/*--------------------------------------------------------------------------------------------*/ private void UpdateMeshes(float pValue, float pHoverValue, float pHoverArcHalf) { float grabArc = (vGrabArcHalf + UiSlice.AngleInset) * 2; float hoverArc = Math.Max(0, pHoverArcHalf * 2); float hoverArcPad = vGrabArcHalf - pHoverArcHalf; float fullArc = vAngle1 - vAngle0 - grabArc; float valAngle = vAngle0 + fullArc * pValue; float hovAngle = vAngle0 + fullArc * pHoverValue; bool tooClose = (Math.Abs(valAngle - hovAngle) < grabArc / 2 + hoverArc); if (pHoverArcHalf == 0 || tooClose) { vHover.Resize(0); vFillA.Resize(vAngle0, valAngle); vFillB.Resize(0); vTrackA.Resize(grabArc + valAngle, vAngle1); vTrackB.Resize(0); return; } vHover.Resize(hoverArc); if (pValue <= pHoverValue) { vFillA.Resize(vAngle0, valAngle); vFillB.Resize(0); vTrackA.Resize(grabArc + valAngle, hovAngle + hoverArcPad); vTrackB.Resize(hovAngle + grabArc - hoverArcPad, vAngle1); } else { vFillA.Resize(vAngle0, hovAngle + hoverArcPad); vFillB.Resize(hovAngle + grabArc - hoverArcPad, valAngle); vTrackA.Resize(grabArc + valAngle, vAngle1); vTrackB.Resize(0); } }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vSettings = pSettings; //// vSlice = new UiSlice(gameObject); vSlice.Resize(pArcAngle); //// var labelObj = new GameObject("Label"); labelObj.transform.SetParent(gameObject.transform, false); labelObj.transform.localPosition = new Vector3(0, 0, 1); labelObj.transform.localScale = new Vector3(1, 1, (vArcState.IsLeft ? 1 : -1)); vLabel = labelObj.AddComponent<UiLabel>(); vLabel.IsLeft = vArcState.IsLeft; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vSettings = pSettings; //// vSlice = new UiSlice(gameObject); vSlice.Resize(pArcAngle); //// var labelObj = new GameObject("Label"); labelObj.transform.SetParent(gameObject.transform, false); labelObj.transform.localPosition = new Vector3(0, 0, 1); labelObj.transform.localScale = new Vector3(1, 1, (vArcState.IsLeft ? 1 : -1)); vLabel = labelObj.AddComponent <UiLabel>(); vLabel.IsLeft = vArcState.IsLeft; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vAngle0 = -pArcAngle/2f+UiSlice.AngleInset; vAngle1 = pArcAngle/2f-UiSlice.AngleInset; vSettings = pSettings; vNavSlider = (NavItemSlider)vSegState.NavItem; const float pi = (float)Math.PI; const float radInner = 1.04f; const float radOuter = 1.46f; vGrabArcHalf = pi/80f; vSlideDegree0 = (vAngle0+vGrabArcHalf)/pi*180; vSlideDegrees = (vAngle1-vAngle0-vGrabArcHalf*2)/pi*180; //// vHiddenSlice = new UiSlice(gameObject, true); vHiddenSlice.Resize(pArcAngle); vHiddenSlice.UpdateBackground(Color.clear); vTrackA = new UiSlice(gameObject, true, "TrackA", radInner, radOuter); vTrackB = new UiSlice(gameObject, true, "TrackB", radInner, radOuter); vFillA = new UiSlice(gameObject, true, "FillA", radInner, radOuter); vFillB = new UiSlice(gameObject, true, "FillB", radInner, radOuter); //// vTickMat = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vTickMat.renderQueue -= 400; vTickMat.color = Color.clear; if ( vNavSlider.Ticks > 1 ) { Vector3 quadScale = new Vector3(UiSlice.AngleInset*2, 0.36f, 0.1f); float percPerTick = 1/(float)(vNavSlider.Ticks-1); vTicks = new GameObject[vNavSlider.Ticks]; for ( int i = 0 ; i < vNavSlider.Ticks ; ++i ) { var tick = new GameObject("Tick"+i); tick.transform.SetParent(gameObject.transform, false); tick.transform.localRotation = Quaternion.AngleAxis( vSlideDegree0+vSlideDegrees*i*percPerTick, Vector3.up); vTicks[i] = tick; var quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.renderer.sharedMaterial = vTickMat; quad.transform.SetParent(tick.transform, false); quad.transform.localPosition = new Vector3(0, 0, 1.25f); quad.transform.localRotation = Quaternion.FromToRotation(Vector3.back, Vector3.down); quad.transform.localScale = quadScale; } } //// vGrabHold = new GameObject("GrabHold"); vGrabHold.transform.SetParent(gameObject.transform, false); var grabObj = new GameObject("Grab"); grabObj.transform.SetParent(vGrabHold.transform, false); vGrab = grabObj.AddComponent<UiSliderGrabRenderer>(); vGrab.Build(vArcState, vSegState, vGrabArcHalf*2, pSettings); //// vHoverHold = new GameObject("HoverHold"); vHoverHold.transform.SetParent(gameObject.transform, false); var hoverObj = new GameObject("Hover"); hoverObj.transform.SetParent(vHoverHold.transform, false); vHover = new UiSlice(hoverObj, false, "Hover"); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ArcState pArcState, SegmentState pSegState, float pArcAngle, SegmentSettings pSettings) { vArcState = pArcState; vSegState = pSegState; vAngle0 = -pArcAngle / 2f + UiSlice.AngleInset; vAngle1 = pArcAngle / 2f - UiSlice.AngleInset; vSettings = pSettings; vNavSlider = (NavItemSlider)vSegState.NavItem; const float pi = (float)Math.PI; const float radInner = 1.04f; const float radOuter = 1.46f; vGrabArcHalf = pi / 80f; vSlideDegree0 = (vAngle0 + vGrabArcHalf) / pi * 180; vSlideDegrees = (vAngle1 - vAngle0 - vGrabArcHalf * 2) / pi * 180; //// vHiddenSlice = new UiSlice(gameObject, true); vHiddenSlice.Resize(pArcAngle); vHiddenSlice.UpdateBackground(Color.clear); vTrackA = new UiSlice(gameObject, true, "TrackA", radInner, radOuter); vTrackB = new UiSlice(gameObject, true, "TrackB", radInner, radOuter); vFillA = new UiSlice(gameObject, true, "FillA", radInner, radOuter); vFillB = new UiSlice(gameObject, true, "FillB", radInner, radOuter); //// vTickMat = new Material(Shader.Find("Unlit/AlphaSelfIllum")); vTickMat.renderQueue -= 400; vTickMat.color = Color.clear; if (vNavSlider.Ticks > 1) { Vector3 quadScale = new Vector3(UiSlice.AngleInset * 2, 0.36f, 0.1f); float percPerTick = 1 / (float)(vNavSlider.Ticks - 1); vTicks = new GameObject[vNavSlider.Ticks]; for (int i = 0; i < vNavSlider.Ticks; ++i) { var tick = new GameObject("Tick" + i); tick.transform.SetParent(gameObject.transform, false); tick.transform.localRotation = Quaternion.AngleAxis( vSlideDegree0 + vSlideDegrees * i * percPerTick, Vector3.up); vTicks[i] = tick; var quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.renderer.sharedMaterial = vTickMat; quad.transform.SetParent(tick.transform, false); quad.transform.localPosition = new Vector3(0, 0, 1.25f); quad.transform.localRotation = Quaternion.FromToRotation(Vector3.back, Vector3.down); quad.transform.localScale = quadScale; } } //// vGrabHold = new GameObject("GrabHold"); vGrabHold.transform.SetParent(gameObject.transform, false); var grabObj = new GameObject("Grab"); grabObj.transform.SetParent(vGrabHold.transform, false); vGrab = grabObj.AddComponent <UiSliderGrabRenderer>(); vGrab.Build(vArcState, vSegState, vGrabArcHalf * 2, pSettings); //// vHoverHold = new GameObject("HoverHold"); vHoverHold.transform.SetParent(gameObject.transform, false); var hoverObj = new GameObject("Hover"); hoverObj.transform.SetParent(vHoverHold.transform, false); vHover = new UiSlice(hoverObj, false, "Hover"); }