protected override bool CreateStatsDisplay() { ItemData itemData = null; Sprite itemIcon = null; Vector2 iconPosition = Vector2.zero; if (base.CreateStatsDisplay()) { if (currencyTextObject == null) { CreateTextDisplayObject("CurrencyValue", player.GetCurrentCoins().ToString(), currencyTextScales, currencyPositionRates, currencyAnchorAlignment, ref currencyTextObject, ref currencyTextTrans, ref currencyText); if ((itemDatabase != null) && (currencyImageObject == null)) { itemData = itemDatabase.GetItemData(currencyItemID); if (itemData != null) { itemIcon = itemData.itemIcon; if (itemIcon != null) { currencyImageObject = new GameObject("CurrencyIcon", typeof(RectTransform)); currencyImageTrans = currencyImageObject.GetComponent <RectTransform>(); currencyImage = currencyImageObject.AddComponent <Image>(); currencyImage.sprite = itemIcon; currencyImage.SetNativeSize(); currencyImageTrans.SetParent(interfaceCanvasTrans, false); currencyImageTrans.localScale = new Vector3(currencyIconScales.x, currencyIconScales.y, 1f); if (currencyTextTrans != null) { iconPosition.x = currencyTextTrans.anchoredPosition.x; iconPosition.x -= currencyText.GetUIDimensions().x *currencyTextScales.x / 2f; iconPosition.x -= currencyImageTrans.rect.width * currencyIconScales.x; iconPosition.y = currencyTextTrans.anchoredPosition.y; currencyImageTrans.anchoredPosition = iconPosition; } } } } } return(true); } return(false); }
protected void UpdateTextDisplayObject(string objectContent, Vector2 scaleChange, Vector2 positionRates, TextAlignment anchorAlign, RectTransform readyTransform, SpritedStringUI readyText) { Vector2 originalUIDimensions = Vector2.zero; if (readyText != null) { readyText.SetValue(objectContent); originalUIDimensions = readyText.GetUIDimensions(); PlaceTransformProperly(readyTransform, originalUIDimensions, scaleChange, positionRates, anchorAlign); } }
protected void CreateTextDisplayObject(string objectName, string objectContent, Vector2 scaleChange, Vector2 positionRates, TextAlignment anchorAlign, ref GameObject newObject, ref RectTransform newTransform, ref SpritedStringUI newText) { Vector2 originalUIDimensions = Vector2.zero; if (font != null) { newObject = new GameObject(objectName, typeof(RectTransform)); newTransform = newObject.GetComponent <RectTransform>(); newText = newObject.AddComponent <SpritedStringUI>(); newText.SetSymbolSource(font); newText.SetValue(objectContent); newText.ToggleRaycastTargeting(false); originalUIDimensions = newText.GetUIDimensions(); PlaceTransformProperly(newTransform, originalUIDimensions, scaleChange, positionRates, anchorAlign); } }
private void PlacePageLines() { Vector2 insertionPosition = Vector2.zero; Vector2 linePosition = Vector2.zero; GameObject textLineObject = null; RectTransform textLineTrans = null; SpritedStringUI textLineComponent = null; float textLineWidth = 0f; int linesOnPage = 0; float insertionX = 0f; if ((pageFirstLineIndex > -1) && (pageLastLineIndex > -1) && (textLineObjects != null) && (pictureObject == null)) { switch (textAlignment) { case TextAlignment.AlignLeft: insertionX = textArea.x; break; case TextAlignment.AlignMiddle: insertionX = textArea.x + textArea.width / 2f; break; case TextAlignment.AlignRight: insertionX = textArea.x + textArea.width; break; } insertionPosition = new Vector2(insertionX, textArea.y - lineHeight / 2f); for (int i = pageFirstLineIndex; i < pageLastLineIndex + 1; i++) { /*halmeida - relying on the coherence of all the "textLine" arrays.*/ textLineObject = textLineObjects[i]; textLineTrans = textLineTransforms[i]; textLineComponent = textLineComponents[i]; if ((textLineObject != null) && (textLineTrans != null) && (textLineComponent != null) && (ownTransform != null)) { textLineWidth = textLineComponent.GetUIDimensions().x; linePosition = insertionPosition; switch (textAlignment) { case TextAlignment.AlignLeft: linePosition.x += textLineWidth / 2f; break; case TextAlignment.AlignRight: linePosition.x -= textLineWidth / 2f; break; } textLineTrans.SetParent(ownTransform, false); textLineTrans.anchoredPosition = linePosition; insertionPosition.y -= (DISTANCE_BETWEEN_LINES_FACTOR + 1.0f) * lineHeight; } } if (autoClose) { linesOnPage = pageLastLineIndex - pageFirstLineIndex + 1; autoCloseDuration = linesOnPage * AUTO_CLOSE_LINE_TIME; autoCloseElapsed = 0f; } } }
private void SplitTextIntoLines() { GameObject textLineObject = null; RectTransform textLineTrans = null; SpritedStringUI textLineComponent = null; string textLine = null; int textLineLength = 0; int textLineIndex = -1; float textLineWidth = 0f; float interval = 0f; float position = 0f; int lineFirstIndex = -1; int lineLastIndex = -1; int lineLastIndexValid = -1; int lineLastIndexNext = -1; int lineLastIndexPrevious = -1; bool lineReady = false; bool allLinesReady = false; bool spaceFound = false; /*halmeida - to get one line I gotta create a long enough SpritedStringUI that fits * exactly into the maxTextWidth. If I don't have enough characters to fill the width, * I will just make a shorter line. The problem is that I'm able to see the width of a * sprited string only after I set its value with all the characters it is supposed to * have. Adding character by character to the SpritedString would be too slow, so I use * a sort of bynary search, looking for the maximum valid size for each line.*/ if ((text != null) && (textLines == null) && (ownTransform != null)) { textLineIndex = 0; lineFirstIndex = 0; lineLastIndex = text.Length - 1; while (!allLinesReady) { lineLastIndexValid = -1; interval = lineLastIndex - lineFirstIndex + 1; position = lineFirstIndex + interval; while (!lineReady) { if (textLineObject == null) { textLineObject = new GameObject("TextBoxUILine" + textLineIndex, typeof(RectTransform)); textLineTrans = textLineObject.GetComponent <RectTransform>(); /*halmeida - we should not add the lines as children of the object yet because the box * image itself has not yet been added as a child of the object. The lines would get behind * it if they were added now.*/ textLineComponent = textLineObject.AddComponent <SpritedStringUI>(); textLineComponent.SetSymbolSource(symbolDatabase); } textLineLength = lineLastIndex - lineFirstIndex + 1; textLine = text.Substring(lineFirstIndex, textLineLength); textLineWidth = symbolDatabase.GetStringWidthUI(textLine); //Debug.Log("Debug : TextBoxUI : attempting text line width "+textLineWidth+"."); interval = interval / 2f; if (textLineWidth > maxTextWidth) { position -= interval; } else { lineLastIndexValid = lineLastIndex; position += interval; } lineLastIndexNext = (int)position; /*halmeida - the position value itself should never be the same, but since it is rounded * to an integer index, we may end up falling back to a previously checked index. When that * happens, it means the interval has become small enough to stop the search.*/ if ((lineLastIndexNext == lineLastIndexPrevious) || (lineLastIndexNext == lineLastIndex) || (lineLastIndexNext > text.Length - 1)) { if (lineLastIndexValid == -1) { /*halmeida - after all the searching, no valid size was found. This probably means * the maxTextWidth is just too small to fit even one character. Even so we will * forcibly accept a one character wide line.*/ lineLastIndexValid = lineFirstIndex; } if (lineLastIndexValid > lineFirstIndex) { /*halmeida - if there is more than one character in the line, we can check for * word integrity. We cannot break a word into two lines. This means that the last * character in a line that is not the last line has to be an empty space or the * space has to be the first character in the next line.*/ if ((lineLastIndexValid + 1) < text.Length) { spaceFound = false; for (int i = (lineLastIndexValid + 1); i > lineFirstIndex; i--) { if (text[i] == ' ') { lineLastIndexValid = i - 1; spaceFound = true; } else { if (spaceFound) { break; } } } } } lineReady = true; /*halmeida - we didn't necessarily end the search at a valid size, but the last valid * size found is the biggest possible one. So we use that value to build the line.*/ textLineLength = lineLastIndexValid - lineFirstIndex + 1; textLine = text.Substring(lineFirstIndex, textLineLength); textLineComponent.SetValue(textLine); textLineComponent.ToggleAllSymbolVisuals(false); //Debug.Log("Debug : TextBoxUI : line "+textLineIndex+" is \""+textLine+"\"."); textLineWidth = textLineComponent.GetUIDimensions().x; //Debug.Log("Debug : TextBoxUI : final text line width "+textLineWidth+"."); if (textLineWidth > maxLineWidth) { maxLineWidth = textLineWidth; } } else { lineLastIndexPrevious = lineLastIndex; lineLastIndex = lineLastIndexNext; } } UsefulFunctions.IncreaseArray <string>(ref textLines, textLine); UsefulFunctions.IncreaseArray <GameObject>(ref textLineObjects, textLineObject); UsefulFunctions.IncreaseArray <RectTransform>(ref textLineTransforms, textLineTrans); UsefulFunctions.IncreaseArray <SpritedStringUI>(ref textLineComponents, textLineComponent); textLine = null; textLineObject = null; textLineTrans = null; textLineComponent = null; if (lineLastIndexValid == (text.Length - 1)) { allLinesReady = true; } else { textLineIndex++; lineFirstIndex = lineLastIndexValid + 1; for (int i = lineFirstIndex; i < text.Length; i++) { if (text[i] == ' ') { lineFirstIndex++; if (lineFirstIndex == text.Length) { allLinesReady = true; } } else { break; } } lineLastIndex = text.Length - 1; lineReady = false; } } } }