protected override void Awake() { base.Awake(); // placing this scaler above the UIPanel keeps Widget.onChange from firing every time the scale changes Profiler.BeginSample("Proper AddComponent allocation", gameObject); _scaler = _billboard.gameObject.AddComponent<ScaleRelativeToCamera>(); Profiler.EndSample(); }
private void FocusUI(bool shouldFocus) { if (scaleRelativeToCamera == null) { scaleRelativeToCamera = transform.Find("Tower UI(Clone)") .GetComponent <ScaleRelativeToCamera>(); } if (shouldFocus) { scaleRelativeToCamera.enabled = true; } else { scaleRelativeToCamera.enabled = false; scaleRelativeToCamera.ResetScale(); } }
private void InitializeFleetIcon() { _fleetIconSprite = gameObject.GetSafeMonoBehaviourComponentInChildren<UISprite>(); _fleetIconTransform = _fleetIconSprite.transform; _fleetIconScaler = _fleetIconTransform.gameObject.GetSafeMonoBehaviourComponent<ScaleRelativeToCamera>(); // I need the collider sitting over the fleet icon to be 3D as it's rotation tracks the Cmd object, not the billboarded icon Vector2 iconSize = _fleetIconSprite.localSize; _iconSize = new Vector3(iconSize.x, iconSize.y, iconSize.x); }
private void InitializeFleetIcon() { _fleetIconSprite = gameObject.GetSafeFirstMonoBehaviourInChildren<UISprite>(); _fleetIconTransform = _fleetIconSprite.transform; _fleetIconScaler = _fleetIconTransform.gameObject.GetSafeMonoBehaviour<ScaleRelativeToCamera>(); _fleetCmdCollider = _fleetCmd.collider as BoxCollider; // I need the CmdCollider sitting over the fleet icon to be 3D as it's rotation tracks the Cmd object, not the billboarded icon Vector2 iconSize = _fleetIconSprite.localSize; _iconSize = new Vector3(iconSize.x, iconSize.y, iconSize.x); _iconFactory = AIconFactory.Instance; UpdateRate = FrameUpdateFrequency.Normal; }