示例#1
0
 public UguiNovelTextHitArea(UguiNovelText novelText, CharData.HitEventType type, string arg, List <UguiNovelTextCharacter> characters)
 {
     this.novelText    = novelText;
     this.HitEventType = type;
     this.Arg          = arg;
     this.characters   = characters;
 }
示例#2
0
 //Startで設定されていたテキストに戻す
 public virtual void EndCheckCaracterCount(string text)
 {
     if (this.text == null)
     {
         return;
     }
     this.text.text = text;
 }
示例#3
0
        // 文字数オーバー チェック
        internal int EditorCheckCharacterCount(AdvEngine engine, ref string currentWindowName, Dictionary <string, AdvUguiMessageWindow> windows)
        {
            AdvUguiMessageWindow messageWindow;

            if (!string.IsNullOrEmpty(MessageWindowName))
            {
                currentWindowName = MessageWindowName;
            }

            if (!windows.TryGetValue(currentWindowName, out messageWindow))
            {
                foreach (var window in windows.Values)
                {
                    messageWindow = window;
                    break;
                }
            }
            bool isActive = messageWindow.gameObject.activeSelf;

            if (!isActive)
            {
                messageWindow.gameObject.SetActive(true);
            }
            UguiLocalizeBase[] localizeArray = messageWindow.GetComponentsInChildren <UguiLocalizeBase>();
            foreach (var item in localizeArray)
            {
                item.EditorRefresh();
            }

            UguiNovelText textGUI = messageWindow.Text;
            string        oldText = textGUI.text;
            string        text    = MakeText();
            string        errorString;
            int           len;

            if (!textGUI.TextGenerator.EditorCheckRect(text, out len, out errorString))
            {
                Debug.LogError("TextOver:" + TextDataList[0].RowData.ToStringOfFileSheetLine() + "\n" + errorString);
            }
            textGUI.text = oldText;
            foreach (var item in localizeArray)
            {
                item.ResetDefault();
            }
            messageWindow.gameObject.SetActive(isActive);
            return(len);
        }
示例#4
0
        /// <summary>
        /// 初期化
        /// </summary>
        /// <param name="data">バックログのデータ</param>
        public void Init(Utage.AdvBacklog data)
        {
            this.data = data;

            if (isMultiTextInPage)
            {
                float defaltHeight = this.text.rectTransform.rect.height;
                this.text.text = data.Text;
                float height = this.text.preferredHeight;
                (this.text.transform as RectTransform).SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);

                float baseH = (this.transform as RectTransform).rect.height;
                float scale = this.text.transform.lossyScale.y / this.transform.lossyScale.y;
                baseH += (height - defaltHeight) * scale;
                (this.transform as RectTransform).SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, baseH);
            }
            else
            {
                this.text.text = data.Text;
            }

            characterName.text = data.MainCharacterNameText;

            int countVoice = data.CountVoice;

            if (countVoice <= 0)
            {
                soundIcon.SetActive(false);
                Button.interactable = false;
            }
            else
            {
                if (countVoice >= 2 || isMultiTextInPage)
                {
                    UguiNovelTextEventTrigger trigger = text.gameObject.GetComponentCreateIfMissing <UguiNovelTextEventTrigger>();
                    trigger.OnClick.AddListener((x) => OnClickHitArea(x, OnClicked));
                }
                else
                {
                    Button.onClick.AddListener(() => OnClicked(data.MainVoiceFileName));
                }
            }
        }