public void DeletePattern(EditPattern pattern) { foreach (var animation in animations) { animation.DeletePattern(pattern); } patterns.Remove(pattern); }
public void ReplacePattern(EditPattern oldPattern, EditPattern newPattern) { foreach (var animation in animations) { animation.ReplacePattern(oldPattern, newPattern); } int oldPatternIndex = patterns.IndexOf(oldPattern); patterns[oldPatternIndex] = newPattern; }
void Hide(bool result, EditPattern pattern) { if (this.dieRenderer != null) { DiceRendererManager.Instance.DestroyDiceRenderer(this.dieRenderer); this.dieRenderer = null; } gameObject.SetActive(false); closeAction?.Invoke(result, pattern); closeAction = null; }
void Hide(bool result, EditPattern pattern) { foreach (var uipattern in patterns) { DestroyPatternToken(uipattern); } patterns.Clear(); gameObject.SetActive(false); closeAction?.Invoke(result, pattern); closeAction = null; }
void Repaint(EditPattern currentPattern) { Object.Destroy(_texture); if (greyscale) { _texture = currentPattern.ToGreyscaleTexture(); } else { _texture = currentPattern.ToTexture(); } patternImage.texture = _texture; }
UIPatternPickerToken CreatePatternToken(EditPattern pattern) { // Create the gameObject var ret = GameObject.Instantiate <UIPatternPickerToken>(patternTokenPrefab, Vector3.zero, Quaternion.identity, contentRoot.transform); // When we click on the pattern main button, go to the edit page ret.onClick.AddListener(() => Hide(true, ret.editPattern)); addPatternButton.transform.SetAsLastSibling(); // Initialize it ret.Setup(pattern); return(ret); }
public int getPatternRGBTrackOffset(EditPattern pattern) { int ret = 0; for (int i = 0; i < rgbPatterns.Count; ++i) { if (rgbPatterns[i] == pattern) { return(ret); } else { ret += pattern.gradients.Count; } } return(-1); }
/// <summary> /// Invoke the color picker /// </sumary> public void Show(string title, EditPattern previousPattern, System.Action <bool, EditPattern> closeAction) { if (isShown) { Debug.LogWarning("Previous Pattern picker still active"); ForceHide(); } foreach (var editPattern in AppDataSet.Instance.patterns) { // New pattern var newPatternUI = CreatePatternToken(editPattern); patterns.Add(newPatternUI); } gameObject.SetActive(true); currentPattern = previousPattern; titleText.text = title; this.closeAction = closeAction; }
public void Setup(EditPattern pattern) { this.editPattern = pattern; this.dieRenderer = DiceRendererManager.Instance.CreateDiceRenderer(Dice.DesignAndColor.V5_Black); if (dieRenderer != null) { animRenderImage.texture = dieRenderer.renderTexture; } animNameText.text = pattern.name; var anim = new EditAnimationKeyframed(); anim.name = "temp anim"; anim.pattern = pattern; anim.duration = pattern.duration; textureImage.texture = pattern.ToTexture(); dieRenderer.SetAuto(true); dieRenderer.SetAnimation(anim); dieRenderer.Play(true); }
public void Setup(EditPattern pattern) { this.editPattern = pattern; this.dieRenderer = DiceRendererManager.Instance.CreateDiceRenderer(Dice.DesignAndColor.V5_Black); if (dieRenderer != null) { animRenderImage.texture = dieRenderer.renderTexture; } patternNameText.text = pattern.name; var anim = new EditAnimationKeyframed(); anim.name = "temp anim"; anim.pattern = pattern; anim.duration = pattern.duration; sizeText.text = "Size: " + (pattern.gradients.Sum(g => g.keyframes.Count) * 2).ToString() + " bytes"; textureImage.texture = pattern.ToTexture(); dieRenderer.SetAuto(true); dieRenderer.SetAnimation(anim); dieRenderer.Play(true); Expand(false); }
/// <summary> /// Invoke the color picker /// </sumary> public void Show(string title, EditPattern previousPattern, System.Action <bool, EditPattern> closeAction) { if (isShown) { Debug.LogWarning("Previous RGB Pattern picker still active"); ForceHide(); } this.dieRenderer = DiceRendererManager.Instance.CreateDiceRenderer(Dice.DesignAndColor.V5_Black); if (dieRenderer != null) { diePreviewImage.texture = dieRenderer.renderTexture; } gameObject.SetActive(true); currentPattern = previousPattern; titleText.text = title; RepaintPreview(); this.closeAction = closeAction; saveButton.gameObject.SetActive(true); reloadFromFile.interactable = false; }
void SetPattern(bool res, EditPattern previousPattern, EditPattern newPattern) { AppDataSet.Instance.ReplacePattern(previousPattern, newPattern); }
void AddNewPattern() { currentPattern = AppDataSet.Instance.AddNewDefaultPattern(); PixelsApp.Instance.ShowPatternEditor(currentPattern.name, currentPattern, (res, newPattern) => Hide(res, newPattern)); }