示例#1
0
        private void DrawSubstringNotLeftAligned()
        {
            TextAnchor originalAlignment = GuiStyle.alignment;

            GuiStyle.alignment = GetLeftAlignedVersion(GuiStyle.alignment);
            float lineHeight = GuiStyle.CalcSize(new GUIContent(text)).y;
            float y          = rect.y;
            int   start      = 0;
            int   charsLeft  = substringLength;

            while (charsLeft > 0)
            {
                string line    = GetNextLine(text, start);
                string subLine = line.Substring(0, Mathf.Min(line.Length, charsLeft));
                start     += line.Length;
                charsLeft -= line.Length;
                float lineWidth = GuiStyle.CalcSize(new GUIContent(line.Trim())).x;
                float x         = IsCenterAligned(originalAlignment)
                                        ? Mathf.Ceil(rect.x + (0.5f * rect.width) - (0.5f * lineWidth)) + 0.5f
                                        : rect.x + rect.width - lineWidth;
                UnityGUITools.DrawText(new Rect(x, y, rect.width, lineHeight), GetRichTextClosedText(subLine.Trim()), GuiStyle, textStyle, textStyleColor);
                y += GuiStyle.lineHeight;
            }
            GuiStyle.alignment = originalAlignment;
        }
 /// <summary>
 /// Makes sure the guiStyle property is up-to-date.
 /// </summary>
 protected void SetGUIStyle()
 {
     if (guiStyle == null)
     {
         guiStyle = UnityGUITools.GetGUIStyle(guiStyleName, DefaultGUIStyle);
     }
 }
示例#3
0
 private void DrawQuests()
 {
     if ((quests != null) && (scrollView != null))
     {
         float contentY = padding;
         foreach (string quest in quests)
         {
             float headingHeight = QuestHeadingHeight(quest);
             if (GUI.Button(new Rect(padding, contentY, scrollView.contentWidth - (2 * padding), headingHeight), QuestHeading(quest), questHeadingStyle))
             {
                 openQuest = string.Equals(quest, openQuest) ? null : quest;
             }
             contentY += headingHeight;
             if (string.Equals(quest, openQuest))
             {
                 contentY = DrawQuestDescription(quest, contentY);
                 contentY = DrawQuestEntries(quest, contentY);
             }
         }
         if (quests.Length == 0)
         {
             string description = (questStateToShow == QuestState.Active)
                                         ? noActiveQuestsMessage
                                         : noCompletedQuestsMessage;
             GUIStyle noQuestsStyle     = UnityGUITools.GetGUIStyle(noQuestsGuiStyleName, GUI.skin.label);
             float    descriptionHeight = noQuestsStyle.CalcHeight(new GUIContent(description), scrollView.contentWidth - 4);
             GUI.Label(new Rect(2, contentY, scrollView.contentWidth, descriptionHeight), description, noQuestsStyle);
             contentY += descriptionHeight;
         }
     }
 }
 private void DrawQuests()
 {
     if ((scrollView != null))
     {
         float contentY = padding;
         foreach (var questInfo in Quests)
         {
             bool  isSelectedQuest = IsSelectedQuest(questInfo);
             float headingHeight   = QuestHeadingHeight(questInfo);
             if (GUI.Button(new Rect(padding, contentY, scrollView.contentWidth - (2 * padding), headingHeight), questInfo.Heading.text, GetQuestHeadingStyle(isSelectedQuest)))
             {
                 ClickQuest(questInfo.Title);
             }
             contentY += headingHeight;
             if (isSelectedQuest)
             {
                 contentY = DrawQuestDescription(questInfo, contentY);
                 contentY = DrawQuestEntries(questInfo, contentY);
                 contentY = DrawQuestButtons(questInfo, contentY);
             }
         }
         if (Quests.Length == 0)
         {
             GUIStyle noQuestsStyle     = UnityGUITools.GetGUIStyle(noQuestsGuiStyleName, GUI.skin.label);
             float    descriptionHeight = noQuestsStyle.CalcHeight(new GUIContent(NoQuestsMessage), scrollView.contentWidth - 4);
             GUI.Label(new Rect(2, contentY, scrollView.contentWidth, descriptionHeight), NoQuestsMessage, noQuestsStyle);
             contentY += descriptionHeight;
         }
     }
 }
 public void ApplyAlphaToGUIColor()
 {
     if (HasAlpha)
     {
         originalGUIColor = GUI.color;
         GUI.color        = UnityGUITools.ColorWithAlpha(GUI.color, Alpha);
     }
 }
 /// <summary>
 /// Applies the formatting recorded in formattingToApply by SetFormattedText().
 /// SetFormattedText() can't apply the formatting directly because it needs to
 /// run in OnGUI.
 /// </summary>
 protected void ApplyFormatting()
 {
     SetGUIStyle();
     if (!(isFormattingApplied || (formattingToApply == null)))
     {
         text                = formattingToApply.text;
         guiStyle            = UnityGUITools.ApplyFormatting(formattingToApply, guiStyle);
         isFormattingApplied = true;
     }
 }
示例#7
0
 private void DrawSubstring()
 {
     if (IsLeftAligned(GuiStyle.alignment))
     {
         UnityGUITools.DrawText(rect, GetRichTextClosedText(text.Substring(0, substringLength)), GuiStyle, textStyle, textStyleColor);
     }
     else
     {
         DrawSubstringNotLeftAligned();
     }
 }
        private void DrawQuests()
        {
            if ((scrollView != null))
            {
                float  contentY                = padding;
                string currentGroup            = null;
                var    isCurrentGroupCollapsed = false;
                foreach (var questInfo in quests)
                {
                    // Check for new group:
                    if (!string.Equals(questInfo.Group, currentGroup))
                    {
                        currentGroup = questInfo.Group;
                        if (!string.IsNullOrEmpty(currentGroup))
                        {
                            isCurrentGroupCollapsed = collapsedGroups.Contains(currentGroup);
                            var groupHeadingHeight = GroupHeadingHeight(currentGroup);
                            //---Was: GUI.Label(new Rect(padding, contentY, scrollView.contentWidth - (2 * padding), groupHeadingHeight), currentGroup, GetGroupHeadingStyle());
                            if (GUI.Button(new Rect(padding, contentY, scrollView.contentWidth - (2 * padding), groupHeadingHeight), currentGroup, GetGroupHeadingStyle()))
                            {
                                ClickQuestGroup(currentGroup);
                            }
                            contentY += groupHeadingHeight;
                        }
                    }

                    // Draw quest:
                    if (!isCurrentGroupCollapsed)
                    {
                        bool  isSelectedQuest = IsSelectedQuest(questInfo);
                        float headingHeight   = QuestHeadingHeight(questInfo);
                        if (GUI.Button(new Rect(padding, contentY, scrollView.contentWidth - (2 * padding), headingHeight), questInfo.Heading.text, GetQuestHeadingStyle(isSelectedQuest)))
                        {
                            ClickQuest(questInfo.Title);
                        }
                        contentY += headingHeight;
                        if (isSelectedQuest)
                        {
                            contentY = DrawQuestDescription(questInfo, contentY);
                            contentY = DrawQuestEntries(questInfo, contentY);
                            contentY = DrawQuestButtons(questInfo, contentY);
                        }
                    }
                }
                if (quests.Length == 0)
                {
                    GUIStyle noQuestsStyle     = UnityGUITools.GetGUIStyle(noQuestsGuiStyleName, GUI.skin.label);
                    float    descriptionHeight = noQuestsStyle.CalcHeight(new GUIContent(noQuestsMessage), scrollView.contentWidth - 4);
                    GUI.Label(new Rect(2, contentY, scrollView.contentWidth, descriptionHeight), noQuestsMessage, noQuestsStyle);
                    contentY += descriptionHeight;
                }
            }
        }
示例#9
0
 /// <summary>
 /// Draws the control, but not its children.
 /// </summary>
 /// <param name="relativeMousePosition">Relative mouse position within the window containing this control.</param>
 public override void DrawSelf(Vector2 relativeMousePosition)
 {
     ApplyAlphaToGUIColor();
     if (image != null)
     {
         DrawImage();
     }
     if (!string.IsNullOrEmpty(text))
     {
         if (useSubstring)
         {
             DrawSubstring();
         }
         else
         {
             UnityGUITools.DrawText(rect, text, GuiStyle, textStyle, textStyleColor);
         }
     }
     RestoreGUIColor();
 }
示例#10
0
        /// <summary>
        /// Draws the bark text using Unity GUI.
        /// </summary>
        public virtual void OnGUI()
        {
            GUI.skin = UnityGUITools.GetValidGUISkin(guiSkin);
            if (guiStyle == null)
            {
                guiStyle           = UnityGUITools.ApplyFormatting(formattingToApply, new GUIStyle(UnityGUITools.GetGUIStyle(guiStyleName, GUI.skin.label)));
                guiStyle.alignment = TextAnchor.UpperCenter;
                size = guiStyle.CalcSize(new GUIContent(message));
                if ((maxWidth >= 1) && (size.x > maxWidth))
                {
                    size = new Vector2(maxWidth, guiStyle.CalcHeight(new GUIContent(message), maxWidth));
                }
            }
            UpdateBarkPosition();
            guiStyle.normal.textColor = UnityGUITools.ColorWithAlpha(guiStyle.normal.textColor, alpha);
            if (screenPos.z < 0)
            {
                return;
            }
            Rect rect = new Rect(screenPos.x - (size.x / 2), (Screen.height - screenPos.y) - (size.y / 2), size.x, size.y);

            UnityGUITools.DrawText(rect, message, guiStyle, textStyle, textStyleColor);
        }
示例#11
0
        private void DrawSubstringLeftAligned()
        {
            var currText  = string.Empty;
            int start     = 0;
            int charsLeft = substringLength;

            while (charsLeft > 0)
            {
                string line    = GetNextLine(text, start);
                string subLine = line.Substring(0, Mathf.Min(line.Length, charsLeft));
                start     += line.Length;
                charsLeft -= line.Length;
                if (string.IsNullOrEmpty(currText))
                {
                    currText = subLine;
                }
                else
                {
                    currText += "\n" + subLine;
                }
            }
            UnityGUITools.DrawText(rect, GetRichTextClosedText(currText), GuiStyle, textStyle, textStyleColor);
        }
示例#12
0
 private GUIStyle UseGUIStyle(GUIStyle guiStyle, string guiStyleName, GUIStyle defaultStyle)
 {
     return((guiStyle != null) ? guiStyle : UnityGUITools.GetGUIStyle(guiStyleName, defaultStyle));
 }