private static uGUI_TextFade AddTextToLoadingScreen(string name, string text) { GameObject gameObject = Object.Instantiate(loadingTextGameObject, loadingTextGameObject.transform.parent); gameObject.name = name; uGUI_TextFade textFade = gameObject.GetComponent <uGUI_TextFade>(); textFade.SetText(text); textFade.SetAlignment(TextAnchor.UpperRight); textFade.FadeIn(1f, null); return(textFade); }
public CustomText(string text, float duration, int yOffset = 0, bool showProgress = false, bool useGlobalTextWidth = true) { this.duration = duration; this.yOffset = yOffset; startTime = Time.time; isFadingOut = false; this.useGlobalTextWidth = useGlobalTextWidth; textObject = new GameObject("TwitchInteractionTimerCooldown"); textText = textObject.AddComponent <Text>(); textFade = textObject.AddComponent <uGUI_TextFade>(); textFitter = textObject.AddComponent <ContentSizeFitter>(); textFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize; textFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize; textText.font = uGUI.main.intro.mainText.text.font; textText.fontSize = 16; textText.fontStyle = uGUI.main.intro.mainText.text.fontStyle; textText.alignment = TextAnchor.MiddleLeft; textText.color = uGUI.main.intro.mainText.text.color; textText.material = uGUI.main.intro.mainText.text.material; if (showProgress) { progressObject = new GameObject("TwitchInteractionTimerCooldownIcon"); progressIcon = progressObject.AddComponent <uGUI_ItemIcon>(); progressTexture = new Texture2D(TimerCooldown.ActualTimerTextHeight(), TimerCooldown.ActualTimerTextHeight()); for (int x = 0; x < progressTexture.width; x++) { for (int y = 0; y < progressTexture.height; y++) { float distanceFromCenter = (float)Math.Sqrt((x - progressTexture.width / 2) * (x - progressTexture.width / 2) + (y - progressTexture.height / 2) * (y - progressTexture.height / 2)); Color c = new Color(0, 0, 0, 0); if (distanceFromCenter <= progressTexture.height) { c = Color.white; } progressTexture.SetPixel(x, y, c); } } /*Atlas.Sprite progressSprite = new Atlas.Sprite(progressTexture); * progressIcon.SetForegroundSprite(progressSprite); * progressIcon.SetForegroundAlpha(1); * progressIcon.SetForegroundColors(Color.white, Color.white, Color.white); * progressIcon.SetForegroundAlpha(1, 1, 1); * progressIcon.SetForegroundChroma(1f); * progressIcon.SetBackgroundAlpha(0); * progressIcon.SetBackgroundColors(new Color(0, 0, 0, 0), new Color(0, 0, 0, 0), new Color(0, 0, 0, 0)); * progressIcon.SetForegroundAlpha(0); * progressIcon.SetForegroundColors(new Color(0, 0, 0, 0), new Color(0, 0, 0, 0), new Color(0, 0, 0, 0)); * progressIcon.SetAlpha(0, 0, 0); * progressIcon.foreground.canvasRenderer.SetColor(Color.white); * progressIcon.foreground.color = Color.white;*/ } // Do this so it also shows over black screens Graphic g = uGUI.main.overlays.overlays[0].graphic; textObject.transform.SetParent(g.transform, false); textText.canvas.overrideSorting = true; textObject.layer = 1; if (showProgress) { progressObject.transform.SetParent(g.transform, false); progressIcon.canvas.overrideSorting = true; progressObject.layer = 1; progressIcon.SetActive(true); } SetText(text); Update(); }
public static void Initialize() { versionText = AddTextToLoadingScreen("LoadingScreenVersionText", $"\nNitrox {NitroxEnvironment.ReleasePhase} V{NitroxEnvironment.Version}"); loadingScreenWarning = AddTextToLoadingScreen("LoadingScreenWarnText", $"\n\n{Language.main.Get("Nitrox_LoadingScreenWarn")}"); }
public static void Initialize() { AddTextToLoadingScreen("\nNitrox Alpha V" + assemblyVersion); loadingScreenWarning = AddTextToLoadingScreen("\n\n" + Language.main.Get("Nitrox_LoadingScreenWarn")); }
public static void Initialize() { AddTextToLoadingScreen($"\nNitrox Alpha V{assemblyVersion}"); loadingScreenWarning = AddTextToLoadingScreen($"\n\n{Language.main.Get("Nitrox_LoadingScreenWarn")}"); }
public static void Initialize() { AddTextToLoadingScreen("\nNitrox Alpha V" + assemblyVersion); loadingScreenWarning = AddTextToLoadingScreen("\n\nExpect game breaking bugs"); }