//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ internal void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, ICustomSegment pCustom) { vArcState = pArcState; vSegState = pSegState; ArcAngle = pArcAngle; vSegState.SetCursorDistanceFunction(CalcCursorDistance); vCursorBaseTx = gameObject.transform.parent.parent.parent.parent; //HovercastSetup const float pi = (float)Math.PI; const float slideBufferAngle = pi/80f; vSlideDegrees = (pArcAngle-slideBufferAngle*2)/(float)Math.PI*180; vSlideDir0 = MeshUtil.GetRingPoint(1, -pArcAngle/2f+slideBufferAngle); //// Type rendType = pCustom.GetSegmentRenderer(vSegState.NavItem); SegmentSettings sett = pCustom.GetSegmentSettings(vSegState.NavItem); var rendObj = new GameObject("Renderer"); rendObj.transform.SetParent(gameObject.transform, false); vRenderer = (IUiSegmentRenderer)rendObj.AddComponent(rendType); vRenderer.Build(vArcState, vSegState, pArcAngle, sett); }
/*--------------------------------------------------------------------------------------------*/ internal void UpdateWithCursor(CursorState pCursor) { bool allowSelect = (pCursor.IsInputAvailable && DisplayStrength > 0); Vector3? cursorPos = (allowSelect ? pCursor.Position : (Vector3?)null); NearestSegment = null; foreach ( SegmentState seg in vSegments ) { seg.UpdateWithCursor(cursorPos); if ( !allowSelect ) { continue; } if ( NearestSegment == null ) { NearestSegment = seg; continue; } if ( seg.HighlightDistance < NearestSegment.HighlightDistance ) { NearestSegment = seg; } } foreach ( SegmentState seg in vSegments ) { if ( seg.SetAsNearestSegment(seg == NearestSegment) ) { break; //stop loop upon actual selection because the segment list can change } } }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public override void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { base.Build(pArcState, pSegState, pArcAngle, pSettings); vIcon = GameObject.CreatePrimitive(PrimitiveType.Quad); vIcon.name = "Icon"; vIcon.transform.SetParent(gameObject.transform, false); vIcon.renderer.sharedMaterial = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vIcon.renderer.sharedMaterial.color = Color.clear; vIcon.renderer.sharedMaterial.mainTexture = GetIconTexture(); vIcon.transform.localRotation = vLabel.CanvasLocalRotation; }
/*--------------------------------------------------------------------------------------------*/ private void HandleLevelChange(int pDirection) { vSegments.Clear(); NavItem[] items = vNavRoot.GetLevel().Items; foreach (NavItem navItem in items) { var seg = new SegmentState(navItem, vSettings); vSegments.Add(seg); } OnLevelChange(pDirection); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vSettings = pSettings; //// vSlice = new UiSlice(gameObject); vSlice.Resize(pArcAngle); //// var labelObj = new GameObject("Label"); labelObj.transform.SetParent(gameObject.transform, false); labelObj.transform.localPosition = new Vector3(0, 0, 1); labelObj.transform.localScale = new Vector3(1, 1, (vArcState.IsLeft ? 1 : -1)); vLabel = labelObj.AddComponent<UiLabel>(); vLabel.IsLeft = vArcState.IsLeft; }
/*--------------------------------------------------------------------------------------------*/ internal void UpdateWithCursor(CursorState pCursor) { bool allowSelect = (pCursor.IsInputAvailable && DisplayStrength > 0); Vector3?cursorPos = (allowSelect ? pCursor.Position : (Vector3?)null); NearestSegment = null; foreach (SegmentState seg in vSegments) { seg.UpdateWithCursor(cursorPos); if (!allowSelect) { continue; } if (NearestSegment == null) { NearestSegment = seg; continue; } if (seg.HighlightDistance < NearestSegment.HighlightDistance) { NearestSegment = seg; } } foreach (SegmentState seg in vSegments) { if (seg.SetAsNearestSegment(seg == NearestSegment)) { break; //stop loop upon actual selection because the segment list can change } } }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vAngle0 = -pArcAngle/2f+UiSlice.AngleInset; vAngle1 = pArcAngle/2f-UiSlice.AngleInset; vSettings = pSettings; vNavSlider = (NavItemSlider)vSegState.NavItem; const float pi = (float)Math.PI; const float radInner = 1.04f; const float radOuter = 1.46f; vGrabArcHalf = pi/80f; vSlideDegree0 = (vAngle0+vGrabArcHalf)/pi*180; vSlideDegrees = (vAngle1-vAngle0-vGrabArcHalf*2)/pi*180; //// vHiddenSlice = new UiSlice(gameObject, true); vHiddenSlice.Resize(pArcAngle); vHiddenSlice.UpdateBackground(Color.clear); vTrackA = new UiSlice(gameObject, true, "TrackA", radInner, radOuter); vTrackB = new UiSlice(gameObject, true, "TrackB", radInner, radOuter); vFillA = new UiSlice(gameObject, true, "FillA", radInner, radOuter); vFillB = new UiSlice(gameObject, true, "FillB", radInner, radOuter); //// vTickMat = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vTickMat.renderQueue -= 400; vTickMat.color = Color.clear; if ( vNavSlider.Ticks > 1 ) { Vector3 quadScale = new Vector3(UiSlice.AngleInset*2, 0.36f, 0.1f); float percPerTick = 1/(float)(vNavSlider.Ticks-1); vTicks = new GameObject[vNavSlider.Ticks]; for ( int i = 0 ; i < vNavSlider.Ticks ; ++i ) { var tick = new GameObject("Tick"+i); tick.transform.SetParent(gameObject.transform, false); tick.transform.localRotation = Quaternion.AngleAxis( vSlideDegree0+vSlideDegrees*i*percPerTick, Vector3.up); vTicks[i] = tick; var quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.renderer.sharedMaterial = vTickMat; quad.transform.SetParent(tick.transform, false); quad.transform.localPosition = new Vector3(0, 0, 1.25f); quad.transform.localRotation = Quaternion.FromToRotation(Vector3.back, Vector3.down); quad.transform.localScale = quadScale; } } //// vGrabHold = new GameObject("GrabHold"); vGrabHold.transform.SetParent(gameObject.transform, false); var grabObj = new GameObject("Grab"); grabObj.transform.SetParent(vGrabHold.transform, false); vGrab = grabObj.AddComponent<UiSliderGrabRenderer>(); vGrab.Build(vArcState, vSegState, vGrabArcHalf*2, pSettings); //// vHoverHold = new GameObject("HoverHold"); vHoverHold.transform.SetParent(gameObject.transform, false); var hoverObj = new GameObject("Hover"); hoverObj.transform.SetParent(vHoverHold.transform, false); vHover = new UiSlice(hoverObj, false, "Hover"); }
/*--------------------------------------------------------------------------------------------*/ private void HandleLevelChange(int pDirection) { vSegments.Clear(); NavItem[] items = vNavRoot.GetLevel().Items; foreach ( NavItem navItem in items ) { var seg = new SegmentState(navItem, vSettings); vSegments.Add(seg); } OnLevelChange(pDirection); }