public CCSpriteContent(){ gear = CCFactory.Instance.takeGear (CCFactory.KEY_SPRITE); gear.gameObject.name = "content"; gear.gameObject.transform.localPosition = Vector3.zero; // gear.gameObject.transform.localScale = new Vector3 (1, 1, 1); this.renderer.color = Color.white; }
/** creates a CCLabelTTF from a fontname, horizontal alignment, vertical alignment, dimension in points, line break mode, and font size in points. Supported lineBreakModes: - iOS: all UILineBreakMode supported modes - Mac: Only NSLineBreakByWordWrapping is supported. @since v1.0 */ protected override void initWithGear (CCFactoryGear gear) { base.initWithGear (gear); _gear.gameObject.name = "LabelTTF"; // _gear.gameObject.transform.localScale = new Vector3 (1, 1, 1); _content = new CCLabelContent (); _content.gameObject.transform.parent = gameObject.transform; // _content.renderer.sortingOrder = 1; }
public CCLabelContent(){ gear = CCFactory.Instance.takeGear (CCFactory.KEY_LABEL); gear.gameObject.name = "content"; // gear.gameObject.transform.localScale = new Vector3 (1, 1, 1); this.mesh.color = Color.white; mesh.characterSize = 0.05f; mesh.anchor = TextAnchor.MiddleCenter; mesh.alignment = TextAlignment.Center; }
protected override void initWithGear (CCFactoryGear gear) { base.initWithGear (gear); _gear.gameObject.name = "Sprite"; _gear.gameObject.transform.localPosition = Vector3.zero; // _gear.gameObject.transform.localScale = new Vector3 (1, 1, 1); _content = new CCSpriteContent (); _content.gameObject.transform.parent = gameObject.transform; // _content.renderer.sortingOrder = 1; }
protected virtual void initWithGear(CCFactoryGear gear){ _gear = gear; _gear.gameObject.name = "Node"; _gear.gameObject.transform.localPosition = Vector3.zero; // _gear.gameObject.transform.localScale = new Vector3 (1, 1, 1); _isRunning = false; // _skewX = _skewY = 0.0f; _rotation = 0.0f; _scaleX = _scaleY = 1.0f; _position = Vector2.zero; _contentSize = Vector2.zero; _anchorPointInPixels = _anchorPoint = Vector2.zero; // "whole screen" objects. like Scenes and Layers, should set ignoreAnchorPointForPosition to YES _ignoreAnchorPointForPosition = false; _isUpdateTransformDirty = _isTransformDirty = _isInverseDirty = true; // _vertexZ = 0; // _grid = nil; _visible = true; _userTag = null; _zOrder = 0; // lazy alloc // _camera = nil; // children (lazy allocs) _children = null; // userData is always inited as nil _userObject = null; //initialize parent to nil _parent = null; // _shaderProgram = nil; _orderOfArrival = 0; // _glServerState = 0; // set default scheduler and actionManager CCDirector director = CCDirector.sharedDirector; this.actionManager = director.actionManager; this.scheduler = director.scheduler; }