protected override void OnDisable() { for (int i = 0; i < drawCalls.size; ++i) { UIDrawCall dc = drawCalls.buffer[i]; if (dc != null) { UIDrawCall.Destroy(dc); } } drawCalls.Clear(); list.Remove(this); if (list.size == 0) { UIDrawCall.ReleaseAll(); } base.OnDisable(); }
/// <summary> /// Destroy all draw calls we've created when this script gets disabled. /// </summary> protected override void OnDisable () { for (int i = 0; i < drawCalls.size; ++i) { UIDrawCall dc = drawCalls.buffer[i]; if (dc != null) UIDrawCall.Destroy(dc); } drawCalls.Clear(); list.Remove(this); mAlphaFrameID = -1; mMatrixFrame = -1; if (list.size == 0) { UIDrawCall.ReleaseAll(); mUpdateFrame = -1; } base.OnDisable(); }
protected void UpdateRevealers(int deltaMS) { // Add all items scheduled to be added if (revealersAdded.size > 0) { lock (revealersAdded) { while (revealersAdded.size > 0) { int index = revealersAdded.size - 1; revealers.Add(revealersAdded.buffer[index]); revealersAdded.RemoveAt(index); } } } // Remove all items scheduled for removal if (revealersRemoved.size > 0) { lock (revealersRemoved) { while (revealersRemoved.size > 0) { int index = revealersRemoved.size - 1; revealers.Remove(revealersRemoved.buffer[index]); revealersRemoved.RemoveAt(index); } } } for (int i = revealers.size - 1; i >= 0; i--) { IMangoFogRevealer revealer = revealers[i]; revealer.Update(deltaMS); if (!revealer.IsValid()) { revealer.Release(); } } }
/// <summary> /// Remove the specified widget from the managed list. /// </summary> public void RemoveWidget(UIWidget w) { if (w != null) { // Do we have this node? Mark the widget's material as having been changed UINode pc = GetNode(w.cachedTransform); if (pc != null) { // Mark the material as having been changed if (pc.visibleFlag == 1 && !mChanged.Contains(w.material)) { mChanged.Add(w.material); mChangedLastFrame = true; } // Remove this transform RemoveTransform(w.cachedTransform); } mWidgets.Remove(w); } }
static void CompareTwoAtlas(){ GameObject[] gameObjs = Selection.gameObjects; UIAtlas oldUIAltas = gameObjs[0].GetComponent<UIAtlas>(); UIAtlas newUIAltas = gameObjs[1].GetComponent<UIAtlas>(); BetterList<string> oldNames = oldUIAltas.GetListOfSprites(); BetterList<string> newNames = newUIAltas.GetListOfSprites(); Debug.Log("Old Counts:"+oldNames.ToArray().Length); Debug.Log("New Counts:"+newNames.ToArray().Length); foreach(string name in oldNames){ newNames.Remove(name); Debug.Log("delete:"+name); } foreach(string name in newNames){ Debug.LogWarning("The New Texture:"+name); } }
private void OnCollisionExit(Collision collisionInfo) { while (rightBlockingObjects.Contains(collisionInfo.gameObject)) { rightBlockingObjects.Remove(collisionInfo.gameObject); } while (leftBlockingObjects.Contains(collisionInfo.gameObject)) { leftBlockingObjects.Remove(collisionInfo.gameObject); } LevelFloor platform = collisionInfo.gameObject.GetComponent <LevelFloor>(); if (platform != null) { if (currentPlatform == platform) { isGrounded = false; currentPlatform = null; } } }
/// <summary> /// Show the specified window. /// </summary> static public void Show(UIPanel window) { if (mActive == window) { return; } CreateInstance(); if (mActive != null) { if (showSound != null) { NGUITools.PlaySound(hideSound); } mFading.Add(mActive); mHistory.Add(mActive); } if (mHistory.Remove(window)) { mFading.Remove(window); } else if (window != null) { window.alpha = 0f; } mActive = window; if (mActive != null) { mActive.alpha = 0f; mActive.transform.localScale = Vector3.one * 0.9f; mActive.gameObject.SetActive(true); } }
protected virtual void OnDisable() { list.Remove(this); }
/// <summary> /// Convenience function that figures out the panel's correct change flag by searching the parents. /// </summary> int GetChangeFlag(UINode start) { int flag = start.changeFlag; if (flag == -1) { Transform trans = start.trans.parent; UINode sub; // Keep going until we find a set flag for (;;) { // Check the parent's flag #if USE_SIMPLE_DICTIONARY if (trans != null && mChildren.TryGetValue(trans, out sub)) { #else if (trans != null && mChildren.Contains(trans)) { sub = (UINode)mChildren[trans]; #endif flag = sub.changeFlag; trans = trans.parent; // If the flag hasn't been set either, add this child to the hierarchy if (flag == -1) { mHierarchy.Add(sub); } else { break; } } else { flag = 0; break; } } // Update the parent flags for (int i = 0, imax = mHierarchy.size; i < imax; ++i) { UINode pc = mHierarchy.buffer[i]; pc.changeFlag = flag; } mHierarchy.Clear(); } return(flag); } /// <summary> /// Run through all managed transforms and see if they've changed. /// </summary> void UpdateTransforms() { bool transformsChanged = false; bool shouldCull = false; #if UNITY_EDITOR shouldCull = (clipping != UIDrawCall.Clipping.None) && (!Application.isPlaying || (cullWhileDragging || mUpdateTime > mCullTime)); if (!Application.isPlaying || !widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) #else shouldCull = (clipping != UIDrawCall.Clipping.None) && (mUpdateTime > mCullTime); if (!widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) #endif { #if USE_SIMPLE_DICTIONARY foreach (KeyValuePair <Transform, UINode> child in mChildren) { UINode node = child.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode node = (UINode)mChildren[i]; #endif if (node.trans == null) { mRemoved.Add(node.trans); continue; } if (node.HasChanged()) { node.changeFlag = 1; transformsChanged = true; #if UNITY_EDITOR Vector3 s = node.trans.lossyScale; float min = Mathf.Abs(Mathf.Min(s.x, s.y)); if (min == 0f) { Debug.LogError("Scale of 0 is invalid! Zero cannot be divided by, which causes problems. Use a small value instead, such as 0.01\n" + node.trans.lossyScale, node.trans); } #endif } else { node.changeFlag = -1; } } // Clean up the deleted transforms for (int i = 0, imax = mRemoved.Count; i < imax; ++i) { mChildren.Remove(mRemoved[i]); } mRemoved.Clear(); } // If the children weren't culled but should be, check their visibility if (!mCulled && shouldCull) { mCheckVisibility = true; } // If something has changed, propagate the changes *down* the tree hierarchy (to children). // An alternative (but slower) approach would be to do a pc.trans.GetComponentsInChildren<UIWidget>() // in the loop above, and mark each one as dirty. if (mCheckVisibility || transformsChanged || mRebuildAll) { #if USE_SIMPLE_DICTIONARY foreach (KeyValuePair <Transform, UINode> child in mChildren) { UINode pc = child.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode pc = (UINode)mChildren[i]; #endif if (pc.widget != null) { int visibleFlag = 1; // No sense in checking the visibility if we're not culling anything (as the visibility is always 'true') if (shouldCull || transformsChanged) { // If the change flag has not yet been determined... if (pc.changeFlag == -1) { pc.changeFlag = GetChangeFlag(pc); } // Is the widget visible? if (shouldCull) { visibleFlag = (mCheckVisibility || pc.changeFlag == 1) ? (IsVisible(pc.widget) ? 1 : 0) : pc.visibleFlag; } } // If visibility changed, mark the node as changed as well if (pc.visibleFlag != visibleFlag) { pc.changeFlag = 1; } // If the node has changed and the widget is visible (or was visible before) if (pc.changeFlag == 1 && (visibleFlag == 1 || pc.visibleFlag != 0)) { // Update the visibility flag pc.visibleFlag = visibleFlag; Material mat = pc.widget.material; // Add this material to the list of changed materials if (!mChanged.Contains(mat)) { mChanged.Add(mat); } } } } } mCulled = shouldCull; mCheckVisibility = false; mWidgetsAdded = false; } /// <summary> /// Update all widgets and rebuild their geometry if necessary. /// </summary> void UpdateWidgets() { #if USE_SIMPLE_DICTIONARY foreach (KeyValuePair <Transform, UINode> c in mChildren) { UINode pc = c.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode pc = (UINode)mChildren[i]; #endif UIWidget w = pc.widget; // If the widget is visible, update it if (pc.visibleFlag == 1 && w != null && w.UpdateGeometry(this, ref worldToLocal, (pc.changeFlag == 1), generateNormals)) { // We will need to refill this buffer if (!mChanged.Contains(w.material)) { mChanged.Add(w.material); } } pc.changeFlag = 0; } } #endif /// <summary> /// Update the clipping rect in the shaders and draw calls' positions. /// </summary> public void UpdateDrawcalls() { Vector4 range = Vector4.zero; if (mClipping != UIDrawCall.Clipping.None) { range = new Vector4(mClipRange.x, mClipRange.y, mClipRange.z * 0.5f, mClipRange.w * 0.5f); } if (range.z == 0f) { range.z = Screen.width * 0.5f; } if (range.w == 0f) { range.w = Screen.height * 0.5f; } RuntimePlatform platform = Application.platform; if (platform == RuntimePlatform.WindowsPlayer || platform == RuntimePlatform.WindowsWebPlayer || platform == RuntimePlatform.WindowsEditor) { range.x -= 0.5f; range.y += 0.5f; } Transform t = cachedTransform; UIDrawCall dc; Transform dt; for (int i = 0, imax = mDrawCalls.size; i < imax; ++i) { dc = mDrawCalls.buffer[i]; dc.clipping = mClipping; dc.clipRange = range; dc.clipSoftness = mClipSoftness; dc.depthPass = depthPass && mClipping == UIDrawCall.Clipping.None; // Set the draw call's transform to match the panel's. // Note that parenting directly to the panel causes unity to crash as soon as you hit Play. dt = dc.transform; dt.position = t.position; dt.rotation = t.rotation; dt.localScale = t.lossyScale; } } /// <summary> /// Set the draw call's geometry responsible for the specified material. /// </summary> void Fill(Material mat) { int highest = -100; // Fill the buffers for the specified material for (int i = 0; i < mWidgets.size;) { UIWidget w = mWidgets.buffer[i]; if (w == null) { mWidgets.RemoveAt(i); continue; } #if OLD_UNITY else if (w.visibleFlag == 1 && w.material == mat) #else else if (w.material == mat && w.isVisible) #endif { if (w.panel == this) { int depth = w.depth; if (depth > highest) { highest = depth; } if (generateNormals) { w.WriteToBuffers(mVerts, mUvs, mCols, mNorms, mTans); } else { w.WriteToBuffers(mVerts, mUvs, mCols, null, null); } } else { mWidgets.RemoveAt(i); continue; } } ++i; } if (mVerts.size > 0) { // Rebuild the draw call's mesh UIDrawCall dc = GetDrawCall(mat, true); dc.depthPass = depthPass && mClipping == UIDrawCall.Clipping.None; dc.depth = sortByDepth ? highest : 0; dc.Set(mVerts, generateNormals ? mNorms : null, generateNormals ? mTans : null, mUvs, mCols); dc.mainTexture = mat.mainTexture; } else { // There is nothing to draw for this material -- eliminate the draw call UIDrawCall dc = GetDrawCall(mat, false); if (dc != null) { mDrawCalls.Remove(dc); NGUITools.DestroyImmediate(dc.gameObject); } } // Cleanup mVerts.Clear(); mNorms.Clear(); mTans.Clear(); mUvs.Clear(); mCols.Clear(); } /// <summary> /// Main update function /// </summary> void LateUpdate() { mUpdateTime = Time.realtimeSinceStartup; UpdateTransformMatrix(); #if OLD_UNITY UpdateTransforms(); #endif // Always move widgets to the panel's layer if (mLayer != cachedGameObject.layer) { mLayer = mGo.layer; UICamera uic = UICamera.FindCameraForLayer(mLayer); mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer); SetChildLayer(cachedTransform, mLayer); for (int i = 0, imax = drawCalls.size; i < imax; ++i) { mDrawCalls.buffer[i].gameObject.layer = mLayer; } } #if OLD_UNITY UpdateWidgets(); #else #if UNITY_EDITOR bool forceVisible = cullWhileDragging ? false : (clipping == UIDrawCall.Clipping.None) || (Application.isPlaying && mCullTime > mUpdateTime); #else bool forceVisible = cullWhileDragging ? false : (clipping == UIDrawCall.Clipping.None) || (mCullTime > mUpdateTime); #endif // Update all widgets for (int i = 0, imax = mWidgets.size; i < imax; ++i) { UIWidget w = mWidgets[i]; // If the widget is visible, update it if (w.UpdateGeometry(this, forceVisible)) { // We will need to refill this buffer if (!mChanged.Contains(w.material)) { mChanged.Add(w.material); } } } #endif // Inform the changed event listeners if (mChanged.size != 0 && onChange != null) { onChange(); } // If the depth has changed, we need to re-sort the widgets if (mDepthChanged) { mDepthChanged = false; mWidgets.Sort(UIWidget.CompareFunc); } // Fill the draw calls for all of the changed materials for (int i = 0, imax = mChanged.size; i < imax; ++i) { Fill(mChanged.buffer[i]); } // Update the clipping rects UpdateDrawcalls(); mChanged.Clear(); #if OLD_UNITY mRebuildAll = false; #endif #if UNITY_EDITOR mScreenSize = new Vector2(Screen.width, Screen.height); #endif }
void OnDisable() { list.Remove(this); mPressed = false; }
/// <summary> /// Cleanup. /// </summary> void OnDestroy() { mInactiveList.Remove(this); NGUITools.DestroyImmediate(mMesh); }
public void Remove(Chuck chuck) { _chucks.Remove(chuck); }
/// <summary> /// Cleanup. /// </summary> void OnDestroy() { list.Remove(this); NGUITools.DestroyImmediate(mMesh); NGUITools.DestroyImmediate(mDynamicMat); }
/// <summary> /// Remove the font texture change listener. /// </summary> protected override void OnDisable() { SetActiveFont(null); mList.Remove(this); base.OnDisable(); }
public void Remove(Actor actor) { _actors.Remove(actor); }
//绘制预览界面 public void DrawPreviewEvent() { Event currentEvent = Event.current; EventType type = currentEvent.type; int x = m_cellPadding, y = m_cellPadding; int width = Screen.width - m_cellPadding; int spacingX = cellSize + m_cellPadding; int spacingY = spacingX; if (m_mode == Mode.DetailedMode) { spacingY += 32; } GameObject[] draggeds = draggedObjects; bool isDragging = (draggeds != null); int indexUnderMouse = GetCellUnderMouse(spacingX, spacingY); if (isDragging) { foreach (var gameObject in draggeds) { var result = FindItem(gameObject); if (result != null) { _selections.Add(result); } } } string searchFilter = EditorPrefs.GetString("PrefabWin_SearchFilter", null); if (mReset && type == EventType.Repaint) { mReset = false; foreach (PreviewItem item in mItems) { GeneratePreview(item, false); } RectivateLights(); } bool eligibleToDrag = (currentEvent.mousePosition.y < Screen.height - 40); if (type == EventType.MouseDown) { m_mouseIsInside = true; } else if (type == EventType.MouseDrag) { m_mouseIsInside = true; if (indexUnderMouse != -1 && eligibleToDrag) { if (draggedObjectIsOurs) { DragAndDrop.StartDrag("Prefab Tool"); } currentEvent.Use(); } } else if (type == EventType.MouseUp) { DragAndDrop.PrepareStartDrag(); m_mouseIsInside = false; Repaint(); } else if (type == EventType.DragUpdated) { m_mouseIsInside = true; UpdateVisual(); currentEvent.Use(); } else if (type == EventType.DragPerform) { if (draggeds != null) { if (_selections != null) { foreach (var selection in _selections) { DestroyTexture(selection); mItems.Remove(selection); } } foreach (var dragged in draggeds) { AddItem(dragged, indexUnderMouse); ++indexUnderMouse; } draggeds = null; } m_mouseIsInside = false; currentEvent.Use(); } else if (type == EventType.DragExited || type == EventType.Ignore) { m_mouseIsInside = false; } if (!m_mouseIsInside) { _selections.Clear(); draggeds = null; } BetterList <int> indices = new BetterList <int>(); for (int i = 0; i < mItems.size;) { if (draggeds != null && indices.size == indexUnderMouse) { indices.Add(-1); } var has = _selections.Exists(item => item == mItems[i]); if (!has) { if (string.IsNullOrEmpty(searchFilter) || mItems[i].prefab.name.IndexOf(searchFilter, System.StringComparison.CurrentCultureIgnoreCase) != -1) { indices.Add(i); } } ++i; } if (!indices.Contains(-1)) { indices.Add(-1); } if (eligibleToDrag && type == EventType.MouseDown && indexUnderMouse > -1) { GUIUtility.keyboardControl = 0; if (currentEvent.button == 0 && indexUnderMouse < indices.size) { int index = indices[indexUnderMouse]; if (index != -1 && index < mItems.size) { _selections.Add(mItems[index]); draggedObjects = _selections.Select(item => item.prefab).ToArray(); draggeds = _selections.Select(item => item.prefab).ToArray(); currentEvent.Use(); } } } m_pos = EditorGUILayout.BeginScrollView(m_pos); { Color normal = new Color(1f, 1f, 1f, 0.5f); for (int i = 0; i < indices.size; ++i) { int index = indices[i]; PreviewItem item = (index != -1) ? mItems[index] : _selections.Count == 0 ? null : _selections[0]; if (item != null && item.prefab == null) { mItems.RemoveAt(index); continue; } Rect rect = new Rect(x, y, cellSize, cellSize); Rect inner = rect; inner.xMin += 2f; inner.xMax -= 2f; inner.yMin += 2f; inner.yMax -= 2f; rect.yMax -= 1f; if (!isDragging && (m_mode == Mode.CompactMode || (item == null || item.tex != null))) { m_content.tooltip = (item != null) ? item.prefab.name : "Click to add"; } else { m_content.tooltip = ""; } GUI.color = normal; UIEditorHelper.DrawTiledTexture(inner, UIEditorHelper.backdropTexture); GUI.color = Color.white; GUI.backgroundColor = normal; if (GUI.Button(rect, m_content, "Button")) { if (item == null || currentEvent.button == 0) { string path = EditorUtility.OpenFilePanel("Add a prefab", "", "prefab"); if (!string.IsNullOrEmpty(path)) { PreviewItem newEnt = CreateItemByPath(path); if (newEnt != null) { mItems.Add(newEnt); Save(); } } } else if (currentEvent.button == 1) { ContextMenu.AddItemWithArge("更新预览", false, delegate { GeneratePreview(item, true); }, index); ContextMenu.AddItemWithArge("删除当前", false, RemoveItem, index); ContextMenu.Show(); } } string caption = (item == null) ? "" : item.prefab.name.Replace("Control - ", ""); if (item != null) { if (item.tex == null) { GeneratePreview(item, false); } if (item.tex != null) { GUI.DrawTexture(inner, item.tex); var labelPos = new Rect(inner); var labelStyle = EditorStyles.label; labelPos.height = labelStyle.lineHeight; labelPos.y = inner.height - labelPos.height + 5; labelStyle.fontSize = 16; labelStyle.alignment = TextAnchor.LowerCenter; { GUI.color = Color.black; var name = item.prefab.name.Split('('); if (name.Length == 2) { GUI.Label(rect, name[0] + "\n(" + name[1], labelStyle); } else { GUI.Label(rect, item.prefab.name, labelStyle); } } labelStyle.alignment = TextAnchor.UpperLeft; labelStyle.fontSize = m_labelDefaultFontSize; } else if (m_mode != Mode.DetailedMode) { GUI.Label(inner, caption, m_style); caption = ""; } } else { GUI.Label(inner, "Add", m_style); } if (m_mode == Mode.DetailedMode) { GUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f); GUI.contentColor = new Color(1f, 1f, 1f, 0.7f); GUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), caption, "ProgressBarBack"); GUI.contentColor = Color.white; GUI.backgroundColor = Color.white; } x += spacingX; if (x + spacingX > width) { y += spacingY; x = m_cellPadding; } } GUILayout.Space(y + spacingY); } EditorGUILayout.EndScrollView(); GUILayout.BeginHorizontal(); { string after = EditorGUILayout.TextField("", searchFilter, "SearchTextField", GUILayout.Width(Screen.width - 20f)); if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f))) { after = ""; GUIUtility.keyboardControl = 0; } if (searchFilter != after) { EditorPrefs.SetString("PrefabWin_SearchFilter", after); searchFilter = after; } } GUILayout.EndHorizontal(); SizePercent = EditorGUILayout.Slider(SizePercent, 0, 2); }
/// <summary> /// Draw the custom wizard. /// </summary> void OnGUI() { Event currentEvent = Event.current; EventType type = currentEvent.type; int x = cellPadding, y = cellPadding; int width = Screen.width - cellPadding; int spacingX = cellSize + cellPadding; int spacingY = spacingX; if (mMode == Mode.DetailedMode) { spacingY += 32; } GameObject dragged = draggedObject; bool isDragging = (dragged != null); int indexUnderMouse = GetCellUnderMouse(spacingX, spacingY); Item selection = isDragging ? FindItem(dragged) : null; string searchFilter = NGUISettings.searchField; int newTab = mTab; GUILayout.BeginHorizontal(); if (GUILayout.Toggle(newTab == 0, "1", "ButtonLeft")) { newTab = 0; } if (GUILayout.Toggle(newTab == 1, "2", "ButtonMid")) { newTab = 1; } if (GUILayout.Toggle(newTab == 2, "3", "ButtonMid")) { newTab = 2; } if (GUILayout.Toggle(newTab == 3, "4", "ButtonMid")) { newTab = 3; } if (GUILayout.Toggle(newTab == 4, "5", "ButtonRight")) { newTab = 4; } GUILayout.EndHorizontal(); if (mTab != newTab) { Save(); mTab = newTab; mReset = true; NGUISettings.SetInt("NGUI Prefab Tab", mTab); Load(); } if (mReset && type == EventType.Repaint) { mReset = false; foreach (Item item in mItems) { GeneratePreview(item, null); } RectivateLights(); } // Search field GUILayout.BeginHorizontal(); { string after = EditorGUILayout.TextField("", searchFilter, "SearchTextField", GUILayout.Width(Screen.width - 20f)); if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f))) { after = ""; GUIUtility.keyboardControl = 0; } if (searchFilter != after) { NGUISettings.searchField = after; searchFilter = after; } } GUILayout.EndHorizontal(); bool eligibleToDrag = (currentEvent.mousePosition.y < Screen.height - 40); if (type == EventType.MouseDown) { mMouseIsInside = true; } else if (type == EventType.MouseDrag) { mMouseIsInside = true; if (indexUnderMouse != -1 && eligibleToDrag) { // Drag operation begins if (draggedObjectIsOurs) { DragAndDrop.StartDrag("Prefab Tool"); } currentEvent.Use(); } } else if (type == EventType.MouseUp) { DragAndDrop.PrepareStartDrag(); mMouseIsInside = false; Repaint(); } else if (type == EventType.DragUpdated) { // Something dragged into the window mMouseIsInside = true; UpdateVisual(); currentEvent.Use(); } else if (type == EventType.DragPerform) { // We've dropped a new object into the window if (dragged != null) { if (selection != null) { DestroyTexture(selection); mItems.Remove(selection); } AddItem(dragged, indexUnderMouse); draggedObject = null; } mMouseIsInside = false; currentEvent.Use(); } else if (type == EventType.DragExited || type == EventType.Ignore) { mMouseIsInside = false; } // If the mouse is not inside the window, clear the selection and dragged object if (!mMouseIsInside) { selection = null; dragged = null; } // Create a list of indices, inserting an entry of '-1' underneath the dragged object BetterList <int> indices = new BetterList <int>(); for (int i = 0; i < mItems.size;) { if (dragged != null && indices.size == indexUnderMouse) { indices.Add(-1); } if (mItems[i] != selection) { if (string.IsNullOrEmpty(searchFilter) || mItems[i].prefab.name.IndexOf(searchFilter, System.StringComparison.CurrentCultureIgnoreCase) != -1) { indices.Add(i); } } ++i; } // There must always be '-1' (Add/Move slot) present if (!indices.Contains(-1)) { indices.Add(-1); } // We want to start dragging something from within the window if (eligibleToDrag && type == EventType.MouseDown && indexUnderMouse > -1) { GUIUtility.keyboardControl = 0; if (currentEvent.button == 0 && indexUnderMouse < indices.size) { int index = indices[indexUnderMouse]; if (index != -1 && index < mItems.size) { selection = mItems[index]; draggedObject = selection.prefab; dragged = selection.prefab; currentEvent.Use(); } } } //else if (type == EventType.MouseUp && currentEvent.button == 1 && indexUnderMouse > mItems.size) //{ // NGUIContextMenu.AddItem("Reset", false, RemoveItem, index); // NGUIContextMenu.Show(); //} // Draw the scroll view with prefabs mPos = GUILayout.BeginScrollView(mPos); { Color normal = new Color(1f, 1f, 1f, 0.5f); for (int i = 0; i < indices.size; ++i) { int index = indices[i]; Item ent = (index != -1) ? mItems[index] : selection; if (ent != null && ent.prefab == null) { mItems.RemoveAt(index); continue; } Rect rect = new Rect(x, y, cellSize, cellSize); Rect inner = rect; inner.xMin += 2f; inner.xMax -= 2f; inner.yMin += 2f; inner.yMax -= 2f; rect.yMax -= 1f; // Button seems to be mis-shaped. It's height is larger than its width by a single pixel. if (!isDragging && (mMode == Mode.CompactMode || (ent == null || ent.tex != null))) { mContent.tooltip = (ent != null) ? ent.prefab.name : "Click to add"; } else { mContent.tooltip = ""; } //if (ent == selection) { GUI.color = normal; NGUIEditorTools.DrawTiledTexture(inner, NGUIEditorTools.backdropTexture); } GUI.color = Color.white; GUI.backgroundColor = normal; if (GUI.Button(rect, mContent, "Button")) { if (ent == null || currentEvent.button == 0) { string path = EditorUtility.OpenFilePanel("Add a prefab", NGUISettings.currentPath, "prefab"); if (!string.IsNullOrEmpty(path)) { NGUISettings.currentPath = System.IO.Path.GetDirectoryName(path); Item newEnt = CreateItemByPath(path); if (newEnt != null) { mItems.Add(newEnt); Save(); } } } else if (currentEvent.button == 1) { NGUIContextMenu.AddItem("Delete", false, RemoveItem, index); NGUIContextMenu.Show(); } } string caption = (ent == null) ? "" : ent.prefab.name.Replace("Control - ", ""); if (ent != null) { if (ent.tex != null) { GUI.DrawTexture(inner, ent.tex); } else if (mMode != Mode.DetailedMode) { GUI.Label(inner, caption, mStyle); caption = ""; } } else { GUI.Label(inner, "Add", mStyle); } if (mMode == Mode.DetailedMode) { GUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f); GUI.contentColor = new Color(1f, 1f, 1f, 0.7f); GUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), caption, "ProgressBarBack"); GUI.contentColor = Color.white; GUI.backgroundColor = Color.white; } x += spacingX; if (x + spacingX > width) { y += spacingY; x = cellPadding; } } GUILayout.Space(y); } GUILayout.EndScrollView(); // Mode Mode modeAfter = (Mode)EditorGUILayout.EnumPopup(mMode); if (modeAfter != mMode) { mMode = modeAfter; mReset = true; NGUISettings.SetEnum("NGUI Prefab Mode", mMode); } }
void OnGUI() { Event currentEvent = Event.current; EventType type = currentEvent.type; int x = cellPadding, y = cellPadding; int width = Screen.width - cellPadding; int spacingX = cellSize + cellPadding; int spacingY = spacingX; if (mMode == Mode.DetailedMode) { spacingY += 32; } GameObject[] draggeds = draggedObjects; bool isDragging = (draggeds != null); int indexUnderMouse = GetCellUnderMouse(spacingX, spacingY); if (isDragging) { foreach (var gameObject in draggeds) { var result = FindItem(gameObject); if (result != null) { _selections.Add(result); } } } string searchFilter = EditorPrefs.GetString("PrefabWin_SearchFilter", null); int newTab = mTab; GUILayout.BeginHorizontal(); if (GUILayout.Toggle(newTab == 0, "通用控件", "ButtonLeft")) { newTab = 0; } if (GUILayout.Toggle(newTab == 1, "其它模板", "ButtonRight")) { newTab = 1; } GUILayout.EndHorizontal(); if (mTab != newTab) { Save(); mTab = newTab; mReset = true; EditorPrefs.SetInt("PrefabWin Prefab Tab", mTab); Load(); } if (mReset && type == EventType.Repaint) { mReset = false; foreach (Item item in mItems) { GeneratePreview(item, false); } RectivateLights(); } bool eligibleToDrag = (currentEvent.mousePosition.y < Screen.height - 40); if (type == EventType.MouseDown) { mMouseIsInside = true; } else if (type == EventType.MouseDrag) { mMouseIsInside = true; if (indexUnderMouse != -1 && eligibleToDrag) { if (draggedObjectIsOurs) { DragAndDrop.StartDrag("Prefab Tool"); } currentEvent.Use(); } } else if (type == EventType.MouseUp) { DragAndDrop.PrepareStartDrag(); mMouseIsInside = false; Repaint(); } else if (type == EventType.DragUpdated) { mMouseIsInside = true; UpdateVisual(); currentEvent.Use(); } else if (type == EventType.DragPerform) { if (draggeds != null) { if (_selections != null) { foreach (var selection in _selections) { DestroyTexture(selection); mItems.Remove(selection); } } foreach (var dragged in draggeds) { AddItem(dragged, indexUnderMouse); ++indexUnderMouse; } draggeds = null; } mMouseIsInside = false; currentEvent.Use(); } else if (type == EventType.DragExited || type == EventType.Ignore) { mMouseIsInside = false; } if (!mMouseIsInside) { _selections.Clear(); draggeds = null; } BetterList <int> indices = new BetterList <int>(); for (int i = 0; i < mItems.size;) { if (draggeds != null && indices.size == indexUnderMouse) { indices.Add(-1); } var has = _selections.Exists(item => item == mItems[i]); if (!has) { if (string.IsNullOrEmpty(searchFilter) || mItems[i].prefab.name.IndexOf(searchFilter, System.StringComparison.CurrentCultureIgnoreCase) != -1) { indices.Add(i); } } ++i; } if (!indices.Contains(-1)) { indices.Add(-1); } if (eligibleToDrag && type == EventType.MouseDown && indexUnderMouse > -1) { GUIUtility.keyboardControl = 0; if (currentEvent.button == 0 && indexUnderMouse < indices.size) { int index = indices[indexUnderMouse]; if (index != -1 && index < mItems.size) { _selections.Add(mItems[index]); draggedObjects = _selections.Select(item => item.prefab).ToArray(); draggeds = _selections.Select(item => item.prefab).ToArray(); currentEvent.Use(); } } } mPos = EditorGUILayout.BeginScrollView(mPos); { Color normal = new Color(1f, 1f, 1f, 0.5f); for (int i = 0; i < indices.size; ++i) { int index = indices[i]; Item ent = (index != -1) ? mItems[index] : _selections.Count == 0 ? null : _selections[0]; if (ent != null && ent.prefab == null) { mItems.RemoveAt(index); continue; } Rect rect = new Rect(x, y, cellSize, cellSize); Rect inner = rect; inner.xMin += 2f; inner.xMax -= 2f; inner.yMin += 2f; inner.yMax -= 2f; rect.yMax -= 1f; if (!isDragging && (mMode == Mode.CompactMode || (ent == null || ent.tex != null))) { mContent.tooltip = (ent != null) ? ent.prefab.name : "Click to add"; } else { mContent.tooltip = ""; } //if (ent == selection) { GUI.color = normal; U3DExtends.UIEditorHelper.DrawTiledTexture(inner, U3DExtends.UIEditorHelper.backdropTexture); } GUI.color = Color.white; GUI.backgroundColor = normal; if (GUI.Button(rect, mContent, "Button")) { if (ent == null || currentEvent.button == 0) { string path = EditorUtility.OpenFilePanel("Add a prefab", "", "prefab"); if (!string.IsNullOrEmpty(path)) { Item newEnt = CreateItemByPath(path); if (newEnt != null) { mItems.Add(newEnt); Save(); } } } else if (currentEvent.button == 1) { //ContextMenu.AddItem("Update Preview", false, UpdatePreView, index); ContextMenu.AddItemWithArge("Delete", false, RemoveItem, index); ContextMenu.Show(); } } string caption = (ent == null) ? "" : ent.prefab.name.Replace("Control - ", ""); if (ent != null) { if (ent.tex == null) { //texture may be destroy after exit game GeneratePreview(ent, false); } if (ent.tex != null) { GUI.DrawTexture(inner, ent.tex); var labelPos = new Rect(inner); var labelStyle = EditorStyles.label; labelPos.height = labelStyle.lineHeight; labelPos.y = inner.height - labelPos.height + 5; labelStyle.fontSize = (int)(_labelDefaultFontSize * SizePercent); labelStyle.alignment = TextAnchor.LowerCenter; { GUI.Label(labelPos, ent.prefab.name, labelStyle); } labelStyle.alignment = TextAnchor.UpperLeft; labelStyle.fontSize = _labelDefaultFontSize; } else if (mMode != Mode.DetailedMode) { GUI.Label(inner, caption, mStyle); caption = ""; } } else { GUI.Label(inner, "Add", mStyle); } if (mMode == Mode.DetailedMode) { GUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f); GUI.contentColor = new Color(1f, 1f, 1f, 0.7f); GUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), caption, "ProgressBarBack"); GUI.contentColor = Color.white; GUI.backgroundColor = Color.white; } x += spacingX; if (x + spacingX > width) { y += spacingY; x = cellPadding; } } GUILayout.Space(y + spacingY); } EditorGUILayout.EndScrollView(); //if (mTab == 0) { //EditorGUILayout.BeginHorizontal(); //bool isCreateBackground = GUILayout.Button("背景"); //if (isCreateBackground) // EditorApplication.ExecuteMenuItem("UIEditor/创建/Background"); //bool isCreateDecorate = GUILayout.Button("参考图"); //if (isCreateDecorate) // EditorApplication.ExecuteMenuItem("UIEditor/创建/Decorate"); //EditorGUILayout.EndHorizontal(); } //else if (mTab != 0) { GUILayout.BeginHorizontal(); { string after = EditorGUILayout.TextField("", searchFilter, "SearchTextField", GUILayout.Width(Screen.width - 20f)); if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f))) { after = ""; GUIUtility.keyboardControl = 0; } if (searchFilter != after) { EditorPrefs.SetString("PrefabWin_SearchFilter", after); searchFilter = after; } } GUILayout.EndHorizontal(); } SizePercent = EditorGUILayout.Slider(SizePercent, 0, 1); }
public void DestroyArrow(GameObject arrow) { ArrowsList.Remove(arrow); GameObject.Destroy(arrow); }
/// <summary> /// Convenience function that figures out the panel's correct change flag by searching the parents. /// </summary> int GetChangeFlag(UINode start) { int flag = start.changeFlag; if (flag == -1) { Transform trans = start.trans.parent; UINode sub; // Keep going until we find a set flag for (;;) { // Check the parent's flag #if USE_SIMPLE_DICTIONARY if (trans != null && mChildren.TryGetValue(trans, out sub)) { #else if (trans != null && mChildren.Contains(trans)) { sub = (UINode)mChildren[trans]; #endif flag = sub.changeFlag; trans = trans.parent; // If the flag hasn't been set either, add this child to the hierarchy if (flag == -1) { mHierarchy.Add(sub); } else { break; } } else { flag = 0; break; } } // Update the parent flags for (int i = 0, imax = mHierarchy.size; i < imax; ++i) { UINode pc = mHierarchy.buffer[i]; pc.changeFlag = flag; } mHierarchy.Clear(); } return(flag); } /// <summary> /// Update the world-to-local transform matrix as well as clipping bounds. /// </summary> void UpdateTransformMatrix() { if (mUpdateTime == 0f || mMatrixTime != mUpdateTime) { mMatrixTime = mUpdateTime; mWorldToLocal = cachedTransform.worldToLocalMatrix; if (mClipping != UIDrawCall.Clipping.None) { Vector2 size = new Vector2(mClipRange.z, mClipRange.w); if (size.x == 0f) { size.x = (mCam == null) ? Screen.width : mCam.pixelWidth; } if (size.y == 0f) { size.y = (mCam == null) ? Screen.height : mCam.pixelHeight; } size *= 0.5f; mMin.x = mClipRange.x - size.x; mMin.y = mClipRange.y - size.y; mMax.x = mClipRange.x + size.x; mMax.y = mClipRange.y + size.y; } } } /// <summary> /// Run through all managed transforms and see if they've changed. /// </summary> void UpdateTransforms() { mChangedLastFrame = false; bool transformsChanged = false; bool shouldCull = false; #if UNITY_EDITOR shouldCull = (clipping != UIDrawCall.Clipping.None) && (!Application.isPlaying || mUpdateTime > mCullTime); if (!Application.isPlaying || !widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) #else shouldCull = (clipping != UIDrawCall.Clipping.None) && (mUpdateTime > mCullTime); if (!widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) #endif { #if USE_SIMPLE_DICTIONARY foreach (KeyValuePair <Transform, UINode> child in mChildren) { UINode node = child.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode node = (UINode)mChildren[i]; #endif if (node.trans == null) { mRemoved.Add(node.trans); continue; } if (node.HasChanged()) { node.changeFlag = 1; transformsChanged = true; #if UNITY_EDITOR Vector3 s = node.trans.lossyScale; float min = Mathf.Abs(Mathf.Min(s.x, s.y)); if (min == 0f) { Debug.LogError("Scale of 0 is invalid! Zero cannot be divided by, which causes problems. Use a small value instead, such as 0.01\n" + node.trans.lossyScale, node.trans); } #endif } else { node.changeFlag = -1; } } // Clean up the deleted transforms for (int i = 0, imax = mRemoved.Count; i < imax; ++i) { mChildren.Remove(mRemoved[i]); } mRemoved.Clear(); } // If the children weren't culled but should be, check their visibility if (!mCulled && shouldCull) { mCheckVisibility = true; } // If something has changed, propagate the changes *down* the tree hierarchy (to children). // An alternative (but slower) approach would be to do a pc.trans.GetComponentsInChildren<UIWidget>() // in the loop above, and mark each one as dirty. if (mCheckVisibility || transformsChanged || mRebuildAll) { #if USE_SIMPLE_DICTIONARY foreach (KeyValuePair <Transform, UINode> child in mChildren) { UINode pc = child.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode pc = (UINode)mChildren[i]; #endif if (pc.widget != null) { int visibleFlag = 1; // No sense in checking the visibility if we're not culling anything (as the visibility is always 'true') if (shouldCull || transformsChanged) { // If the change flag has not yet been determined... if (pc.changeFlag == -1) { pc.changeFlag = GetChangeFlag(pc); } // Is the widget visible? if (shouldCull) { visibleFlag = (mCheckVisibility || pc.changeFlag == 1) ? (IsVisible(pc.widget) ? 1 : 0) : pc.visibleFlag; } } // If visibility changed, mark the node as changed as well if (pc.visibleFlag != visibleFlag) { pc.changeFlag = 1; } // If the node has changed and the widget is visible (or was visible before) if (pc.changeFlag == 1 && (visibleFlag == 1 || pc.visibleFlag != 0)) { // Update the visibility flag pc.visibleFlag = visibleFlag; Material mat = pc.widget.material; // Add this material to the list of changed materials if (!mChanged.Contains(mat)) { mChanged.Add(mat); mChangedLastFrame = true; } } } } } mCulled = shouldCull; mCheckVisibility = false; mWidgetsAdded = false; } /// <summary> /// Update all widgets and rebuild their geometry if necessary. /// </summary> void UpdateWidgets() { #if USE_SIMPLE_DICTIONARY foreach (KeyValuePair <Transform, UINode> c in mChildren) { UINode pc = c.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode pc = (UINode)mChildren[i]; #endif UIWidget w = pc.widget; // If the widget is visible, update it if (pc.visibleFlag == 1 && w != null && w.UpdateGeometry(ref mWorldToLocal, (pc.changeFlag == 1), generateNormals)) { // We will need to refill this buffer if (!mChanged.Contains(w.material)) { mChanged.Add(w.material); mChangedLastFrame = true; } } pc.changeFlag = 0; } } /// <summary> /// Update the clipping rect in the shaders and draw calls' positions. /// </summary> bool nestingClip = false; Vector4 newClipRange = Vector4.zero; public void UpdateDrawcalls() { Vector4 range = Vector4.zero; if (mClipping != UIDrawCall.Clipping.None) { UIDraggablePanel dragPanel = gameObject.GetComponent <UIDraggablePanel>(); if (dragPanel != null && gameObject.transform.parent != null) { UIPanel parentPanel = NGUITools.FindInParents <UIPanel>(gameObject.transform.parent.gameObject); if (parentPanel != null && parentPanel.transform.parent != null && parentPanel.clipping != UIDrawCall.Clipping.None) { Vector3 worldPos = transform.TransformPoint(Vector3.zero); Vector3 localPos = parentPanel.transform.parent.InverseTransformPoint(worldPos); newClipRange = mClipRange; Vector4 parentRect = new Vector4(-localPos.x - parentPanel.clipRange.z / 2 , -localPos.y - parentPanel.clipRange.w / 2 , -localPos.x + parentPanel.clipRange.z / 2 , -localPos.y + parentPanel.clipRange.w / 2); Vector4 selfRect = new Vector4(newClipRange.x - newClipRange.z / 2 , newClipRange.y - newClipRange.w / 2 , newClipRange.x + newClipRange.z / 2 , newClipRange.y + newClipRange.w / 2 ); if (selfRect.x < parentRect.x) { selfRect.x = parentRect.x; nestingClip = true; } if (selfRect.y < parentRect.y) { selfRect.y = parentRect.y; nestingClip = true; } if (selfRect.z > parentRect.z) { selfRect.z = parentRect.z; nestingClip = true; } if (selfRect.w > parentRect.w) { selfRect.w = parentRect.w; nestingClip = true; } float xLength = selfRect.z - selfRect.x; if (xLength < 0) { xLength = 0.0001f; } float yLength = selfRect.w - selfRect.y; if (yLength < 0) { yLength = 0.0001f; } newClipRange = new Vector4(selfRect.x + xLength / 2 , selfRect.y + yLength / 2 , xLength , yLength); //if (newClipRange.x < -localPos.x - Mathf.Abs(parentPanel.clipRange.z - newClipRange.z)/2) //{ // float offset = -localPos.x - Mathf.Abs(parentPanel.clipRange.z - newClipRange.z)/2; // newClipRange.x = offset / 2; // newClipRange.z -= offset; // nestingClip = true; //} //else if (newClipRange.x > -localPos.x + Mathf.Abs(parentPanel.clipRange.z - newClipRange.z)/2) //{ // float offset = localPos.x + Mathf.Abs(parentPanel.clipRange.z - newClipRange.z)/2; // newClipRange.x -= offset / 2; // newClipRange.z = offset; // nestingClip = true; //} //else //{ // nestingClip = false; //} //if (newClipRange.y < -localPos.y) //{ // newClipRange.y = -localPos.y; // newClipRange.w = parentPanel.clipRange.w; //} } } if (nestingClip) { range = new Vector4(newClipRange.x, newClipRange.y, newClipRange.z * 0.5f, newClipRange.w * 0.5f); } else { range = new Vector4(mClipRange.x, mClipRange.y, mClipRange.z * 0.5f, mClipRange.w * 0.5f); } } if (range.z == 0f) { range.z = Screen.width * 0.5f; } if (range.w == 0f) { range.w = Screen.height * 0.5f; } RuntimePlatform platform = Application.platform; if (platform == RuntimePlatform.WindowsPlayer || platform == RuntimePlatform.WindowsWebPlayer || platform == RuntimePlatform.WindowsEditor) { range.x -= 0.5f; range.y += 0.5f; } Transform t = cachedTransform; for (int i = 0, imax = mDrawCalls.size; i < imax; ++i) { UIDrawCall dc = mDrawCalls.buffer[i]; dc.clipping = mClipping; dc.clipRange = range; dc.clipSoftness = mClipSoftness; dc.depthPass = depthPass; // Set the draw call's transform to match the panel's. // Note that parenting directly to the panel causes unity to crash as soon as you hit Play. Transform dt = dc.transform; dt.position = t.position; dt.rotation = t.rotation; dt.localScale = t.lossyScale; } } /// <summary> /// Set the draw call's geometry responsible for the specified material. /// </summary> void Fill(Material mat) { // Cleanup deleted widgets for (int i = mWidgets.size; i > 0;) { if (mWidgets[--i] == null) { mWidgets.RemoveAt(i); } } // Fill the buffers for the specified material for (int i = 0, imax = mWidgets.size; i < imax; ++i) { UIWidget w = mWidgets.buffer[i]; if (w.visibleFlag == 1 && w.material == mat) { UINode node = GetNode(w.cachedTransform); if (node != null) { if (generateNormals) { w.WriteToBuffers(mVerts, mUvs, mCols, mNorms, mTans); } else { w.WriteToBuffers(mVerts, mUvs, mCols, null, null); } } else { Debug.LogError("No transform found for " + NGUITools.GetHierarchy(w.gameObject), this); } } } if (mVerts.size > 0) { // Rebuild the draw call's mesh UIDrawCall dc = GetDrawCall(mat, true); dc.depthPass = depthPass; dc.Set(mVerts, generateNormals ? mNorms : null, generateNormals ? mTans : null, mUvs, mCols); } else { // There is nothing to draw for this material -- eliminate the draw call UIDrawCall dc = GetDrawCall(mat, false); if (dc != null) { mDrawCalls.Remove(dc); NGUITools.DestroyImmediate(dc.gameObject); } } // Cleanup mVerts.Clear(); mNorms.Clear(); mTans.Clear(); mUvs.Clear(); mCols.Clear(); }
/// <summary> /// 更新战争能见度的迷雾 /// </summary> void UpdateBuffer() { // 添加计划添加的所有项目 if (mAdded.size > 0) { lock (mAdded) { while (mAdded.size > 0) { int index = mAdded.size - 1; mRevealers.Add(mAdded.buffer[index]); mAdded.RemoveAt(index); } } } // 移除所有移除的项目 if (mRemoved.size > 0) { lock (mRemoved) { while (mRemoved.size > 0) { int index = mRemoved.size - 1; mRevealers.Remove(mRemoved.buffer[index]); mRemoved.RemoveAt(index); } } } // 使用纹理混合时间,因此估计这次更新完成的时间 // 这样做有助于避免混合结果导致的混合结果的可见变化。 float factor = (textureBlendTime > 0f) ? Mathf.Clamp01(mBlendFactor + mElapsed / textureBlendTime) : 1f; // 清除缓冲区的红色通道(用于当前可见性的通道——它将在后面更新) for (int i = 0, imax = mBuffer0.Length; i < imax; ++i) { mBuffer0[i] = Color32.Lerp(mBuffer0[i], mBuffer1[i], factor); mBuffer1[i].r = 0; } // 用于从世界坐标转换到纹理坐标 float worldToTex = (float)textureSize / worldSize; // 每次更新可见度缓冲,一个探出器 for (int i = 0; i < mRevealers.size; ++i) { Revealer rev = mRevealers[i]; if (!rev.isActive) { continue; } if (rev.los == LOSChecks.None) { RevealUsingRadius(rev, worldToTex); } else if (rev.los == LOSChecks.OnlyOnce) { RevealUsingCache(rev, worldToTex); } else { RevealUsingLOS(rev, worldToTex); } } // 模糊最终的可见数据 for (int i = 0; i < blurIterations; ++i) { BlurVisibility(); } // Reveal the map based on what's currently visible RevealMap(); }
void OnGUI() { Event currentEvent = Event.current; EventType type = currentEvent.type; int x = cellPadding, y = cellPadding; int width = Screen.width - cellPadding; int spacingX = cellSize + cellPadding; int spacingY = spacingX; if (mMode == Mode.DetailedMode) { spacingY += 32; } GameObject dragged = draggedObject; bool isDragging = (dragged != null); int indexUnderMouse = GetCellUnderMouse(spacingX, spacingY); Item selection = isDragging ? FindItem(dragged) : null; string searchFilter = EditorPrefs.GetString("PrefabWin_SearchFilter", null); s_pageBarOption = mTab; TopButton(); ToolBar(); if (mTab != s_pageBarOption) { Save(); SaveTextureToPng(); mTab = s_pageBarOption; mReset = true; EditorPrefs.SetInt("PrefabWin Prefab Tab", mTab); Load(); } if (mReset && type == EventType.Repaint) { mReset = false; SaveTextureToPng(); foreach (Item item in mItems) { GeneratePreview(item, false); } RectivateLights(); } bool eligibleToDrag = (currentEvent.mousePosition.y < Screen.height - 40 && currentEvent.mousePosition.y > 110); if (type == EventType.MouseDown) { mMouseIsInside = true; } else if (type == EventType.MouseDrag) { mMouseIsInside = true; if (indexUnderMouse != -1 && eligibleToDrag) { if (draggedObjectIsOurs) { DragAndDrop.StartDrag("Prefab Tool"); } currentEvent.Use(); } } else if (type == EventType.MouseUp) { DragAndDrop.PrepareStartDrag(); mMouseIsInside = false; Repaint(); } else if (type == EventType.DragUpdated) { mMouseIsInside = true; UpdateVisual(); currentEvent.Use(); } else if (type == EventType.DragPerform) { if (dragged != null) { if (selection != null) { DestroyTexture(selection); mItems.Remove(selection); } AddItem(dragged, indexUnderMouse); draggedObject = null; } mMouseIsInside = false; currentEvent.Use(); } else if (type == EventType.DragExited || type == EventType.Ignore) { mMouseIsInside = false; } if (!mMouseIsInside) { selection = null; dragged = null; } BetterList <int> indices = new BetterList <int>(); for (int i = 0; i < mItems.size;) { if (dragged != null && indices.size == indexUnderMouse) { indices.Add(-1); } if (mItems[i] != selection) { if (string.IsNullOrEmpty(searchFilter) || mItems[i].prefab.name.IndexOf(searchFilter, System.StringComparison.CurrentCultureIgnoreCase) != -1) { indices.Add(i); } } ++i; } if (!indices.Contains(-1)) { indices.Add(-1); } if (eligibleToDrag && type == EventType.MouseDown && indexUnderMouse > -1) { GUIUtility.keyboardControl = 0; if (currentEvent.button == 0 && indexUnderMouse < indices.size) { int index = indices[indexUnderMouse]; if (index != -1 && index < mItems.size) { selection = mItems[index]; draggedObject = selection.prefab; dragged = selection.prefab; currentEvent.Use(); } } } mPos = EditorGUILayout.BeginScrollView(mPos); { Color normal = new Color(1f, 1f, 1f, 0.5f); for (int i = 0; i < indices.size; ++i) { int index = indices[i]; Item ent = (index != -1) ? mItems[index] : selection; if (ent != null && ent.prefab == null) { mItems.RemoveAt(index); continue; } Rect rect = new Rect(x, y, cellSize, cellSize); Rect inner = rect; inner.xMin += 2f; inner.xMax -= 2f; inner.yMin += 2f; inner.yMax -= 2f; rect.yMax -= 1f; if (!isDragging && (mMode == Mode.CompactMode || (ent == null || ent.tex != null))) { mContent.tooltip = (ent != null) ? ent.prefab.name : "Click to add"; } else { mContent.tooltip = ""; } //if (ent == selection) { GUI.color = normal; U3DExtends.UIEditorHelper.DrawTiledTexture(inner, U3DExtends.UIEditorHelper.backdropTexture); } GUI.color = Color.white; GUI.backgroundColor = normal; if (GUI.Button(rect, mContent, "Button")) { if (ent == null || currentEvent.button == 0) { string path = EditorUtility.OpenFilePanel("Add a prefab", "", "prefab"); if (!string.IsNullOrEmpty(path)) { Item newEnt = CreateItemByPath(path); if (newEnt != null) { mItems.Add(newEnt); Save(); } } } else if (currentEvent.button == 1) { //ContextMenu.AddItem("Update Preview", false, UpdatePreView, index); ContextMenu.AddItemWithArge("Delete", false, RemoveItem, index); ContextMenu.Show(); } } string caption = (ent == null) ? "" : ent.prefab.name.Replace("Control - ", ""); if (ent != null) { if (ent.tex == null) { //texture may be destroy after exit game GeneratePreview(ent, false); } if (ent.tex != null) { GUI.DrawTexture(inner, ent.tex, ScaleMode.ScaleToFit, false); } else if (mMode != Mode.DetailedMode) { GUI.Label(inner, caption, mStyle); caption = ""; } } else { GUI.Label(inner, "Add", mStyle); } if (mMode == Mode.DetailedMode) { GUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f); GUI.contentColor = new Color(1f, 1f, 1f, 0.7f); string guistyle = "flow node 0"; if (ent != null && ent.isDirty) { guistyle = "flow node 3"; } GUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), caption, guistyle); GUI.contentColor = Color.white; GUI.backgroundColor = Color.white; } x += spacingX; if (x + spacingX > width) { y += spacingY; x = cellPadding; } } GUILayout.Space(y + spacingY); } EditorGUILayout.EndScrollView(); //if (mTab == 0) { //EditorGUILayout.BeginHorizontal(); //bool isCreateBackground = GUILayout.Button("背景"); //if (isCreateBackground) // EditorApplication.ExecuteMenuItem("UIEditor/创建/Background"); //bool isCreateDecorate = GUILayout.Button("参考图"); //if (isCreateDecorate) // EditorApplication.ExecuteMenuItem("UIEditor/创建/Decorate"); //EditorGUILayout.EndHorizontal(); } //else if (mTab != 0) { GUILayout.BeginHorizontal(); { string after = EditorGUILayout.TextField("", searchFilter, "SearchTextField", GUILayout.Width(Screen.width - 20f)); if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f))) { after = ""; GUIUtility.keyboardControl = 0; } if (searchFilter != after) { EditorPrefs.SetString("PrefabWin_SearchFilter", after); searchFilter = after; } } GUILayout.EndHorizontal(); } SizePercent = EditorGUILayout.Slider(SizePercent, 0, 10); }
public void RemoveOutfit(Outfit outfit) { outfits.Remove(outfit); }
/// <summary> /// Update the fog of war's visibility. /// </summary> void UpdateBuffer() { // Add all items scheduled to be added if (mAdded.size > 0) { lock (mAdded) { while (mAdded.size > 0) { int index = mAdded.size - 1; mRevealers.Add(mAdded.buffer[index]); mAdded.RemoveAt(index); } } } // Remove all items scheduled for removal if (mRemoved.size > 0) { lock (mRemoved) { while (mRemoved.size > 0) { int index = mRemoved.size - 1; mRevealers.Remove(mRemoved.buffer[index]); mRemoved.RemoveAt(index); } } } // Use the texture blend time, thus estimating the time this update will finish // Doing so helps avoid visible changes in blending caused by the blended result being X milliseconds behind. float factor = (textureBlendTime > 0f) ? Mathf.Clamp01(mBlendFactor + mElapsed / textureBlendTime) : 1f; // Clear the buffer's red channel (channel used for current visibility -- it's updated right after) for (int i = 0, imax = mBuffer0.Length; i < imax; ++i) { mBuffer0[i] = Color32.Lerp(mBuffer0[i], mBuffer1[i], factor); mBuffer1[i].r = 0; } // For conversion from world coordinates to texture coordinates float worldToTex = (float)textureSize / worldSize; // Update the visibility buffer, one revealer at a time for (int i = 0; i < mRevealers.size; ++i) { Revealer rev = mRevealers[i]; if (!rev.mIsActive) { continue; } if (rev.mLos == LOSChecks.None) { RevealUsingRadius(rev, worldToTex); } else if (rev.mLos == LOSChecks.OnlyOnce) { RevealUsingCache(rev, worldToTex); } else { RevealUsingLOS(rev, worldToTex); } } // Blur the final visibility data for (int i = 0; i < blurIterations; ++i) { BlurVisibility(); } // Reveal the map based on what's currently visible RevealMap(); }
/// <summary> /// Convenience function that figures out the panel's correct change flag by searching the parents. /// </summary> int GetChangeFlag(UINode start) { int flag = start.changeFlag; if (flag == -1) { Transform trans = start.trans.parent; UINode sub; // Keep going until we find a set flag for (;;) { // Check the parent's flag #if UNITY_FLASH if (trans != null && mChildren.TryGetValue(trans, out sub)) { #else if (trans != null && mChildren.Contains(trans)) { sub = (UINode)mChildren[trans]; #endif flag = sub.changeFlag; trans = trans.parent; // If the flag hasn't been set either, add this child to the hierarchy if (flag == -1) { mHierarchy.Add(sub); } else { break; } } else { flag = 0; break; } } // Update the parent flags for (int i = 0, imax = mHierarchy.size; i < imax; ++i) { UINode pc = mHierarchy.buffer[i]; pc.changeFlag = flag; } mHierarchy.Clear(); } return(flag); } /// <summary> /// Update the world-to-local transform matrix as well as clipping bounds. /// </summary> void UpdateTransformMatrix() { float time = Time.realtimeSinceStartup; if (time == 0f || mMatrixTime != time) { mMatrixTime = time; mWorldToLocal = cachedTransform.worldToLocalMatrix; if (mClipping != UIDrawCall.Clipping.None) { Vector2 size = new Vector2(mClipRange.z, mClipRange.w); if (size.x == 0f) { size.x = mScreenSize.x; } if (size.y == 0f) { size.y = mScreenSize.y; } size *= 0.5f; mMin.x = mClipRange.x - size.x; mMin.y = mClipRange.y - size.y; mMax.x = mClipRange.x + size.x; mMax.y = mClipRange.y + size.y; } } } /// <summary> /// Run through all managed transforms and see if they've changed. /// </summary> void UpdateTransforms() { mChangedLastFrame = false; bool transformsChanged = false; #if UNITY_EDITOR bool shouldCull = !Application.isPlaying || Time.realtimeSinceStartup > mCullTime; if (!Application.isPlaying || !widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) #else bool shouldCull = Time.realtimeSinceStartup > mCullTime; if (!widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) #endif { #if UNITY_FLASH foreach (KeyValuePair <Transform, UINode> child in mChildren) { UINode node = child.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode node = (UINode)mChildren[i]; #endif if (node.trans == null) { mRemoved.Add(node.trans); continue; } if (node.HasChanged()) { node.changeFlag = 1; transformsChanged = true; } else { node.changeFlag = -1; } } // Clean up the deleted transforms for (int i = 0, imax = mRemoved.Count; i < imax; ++i) { mChildren.Remove(mRemoved[i]); } mRemoved.Clear(); } // If the children weren't culled but should be, check their visibility if (!mCulled && shouldCull) { mCheckVisibility = true; } // If something has changed, propagate the changes *down* the tree hierarchy (to children). // An alternative (but slower) approach would be to do a pc.trans.GetComponentsInChildren<UIWidget>() // in the loop above, and mark each one as dirty. if (mCheckVisibility || transformsChanged || mRebuildAll) { #if UNITY_FLASH foreach (KeyValuePair <Transform, UINode> child in mChildren) { UINode pc = child.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode pc = (UINode)mChildren[i]; #endif if (pc.widget != null) { int visibleFlag = 1; // No sense in checking the visibility if we're not culling anything (as the visibility is always 'true') if (shouldCull || transformsChanged) { // If the change flag has not yet been determined... if (pc.changeFlag == -1) { pc.changeFlag = GetChangeFlag(pc); } // Is the widget visible? if (shouldCull) { visibleFlag = (mCheckVisibility || pc.changeFlag == 1) ? (IsVisible(pc.widget) ? 1 : 0) : pc.visibleFlag; } } // If visibility changed, mark the node as changed as well if (pc.visibleFlag != visibleFlag) { pc.changeFlag = 1; } // If the node has changed and the widget is visible (or was visible before) if (pc.changeFlag == 1 && (visibleFlag == 1 || pc.visibleFlag != 0)) { // Update the visibility flag pc.visibleFlag = visibleFlag; Material mat = pc.widget.material; // Add this material to the list of changed materials if (!mChanged.Contains(mat)) { mChanged.Add(mat); mChangedLastFrame = true; } } } } } mCulled = shouldCull; mCheckVisibility = false; mWidgetsAdded = false; } /// <summary> /// Update all widgets and rebuild their geometry if necessary. /// </summary> void UpdateWidgets() { #if UNITY_FLASH foreach (KeyValuePair <Transform, UINode> c in mChildren) { UINode pc = c.Value; #else for (int i = 0, imax = mChildren.Count; i < imax; ++i) { UINode pc = (UINode)mChildren[i]; #endif UIWidget w = pc.widget; // If the widget is visible, update it if (pc.visibleFlag == 1 && w != null && w.UpdateGeometry(ref mWorldToLocal, (pc.changeFlag == 1), generateNormals)) { // We will need to refill this buffer if (!mChanged.Contains(w.material)) { mChanged.Add(w.material); mChangedLastFrame = true; } } pc.changeFlag = 0; } } /// <summary> /// Update the clipping rect in the shaders and draw calls' positions. /// </summary> public void UpdateDrawcalls() { Vector4 range = Vector4.zero; if (mClipping != UIDrawCall.Clipping.None) { range = new Vector4(mClipRange.x, mClipRange.y, mClipRange.z * 0.5f, mClipRange.w * 0.5f); } if (range.z == 0f) { range.z = mScreenSize.x * 0.5f; } if (range.w == 0f) { range.w = mScreenSize.y * 0.5f; } RuntimePlatform platform = Application.platform; if (platform == RuntimePlatform.WindowsPlayer || platform == RuntimePlatform.WindowsWebPlayer || platform == RuntimePlatform.WindowsEditor) { range.x -= 0.5f; range.y += 0.5f; } Transform t = cachedTransform; for (int i = 0, imax = mDrawCalls.size; i < imax; ++i) { UIDrawCall dc = mDrawCalls.buffer[i]; dc.clipping = mClipping; dc.clipRange = range; dc.clipSoftness = mClipSoftness; dc.depthPass = depthPass; // Set the draw call's transform to match the panel's. // Note that parenting directly to the panel causes unity to crash as soon as you hit Play. Transform dt = dc.transform; dt.position = t.position; dt.rotation = t.rotation; dt.localScale = t.lossyScale; } } /// <summary> /// Set the draw call's geometry responsible for the specified material. /// </summary> void Fill(Material mat) { // Cleanup deleted widgets for (int i = mWidgets.size; i > 0;) { if (mWidgets[--i] == null) { mWidgets.RemoveAt(i); } } // Fill the buffers for the specified material for (int i = 0, imax = mWidgets.size; i < imax; ++i) { UIWidget w = mWidgets.buffer[i]; if (w.visibleFlag == 1 && w.material == mat) { UINode node = GetNode(w.cachedTransform); if (node != null) { if (generateNormals) { w.WriteToBuffers(mVerts, mUvs, mCols, mNorms, mTans); } else { w.WriteToBuffers(mVerts, mUvs, mCols, null, null); } } else { Debug.LogError("No transform found for " + NGUITools.GetHierarchy(w.gameObject), this); } } } if (mVerts.size > 0) { // Rebuild the draw call's mesh UIDrawCall dc = GetDrawCall(mat, true); dc.depthPass = depthPass; dc.Set(mVerts, generateNormals ? mNorms : null, generateNormals ? mTans : null, mUvs, mCols); } else { // There is nothing to draw for this material -- eliminate the draw call UIDrawCall dc = GetDrawCall(mat, false); if (dc != null) { mDrawCalls.Remove(dc); NGUITools.DestroyImmediate(dc.gameObject); } } // Cleanup mVerts.Clear(); mNorms.Clear(); mTans.Clear(); mUvs.Clear(); mCols.Clear(); } /// <summary> /// Main update function /// </summary> void LateUpdate() { UpdateTransformMatrix(); UpdateTransforms(); // Always move widgets to the panel's layer if (mLayer != gameObject.layer) { mLayer = gameObject.layer; UICamera uic = UICamera.FindCameraForLayer(mLayer); mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer); SetChildLayer(cachedTransform, mLayer); for (int i = 0, imax = drawCalls.size; i < imax; ++i) { mDrawCalls.buffer[i].gameObject.layer = mLayer; } } UpdateWidgets(); // If the depth has changed, we need to re-sort the widgets if (mDepthChanged) { mDepthChanged = false; mWidgets.Sort(UIWidget.CompareFunc); } // Fill the draw calls for all of the changed materials for (int i = 0, imax = mChanged.size; i < imax; ++i) { Fill(mChanged.buffer[i]); } // Update the clipping rects UpdateDrawcalls(); mChanged.Clear(); mRebuildAll = false; #if UNITY_EDITOR mScreenSize = new Vector2(Screen.width, Screen.height); UIRoot root = NGUITools.FindInParents <UIRoot>(gameObject); if (root != null) { mScreenSize *= root.GetPixelSizeAdjustment(Screen.height); } #endif }
public void Remove(GameObject child) { mChildren.Remove(child.transform); GameObject.Destroy(child); ResetChildPositions(); }
/// <summary> /// Clear references. /// </summary> protected virtual void OnDisable() { list.Remove(this); RemoveFromPanel(); }
/// <summary> /// Update the fog of war's visibility. /// </summary> void UpdateBuffer() { // Add all items scheduled to be added if (mAdded.size > 0) { lock (mAdded) { while (mAdded.size > 0) { int index = mAdded.size - 1; mRevealers.Add(mAdded.buffer[index]); mAdded.RemoveAt(index); } } } // Remove all items scheduled for removal if (mRemoved.size > 0) { lock (mRemoved) { while (mRemoved.size > 0) { int index = mRemoved.size - 1; mRevealers.Remove(mRemoved.buffer[index]); mRemoved.RemoveAt(index); } } } // Use the texture blend time, thus estimating the time this update will finish // Doing so helps avoid visible changes in blending caused by the blended result being X milliseconds behind. //使用纹理混合时间,从而估计此更新将完成的时间 //这样做有助于避免由于混合结果落后X毫秒而导致混合中的可见变化。 float factor = (textureBlendTime > 0f) ? Mathf.Clamp01(mBlendFactor + mElapsed / textureBlendTime) : 1f; //// Clear the buffer's red channel (channel used for current visibility -- it's updated right after) ////清除缓冲区的红色通道(用于当前可见性的通道-此通道将在之后立即更新) for (int i = 0, imax = mBuffer0.Length; i < imax; ++i) { mBuffer0[i] = Color32.Lerp(mBuffer0[i], mBuffer1[i], factor); mBuffer1[i].r = 0; } // For conversion from world coordinates to texture coordinates //用于从世界坐标转换为纹理坐标 float worldToTex = (float)textureSize / worldSize; // Update the visibility buffer, one revealer at a time //更新可见性缓冲区,一次显示一个 for (int i = 0; i < mRevealers.size; ++i) { IFOWRevealer rev = mRevealers[i]; if (rev.IsValid()) { RevealUsingRadius(rev, worldToTex); } } // Blur the final visibility data for (int i = 0; i < blurIterations; ++i) { BlurVisibility(); } // Reveal the map based on what's currently visible RevealMap(); // Merge two buffer to one MergeBuffer(); }
void OnDisable() { list.Remove(this); }
void OnDisable() { checkBoxContainer.Remove(this); }