetH); //ARMOR REGION this.armorRegion_box = new Rect (this.inventory_box.x + armorX, this.inventory_box.y + armorY, armorW, armorH); // BOOT REGION this.bootRegion_box = new Rect (this.inventory_box.x + bootX, this.inventory_box.y + bootY, bootW, bootH); // ITEMS REGION this.slot = new Slot[this.slot_row, this.slot_column]; this.s = new Rect[this.slot_row, this.slot_column]; for (int i = 0; i < this.slot_row; i++) for (int j = 0; j < this.slot_column; j++){ this.slot [i, j] = new Slot (new Rect(this.slotX + (this.slot_w*i), this.slotY + (this.slot_h*j), this.slot_w, this.slot_h)); this.s[i,j] = new Rect(this.inventory_box.x + this.slot[i,j].position.x, this.inventory_box.y + this.slot[i,j].position.y, this.slot_w, this.slot_h); } }
/** * Calculate inventory dimensions based on current screen size * Create a 2d array of Rects representing each square in the grid and in the hotkey list */ public override void UpdateDimensions() { invWidthToHeightRatio = (float)numTilesX / numTilesY; // Calculate inventory dimensions based on screen size invHeight = Screen.height - 2 * padding_y * Screen.height; invWidth = invWidthToHeightRatio * invHeight; if (invWidth > Screen.width - 2 * padding_x * Screen.width) { invWidth = Screen.width - 2 * padding_x * Screen.width; invHeight = invWidth / invWidthToHeightRatio; } invX = (Screen.width - invWidth) / 2; invY = (Screen.height - invHeight) / 2; float tileWidth = (invWidth - ((numTilesX - 1) * tilePadding)) / numTilesX; float tileHeight = (invHeight - ((numTilesY - 1) * tilePadding)) / numTilesY; // Create tile rects in the main inventory grid tileRects = new Rect[numTilesX, numTilesY]; for (int i = 0; i < numTilesX; i++) { for (int j = 0; j < numTilesY; j++) { Rect rect = new Rect( invX + i * (tileWidth + tilePadding), invY + j * (tileHeight + tilePadding), tileWidth, tileHeight ); tileRects[i,j] = rect; } } // Create tile rects for the hotkeys hotkeyTileRects = new Rect[numHotkeys]; float hotkeysX = (Screen.width - (tileWidth * numHotkeys) - (tilePadding * (numHotkeys - 1))) / 2; float hotkeysY = Screen.height - tileHeight - tilePadding; for (int i = 0; i < numHotkeys; i++) { Rect rect = new Rect( hotkeysX + i * (tileWidth + tilePadding), hotkeysY, tileWidth, tileHeight ); hotkeyTileRects[i] = rect; } }
// Use this for initialization void Start () { myGameData = GameObject.FindGameObjectWithTag("GameData").GetComponent<SaveData>(); // Loading the background: backgroundPath = "PNG/MainScreen"; _backgroundTexture = (Texture2D)Resources.Load( backgroundPath, typeof(Texture2D)); #region Menu Buttons // Menu buttons _menuButtonTexture = new Texture2D[3,2]; menuButtonPath = Globals.menuButtonNameList; menuButtonPos = Globals.menuButtonRectList; for ( i = 0; i < 3; i++ ) { _menuButtonTexture[i,0] = (Texture2D)Resources.Load( menuButtonPath[i,0], typeof(Texture2D)); _menuButtonTexture[i,1] = (Texture2D)Resources.Load( menuButtonPath[i,1], typeof(Texture2D)); } #endregion #region Words // setup the words: Title, Width, Height menuWordsPos = Globals.menuWordsList; menuWordsPath = Globals.menuWordsNameList; _menuWordsTexture = new Texture2D[3]; for ( i = 0; i < 3; i++ ) { _menuWordsTexture[i] = (Texture2D)Resources.Load( menuWordsPath[i], typeof(Texture2D)); } #endregion #region Arrows //Arrows arrowUpButtonPath = "Numbers/ArrowUp"; arrowDownButtonPath = "Numbers/ArrowDown"; ArrowPos = Globals.menuArrowsRectList; // first up arrow in the 100's _arrowUp = (Texture2D)Resources.Load( arrowUpButtonPath, typeof(Texture2D)); _arrowDown = (Texture2D)Resources.Load( arrowDownButtonPath, typeof(Texture2D)); #endregion #region numbers //Numbers _numbers = new Texture2D[10]; numbersPath = new string[10]; numbersPos = Globals.menuNumbersRectList; for ( i = 0; i < 10; i++ ) { numbersPath[i] = "Numbers/" + i.ToString() ; _numbers[i] = (Texture2D)Resources.Load( numbersPath[i], typeof(Texture2D)); } #endregion // The default maze width and height _MazeWidth = 25; _MazeHeight = 25; _MinMazeWidth = 10; // the smallest possible size _MinMazeHeight = 10;// the smallest possible size _MaxMazeWidth = 999; // the max for now _MaxMazeHeight = 999; // the max for nwo //Timer stuff myTimer = 0.0f; ButtonActive = -1; }
/// <summary> /// Event handler for Kinect sensor's SkeletonFrameReady event /// </summary> /// <param name="sender">object sending the event</param> /// <param name="e">event arguments</param> private void SensorSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { Skeleton[] skeletons = new Skeleton[0]; using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame()) { if (skeletonFrame != null) { skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength]; skeletonFrame.CopySkeletonDataTo(skeletons); } } using (DrawingContext dc = this.drawingGroup.Open()) { #region gridDraw // Draw a transparent background to set the render size grid = new Rect[5,4]; //dc.DrawRectangle(Brushes.Black, null, new Rect(0.0, 0.0, RenderWidth, RenderHeight)); for(int i = 0; i < 5; i++) { for (int j = 0; j < 4; j++) { grid[i, j] = new Rect(RenderWidth * (i) / 5, RenderHeight * (j) / 4, RenderWidth * (i + 1) / 5, RenderHeight * (j + 1) / 4); if(i == (int)lastSquareHit.X && j == (int)lastSquareHit.Y) dc.DrawRectangle(Brushes.White, null, grid[i,j]); else dc.DrawRectangle(brushes[i,j], null, grid[i,j]); if (j == 3) { switch (i) { case 1: dc.DrawText(new FormattedText("Drum", CultureInfo.GetCultureInfo("en-us"), FlowDirection.LeftToRight, new Typeface("Verdana"), 36, System.Windows.Media.Brushes.White), new System.Windows.Point(RenderWidth * (i) / 5, RenderHeight * (j) / 4 + 80)); break; case 2: dc.DrawText(new FormattedText("Piano", CultureInfo.GetCultureInfo("en-us"), FlowDirection.LeftToRight, new Typeface("Verdana"), 36, System.Windows.Media.Brushes.White), new System.Windows.Point(RenderWidth * (i) / 5, RenderHeight * (j) / 4 + 80)); break; case 3: dc.DrawText(new FormattedText("Sax", CultureInfo.GetCultureInfo("en-us"), FlowDirection.LeftToRight, new Typeface("Verdana"), 36, System.Windows.Media.Brushes.White), new System.Windows.Point(RenderWidth * (i) / 5, RenderHeight * (j) / 4 + 80)); break; default: break; } } } } Pen p = new Pen(); p.Brush = Brushes.White; for (int i = 1; i < 5; i++) { dc.DrawLine(p, new Point(RenderWidth*i / 5, 0.0), new Point(RenderWidth*i / 5, RenderHeight)); } for (int i = 1; i < 4; i++) { dc.DrawLine(p, new Point(0.0, RenderHeight*i/4), new Point(RenderWidth, RenderHeight*i/4)); } #endregion gridDraw if (skeletons.Length != 0) { foreach (Skeleton skel in skeletons) { RenderClippedEdges(skel, dc); if (skel.TrackingState == SkeletonTrackingState.Tracked) { this.DrawBonesAndJoints(skel, dc); } else if (skel.TrackingState == SkeletonTrackingState.PositionOnly) { dc.DrawEllipse( this.centerPointBrush, null, this.SkeletonPointToScreen(skel.Position), BodyCenterThickness, BodyCenterThickness); } } } // prevent drawing outside of our render area this.drawingGroup.ClipGeometry = new RectangleGeometry(new Rect(0.0, 0.0, RenderWidth, RenderHeight)); } }
void SetUpBounds() { //Inventory bounds bagBounds = new Rect(); bagBounds.width = InvTexture.width*Bag_Scale; bagBounds.height = (InvTexture.height*Bag_Scale); bagBounds.x = ( 0 ); bagBounds.y = ( 0 ); windowRect = new Rect((Screen.width / 2) - (bagBounds.width / 2), (Screen.height / 2) - (bagBounds.height / 2), bagBounds.width, bagBounds.height); //Button Bounds DropBounds = new Rect(bagBounds.x + Button_DropItem_x, bagBounds.y + Button_DropItem_y, Button_DropItem_width, Button_DropItem_height); CloseBounds = new Rect(bagBounds.x + Button_Close_x, bagBounds.y + Button_Close_y, Button_Close_width, Button_Close_height); //The held item heldBounds = new Rect(0,0,Slot_Size,Slot_Size); //Slot bounds slotBounds = new Rect[Bag_Width,Bag_Height]; slotNumBounds = new Rect[Bag_Width, Bag_Height]; equiptSlotBounds = new Rect[4]; for (int i = 0; i < 4; i++) { int slotX2 = (int)bagBounds.x + (Slot_StartX + (6 * Slot_PaddingX)); int slotY2 = (int)bagBounds.y + (Slot_StartY + (i * Slot_PaddingY)); equiptSlotBounds[i] = new Rect(slotX2, slotY2, Slot_Size, Slot_Size); } for(int x = 0; x < Bag_Width; x++) { for(int y = 0; y < Bag_Height; y++) { int slotX = (int)bagBounds.x + (Slot_StartX + (x * Slot_PaddingX)); int slotY = (int)bagBounds.y + (Slot_StartY + (y * Slot_PaddingY)); Rect r = new Rect(slotX, slotY, Slot_Size, Slot_Size); slotBounds[x,y] = r; slotNumBounds[x, y] = new Rect(slotX + Slot_Size / 2, slotY + Slot_Size / 2, Slot_Size / 2, Slot_Size / 2); } } }
public static extern int core_Mat_nGetRect(IntPtr obj, int row, int col, [In, Out, MarshalAs(UnmanagedType.LPArray)] Rect[,] vals, int valsLength);
public RenderingArena(int _x, int _y, int _tileSize) { arenaTile = new Rect[_x, _y]; TileSize = _tileSize; Init(); }
public void Set(int downSampleWidth, int downSampleHeight, Rect[,] rectOfPixel) { this.downSampleWidth = downSampleWidth; this.downSampleHeight = downSampleHeight; this.rectOfPixel = RectToMyRect(rectOfPixel); }
// Use this for initialization public void init(Rect[,] tileUVs) { // set up our array of Tiles this.tiles = tileUVs; meshFilter.mesh = makeMapMesh(); }
// サブウィンドウの初期化 public void init() { mapSize = parent.MapSize; gridSize = parent.GridSize; // マップデータを初期化 map = new string[mapSize, mapSize]; for (int i = 0; i < mapSize; i++) { for (int j = 0; j < mapSize; j++) { map[i,j] = ""; } } // グリッドデータを生成 gridRect = CreateGrid(mapSize); }
public RectSet() { rectArray = new Rect[MainWindow.count, MainWindow.count]; }