/** メモリから削除。 */ public void DeleteFromMemory() { UnityEngine.GameObject.DestroyImmediate(this.raw_gameobject); this.raw_gameobject = null; this.raw_custom_text_material_item.DestroyImmediate(); this.raw_custom_text_material_item = null; this.raw_custom_image_material_item.DestroyImmediate(); this.raw_custom_image_material_item = null; }
/** [Fee.Render2D.OnSprite2DMaterialUpdate_CallBackInterface]マテリアルの更新。描画の直前に呼び出される。 * * デフォルト。 * */ public bool OnSprite2DMaterialUpdate(Sprite2D a_sprite2d, Material_Item a_material_item) { bool t_setpass = false; //メインテクスチャー設定。 if (a_material_item.SetProperty_MainTexture(a_sprite2d.GetTexture()) == true) { t_setpass = true; } return(t_setpass); }
/** constructor */ public Material_List() { //material_list this.material_list = new Material_Item[Config.MATERIAL_DATA.Length]; for (int ii = 0; ii < this.material_list.Length; ii++) { UnityEngine.Material t_material = UnityEngine.Resources.Load <UnityEngine.Material>(Config.MATERIAL_DATA[ii].resource_path); if (t_material != null) { //複製。 this.material_list[ii] = new Material_Item(t_material, Config.MATERIAL_DATA[ii], true); } } //参照。 this.material_ui_text = new Material_Item(UnityEngine.Resources.Load <UnityEngine.Material>(Config.MATERIAL_DATA_UITEXT.resource_path), Config.MATERIAL_DATA_UITEXT, false); //参照。 this.material_ui_image = new Material_Item(UnityEngine.Resources.Load <UnityEngine.Material>(Config.MATERIAL_DATA_UIIMAGE.resource_path), Config.MATERIAL_DATA_UITEXT, false); }
/** 初期化。 */ public void Initialize(InputField2D a_parent) { //raw this.raw_gameobject = Fee.Instantiate.Instantiate.CreateUiInputField("InputField", Fee.Render2D.Render2D.GetInstance().GetRootTransform()); this.raw_focus_monobehaviour = this.raw_gameobject.AddComponent <Fee.Ui.Focus_MonoBehaviour>(); this.raw_transform = this.raw_gameobject.GetComponent <UnityEngine.Transform>(); this.raw_inputfield = this.raw_gameobject.GetComponent <UnityEngine.UI.InputField>(); this.raw_recttransform = this.raw_gameobject.GetComponent <UnityEngine.RectTransform>(); this.raw_text = this.raw_inputfield.textComponent; this.raw_image = this.raw_inputfield.image; this.raw_placeholder_text = this.raw_inputfield.placeholder.GetComponent <UnityEngine.UI.Text>(); this.raw_gameobject.SetActive(false); { UnityEngine.UI.Navigation t_navigation = this.raw_inputfield.navigation; t_navigation.mode = UnityEngine.UI.Navigation.Mode.None; this.raw_inputfield.navigation = t_navigation; } //共通マテリアルアイテム複製。 this.raw_custom_text_material_item = Render2D.GetInstance().GetUiTextMaterialItem().DuplicateMaterialItem(); this.raw_custom_image_material_item = Render2D.GetInstance().GetUiImageMaterialItem().DuplicateMaterialItem(); }
/** マテリアルアイテム。複製。 */ public Material_Item DuplicateMaterialItem() { Material_Item t_material_item = new Material_Item(this.material, this.material_status, true); return(t_material_item); }
/** マテリアルの更新。描画の直前に呼び出される。 * * return == true : 変更あり。直後にSetPassの呼び出しが行われます。 * */ public bool UpdateMaterialItem(Material_Item a_material_item) { return(this.callback_materialupdate.OnSprite2DMaterialUpdate(this, a_material_item)); }