// Update is called once per frame void Update() { guiStyle = new GUIStyle(); guiStyle.fontSize = 30; guiStyleState = new GUIStyleState(); guiStyleState.textColor = Color.black; //Color.white; guiStyle.normal = guiStyleState; }
private static void ResetDeprecatedBackgroundImage(GUIStyleState state) { state.background = null; if (state.scaledBackgrounds != null && state.scaledBackgrounds.Length >= 1) { state.scaledBackgrounds[0] = null; } }
///<summary>パーツラベル描画</summary> void DrawPartsLabel() { List <enPartsType> drawList = BasePosition.GenGetZSortList(sendMotion_.stPassive.isLeft, sendMotion_.stPassive.isBack); foreach (var item in drawList) { DrawParts(item, false); } const int MAG = 5; foreach (var item in drawList) { PartsObject partsObject = GetPartsObject(item); Vector2 pos = partsObject.pos; pos.y = -pos.y; //上下反転 //bool mirror = partsObject.partsTransform.mirror; Sprite sp = parent_.GetSprite(item, sendMotion_.stPassive.isBack, sendMotion_.stPassive.faceNo); if (sp == null) { break; } Vector2 basepos = new Vector2(-sp.pivot.x, +sp.pivot.y - sp.rect.height); //Vector2 size = new Vector2(sp.rect.width, sp.rect.height); Vector2 labelpos = new Vector2(128, 256) / MAG; Vector2 drawPos = (basepos + labelpos + pos); // GUIの見た目を変える。 GUIStyle guiStyle = new GUIStyle(); GUIStyleState styleState = new GUIStyleState(); string vecstr = ""; if (isSabunPos_) { // テキストの色を設定 styleState.textColor = Color.yellow; vecstr = "(" + ((int)(sendMotion_.stPos.GetPos(item).x)).ToString() + "," + ((int)(sendMotion_.stPos.GetPos(item).y)).ToString() + ")"; } else { // テキストの色を設定 styleState.textColor = Color.white; vecstr = "(" + ((int)(drawPos.x)).ToString() + "," + ((int)(drawPos.y)).ToString() + ")"; } // スタイルの設定。 guiStyle.normal = styleState; guiStyle.alignment = TextAnchor.MiddleCenter; Vector2 labelPos = new Vector2(drawPos.x, drawPos.y); Rect labelRect = new Rect(labelPos * MAG, new Vector2(sp.rect.width, sp.rect.height) * MAG); GUI.Label(labelRect, vecstr, guiStyle); } }
private void Start() { this.style = new GUIStyle(); this.style.set_fontSize(20); this.styleState = new GUIStyleState(); this.styleState.set_textColor(new Color(1f, 1f, 1f)); this.style.set_normal(this.styleState); ((Behaviour)this).set_enabled(false); }
/// <summary> /// GUI Draw /// </summary> private async void OnGUI() { var toggleText = toggle ? "Custom Setting" : "Default Setting"; toggle = EditorGUILayout.BeginToggleGroup(toggleText, toggle); if (toggle) { targetPath = EditorGUILayout.TextField("Bundle Path", targetPath); compressingPath = EditorGUILayout.TextField("SVN Path", targetPath); } else { EditorGUILayout.TextField("Bundle Path", AssetBundlePath.BundlePath); EditorGUILayout.TextField("SVN Path", AssetBundlePath.SVNPath); } EditorGUILayout.EndToggleGroup(); if (GUILayout.Button("Compress")) { if (toggle) { AssetBundlePath.SetBundlePath(targetPath); AssetBundlePath.SetSVNPath(compressingPath); } _onCompressing = true; result = "압축중"; result = await Task.Run(AssetBundleCompressor.Instance.MakeAssetBundleZipFile); _onCompressing = false; AssetBundleCompressor.Instance.Delete(); } var style = new GUIStyle(); GUIStyleState state = new GUIStyleState(); state.background = GUI.skin.button.normal.background; state.textColor = Color.blue; style.active = GUI.skin.button.active; style.normal = state; style.alignment = TextAnchor.MiddleCenter; style.padding = new RectOffset(5, 5, 3, 3); style.margin = new RectOffset(160, 5, 5, 0); style.border = new RectOffset(5, 5, 1, 1); style.clipping = TextClipping.Clip; if (GUILayout.Button("Show in Explorer", style)) { System.Diagnostics.Process.Start(AssetBundlePath.SVNPath); } EditorGUILayout.LabelField(result ?? ""); if (_onCompressing) { EditorGUILayout.LabelField(AssetBundleCompressor.Instance.progress + "/" + AssetBundleCompressor.Instance.nOfFile); } }
void InitStyles() { errorTextStyle.richText = true; GUIStyleState _styleState = new GUIStyleState(); _styleState.textColor = Color.yellow; errorTextStyle.normal = _styleState; }
void Update() { style = new GUIStyle(); style.fontSize = 40; GUIStyleState styleState = new GUIStyleState(); styleState.textColor = new Color(1f, 1f, 1f); style.normal = styleState; }
static GUIStyleState CopyStyleState(GUIStyleState styleOther) { GUIStyleState newStyle = new GUIStyleState(); newStyle.background = styleOther.background; newStyle.scaledBackgrounds = styleOther.scaledBackgrounds; newStyle.textColor = styleOther.textColor; return(newStyle); }
///--------------------------------------------------------------------- /// <summary> /// 状態アイコン表示 /// </summary> /// <param name="selectionRect"></param> private static void ShowStatusLabel(VCSStatus status, Rect selectionRect) { // アイコンの位置 const int size = 13; var pos = selectionRect; pos.y = selectionRect.position.y; pos.x = selectionRect.position.x; pos.width = size; pos.height = size; pos.yMin++; // ラベル表示 string text = StatusIconString[(int)status]; Color mColor = StatusIconColor[(int)status]; if (status == VCSStatus.NORMAL) { if (Settings.IconOverlayOnlyModified) { return; } } GUIStyleState styleState = new GUIStyleState(); styleState.textColor = Color.white; GUIStyle style = new GUIStyle(); style.fontSize = 14; style.fontStyle = FontStyle.Bold; style.normal = styleState; float offset = -12 + 3 * (selectionRect.height / 16.0f); // 小さいアイコンのときは端っこに寄せる pos.y = selectionRect.height > 16.0f ? selectionRect.position.y + offset : selectionRect.position.y + 1; pos.x = selectionRect.height > 16.0f ? selectionRect.position.x + offset : 0; // BG var color = GUI.color; GUI.color = mColor; GUI.DrawTexture(pos, EditorGUIUtility.whiteTexture); GUI.color = color; // テキストは少し中に寄せる pos.y -= 2; pos.x += 2; // アイコン GUI.Label(pos, text, style); }
public static GUIStyleState InvertTextColor(this GUIStyleState current, float intensityCompare, float difference = 0.6f) { var comparison = Mathf.Abs(intensityCompare - current.textColor.GetIntensity()); if (comparison < difference) { current.textColor = current.textColor.Invert(); } return(current); }
public void Start() { m_guiStyle = new GUIStyle(); m_styleState = new GUIStyleState(); if (this.AlignBottom) { this.GuiRect.y = Screen.height - this.GuiRect.height; } script = GameObject.Find("ScoreManager").GetComponent <ScoreScript>(); }
public static GUIStyle WithHoveredState(this GUIStyle style, string textureName, Color textColor) { var state = new GUIStyleState() { background = !string.IsNullOrEmpty(textureName) ? ElementDesignerStyles.GetSkinTexture(textureName) : null, textColor = textColor }; style.hover = style.onHover = state; return(style); }
public static GUIStyle WithAllStates(this GUIStyle style, Color textColor) { var state = new GUIStyleState() { textColor = textColor }; style.normal = style.active = style.hover = style.focused = style.onNormal = style.onActive = style.onHover = style.onFocused = state; return(style); }
public static GUIStyle WithAllStates(this GUIStyle style, string textureName, Color textColor) { var state = new GUIStyleState() { background = !string.IsNullOrEmpty(textureName) ? ElementDesignerStyles.GetSkinTexture(textureName) : null, textColor = textColor }; style.normal = style.active = style.hover = style.focused = style.onNormal = style.onActive = style.onHover = style.onFocused = state; return(style); }
static HierarchyView() { s_ElementNameStyle = new GUIStyle(); GUIStyleState elementNameNormal = new GUIStyleState(); GUIStyleState elementStyleNormal = new GUIStyleState(); elementNameNormal.textColor = UIForiaEditorTheme.elementNameNormal; elementStyleNormal.textColor = UIForiaEditorTheme.elementStyleNormal; s_ElementNameStyle.normal = elementNameNormal; }
/// <summary> /// Returns a new GUIStyleState. /// </summary> /// <param name="background"></param> /// <param name="scaleBackgrounds"></param> /// <param name="textColor"></param> public static GUIStyleState NewGUIStyleState(Texture2D background, Texture2D[] scaleBackgrounds, Color textColor) { GUIStyleState styleState = new GUIStyleState(); styleState.background = background; styleState.scaledBackgrounds = scaleBackgrounds; styleState.textColor = textColor; return(styleState); }
public static void SetScaledBackground(this GUIStyleState state, Texture2D image) { if (state.scaledBackgrounds.Length > 0) { state.scaledBackgrounds[0] = image; } else { state.scaledBackgrounds = new[] { image }; } }
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> void OnEnable() { GUIStyleState headingNormalStyle = new GUIStyleState(); headingNormalStyle.textColor = Color.white; _guiStyleHeading.fontSize = 15; _guiStyleHeading.alignment = TextAnchor.MiddleCenter; _guiStyleHeading.margin = new RectOffset(0, 0, 5, 5); _guiStyleHeading.normal = headingNormalStyle; }
public GUIStyleState Create(Action <Texture2D> action, int width, int height, Color color) { GUIStyleState state = new GUIStyleState(); Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false); action.Invoke(texture); texture.Apply(); state.background = texture; state.textColor = color; return(state); }
private void OnGUIInWindow(GUIStyleState state) { GUILayout.Label(string.Format("PlayerId : {0:D4}", myPlayerID), new GUIStyle() { fontSize = 20, fontStyle = FontStyle.Bold, normal = state }); GUILayout.Label(string.Format("Score : {0}", myScore), new GUIStyle() { fontSize = 20, fontStyle = FontStyle.Bold, normal = state }); }
public static Texture2D GetScaledBackground(this GUIStyleState state) { if (state.scaledBackgrounds.Length > 0) { return(state.scaledBackgrounds[0]); } else { return(null); } }
void Start() { Apply(); style = new GUIStyle(); style.fontSize = 30; style.fontStyle = FontStyle.Bold; styleState = new GUIStyleState(); styleState.textColor = Color.white; }
void Start() { // Application.logMessageReceivedに関数を登録しておくと、 // ログが出力される際に呼んでくれる Application.logMessageReceived += LogReceived; m_guiStyle = new GUIStyle(); m_guiStyle.fontSize = 25; m_styleState = new GUIStyleState(); m_styleState.textColor = Color.green; // 文字色の変更. m_guiStyle.normal = m_styleState; }
void OnGUI() { GUIStyle guiStyle = new GUIStyle(); GUIStyleState styleState = new GUIStyleState(); styleState.textColor = Color.black; guiStyle.normal = styleState; guiStyle.fontSize = 120; GUI.Label(new Rect(10, 10, 300, 100), "Game Over !!", guiStyle); }
void OnGUI() { GUIStyleState styleState = new GUIStyleState(); styleState.textColor = Color.black; GUIStyle guiStyle = new GUIStyle(); guiStyle.normal = styleState; GUILayout.Label("FPS: " + m_fps.ToString("f2"), guiStyle); }
private static GUIStyle GetIconStyle() { GUIStyleState iconStyleState = new GUIStyleState(); iconStyleState.textColor = Color.white; iconStyleState.background = Texture2D.blackTexture; GUIStyle boxStyle = new GUIStyle(GUI.skin.box); boxStyle.alignment = TextAnchor.MiddleCenter; boxStyle.normal = iconStyleState; return(boxStyle); }
// Start is called before the first frame update void Start() { color = Color.black; color.r = 1f; color.g = 1f; text_color = new GUIStyleState(); text_color.textColor = color; text = new GUIStyle(); text.font = font1; text.fontSize = 50; text.normal = text_color; }
public GUIStyle(bool _) : this() { Normal = new GUIStyleState(true); Hover = new GUIStyleState(true); Active = new GUIStyleState(true); Focused = new GUIStyleState(true); OnNormal = new GUIStyleState(true); OnHover = new GUIStyleState(true); OnActive = new GUIStyleState(true); OnFocused = new GUIStyleState(true); }
protected virtual void Start() { result_ = new smartar.RecognitionResult(); result_.maxInitPoints_ = smartar.Recognizer.MAX_NUM_INITIALIZATION_POINTS; result_.initPoints_ = initPointBuffer_; style_ = new GUIStyle(); style_.fontSize = 30; styleState_ = new GUIStyleState(); styleState_.textColor = Color.yellow; }
private void OnEnable() { _target = (OperationBaseItem)target; GUIStyleState normal = new GUIStyleState() { textColor = c3 }; titleStyle3.normal = normal; titleStyle3.fontStyle = FontStyle.Italic; titleStyle3.fontSize = 10; }