//Initialize Quad object public void InitQuad(GUIQuadMgr pManager) { //Set refernce to parent quad manager pGUIQuadMgr = pManager; //Get pointer to GUI manager ptrGUIMgr = (GUIManager)GameObject.Find("GUI").GetComponent(typeof(GUIManager)); //Copy position variables to transform NormalizeToScreen(); //Copy rotation variables to transform transform.localEulerAngles = mRotation; //Copy scale variables to transform transform.localScale = new Vector3(mScale.x, mScale.y, 1f); //Set layer gameObject.layer = pGUIQuadMgr.gameObject.layer; //Add sprite to manager if enabled mpGUISprite = pGUIQuadMgr.AddSprite(gameObject, mWidth, mHeight, mDepth, mUV); //Set color this.Tint = mColor; //Use default collider size if none is set. We don't want zero sized colliders. if (mColliderSize.x == 0) { //User width as default size mColliderSize.x = mWidth; } if (mColliderSize.y == 0) { //User height as default size mColliderSize.y = mHeight; } //Create hit area if needed switch (mCollider) { case ColliderType.Square: gameObject.AddComponent("BoxCollider"); break; case ColliderType.Circle: gameObject.AddComponent("SphereCollider"); break; case ColliderType.None: break; } //Set hidden this.Visible = mVisible; }
public GUISprite() { m_width = 0; m_height = 0; m_depth = 0; m_client = null; m_manager = null; m_hidden = false; m_color = Color.white; clientTransform = null; offset = new Vector3(0, 0, 0); index = 0; v1 = new Vector3(0, 0, 0); v2 = new Vector3(0, 0, 0); v3 = new Vector3(0, 0, 0); v4 = new Vector3(0, 0, 0); mv1 = 0; mv2 = 0; mv3 = 0; mv4 = 0; uv1 = 0; uv2 = 0; uv3 = 0; uv4 = 0; cv1 = 0; cv2 = 0; cv3 = 0; cv4 = 0; tv1 = 0; tv2 = 0; tv3 = 0; tv4 = 0; tv5 = 0; tv6 = 0; }
//Initialize Quad object public void InitQuad(GUIQuadMgr pManager) { //Set refernce to parent quad manager pGUIQuadMgr = pManager; //Get pointer to GUI manager ptrGUIMgr = (GUIManager) GameObject.Find("GUI").GetComponent(typeof(GUIManager)); //Copy position variables to transform NormalizeToScreen(); //Copy rotation variables to transform transform.localEulerAngles = mRotation; //Copy scale variables to transform transform.localScale = new Vector3(mScale.x, mScale.y, 1f); //Add sprite to manager if enabled mpGUISprite = pGUIQuadMgr.AddSprite(gameObject, mWidth, mHeight, mDepth, mUV); //Set color this.Tint = mColor; //Use default collider size if none is set. We don't want zero sized colliders. if (mColliderSize.x == 0) { //User width as default size mColliderSize.x = mWidth; } if (mColliderSize.y == 0) { //User height as default size mColliderSize.y = mHeight; } //Create hit area if needed switch (mCollider) { case ColliderType.Square: gameObject.AddComponent("BoxCollider"); break; case ColliderType.Circle: gameObject.AddComponent("SphereCollider"); break; case ColliderType.None: break; } //Set hidden this.Visible = mVisible; }
protected float m_width; // Width and Height of the sprite in worldspace units #endregion Fields #region Constructors public GUISprite() { m_width = 0; m_height = 0; m_depth = 0; m_client = null; m_manager = null; m_hidden = false; m_color = Color.white; clientTransform = null; offset = new Vector3(0,0,0); index = 0; v1 = new Vector3(0,0,0); v2 = new Vector3(0,0,0); v3 = new Vector3(0,0,0); v4 = new Vector3(0,0,0); mv1 = 0; mv2 = 0; mv3 = 0; mv4 = 0; uv1 = 0; uv2 = 0; uv3 = 0; uv4 = 0; cv1 = 0; cv2 = 0; cv3 = 0; cv4 = 0; tv1 = 0; tv2 = 0; tv3 = 0; tv4 = 0; tv5 = 0; tv6 = 0; }