public KScreen StartScreen(GameObject screenPrefab, GameObject parent = null, UIRenderTarget target = UIRenderTarget.ScreenSpaceOverlay) { if ((Object)parent == (Object)null) { parent = GetParent(target); } GameObject gameObject = KScreenManager.AddChild(parent, screenPrefab); KScreen component = gameObject.GetComponent <KScreen>(); component.Activate(); return(component); }
public GameObject ActivateScreen(GameObject screen, GameObject parent = null, UIRenderTarget target = UIRenderTarget.ScreenSpaceOverlay) { if ((Object)parent == (Object)null) { parent = GetParent(target); } KScreenManager.AddExistingChild(parent, screen); KScreen component = screen.GetComponent <KScreen>(); component.Activate(); return(screen); }
public void SetCamera(UIRenderTarget target, Camera camera) { switch (target) { case UIRenderTarget.WorldSpace: worldSpaceCanvas.GetComponent <Canvas>().worldCamera = camera; break; case UIRenderTarget.ScreenSpaceOverlay: ssOverlayCanvas.GetComponent <Canvas>().worldCamera = camera; break; case UIRenderTarget.ScreenshotModeCamera: screenshotModeCanvas.GetComponent <Canvas>().worldCamera = camera; break; default: ssCameraCanvas.GetComponent <Canvas>().worldCamera = camera; break; } }
public Camera GetCamera(UIRenderTarget target) { switch (target) { case UIRenderTarget.WorldSpace: return(worldSpaceCanvas.GetComponent <Canvas>().worldCamera); case UIRenderTarget.ScreenSpaceOverlay: return(ssOverlayCanvas.GetComponent <Canvas>().worldCamera); case UIRenderTarget.ScreenSpaceCamera: return(ssCameraCanvas.GetComponent <Canvas>().worldCamera); case UIRenderTarget.HoverTextScreen: return(ssHoverTextCanvas.GetComponent <Canvas>().worldCamera); case UIRenderTarget.ScreenshotModeCamera: return(screenshotModeCanvas.GetComponent <Canvas>().worldCamera); default: return(base.gameObject.GetComponent <Canvas>().worldCamera); } }
public GameObject GetParent(UIRenderTarget target) { switch (target) { case UIRenderTarget.WorldSpace: return(worldSpaceCanvas); case UIRenderTarget.ScreenSpaceOverlay: return(ssOverlayCanvas); case UIRenderTarget.ScreenSpaceCamera: return(ssCameraCanvas); case UIRenderTarget.HoverTextScreen: return(ssHoverTextCanvas); case UIRenderTarget.ScreenshotModeCamera: return(screenshotModeCanvas); default: return(base.gameObject); } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { UIRenderTarget.DrawGroup(spriteBatch); GraphicsDevice.Clear(ClearOptions.DepthBuffer | ClearOptions.Target | ClearOptions.Stencil, Color.Black, 1, 0); spriteBatch.Begin( SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, null, uiEffect, gameScale ); manager.Draw(spriteBatch); spriteBatch.End(); spriteBatch.Begin( SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, null, effect, gameScale ); Starfield.Draw(spriteBatch); spriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }
public KScreen InstantiateScreen(GameObject screenPrefab, GameObject parent = null, UIRenderTarget target = UIRenderTarget.ScreenSpaceOverlay) { if ((Object)parent == (Object)null) { parent = GetParent(target); } GameObject gameObject = KScreenManager.AddChild(parent, screenPrefab); return(gameObject.GetComponent <KScreen>()); }