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; } } }
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); }
// 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"); }