示例#1
0
    public void Initialize(int _idLevel, UILevelSelector _uILevelSelector)
    {
        this.uILevelSelector = _uILevelSelector;
        this.idLevel         = _idLevel;

        lvl.text = "" + (idLevel + 1);

        if (!WorldMan.Me.leveldata[idLevel].isLock)
        {
            button.onClick.AddListener(OnClick);
        }


        for (int i = 0; i < stars.Count; i++)
        {
            if (i < WorldMan.Me.leveldata[idLevel].stars)
            {
                stars[i].sprite = star;
            }
            else
            {
                stars[i].sprite = noStar;
            }
        }
    }
示例#2
0
        private void SetupColoredLights()
        {
            Texture2D text = TextureFromSprite(SpriteManager.Get("TBFlash_light"));

            light0.sprite = Sprite.Create(text, new Rect(0, 0, 128, 128), new Vector2(0.5f, 0.5f));
            Material sharedMaterial = MaterialManager.Get("Portals", light0.sprite.texture);

            light0.color = new Color(1f, 0f, 0f, 0.1f);
            light0.transform.position   = placeableObj.GetMarker("light2").worldPosition;
            light0.transform.localScale = new Vector2(2.3f, 2.3f);
            light0.enabled          = true;
            light0.sharedMaterial   = sharedMaterial;
            light0.gameObject.layer = UILevelSelector.LevelToLayer(placeableObj.iprefab.level + 1);

            light1.sprite = Sprite.Create(text, new Rect(0, 0, 128, 128), new Vector2(0.5f, 0.5f));
            Material sharedMaterial2 = MaterialManager.Get("Portals", light1.sprite.texture);

            light1.color = new Color(0f, 1f, 0f, 0.1f);
            light1.transform.position   = placeableObj.GetMarker("light1").worldPosition;
            light1.transform.localScale = new Vector2(2.3f, 2.3f);
            light1.enabled          = true;
            light1.sharedMaterial   = sharedMaterial2;
            light1.gameObject.layer = UILevelSelector.LevelToLayer(placeableObj.iprefab.level);

            DepthSort.SetupSingle(placeableObj, light0, -5f, false);
            DepthSort.SetupSingle(placeableObj, light1, -5f, false);
            SetupLightColors(currentDir == CurrentDir.One_To_Zero);
        }
示例#3
0
        // private static Quaternion q = Quaternion.Euler(0f, 0f, 0f);

        public void createOverlay(SmartObject sign)
        {
            Debug.Log("Creating overlay");
            txtObject          = gameObject.AddComponent <TextMeshPro>();
            txtObject.fontSize = 2f;
            txtObject.renderer.sortingLayerName = "UI";
            txtObject.renderer.sortingOrder     = 32760;
            txtObject.color = Color.green;
            // sign.gameObject.transform.SetParent(txtObject.rectTransform);
            txtObject.gameObject.layer = UILevelSelector.LevelToLayer(sign.iprefab.level);
            // txtObject.rectTransform.localPosition = new Vector3(-1f, 0f, sign.iprefab.level);
            // txtObject.rectTransform.localPosition = new Vector3(0.5f, 0.5f, sign.iprefab.level);
            txtObject.rectTransform.position = sign.iprefab.v3i;
            txtObject.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 3f);
            txtObject.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 3f);
            txtObject.alignment = TextAlignmentOptions.TopLeft;
            // txtObject.fontMaterial.SetFloat(ShaderUtilities.ID_FaceDilate, 0.3f);
            // txtObject.fontMaterial.SetFloat(ShaderUtilities.ID_OutlineSoftness, 0.3f);
            // txtObject.fontMaterial.SetFloat(ShaderUtilities.ID_OutlineWidth, 0.3f);
            // txtObject.UpdateMeshPadding();
            Debug.Log("Created overlay");
        }