Пример #1
0
        // 拖动操作
        protected void          execute_dragging()
        {
            Vector2 mouse_pos = this.root.input.mouse_position;

            mouse_pos = Sprite2DRoot.get().convertMousePosition(mouse_pos);

            if (this.dragging.current)
            {
                if (!this.root.input.button.current)
                {
                    this.dragging.current = false;
                }
            }
            else
            {
                if (this.focused.current)
                {
                    if (this.root.input.button.current)
                    {
                        this.grab_offset = this.getPosition() - mouse_pos;

                        this.dragging.current = true;
                    }
                }
            }

            if (this.dragging.current)
            {
                this.setPosition(mouse_pos + this.grab_offset);
            }
        }
Пример #2
0
    // 是否位于画面内?
    public bool             isInScreen()
    {
        bool    ret           = false;
        Vector2 viewport_size = Sprite2DRoot.get().viewport_size;
        Vector2 position      = this.transform.localPosition.xy();

        do
        {
            float w = viewport_size.x / 2.0f + this.size.x / 2.0f;
            float h = viewport_size.y / 2.0f + this.size.y / 2.0f;

            if (position.x < -w || w < position.x)
            {
                break;
            }
            if (position.y < -h || h < position.y)
            {
                break;
            }

            ret = true;
        } while(false);

        return(ret);
    }
Пример #3
0
    public override void    initialize()
    {
        this.player        = PartyControl.get().getLocalPlayer();
        this.player_weapon = this.player.gameObject.findDescendant("anim_wepon");

        this.data = GameObject.Find("EventDataIceAtari").GetComponent <EventDataIceAtari>();

        // 당첨의 막대 모델.
        this.ice_bar = this.data.prefab_ice_atari_bar.instantiate();

        this.ice_bar.setParent(this.player.gameObject.findDescendant("anim_wrist_R"));
        this.ice_bar.setLocalPosition(new Vector3(-0.056f, -0.086f, 0.039f));
        this.ice_bar.SetActive(false);

        // "!" 말풍선.
        this.sprite_bikkuri = Sprite2DRoot.get().createSprite(this.data.texture_bikkuri, true);
        this.sprite_bikkuri.setVisible(false);

        // 당첨 말풍선.
        this.sprite_atari = Sprite2DRoot.get().createSprite(this.data.texture_atari, true);

        this.sprite_atari.setPosition(new Vector2(0.0f, 150.0f));
        this.sprite_atari.setVisible(false);

        this.sprite_ice_bar = Sprite2DRoot.get().createSprite(this.data.texture_ice_bar, true);
        this.sprite_ice_bar.setVisible(false);
        this.sprite_ice_bar.setMaterial(this.data.material_ice_sprite);

        this.spline = this.data.gameObject.findDescendant("spline_ice").GetComponent <SimpleSplineObject>();
        this.tracer.attach(this.spline.curve);
    }
Пример #4
0
    // 창이 클릭되었다.
    public bool     clickWindow(Vector2 position)
    {
        bool is_clicked = false;

        this.clicked_slot = -1;

        do
        {
            // 이동 중이 아닐 때는 아이템을 사용할 수 없다.
            if (this.player.step.get_current() != chrBehaviorLocal.STEP.MOVE)
            {
                break;
            }

            is_clicked = true;

            Vector2 p = Sprite2DRoot.get().convertScreenPosition(position);

            this.clicked_slot = System.Array.FindIndex(this.sprite_miscs, x => x.isContainPoint(p));

            if (this.clicked_slot >= 0)
            {
                break;
            }

            is_clicked = false;
        } while(false);

        return(is_clicked);
    }
Пример #5
0
        // ================================================================ //

        public void             create()
        {
            // 꼬리.

            this.mini_moya_sprite = new Sprite2DControl[2];

            this.mini_moya_sprite[0] = Sprite2DRoot.get().createSprite(this.kara_texture, true);
            this.mini_moya_sprite[0].setSize(new Vector2(this.kara_texture.width, this.kara_texture.height) * 0.05f);
            this.mini_moya_sprite[0].transform.parent = this.root_sprite.transform;

            this.mini_moya_sprite[1] = Sprite2DRoot.get().createSprite(this.kara_texture, true);
            this.mini_moya_sprite[1].setSize(new Vector2(this.kara_texture.width, this.kara_texture.height) * 0.1f);
            this.mini_moya_sprite[1].transform.parent = this.root_sprite.transform;

            // 파/유자.
            this.negi_sprite = Sprite2DRoot.get().createSprite(this.negi_texture, true);
            this.negi_sprite.setSize(new Vector2(this.negi_texture.width, this.negi_texture.height) / 4.0f);
            this.negi_sprite.transform.parent = this.root_sprite.transform;

            this.yuzu_sprite = Sprite2DRoot.get().createSprite(this.yuzu_texture, true);
            this.yuzu_sprite.setSize(new Vector2(this.yuzu_texture.width, this.yuzu_texture.height) / 4.0f);
            this.yuzu_sprite.transform.parent = this.root_sprite.transform;

            //

            this.step.set_next(STEP.UUN);
        }
Пример #6
0
    public void     create()
    {
        Vector2 root_position = new Vector2(640.0f / 2.0f - 100.0f, 480.0f / 2.0f - 100.0f);

        // 아래에 깔리는 레이스.
        this.lace_sprite = Sprite2DRoot.get().createSprite(this.lace_texture, true);
        this.lace_sprite.setSize(new Vector2(128.0f, 128.0f) * SCALE);

        // 쿠키(대강의 HP).
        this.cookie_sprite = Sprite2DRoot.get().createSprite(this.cookie_icon_textures[0], true);
        this.cookie_sprite.setSize(new Vector2(80.0f, 80.0f) * SCALE);

        // 얼굴 아이콘.
        this.face_sprite = Sprite2DRoot.get().createSprite(this.face_icon_texture, true);
        this.face_sprite.setSize(new Vector2(80.0f, 80.0f) * SCALE);

        // 수치(세 자리).

        this.digit_sprites = new Sprite2DControl[3];

        for (int i = 0; i < 3; i++)
        {
            Sprite2DControl digit = Sprite2DRoot.get().createSprite(this.number_textures[0], true);

            digit.setSize(new Vector2(48.0f, 48.0f) * SCALE);

            this.digit_sprites[i] = digit;
        }

        this.setPosition(root_position);
    }
Пример #7
0
    // 设置顶点的位置(2D)
    public void             setVertexPositions(Vector2[] positions)
    {
        Vector3[] positions_3d = new Vector3[positions.Length];

        for (int i = 0; i < positions.Length; i++)
        {
            positions_3d[i] = positions[i];
        }
        Sprite2DRoot.get().setVertexPositionsToSprite(this, positions_3d);
    }
Пример #8
0
        // ================================================================ //

        void    Awake()
        {
            this.colors.current = new Color(0.0f, 0.0f, 0.0f, 0.0f);
            this.colors.goal    = this.colors.current;

            this.sprite = Sprite2DRoot.get().createSprite(this.texture, true);
            this.sprite.setDepthLayer("fader");
            this.sprite.setSize(new Vector2(Screen.width, Screen.height));
            this.sprite.setVisible(false);
        }
Пример #9
0
    // 设置深度值
    protected void          calc_depth()
    {
        float depth = Sprite2DRoot.get().depthLayerToFloat(this.depth_layer, depth_offset);

        Vector3 position = this.transform.localPosition;

        position.z = depth;

        this.transform.localPosition = position;
    }
Пример #10
0
        public void             create(Texture texture)
        {
            this.sprite = Sprite2DRoot.get().createSprite(texture, true);
            this.sprite.setSize(Vector2.one * 64.0f);
            this.sprite.setVisible(false);

            this.fcurve = new ipModule.FCurve();
            this.fcurve.setSlopeAngle(70.0f, 5.0f);
            this.fcurve.setDuration(0.7f);
            this.fcurve.start();
        }
Пример #11
0
    // 设置层级深度
    public void             setDepthLayer(string depth_layer)
    {
        this.depth_layer = depth_layer;

        if (!Sprite2DRoot.get().isHasLayer(this.depth_layer))
        {
            Debug.LogError("Depth Layer \"" + depth_layer + "\" not exists.");
        }

        this.calc_depth();
    }
Пример #12
0
        // ================================================================ //

        public void             create(Texture moji_texture, Texture moji_mae_texture)
        {
            this.moji_texture      = moji_texture;
            this.moji_mae_texture  = moji_mae_texture;
            this.moji_texture_size = new Vector2(this.moji_texture.width, this.moji_texture.height);

            this.sprite = Sprite2DRoot.get().createSprite(this.moji_mae_texture, true);
            this.sprite.setSize(Vector2.one * 64.0f);

            this.fcurve = new ipModule.FCurve();
            this.fcurve.setSlopeAngle(70.0f, 5.0f);
            this.fcurve.setDuration(0.3f);

            this.spring        = new ipModule.Spring();
            this.spring.k      = 100.0f;
            this.spring.reduce = 0.90f;
        }
Пример #13
0
    public void     create()
    {
        Vector2 root_position = new Vector2(640.0f / 2.0f - 100.0f, 0.0f);

        // 아래에 깔리는 레이스.
        this.lace_sprite = Sprite2DRoot.get().createSprite(this.lace_texture, true);
        this.lace_sprite.setSize(new Vector2(96.0f, 96.0f) * SCALE);

        // 쿠키.
        this.cookie_sprite = Sprite2DRoot.get().createSprite(this.cookie_icon_textures[0], true);
        this.cookie_sprite.setSize(new Vector2(60.0f, 60.0f) * SCALE);

        // 얼굴 아이콘.
        this.face_sprite = Sprite2DRoot.get().createSprite(this.face_icon_texture, true);
        this.face_sprite.setSize(new Vector2(60.0f, 60.0f) * SCALE);

        this.setPosition(root_position);
    }
Пример #14
0
    // ================================================================ //
    // MonoBehaviour에서 상속.

    void    Awake()
    {
        this.root_sprite = Sprite2DRoot.get().createNull();

        this.cookie_sprite = Sprite2DRoot.get().createSprite(this.cookie_icon_textures[0], true);
        this.cookie_sprite.setMaterial(this.cookie_material);
        this.cookie_sprite.setSize(this.cookie_size);
        this.cookie_sprite.setParent(this.root_sprite);
        this.cookie_material.SetTexture("_MainTexture", this.cookie_icon_textures[0]);
        this.cookie_material.SetTexture("_HariTexture", this.hari_shadow_texture);

        this.hari_sprite = Sprite2DRoot.get().createSprite(this.hari_texture, true);
        this.hari_sprite.setSize(this.hari_size);
        this.hari_sprite.setParent(this.root_sprite);
        this.hari_sprite.setPosition(this.hari_position);

        this.root_sprite.setPosition(new Vector2(0.0f, 160.0f));
    }
Пример #15
0
        // テキストを追加する.
        public void             addText(string text)
        {
            TextLine new_line = new TextLine();

            new_line.text = text;

            new_line.sprite = Sprite2DRoot.get().createTextSprite(font, text, this.font_size, true);
            new_line.sprite.setDepthLayer("ui.item");
            new_line.sprite.setParent(this.waku.null_sprite);

            Vector2 position = Vector2.zero;

            position.x = -this.window_size.x / 2.0f + text.Length * this.font_size / 2.0f;
            position.y = this.window_size.y / 2.0f - this.font_size / 2.0f - this.lines.Count * this.font_size;

            new_line.sprite.setPosition(position);

            this.lines.Add(new_line);
        }
Пример #16
0
    // ================================================================ //

    // 생성.
    public void             create()
    {
        // 밑받침 (팔 주위 파란 테두리).
        this.under_sprite = Sprite2DRoot.get().createSprite(this.under_texture, true);
        this.under_sprite.setSize(new Vector2(this.under_texture.width, this.under_texture.height) / 4.0f);

        // 몸.
        this.karada_sprite = Sprite2DRoot.get().createSprite(this.karada_texture, true);
        this.karada_sprite.setSize(new Vector2(this.karada_texture.width, this.karada_texture.height) / 4.0f);

        // 팔.
        this.ude_sprite = Sprite2DRoot.get().createSprite(this.ude_texture, true);
        this.ude_sprite.setSize(new Vector2(this.ude_texture.width, this.ude_texture.height) / 4.0f);

        // 위치를 설정해 둔다.

        this.base_position = this.base_position_start;
        this.set_position();
    }
Пример #17
0
        // 更新焦点获取状态
        protected void  update_focuse_status(bool is_focusable)
        {
            this.focused.previous = this.focused.current;

            // ---------------------------------------------------------------- //
            // 获得焦点(ROLL_OVER鼠标进入)

            Vector2 mouse_pos = this.root.input.mouse_position;

            mouse_pos = Sprite2DRoot.get().convertMousePosition(mouse_pos);

            this.focused.current = false;

            if (this.is_active)
            {
                if (is_focusable)
                {
                    if (this.isContainPoint(mouse_pos))
                    {
                        this.focused.current = true;
                    }
                }
            }
            else
            {
                // 如果从禁止焦点转移到焦点状态时,
                // 将一直保持焦点状态直到失去焦点

                if (this.focused.previous)
                {
                    if (is_focusable)
                    {
                        if (this.isContainPoint(mouse_pos))
                        {
                            this.focused.current = true;
                        }
                    }
                }
            }

            this.focused.update_trigger();
        }
Пример #18
0
        // フォーカス状態の更新.
        protected void  update_focuse_status(bool is_focusable)
        {
            this.focused.previous = this.focused.current;

            // ---------------------------------------------------------------- //
            // フォーカス(ロールオーバー).

            Vector2 mouse_pos = this.root.input.mouse_position;

            mouse_pos = Sprite2DRoot.get().convertMousePosition(mouse_pos);

            this.focused.current = false;

            if (this.is_active)
            {
                if (is_focusable)
                {
                    if (this.isContainPoint(mouse_pos))
                    {
                        this.focused.current = true;
                    }
                }
            }
            else
            {
                // フォーカスが禁止にされる前からフォーカスしていた場合は、
                // フォーカスアウトするまでフォーカス状態を維持する.

                if (this.focused.previous)
                {
                    if (is_focusable)
                    {
                        if (this.isContainPoint(mouse_pos))
                        {
                            this.focused.current = true;
                        }
                    }
                }
            }

            this.focused.update_trigger();
        }
Пример #19
0
    // ================================================================ //

    // 아이템 창의 좌표??.
    public bool     isPositionInWindow(Vector2 position)
    {
        bool ret = false;

        Vector2 p = Sprite2DRoot.get().convertScreenPosition(position);

        do
        {
            if (p.x < BASE_POS.x - WINDOW_SIZE.x / 2.0f || BASE_POS.x + WINDOW_SIZE.x / 2.0f < p.x)
            {
                break;
            }
            if (p.y < BASE_POS.y - WINDOW_SIZE.y / 2.0f || BASE_POS.y + WINDOW_SIZE.y / 2.0f < p.y)
            {
                break;
            }

            ret = true;
        } while(false);

        return(ret);
    }
Пример #20
0
    public void             create()
    {
        // 스프라이트를 만든다.

        this.sprite = Sprite2DRoot.get().createSprite(this.font_texture, 3, true);
        this.sprite.setSize(this.font_size);

        // 변형용 정점을 초기화해 둔다..

        Vector3[] positions = this.sprite.getVertexPositions();

        this.vertices = new ControlVertex[positions.Length];

        for (int i = 0; i < this.vertices.Length; i++)
        {
            this.vertices[i]              = new ControlVertex();
            this.vertices[i].position     = positions[i];
            this.vertices[i].position_org = this.vertices[i].position;
            this.vertices[i].velocity     = Vector2.zero;
        }

        // 초기 위치를 난수로 변경하고 형태를 왜곡한다.

        for (int i = 0; i < this.vertices.Length; i++)
        {
            this.vertices[i].position *= Random.Range(0.8f, 1.3f);

            positions[i] = this.vertices[i].position;
        }

        this.sprite.setVertexPositions(positions);
        this.sprite.setVisible(false);

        this.time_scale = Random.Range(0.9f, 1.2f);

        this.step.set_next(STEP.HIDE);
    }
Пример #21
0
    // ================================================================ //

    // 생성한다.
    public void             create()
    {
        this.root_sprite = Sprite2DRoot.get().createNull();

        // 캐릭터.
        this.chr_sprite = Sprite2DRoot.get().createSprite(this.uun_texture, true);
        this.chr_sprite.setSize(new Vector2(this.uun_texture.width, this.uun_texture.height) / 4.0f);
        this.chr_sprite.transform.parent = this.root_sprite.transform;

        // 모락모락.
        this.moya                = new WeaponSelectNavi.Moya();
        this.moya.root_sprite    = this.root_sprite;
        this.moya.negi_texture   = this.moya_negi_texture;
        this.moya.yuzu_texture   = this.moya_yuzu_texture;
        this.moya.oke_texture    = this.moya_oke_texture;
        this.moya.kara_texture   = this.moya_kara_texture;
        this.moya.selecting_icon = this;
        this.moya.create();
        this.moya.setPosition(new Vector3(20.0f, 50.0f, 0.0f));

        //

        this.setPosition(Vector3.zero);
    }
Пример #22
0
        // 生成する.
        public void             create(Vector2 size)
        {
            this.size        = size;
            this.null_sprite = Sprite2DRoot.get().createNull();

            //

            for (int i = 0; i < (int)PART.NUM; i++)
            {
                this.sprites.Add(null);
            }

            this.sprites[(int)PART.CENTER]      = Sprite2DRoot.get().createSprite(this.root.texture_white8x8, 2, true);
            this.sprites[(int)PART.CENTER].name = "Botan.waku";
            this.sprites[(int)PART.CENTER].setSize(size);
            this.sprites[(int)PART.CENTER].setDepthLayer("ui.item");

            //

            this.sprites[(int)PART.RIGHT_TOP]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_kado, 2, true);
            this.sprites[(int)PART.RIGHT_TOP].name = "Botan.waku";
            this.sprites[(int)PART.RIGHT_TOP].setPosition(new Vector2((size.x / 2.0f + this.margin / 2.0f), size.y / 2.0f + this.margin / 2.0f));
            this.sprites[(int)PART.RIGHT_TOP].setAngle(-90.0f);
            this.sprites[(int)PART.RIGHT_TOP].setSize(Vector2.one * this.margin);
            this.sprites[(int)PART.RIGHT_TOP].setDepthLayer("ui.item");

            this.sprites[(int)PART.RIGHT_BOTTOM]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_kado, 2, true);
            this.sprites[(int)PART.RIGHT_BOTTOM].name = "Botan.waku";
            this.sprites[(int)PART.RIGHT_BOTTOM].setPosition(new Vector2((size.x / 2.0f + this.margin / 2.0f), -(size.y / 2.0f + this.margin / 2.0f)));
            this.sprites[(int)PART.RIGHT_BOTTOM].setAngle(-180.0f);
            this.sprites[(int)PART.RIGHT_BOTTOM].setSize(Vector2.one * this.margin);
            this.sprites[(int)PART.RIGHT_BOTTOM].setDepthLayer("ui.item");

            this.sprites[(int)PART.LEFT_TOP]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_kado, 2, true);
            this.sprites[(int)PART.LEFT_TOP].name = "Botan.waku";
            this.sprites[(int)PART.LEFT_TOP].setPosition(new Vector2(-(size.x / 2.0f + this.margin / 2.0f), size.y / 2.0f + this.margin / 2.0f));
            this.sprites[(int)PART.LEFT_TOP].setSize(Vector2.one * this.margin);
            this.sprites[(int)PART.LEFT_TOP].setDepthLayer("ui.item");

            this.sprites[(int)PART.LEFT_BOTTOM]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_kado, 2, true);
            this.sprites[(int)PART.LEFT_BOTTOM].name = "Botan.waku";
            this.sprites[(int)PART.LEFT_BOTTOM].setPosition(new Vector2(-(size.x / 2.0f + this.margin / 2.0f), -(size.y / 2.0f + this.margin / 2.0f)));
            this.sprites[(int)PART.LEFT_BOTTOM].setAngle(90.0f);
            this.sprites[(int)PART.LEFT_BOTTOM].setSize(Vector2.one * margin);
            this.sprites[(int)PART.LEFT_BOTTOM].setDepthLayer("ui.item");

            //

            this.sprites[(int)PART.RIGHT]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_ue, 2, true);
            this.sprites[(int)PART.RIGHT].name = "Botan.waku";
            this.sprites[(int)PART.RIGHT].setPosition(new Vector2(size.x / 2.0f + this.margin / 2.0f, 0.0f));
            this.sprites[(int)PART.RIGHT].setAngle(-90.0f);
            this.sprites[(int)PART.RIGHT].setSize(new Vector2(size.y, this.margin));
            this.sprites[(int)PART.RIGHT].setDepthLayer("ui.item");

            this.sprites[(int)PART.LEFT]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_ue, 2, true);
            this.sprites[(int)PART.LEFT].name = "Botan.waku";
            this.sprites[(int)PART.LEFT].setPosition(new Vector2(-(size.x / 2.0f + this.margin / 2.0f), 0.0f));
            this.sprites[(int)PART.LEFT].setAngle(90.0f);
            this.sprites[(int)PART.LEFT].setSize(new Vector2(size.y, this.margin));
            this.sprites[(int)PART.LEFT].setDepthLayer("ui.item");

            this.sprites[(int)PART.TOP]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_ue, 2, true);
            this.sprites[(int)PART.TOP].name = "Botan.waku";
            this.sprites[(int)PART.TOP].setPosition(new Vector2(0.0f, size.y / 2.0f + this.margin / 2.0f));
            this.sprites[(int)PART.TOP].setSize(new Vector2(size.x, this.margin));
            this.sprites[(int)PART.TOP].setDepthLayer("ui.item");

            this.sprites[(int)PART.BOTTOM]      = Sprite2DRoot.get().createSprite(this.root.texture_waku_ue, 2, true);
            this.sprites[(int)PART.BOTTOM].name = "Botan.waku";
            this.sprites[(int)PART.BOTTOM].setPosition(new Vector2(0.0f, -(size.y / 2.0f + this.margin / 2.0f)));
            this.sprites[(int)PART.BOTTOM].setAngle(-180.0f);
            this.sprites[(int)PART.BOTTOM].setSize(new Vector2(size.x, this.margin));
            this.sprites[(int)PART.BOTTOM].setDepthLayer("ui.item");

            foreach (var sprite in this.sprites)
            {
                sprite.setParent(this.null_sprite);
            }
        }
Пример #23
0
    // ================================================================ //

    public void             create()
    {
        Navi navi = Navi.get();

        //

        this.root_sprite = Sprite2DRoot.get().createNull();
        this.root_sprite.setPosition(new Vector3(0.0f, POSITION_Y, 0.0f));

        // 아이콘, 문자 오브젝트 생성.

        this.icon = new Yell.Icon();
        this.icon.create(this.icon_texture);
        this.icon.sprite.transform.parent = this.root_sprite.transform;

        //

        this.mojis = new List <Yell.Moji>();

        for (int i = 0; i < this.yell_words.Length; i++)
        {
            YellFontData font_data = navi.getYellFontData(this.yell_words[i]);

            Yell.Moji moji = new Yell.Moji();

            moji.create(font_data.texture, this.moji_mae_texture);

            if (font_data.is_small)
            {
                moji.moji_mae_scale *= 0.5f;
            }
            moji.yell  = this;
            moji.index = i;
            moji.sprite.transform.parent = this.root_sprite.transform;
            moji.reset();

            if (i % 3 == 0)
            {
                moji.sprite.setVertexColor(new Color(1.0f, 1.0f, 0.5f));
            }
            else if (i % 3 == 1)
            {
                moji.sprite.setVertexColor(new Color(1.0f, 0.7f, 0.7f));
            }
            else if (i % 3 == 2)
            {
                moji.sprite.setVertexColor(new Color(0.3f, 1.0f, 1.0f));
            }

            this.mojis.Add(moji);
        }

        this.icon.sprite.setDepth(this.mojis[this.mojis.Count - 1].sprite.getDepth() - 0.1f);

        // 문자 위치.

        float   pitch = 54.0f;
        Vector2 p0    = Vector2.zero;
        Vector2 p1    = Vector2.zero;

        p0.x = (float)this.mojis.Count * pitch / 2.0f;
        p0.y = 0.0f;

        p1.x = 0.0f - ((float)this.mojis.Count) * pitch / 2.0f - pitch / 2.0f;
        p1.y = p0.y;

        this.icon.p0 = p0;
        this.icon.p1 = p1;
        p1.x        += pitch;

        p0.x = p1.x;

        for (int i = 0; i < this.mojis.Count; i++)
        {
            YellFontData font_data = navi.getYellFontData(this.yell_words[i]);

            this.mojis[i].p0 = p0;
            this.mojis[i].reset();

            if (font_data.is_small)
            {
                this.mojis[i].p0.x -= pitch * 0.25f;
                this.mojis[i].p0.y -= pitch * 0.25f;

                p0.x += pitch * 0.5f;
            }
            else
            {
                p0.x += pitch;
            }
        }
    }
Пример #24
0
 // 设置UV
 public void             setVertexUVs(Vector2[] uvs)
 {
     Sprite2DRoot.get().setVertexUVsToSprite(this, uvs);
 }
Пример #25
0
 // 设置顶点的位置(3D)
 public void             setVertexPositions(Vector3[] positions)
 {
     Sprite2DRoot.get().setVertexPositionsToSprite(this, positions);
 }
Пример #26
0
 // 获取顶点的位置
 public Vector3[]        getVertexPositions()
 {
     return(Sprite2DRoot.get().getVertexPositionsFromSprite(this));
 }
Пример #27
0
 // 设置纹理(同时修改尺寸)
 public void             setTextureWithSize(Texture texture)
 {
     this.GetComponent <MeshRenderer>().material.mainTexture = texture;
     Sprite2DRoot.get().setSizeToSprite(this, new Vector2(texture.width, texture.height));
 }
Пример #28
0
 // 设置顶点颜色的透明值
 public void             setVertexAlpha(float alpha)
 {
     Sprite2DRoot.get().setVertexColorToSprite(this, new Color(1.0f, 1.0f, 1.0f, alpha));
 }
Пример #29
0
 // 设置顶点颜色
 public void             setVertexColor(Color color)
 {
     Sprite2DRoot.get().setVertexColorToSprite(this, color);
 }
Пример #30
0
 // 设置尺寸
 public void             setSize(Vector2 size)
 {
     Sprite2DRoot.get().setSizeToSprite(this, size);
 }