public ChoiceObjectPair(Texture2D aLeftTex, CharacterTextureBehaviour aChar, Pose aPose, int aDepth) { mSquare = new FlatElementImage(aLeftTex, aDepth); //NOTE these assets were removed since this class is no longer being used. //mDifficultyStars = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth); //mDifficultyBalls = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth); mElements.Add(new FlatElementMultiBase.ElementOffset(mSquare, new Vector3(mSide, 0, 0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mDifficultyStars, new Vector3(-mSide, mRightBot, 0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mDifficultyBalls, new Vector3(-mSide, mRightBot, 0))); mMeter = new MeterImageObject(aLeftTex, null, MeterImageObject.FillStyle.DU, aDepth + 1); mMeter.Percentage = 0.0f; mBody = new FlatBodyObject(aChar, aDepth + 2); mBody.set_target_pose(aPose); mElements.Add(new FlatElementMultiBase.ElementOffset(mMeter, new Vector3(mSide, 0, 0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mBody, new Vector3(mSide + 24, -7, 0))); PrimaryGameObject = create_primary_from_elements(); }
//void initialize(CharacterLoader aActualChar, int aDepth) void initialize(CharacterIndex?aIndex, int aDepth) { var meterImage = ManagerManager.Manager.mCharacterBundleManager.get_image("SELECTION_BOX"); var newRef = ManagerManager.Manager.mNewRef; //mSquare = new FlatElementImage(newRef.bbChoiceBox, aDepth); mSquare = new FlatElementImage(meterImage.Image, meterImage.Data.Size, aDepth); mSquare.HardColor = GameConstants.UiRed; mText = new FlatElementText(newRef.fatFont, 48, "", aDepth + 2); mDiffImage = new FlatElementImage(null, aDepth + 3); mDiffImage.HardScale = 1.33f * Vector3.one; //mPerfect = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth); mIcon = new FlatElementImage(null, aDepth + 2); mIcon.HardScale = 1.25f * Vector3.one; //mMeter = new MeterImageObject(newRef.bbChoiceBox, null,MeterImageObject.FillStyle.DU, aDepth + 1); mMeter = new MeterImageObject(meterImage.Image, meterImage.Data.Size, MeterImageObject.FillStyle.DU, aDepth + 1); mMeter.Percentage = 0.0f; set_perfectness(3); //mBody.set_target_pose(aPose); mElements.Add(new FlatElementMultiBase.ElementOffset(mSquare, new Vector3(0, 0, 0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mDiffImage, new Vector3(-mSquare.BoundingBox.width / 2f + 80, -mSquare.BoundingBox.height / 2f + 80, 0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mText, new Vector3(0, 0, 0))); //mElements.Add(new FlatElementMultiBase.ElementOffset(mPerfect, new Vector3(-122,65,0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mMeter, new Vector3(0, 0, 0))); mElements.Add(new FlatElementMultiBase.ElementOffset(mIcon, new Vector3(0, 275, 0))); mText.HardColor = GameConstants.uiWhite; if (aIndex != null) { set_actual_character(aIndex.Value); } PrimaryGameObject = create_primary_from_elements(); Depth = aDepth; }