Пример #1
0
        public void CalculateLayoutInputHorizontal()
        {
            results = new GridLayoutResults(rows, columns, children);
            var elements = ListPool <Component, PGridLayoutGroup> .Allocate();

            foreach (var component in results.Components)
            {
                // Cache size of children
                var obj    = component.HorizontalSize.source;
                var margin = component.Margin;
                elements.Clear();
                obj.GetComponents(elements);
                var sz = PUIUtils.CalcSizes(obj, PanelDirection.Horizontal, elements);
                if (!sz.ignore)
                {
                    // Add borders
                    int border = (margin == null) ? 0 : margin.left + margin.right;
                    sz.min       += border;
                    sz.preferred += border;
                }
                component.HorizontalSize = sz;
            }
            elements.Recycle();
            // Calculate columns sizes and our size
            results.CalcBaseWidths();
            float width = results.MinWidth;

            if (Margin != null)
            {
                width += Margin.left + Margin.right;
            }
            minWidth      = preferredWidth = width;
            flexibleWidth = (results.TotalFlexWidth > 0.0f) ? 1.0f : 0.0f;
        }
Пример #2
0
        /// <summary>
        /// Calculates the final width of this component and applies it to the component.
        /// </summary>
        /// <param name="component">The component to calculate.</param>
        /// <param name="colX">The column locations from GetColumnWidths.</param>
        /// <returns>true if the width was applied, or false if the component was not laid out
        /// due to being disposed or set to ignore layout.</returns>
        private static bool SetFinalWidth(SizedGridComponent component, float[] colX)
        {
            var  margin = component.Margin;
            var  sizes  = component.HorizontalSize;
            var  target = sizes.source;
            bool ok     = !sizes.ignore && target != null;

            if (ok)
            {
                int columns = colX.Length - 1;
                // Clamp first and last column occupied by this object
                int first = component.Column, last = first + component.ColumnSpan;
                first = first.InRange(0, columns - 1);
                last  = last.InRange(1, columns);
                // Align correctly in the cell box
                float x = colX[first], colWidth = colX[last] - x;
                if (margin != null)
                {
                    float border = margin.left + margin.right;
                    x               += margin.left;
                    colWidth        -= border;
                    sizes.min       -= border;
                    sizes.preferred -= border;
                }
                float actualWidth = PUIUtils.GetProperSize(sizes, colWidth);
                // Take alignment into account
                x += PUIUtils.GetOffset(component.Alignment, PanelDirection.Horizontal,
                                        colWidth - actualWidth);
                target.rectTransform().SetInsetAndSizeFromParentEdge(RectTransform.Edge.
                                                                     Left, x, actualWidth);
            }
            return(ok);
        }
Пример #3
0
        /// <summary>
        /// Calculates the size of the box layout container.
        /// </summary>
        /// <param name="obj">The container to lay out.</param>
        /// <param name="args">The parameters to use for layout.</param>
        /// <param name="direction">The direction which is being calculated.</param>
        /// <returns>The minimum and preferred box layout size.</returns>
        private static BoxLayoutResults Calc(GameObject obj, BoxLayoutParams args,
                                             PanelDirection direction)
        {
            var transform  = obj.AddOrGet <RectTransform>();
            int n          = transform.childCount;
            var result     = new BoxLayoutResults(direction, n);
            var components = ListPool <Component, BoxLayoutGroup> .Allocate();

            for (int i = 0; i < n; i++)
            {
                var child = transform.GetChild(i)?.gameObject;
                if (child != null && child.activeInHierarchy)
                {
                    // Only on active game objects
                    components.Clear();
                    child.GetComponents(components);
                    var hc = PUIUtils.CalcSizes(child, direction, components);
                    if (!hc.ignore)
                    {
                        if (args.Direction == direction)
                        {
                            result.Accum(hc, args.Spacing);
                        }
                        else
                        {
                            result.Expand(hc);
                        }
                        result.children.Add(hc);
                    }
                }
            }
            components.Recycle();
            return(result);
        }
Пример #4
0
        /// <summary>
        /// Calculates the final height of this component and applies it to the component.
        /// </summary>
        /// <param name="component">The component to calculate.</param>
        /// <param name="rowY">The row locations from GetRowHeights.</param>
        /// <returns>true if the height was applied, or false if the component was not laid out
        /// due to being disposed or set to ignore layout.</returns>
        private static bool SetFinalHeight(SizedGridComponent component, float[] rowY)
        {
            var  margin = component.Margin;
            var  sizes  = component.VerticalSize;
            var  target = sizes.source;
            bool ok     = !sizes.ignore && target != null;

            if (ok)
            {
                int rows = rowY.Length - 1;
                // Clamp first and last row occupied by this object
                int first = component.Row, last = first + component.RowSpan;
                first = first.InRange(0, rows - 1);
                last  = last.InRange(1, rows);
                // Align correctly in the cell box
                float y = rowY[first], rowHeight = rowY[last] - y;
                if (margin != null)
                {
                    float border = margin.top + margin.bottom;
                    y               += margin.top;
                    rowHeight       -= border;
                    sizes.min       -= border;
                    sizes.preferred -= border;
                }
                float actualHeight = PUIUtils.GetProperSize(sizes, rowHeight);
                // Take alignment into account
                y += PUIUtils.GetOffset(component.Alignment, PanelDirection.Vertical,
                                        rowHeight - actualHeight);
                target.rectTransform().SetInsetAndSizeFromParentEdge(RectTransform.Edge.
                                                                     Top, y, actualHeight);
            }
            return(ok);
        }
Пример #5
0
        /// <summary>
        /// Calculates the size of the card layout container.
        /// </summary>
        /// <param name="obj">The container to lay out.</param>
        /// <param name="args">The parameters to use for layout.</param>
        /// <param name="direction">The direction which is being calculated.</param>
        /// <returns>The minimum and preferred box layout size.</returns>
        private static CardLayoutResults Calc(GameObject obj, PanelDirection direction)
        {
            var transform  = obj.AddOrGet <RectTransform>();
            int n          = transform.childCount;
            var result     = new CardLayoutResults(direction, n);
            var components = ListPool <Component, BoxLayoutGroup> .Allocate();

            for (int i = 0; i < n; i++)
            {
                var child = transform.GetChild(i)?.gameObject;
                if (child != null)
                {
                    bool active = child.activeInHierarchy;
                    // Not only on active game objects
                    components.Clear();
                    child.GetComponents(components);
                    child.SetActive(true);
                    var hc = PUIUtils.CalcSizes(child, direction, components);
                    if (!hc.ignore)
                    {
                        result.Expand(hc);
                        result.children.Add(hc);
                    }
                    child.SetActive(active);
                }
            }
            components.Recycle();
            return(result);
        }
Пример #6
0
        public override void CalculateLayoutInputVertical()
        {
            if (results != null && !locked)
            {
                var elements = ListPool <Component, PGridLayoutGroup> .Allocate();

                foreach (var component in results.Components)
                {
                    // Cache size of children
                    var obj    = component.VerticalSize.source;
                    var margin = component.Margin;
                    elements.Clear();
                    obj.GetComponents(elements);
                    var sz = PUIUtils.CalcSizes(obj, PanelDirection.Vertical, elements);
                    if (!sz.ignore)
                    {
                        // Add borders
                        int border = (margin == null) ? 0 : margin.top + margin.bottom;
                        sz.min       += border;
                        sz.preferred += border;
                    }
                    component.VerticalSize = sz;
                }
                elements.Recycle();
                // Calculate row sizes and our size
                results.CalcBaseHeights();
                float height = results.MinHeight;
                if (Margin != null)
                {
                    height += Margin.bottom + Margin.top;
                }
                minHeight      = preferredHeight = height;
                flexibleHeight = (results.TotalFlexHeight > 0.0f) ? 1.0f : 0.0f;
            }
        }
Пример #7
0
        /// <summary>
        /// Lays out components in the box layout container parallel to the layout axis.
        /// </summary>
        /// <param name="required">The calculated minimum and preferred sizes.</param>
        /// <param name="args">The parameters to use for layout.</param>
        /// <param name="status">The current status of layout.</param>
        private static void DoLayoutLinear(BoxLayoutResults required, BoxLayoutParams args,
                                           BoxLayoutStatus status)
        {
            var total      = required.total;
            var components = ListPool <ILayoutController, BoxLayoutGroup> .Allocate();

            var direction = args.Direction;
            // Determine flex size ratio
            float size = status.size, prefRatio = 0.0f, minSize = total.min, prefSize =
                total.preferred, excess = Math.Max(0.0f, size - prefSize), flexTotal = total.
                                                                                       flexible, offset = status.offset, spacing = args.Spacing;

            if (size > minSize && prefSize > minSize)
            {
                // Do not divide by 0
                prefRatio = Math.Min(1.0f, (size - minSize) / (prefSize - minSize));
            }
            if (excess > 0.0f && flexTotal == 0.0f)
            {
                // If no components can be expanded, offset all
                offset += PUIUtils.GetOffset(args.Alignment, status.direction, excess);
            }
            foreach (var child in required.children)
            {
                var obj = child.source;
                // Active objects only
                if (obj != null && obj.activeInHierarchy)
                {
                    float compSize = child.min;
                    if (prefRatio > 0.0f)
                    {
                        compSize += (child.preferred - child.min) * prefRatio;
                    }
                    if (excess > 0.0f && flexTotal > 0.0f)
                    {
                        compSize += excess * child.flexible / flexTotal;
                    }
                    // Place and size component
                    obj.AddOrGet <RectTransform>().SetInsetAndSizeFromParentEdge(status.edge,
                                                                                 offset, compSize);
                    offset += compSize + ((compSize > 0.0f) ? spacing : 0.0f);
                    // Invoke SetLayout on dependents
                    components.Clear();
                    obj.GetComponents(components);
                    foreach (var component in components)
                    {
                        if (direction == PanelDirection.Horizontal)
                        {
                            component.SetLayoutHorizontal();
                        }
                        else                         // if (direction == PanelDirection.Vertical)
                        {
                            component.SetLayoutVertical();
                        }
                    }
                }
            }
            components.Recycle();
        }
Пример #8
0
 /// <summary>
 /// Called each frame by Unity, checks to see if the user clicks/scrolls outside of
 /// the dropdown while open, and closes it if so.
 /// </summary>
 internal void Update()
 {
     if (open && handler != null && !handler.IsOver && (PUIUtils.GetMouseButton(0) ||
                                                        PUIUtils.GetInputAxis("Mouse ScrollWheel") != 0.0f))
     {
         Close();
     }
 }
Пример #9
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(null, Name);
            // Background
            var style = TextStyle ?? PUITuning.Fonts.TextLightStyle;

            textField.AddComponent <Image>().color = style.textColor;
            // Text box with rectangular clipping area; put pivot in upper left
            var textArea = PUIElements.CreateUI(textField, "Text Area", false);

            textArea.rectTransform().pivot = Vector2.up;
            textArea.AddComponent <Image>().color = BackColor;
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI(textArea, "Text", true, PUIAnchoring.Beginning,
                                               PUIAnchoring.End);
            // Text to display
            var textDisplay = textBox.AddComponent <TextMeshProUGUI>();

            textDisplay.alignment             = TextAlignment;
            textDisplay.autoSizeTextContainer = false;
            textDisplay.enabled   = true;
            textDisplay.color     = style.textColor;
            textDisplay.font      = style.sdfFont;
            textDisplay.fontSize  = style.fontSize;
            textDisplay.fontStyle = style.style;
            // Text field itself
            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textField.SetActive(true);
            textEntry.text   = Text ?? "";
            textDisplay.text = Text ?? "";
            // Events!
            ConfigureTextEntry(textEntry);
            var events = textField.AddComponent <PTextFieldEvents>();

            events.OnTextChanged = OnTextChanged;
            events.OnValidate    = OnValidate;
            // Add tooltip
            if (!string.IsNullOrEmpty(ToolTip))
            {
                textField.AddComponent <ToolTip>().toolTip = ToolTip;
            }
            mask.enabled = true;
            // Lay out, even better than before
            new RelativeLayout(textField).SetTopEdge(textArea, fraction: 1.0f).SetBottomEdge(
                textArea, fraction: 0.0f).SetMargin(textArea, new RectOffset(1, 1, 1, 1)).
            OverrideSize(textArea, new Vector2(MinWidth, Math.Max(LineCount, 1) * PUIUtils.
                                               GetLineHeight(style))).Execute(true);
            textField.SetFlexUISize(FlexSize);
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #10
0
        /// <summary>
        /// Sets the minimum (and preferred) width of this combo box in characters.
        ///
        /// The width is computed using the currently selected text style.
        /// </summary>
        /// <param name="chars">The number of characters to be displayed.</param>
        /// <returns>This combo box for call chaining.</returns>
        public PComboBox <T> SetMinWidthInCharacters(int chars)
        {
            int width = Mathf.RoundToInt(chars * PUIUtils.GetEmWidth(TextStyle));

            if (width > 0)
            {
                MinWidth = width;
            }
            return(this);
        }
Пример #11
0
        public override void SetLayoutHorizontal()
        {
            if (horizontal != null && !locked)
            {
#if DEBUG_LAYOUT
                PUIUtils.LogUIDebug("SetLayoutHorizontal for {0} resolved width to {1:F2}".F(
                                        gameObject.name, rectTransform.rect.width));
#endif
                DoLayout(parameters, horizontal, rectTransform.rect.width);
            }
        }
Пример #12
0
        /// <summary>
        /// Lays out components in the card layout container.
        /// </summary>
        /// <param name="margin">The margin to allow around the components.</param>
        /// <param name="required">The calculated minimum and preferred sizes.</param>
        /// <param name="size">The total available size in this dimension.</param>
        private static void DoLayout(RectOffset margin, CardLayoutResults required, float size)
        {
            if (required == null)
            {
                throw new ArgumentNullException("required");
            }
            var direction  = required.direction;
            var components = ListPool <ILayoutController, BoxLayoutGroup> .Allocate();

            // Compensate for margins
            if (direction == PanelDirection.Horizontal)
            {
                size -= margin.left + margin.right;
            }
            else
            {
                size -= margin.top + margin.bottom;
            }
            foreach (var child in required.children)
            {
                var obj = child.source;
                if (obj != null)
                {
                    float compSize = PUIUtils.GetProperSize(child, size);
                    // Place and size component
                    var transform = obj.AddOrGet <RectTransform>();
                    if (direction == PanelDirection.Horizontal)
                    {
                        transform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left,
                                                                margin.left, compSize);
                    }
                    else
                    {
                        transform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top,
                                                                margin.top, compSize);
                    }
                    // Invoke SetLayout on dependents
                    components.Clear();
                    obj.GetComponents(components);
                    foreach (var component in components)
                    {
                        if (direction == PanelDirection.Horizontal)
                        {
                            component.SetLayoutHorizontal();
                        }
                        else                         // if (direction == PanelDirection.Vertical)
                        {
                            component.SetLayoutVertical();
                        }
                    }
                }
            }
            components.Recycle();
        }
Пример #13
0
        public override void SetLayoutVertical()
        {
            if (vertical != null && !locked)
            {
#if DEBUG_LAYOUT
                PUIUtils.LogUIDebug("SetLayoutVertical for {0} resolved height to {1:F2}".F(
                                        gameObject.name, rectTransform.rect.height));
#endif
                DoLayout(parameters, vertical, rectTransform.rect.height);
            }
        }
Пример #14
0
 public override void CalculateLayoutInputVertical()
 {
     if (child != null && calcElements != null)
     {
         // Lay out children
         childVertical = PUIUtils.CalcSizes(child, PanelDirection.Vertical,
                                            calcElements);
         preferredHeight = childVertical.preferred;
         calcElements    = null;
     }
 }
Пример #15
0
        public void CalculateLayoutInputHorizontal()
        {
#if DEBUG_LAYOUT
            PUIUtils.LogUIDebug("CalculateLayoutInputHorizontal for " + gameObject.name);
#endif
            var   margin = parameters.Margin;
            float gap    = (margin == null) ? 0.0f : margin.left + margin.right;
            horizontal = Calc(gameObject, parameters, PanelDirection.Horizontal);
            var hTotal = horizontal.total;
            minWidth       = hTotal.min + gap;
            preferredWidth = hTotal.preferred + gap;
        }
Пример #16
0
        public void CalculateLayoutInputVertical()
        {
#if DEBUG_LAYOUT
            PUIUtils.LogUIDebug("CalculateLayoutInputVertical for " + gameObject.name);
#endif
            var   margin = parameters.Margin;
            float gap    = (margin == null) ? 0.0f : margin.top + margin.bottom;
            vertical = Calc(gameObject, parameters, PanelDirection.Vertical);
            var vTotal = vertical.total;
            minHeight       = vTotal.min + gap;
            preferredHeight = vTotal.preferred + gap;
        }
Пример #17
0
        public GameObject Build()
        {
            var textField = PUIElements.CreateUI(null, Name);
            var style     = TextStyle ?? PUITuning.Fonts.TextLightStyle;
            // Background
            var border = textField.AddComponent <Image>();

            border.sprite = PUITuning.Images.BoxBorderWhite;
            border.type   = Image.Type.Sliced;
            border.color  = style.textColor;
            // Text box with rectangular clipping area; put pivot in upper left
            var textArea = PUIElements.CreateUI(textField, "Text Area", false);

            textArea.AddComponent <Image>().color = BackColor;
            var mask = textArea.AddComponent <RectMask2D>();
            // Scrollable text
            var textBox = PUIElements.CreateUI(textArea, "Text");
            // Text to display
            var textDisplay = PTextField.ConfigureField(textBox.AddComponent <TextMeshProUGUI>(),
                                                        style, TextAlignment);

            textDisplay.enableWordWrapping = true;
            textDisplay.raycastTarget      = true;
            // Text field itself
            textField.SetActive(false);
            var textEntry = textField.AddComponent <TMP_InputField>();

            textEntry.textComponent = textDisplay;
            textEntry.textViewport  = textArea.rectTransform();
            textEntry.text          = Text ?? "";
            textDisplay.text        = Text ?? "";
            // Events!
            ConfigureTextEntry(textEntry);
            var events = textField.AddComponent <PTextFieldEvents>();

            events.OnTextChanged = OnTextChanged;
            events.OnValidate    = OnValidate;
            events.TextObject    = textBox;
            // Add tooltip
            PUIElements.SetToolTip(textField, ToolTip);
            mask.enabled = true;
            PUIElements.SetAnchorOffsets(textBox, new RectOffset());
            textField.SetActive(true);
            // Lay out
            var layout = PUIUtils.InsetChild(textField, textArea, Vector2.one, new Vector2(
                                                 MinWidth, Math.Max(LineCount, 1) * PUIUtils.GetLineHeight(style))).
                         AddOrGet <LayoutElement>();

            layout.flexibleWidth  = FlexSize.x;
            layout.flexibleHeight = FlexSize.y;
            OnRealize?.Invoke(textField);
            return(textField);
        }
Пример #18
0
 public override void CalculateLayoutInputHorizontal()
 {
     if (child != null)
     {
         calcElements = child.GetComponents <Component>();
         // Lay out children
         childHorizontal = PUIUtils.CalcSizes(child, PanelDirection.Horizontal,
                                              calcElements);
         if (childHorizontal.ignore)
         {
             throw new InvalidOperationException("ScrollPane child ignores layout!");
         }
         preferredWidth = childHorizontal.preferred;
     }
 }
Пример #19
0
        public override void CalculateLayoutInputVertical()
        {
            if (!locked)
            {
                var   margin = parameters.Margin;
                float gap    = (margin == null) ? 0.0f : margin.top + margin.bottom;
                vertical = Calc(gameObject, parameters, PanelDirection.Vertical);
                var vTotal = vertical.total;
                minHeight       = vTotal.min + gap;
                preferredHeight = vTotal.preferred + gap;
#if DEBUG_LAYOUT
                PUIUtils.LogUIDebug("CalculateLayoutInputVertical for {0} preferred {1:F2}".F(
                                        gameObject.name, preferredHeight));
#endif
            }
        }
Пример #20
0
        public override void CalculateLayoutInputHorizontal()
        {
            if (!locked)
            {
                var   margin = parameters.Margin;
                float gap    = (margin == null) ? 0.0f : margin.left + margin.right;
                horizontal = Calc(gameObject, parameters, PanelDirection.Horizontal);
                var hTotal = horizontal.total;
                minWidth       = hTotal.min + gap;
                preferredWidth = hTotal.preferred + gap;
#if DEBUG_LAYOUT
                PUIUtils.LogUIDebug("CalculateLayoutInputHorizontal for {0} preferred {1:F2}".
                                    F(gameObject.name, preferredWidth));
#endif
            }
        }
Пример #21
0
        /// <summary>
        /// Lays out components in the box layout container against the layout axis.
        /// </summary>
        /// <param name="required">The calculated minimum and preferred sizes.</param>
        /// <param name="args">The parameters to use for layout.</param>
        /// <param name="status">The current status of layout.</param>
        private static void DoLayoutPerp(LayoutResults required, BoxLayoutParams args,
                                         LayoutStatus status)
        {
            var components = ListPool <ILayoutController, BoxLayoutGroup> .Allocate();

            var   direction = args.Direction;
            float size      = status.size;

            foreach (var child in required.children)
            {
                var obj = child.source;
                // Active objects only
                if (obj != null && obj.activeInHierarchy)
                {
                    float compSize = size;
                    if (child.flexible <= 0.0f)
                    {
                        // Does not expand to all
                        compSize = Math.Min(compSize, child.preferred);
                    }
                    float offset = (size > compSize) ? GetOffset(args, status.direction,
                                                                 size - compSize) : 0.0f;
                    // Place and size component
                    obj.AddOrGet <RectTransform>().SetInsetAndSizeFromParentEdge(status.edge,
                                                                                 offset + status.offset, compSize);
                    // Invoke SetLayout on dependents
                    components.Clear();
                    obj.GetComponents(components);
                    foreach (var component in components)
                    {
                        if (!PUIUtils.IgnoreLayout(component))
                        {
                            if (direction == PanelDirection.Horizontal)
                            {
                                component.SetLayoutVertical();
                            }
                            else                             // if (direction == PanelDirection.Vertical)
                            {
                                component.SetLayoutHorizontal();
                            }
                        }
                    }
                }
            }
            components.Recycle();
        }
Пример #22
0
        public void SetLayoutVertical()
        {
#if DEBUG
            if (vertical == null)
            {
                throw new InvalidOperationException("SetLayoutVertical before CalculateLayoutInputVertical");
            }
#endif
#if DEBUG_LAYOUT
            PUIUtils.LogUIDebug("SetLayoutVertical for " + gameObject.name);
#endif
            if (vertical != null)
            {
                var rt = gameObject.rectTransform();
                DoLayout(parameters, vertical, rt.rect.size.y);
            }
        }
Пример #23
0
        public void SetLayoutHorizontal()
        {
#if DEBUG
            if (horizontal == null)
            {
                throw new InvalidOperationException("SetLayoutHorizontal before CalculateLayoutInputHorizontal");
            }
#endif
            if (horizontal != null)
            {
                var rt = gameObject.rectTransform();
#if DEBUG_LAYOUT
                PUIUtils.LogUIDebug("SetLayoutHorizontal for {0} resolved width to {1:F2}".F(
                                        gameObject.name, rt.rect.width));
#endif
                DoLayout(parameters, horizontal, rt.rect.width);
            }
        }
Пример #24
0
        public override void SetLayoutVertical()
        {
#if DEBUG
            if (vertical == null)
            {
                throw new InvalidOperationException("SetLayoutVertical before CalculateLayoutInputVertical");
            }
#endif
            if (vertical != null)
            {
                var rt = gameObject.rectTransform();
#if DEBUG_LAYOUT
                PUIUtils.LogUIDebug("SetLayoutVertical for {0} resolved height to {1:F2}".F(
                                        gameObject.name, rt.rect.height));
#endif
                DoLayout(parameters, vertical, rt.rect.height);
            }
        }
Пример #25
0
            static Fonts()
            {
                FONTS = new Dictionary <string, TMP_FontAsset>(16);
                // List out all fonts shipped with the game
                foreach (var newFont in Resources.FindObjectsOfTypeAll <TMP_FontAsset>())
                {
                    string name = newFont?.name;
                    if (!string.IsNullOrEmpty(name) && !FONTS.ContainsKey(name))
                    {
                        FONTS.Add(name, newFont);
                    }
                }

                // Initialization: UI fonts
                if ((DefaultTextFont = GetFontByName(DEFAULT_FONT_TEXT)) == null)
                {
                    PUIUtils.LogUIWarning("Unable to find font " + DEFAULT_FONT_TEXT);
                }
                if ((DefaultUIFont = GetFontByName(DEFAULT_FONT_UI)) == null)
                {
                    PUIUtils.LogUIWarning("Unable to find font " + DEFAULT_FONT_UI);
                }

                // Initialization: Text style
                DefaultSize   = 14;
                TextDarkStyle = ScriptableObject.CreateInstance <TextStyleSetting>();
                TextDarkStyle.enableWordWrapping = false;
                TextDarkStyle.fontSize           = DefaultSize;
                TextDarkStyle.sdfFont            = Text;
                TextDarkStyle.style            = FontStyles.Normal;
                TextDarkStyle.textColor        = Colors.UITextDark;
                TextLightStyle                 = TextDarkStyle.DeriveStyle(newColor: Colors.UITextLight);
                UIDarkStyle                    = ScriptableObject.CreateInstance <TextStyleSetting>();
                UIDarkStyle.enableWordWrapping = false;
                UIDarkStyle.fontSize           = DefaultSize;
                UIDarkStyle.sdfFont            = UI;
                UIDarkStyle.style              = FontStyles.Normal;
                UIDarkStyle.textColor          = Colors.UITextDark;
                UILightStyle                   = UIDarkStyle.DeriveStyle(newColor: Colors.UITextLight);
            }
Пример #26
0
        /// <summary>
        /// Returns a suitable parent object for a dialog.
        /// </summary>
        /// <returns>A game object that can be used as a dialog parent depending on the game
        /// stage, or null if none is available.</returns>
        public static GameObject GetParentObject()
        {
            GameObject parent = null;
            var        fi     = FrontEndManager.Instance;

            if (fi != null)
            {
                parent = fi.gameObject;
            }
            else
            {
                // Grr unity
                var gi = GameScreenManager.Instance;
                if (gi != null)
                {
                    parent = gi.ssOverlayCanvas;
                }
                else
                {
                    PUIUtils.LogUIWarning("No dialog parent found!");
                }
            }
            return(parent);
        }