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deleted file mode 100644 index ca126c5..0000000 --- a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.mat.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 82ca0ae319ab64341b8336b689389d6b -NativeFormatImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader deleted file mode 100644 index 2ab28db..0000000 --- a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader +++ /dev/null @@ -1,124 +0,0 @@ -Shader "NGUI/Examples/Orc Skin" -{ - Properties - { - _Color ("Main Color", Color) = (1,1,1,1) - _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) - _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 - _MainTex ("Diffuse (RGB), Specular (A)", 2D) = "white" {} - _BumpMap ("Normalmap", 2D) = "bump" {} - } - - // Good quality or above - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 300 - - CGPROGRAM - #pragma surface surf PPL - - sampler2D _MainTex; - sampler2D _BumpMap; - fixed4 _Color; - float _Shininess; - - struct Input - { - float2 uv_MainTex; - }; - - // Forward lighting - half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) - { - half3 nNormal = normalize(s.Normal); - half shininess = s.Gloss * 250.0 + 4.0; - - #ifndef USING_DIRECTIONAL_LIGHT - lightDir = normalize(lightDir); - #endif - - // Phong shading model - //half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal))); - - // Blinn-Phong shading model - half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir))); - - half diffuseFactor = max(0.0, dot(nNormal, lightDir)); - half specularFactor = pow(reflectiveFactor, shininess) * s.Specular; - - half4 c; - c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb; - c.rgb *= (atten * 2.0); - c.a = s.Alpha; - return c; - } - - void surf (Input IN, inout SurfaceOutput o) - { - half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color; - o.Albedo = tex.rgb; - o.Alpha = _Color.a; - o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); - o.Specular = tex.a; - o.Gloss = _Shininess; - } - ENDCG - } - - // Simple quality -- drop the normal map - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 200 - - CGPROGRAM - #pragma surface surf PPL - - sampler2D _MainTex; - fixed4 _Color; - float _Shininess; - - struct Input - { - float2 uv_MainTex; - }; - - // Forward lighting - half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) - { - half3 nNormal = normalize(s.Normal); - half shininess = s.Gloss * 250.0 + 4.0; - - #ifndef USING_DIRECTIONAL_LIGHT - lightDir = normalize(lightDir); - #endif - - // Phong shading model - half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal))); - - // Blinn-Phong shading model - //half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir))); - - half diffuseFactor = max(0.0, dot(nNormal, lightDir)); - half specularFactor = pow(reflectiveFactor, shininess) * s.Specular; - - half4 c; - c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb; - c.rgb *= (atten * 2.0); - c.a = s.Alpha; - return c; - } - - void surf (Input IN, inout SurfaceOutput o) - { - half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color; - o.Albedo = tex.rgb; - o.Alpha = _Color.a; - o.Specular = tex.a; - o.Gloss = _Shininess; - } - ENDCG - } - Fallback "Diffuse" -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader.meta b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader.meta deleted file mode 100644 index 2d600d3..0000000 --- a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: a11c15d03723f5d4898122ca4176e6d4 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab deleted file mode 100644 index 316c5d3..0000000 Binary files a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab and /dev/null differ diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab.meta b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab.meta deleted file mode 100644 index 202c58c..0000000 --- a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 2e773be3c69e0ef49b8ae5ee2b644fbd -NativeFormatImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Other.meta b/Assets/Libraries/NGUI/Examples/Other.meta deleted file mode 100644 index baf478a..0000000 --- a/Assets/Libraries/NGUI/Examples/Other.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 89e97d4664617e741a4f45225afb3dec -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Other/English.txt b/Assets/Libraries/NGUI/Examples/Other/English.txt deleted file mode 100644 index 0a0223b..0000000 --- a/Assets/Libraries/NGUI/Examples/Other/English.txt +++ /dev/null @@ -1,9 +0,0 @@ -Flag = Flag-US -Language = English -English = English -French = Français -Info = Localization example -Sound = Sound -Music = Music -Desc = English localization -Paragraph = This example shows how to implement localization using NGUI. In order to localize a widget, simply attach [000000]UILocalize[-] script to it. The script will localize the sprite if it's a [000000]UISprite[-], or the text if it's a [000000]UILabel[-]. If you want to localize something else, just implement the [000000]OnLocalize[-] function. Either way, the actual data is defined via text assets specified on the [000000]Localization[-] script which must be present in the scene. \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Other/English.txt.meta b/Assets/Libraries/NGUI/Examples/Other/English.txt.meta deleted file mode 100644 index bd51b5c..0000000 --- a/Assets/Libraries/NGUI/Examples/Other/English.txt.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 38abc3caac7e6ed4faa39ab92f1b62d1 -TextScriptImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Other/French.txt b/Assets/Libraries/NGUI/Examples/Other/French.txt deleted file mode 100644 index 964d7ae..0000000 --- a/Assets/Libraries/NGUI/Examples/Other/French.txt +++ /dev/null @@ -1,9 +0,0 @@ -Flag = Flag-FR -Language = Français -English = English -French = Français -Info = Par exemple la localisation -Sound = Son -Music = Musique -Desc = La localisation française -Paragraph = Cet exemple montre comment implémenter la localisation en utilisant NGUI. Pour localiser un widget, il suffit d'y attacher le script [000000]UILocalize[-]. Ce script localisera le sprite si c'est un [000000]UISprite[-], ou le texte si c'est un [000000]UILabel[-]. Si vous voulez localiser autre chose, il suffit d'implémenter la fonction [000000]OnLocalize[-]. Dans tous les cas, les données sont définies par l'intermédiaire de documents texte spécifiés dans le script [000000]Localization[-] qui doit être présent dans la scène. \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Other/French.txt.meta b/Assets/Libraries/NGUI/Examples/Other/French.txt.meta deleted file mode 100644 index ac6d385..0000000 --- a/Assets/Libraries/NGUI/Examples/Other/French.txt.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: cefb9dda325427d48ab4bc7fff3e8777 -TextScriptImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Other/Localization.prefab b/Assets/Libraries/NGUI/Examples/Other/Localization.prefab deleted file mode 100644 index 498937a..0000000 Binary files a/Assets/Libraries/NGUI/Examples/Other/Localization.prefab and /dev/null differ diff --git a/Assets/Libraries/NGUI/Examples/Other/Localization.prefab.meta b/Assets/Libraries/NGUI/Examples/Other/Localization.prefab.meta deleted file mode 100644 index 5d36ecf..0000000 --- a/Assets/Libraries/NGUI/Examples/Other/Localization.prefab.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 8ad6024b6a4eb23488df09a48bce8c69 -NativeFormatImporter: - 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userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor.meta deleted file mode 100644 index 9a2d660..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 19efe962ed720b24e94743b984aad16b -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs deleted file mode 100644 index 56b6056..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs +++ /dev/null @@ -1,403 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit Inventory Databases. -/// - -[CustomEditor(typeof(InvDatabase))] -public class InvDatabaseInspector : Editor -{ - static int mIndex = 0; - - bool mConfirmDelete = false; - - /// - /// Draw an enlarged sprite within the specified texture atlas. - /// - - public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat) { return DrawSprite(tex, sprite, mat, true, 0); } - - /// - /// Draw an enlarged sprite within the specified texture atlas. - /// - - public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat, bool addPadding) - { - return DrawSprite(tex, sprite, mat, addPadding, 0); - } - - /// - /// Draw an enlarged sprite within the specified texture atlas. - /// - - public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat, bool addPadding, int maxSize) - { - float paddingX = addPadding ? 4f / tex.width : 0f; - float paddingY = addPadding ? 4f / tex.height : 0f; - float ratio = (sprite.height + paddingY) / (sprite.width + paddingX); - - ratio *= (float)tex.height / tex.width; - - // Draw the checkered background - Color c = GUI.color; - Rect rect = NGUIEditorTools.DrawBackground(tex, ratio); - GUI.color = c; - - if (maxSize > 0) - { - float dim = maxSize / Mathf.Max(rect.width, rect.height); - rect.width *= dim; - rect.height *= dim; - } - - // We only want to draw into this rectangle - if (Event.current.type == EventType.Repaint) - { - if (mat == null) - { - GUI.DrawTextureWithTexCoords(rect, tex, sprite); - } - else - { - // NOTE: DrawPreviewTexture doesn't seem to support BeginGroup-based clipping - // when a custom material is specified. It seems to be a bug in Unity. - // Passing 'null' for the material or omitting the parameter clips as expected. - UnityEditor.EditorGUI.DrawPreviewTexture(sprite, tex, mat); - //UnityEditor.EditorGUI.DrawPreviewTexture(drawRect, tex); - //GUI.DrawTexture(drawRect, tex); - } - rect = new Rect(sprite.x + rect.x, sprite.y + rect.y, sprite.width, sprite.height); - } - return rect; - } - - /// - /// Helper function that sets the index to the index of the specified item. - /// - - public static void SelectIndex (InvDatabase db, InvBaseItem item) - { - mIndex = 0; - - foreach (InvBaseItem i in db.items) - { - if (i == item) break; - ++mIndex; - } - } - - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - InvDatabase db = target as InvDatabase; - NGUIEditorTools.DrawSeparator(); - - InvBaseItem item = null; - - if (db.items == null || db.items.Count == 0) - { - mIndex = 0; - } - else - { - mIndex = Mathf.Clamp(mIndex, 0, db.items.Count - 1); - item = db.items[mIndex]; - } - - if (mConfirmDelete) - { - // Show the confirmation dialog - GUILayout.Label("Are you sure you want to delete '" + item.name + "'?"); - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - { - GUI.backgroundColor = Color.green; - if (GUILayout.Button("Cancel")) mConfirmDelete = false; - GUI.backgroundColor = Color.red; - - if (GUILayout.Button("Delete")) - { - NGUIEditorTools.RegisterUndo("Delete Inventory Item", db); - db.items.RemoveAt(mIndex); - mConfirmDelete = false; - } - GUI.backgroundColor = Color.white; - } - GUILayout.EndHorizontal(); - } - else - { - // Database icon atlas - UIAtlas atlas = EditorGUILayout.ObjectField("Icon Atlas", db.iconAtlas, typeof(UIAtlas), false) as UIAtlas; - - if (atlas != db.iconAtlas) - { - NGUIEditorTools.RegisterUndo("Databse Atlas change", db); - db.iconAtlas = atlas; - foreach (InvBaseItem i in db.items) i.iconAtlas = atlas; - } - - // Database ID - int dbID = EditorGUILayout.IntField("Database ID", db.databaseID); - - if (dbID != db.databaseID) - { - NGUIEditorTools.RegisterUndo("Database ID change", db); - db.databaseID = dbID; - } - - // "New" button - GUI.backgroundColor = Color.green; - - if (GUILayout.Button("New Item")) - { - NGUIEditorTools.RegisterUndo("Add Inventory Item", db); - - InvBaseItem bi = new InvBaseItem(); - bi.iconAtlas = db.iconAtlas; - bi.id16 = (db.items.Count > 0) ? db.items[db.items.Count - 1].id16 + 1 : 0; - db.items.Add(bi); - mIndex = db.items.Count - 1; - - if (item != null) - { - bi.name = "Copy of " + item.name; - bi.description = item.description; - bi.slot = item.slot; - bi.color = item.color; - bi.iconName = item.iconName; - bi.attachment = item.attachment; - bi.minItemLevel = item.minItemLevel; - bi.maxItemLevel = item.maxItemLevel; - - foreach (InvStat stat in item.stats) - { - InvStat copy = new InvStat(); - copy.id = stat.id; - copy.amount = stat.amount; - copy.modifier = stat.modifier; - bi.stats.Add(copy); - } - } - else - { - bi.name = "New Item"; - bi.description = "Item Description"; - } - - item = bi; - } - GUI.backgroundColor = Color.white; - - if (item != null) - { - NGUIEditorTools.DrawSeparator(); - - // Navigation section - GUILayout.BeginHorizontal(); - { - if (mIndex == 0) GUI.color = Color.grey; - if (GUILayout.Button("<<")) { mConfirmDelete = false; --mIndex; } - GUI.color = Color.white; - mIndex = EditorGUILayout.IntField(mIndex + 1, GUILayout.Width(40f)) - 1; - GUILayout.Label("/ " + db.items.Count, GUILayout.Width(40f)); - if (mIndex + 1 == db.items.Count) GUI.color = Color.grey; - if (GUILayout.Button(">>")) { mConfirmDelete = false; ++mIndex; } - GUI.color = Color.white; - } - GUILayout.EndHorizontal(); - - NGUIEditorTools.DrawSeparator(); - - // Item name and delete item button - GUILayout.BeginHorizontal(); - { - string itemName = EditorGUILayout.TextField("Item Name", item.name); - - GUI.backgroundColor = Color.red; - - if (GUILayout.Button("Delete", GUILayout.Width(55f))) - { - mConfirmDelete = true; - } - GUI.backgroundColor = Color.white; - - if (!itemName.Equals(item.name)) - { - NGUIEditorTools.RegisterUndo("Rename Item", db); - item.name = itemName; - } - } - GUILayout.EndHorizontal(); - - string itemDesc = GUILayout.TextArea(item.description, 200, GUILayout.Height(100f)); - InvBaseItem.Slot slot = (InvBaseItem.Slot)EditorGUILayout.EnumPopup("Slot", item.slot); - string iconName = ""; - float iconSize = 64f; - bool drawIcon = false; - float extraSpace = 0f; - - if (item.iconAtlas != null) - { - BetterList sprites = item.iconAtlas.GetListOfSprites(); - sprites.Insert(0, ""); - - int index = 0; - string spriteName = (item.iconName != null) ? item.iconName : sprites[0]; - - // We need to find the sprite in order to have it selected - if (!string.IsNullOrEmpty(spriteName)) - { - for (int i = 1; i < sprites.size; ++i) - { - if (spriteName.Equals(sprites[i], System.StringComparison.OrdinalIgnoreCase)) - { - index = i; - break; - } - } - } - - // Draw the sprite selection popup - index = EditorGUILayout.Popup("Icon", index, sprites.ToArray()); - UIAtlas.Sprite sprite = (index > 0) ? item.iconAtlas.GetSprite(sprites[index]) : null; - - if (sprite != null) - { - iconName = sprite.name; - - Material mat = item.iconAtlas.spriteMaterial; - - if (mat != null) - { - Texture2D tex = mat.mainTexture as Texture2D; - - if (tex != null) - { - drawIcon = true; - Rect rect = sprite.outer; - - if (item.iconAtlas.coordinates == UIAtlas.Coordinates.Pixels) - { - rect = NGUIMath.ConvertToTexCoords(rect, tex.width, tex.height); - } - - GUILayout.Space(4f); - GUILayout.BeginHorizontal(); - { - GUILayout.Space(Screen.width - iconSize); - DrawSprite(tex, rect, null, false); - } - GUILayout.EndHorizontal(); - - extraSpace = iconSize * (float)sprite.outer.height / sprite.outer.width; - } - } - } - } - - // Item level range - GUILayout.BeginHorizontal(); - GUILayout.Label("Level Range", GUILayout.Width(77f)); - int min = EditorGUILayout.IntField(item.minItemLevel, GUILayout.MinWidth(40f)); - int max = EditorGUILayout.IntField(item.maxItemLevel, GUILayout.MinWidth(40f)); - if (drawIcon) GUILayout.Space(iconSize); - GUILayout.EndHorizontal(); - - // Game Object attachment field, left of the icon - GUILayout.BeginHorizontal(); - GameObject go = (GameObject)EditorGUILayout.ObjectField("Attachment", item.attachment, typeof(GameObject), false); - if (drawIcon) GUILayout.Space(iconSize); - GUILayout.EndHorizontal(); - - // Color tint field, left of the icon - GUILayout.BeginHorizontal(); - Color color = EditorGUILayout.ColorField("Color", item.color); - if (drawIcon) GUILayout.Space(iconSize); - GUILayout.EndHorizontal(); - - // Calculate the extra spacing necessary for the icon to show up properly and not overlap anything - if (drawIcon) - { - extraSpace = Mathf.Max(0f, extraSpace - 60f); - GUILayout.Space(extraSpace); - } - - // Item stats - NGUIEditorTools.DrawSeparator(); - - if (item.stats != null) - { - for (int i = 0; i < item.stats.Count; ++i) - { - InvStat stat = item.stats[i]; - - GUILayout.BeginHorizontal(); - { - InvStat.Identifier iden = (InvStat.Identifier)EditorGUILayout.EnumPopup(stat.id, GUILayout.Width(80f)); - - // Color the field red if it's negative, green if it's positive - if (stat.amount > 0) GUI.backgroundColor = Color.green; - else if (stat.amount < 0) GUI.backgroundColor = Color.red; - int amount = EditorGUILayout.IntField(stat.amount, GUILayout.Width(40f)); - GUI.backgroundColor = Color.white; - - InvStat.Modifier mod = (InvStat.Modifier)EditorGUILayout.EnumPopup(stat.modifier); - - GUI.backgroundColor = Color.red; - if (GUILayout.Button("X", GUILayout.Width(20f))) - { - NGUIEditorTools.RegisterUndo("Delete Item Stat", db); - item.stats.RemoveAt(i); - --i; - } - else if (iden != stat.id || amount != stat.amount || mod != stat.modifier) - { - NGUIEditorTools.RegisterUndo("Item Stats", db); - stat.id = iden; - stat.amount = amount; - stat.modifier = mod; - } - GUI.backgroundColor = Color.white; - } - GUILayout.EndHorizontal(); - } - } - - if (GUILayout.Button("Add Stat", GUILayout.Width(80f))) - { - NGUIEditorTools.RegisterUndo("Add Item Stat", db); - InvStat stat = new InvStat(); - stat.id = InvStat.Identifier.Armor; - item.stats.Add(stat); - } - - // Save all values - if (!itemDesc.Equals(item.description) || - slot != item.slot || - go != item.attachment || - color != item.color || - min != item.minItemLevel || - max != item.maxItemLevel || - !iconName.Equals(item.iconName)) - { - NGUIEditorTools.RegisterUndo("Item Properties", db); - item.description = itemDesc; - item.slot = slot; - item.attachment = go; - item.color = color; - item.iconName = iconName; - item.minItemLevel = min; - item.maxItemLevel = max; - } - } - } - } -} diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs.meta deleted file mode 100644 index 29abe70..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1a4e623d2eabebb4e8f6296a5fee1116 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs deleted file mode 100644 index 8bcd157..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs +++ /dev/null @@ -1,192 +0,0 @@ -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// Inventory System search functionality. -/// - -public class InvFindItem : ScriptableWizard -{ - /// - /// Private class used to return data from the Find function below. - /// - - struct FindResult - { - public InvDatabase db; - public InvBaseItem item; - } - - string mItemName = ""; - List mResults = new List(); - - /// - /// Add a menu option to display this wizard. - /// - - [MenuItem("NGUI/Inventory Example/Find Item #&i")] - static void FindItem () - { - ScriptableWizard.DisplayWizard("Find Item"); - } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - EditorGUIUtility.LookLikeControls(80f); - string newItemName = EditorGUILayout.TextField("Search for:", mItemName); - NGUIEditorTools.DrawSeparator(); - - if (GUI.changed || newItemName != mItemName) - { - mItemName = newItemName; - - if (string.IsNullOrEmpty(mItemName)) - { - mResults.Clear(); - } - else - { - FindAllByName(mItemName); - } - } - - if (mResults.Count == 0) - { - if (!string.IsNullOrEmpty(mItemName)) - { - GUILayout.Label("No matches found"); - } - } - else - { - Print3("Item ID", "Item Name", "Path", false); - NGUIEditorTools.DrawSeparator(); - - foreach (FindResult fr in mResults) - { - if (Print3(InvDatabase.FindItemID(fr.item).ToString(), - fr.item.name, NGUITools.GetHierarchy(fr.db.gameObject), true)) - { - InvDatabaseInspector.SelectIndex(fr.db, fr.item); - Selection.activeGameObject = fr.db.gameObject; - EditorUtility.SetDirty(Selection.activeGameObject); - } - } - } - } - - /// - /// Helper function used to print things in columns. - /// - - bool Print3 (string a, string b, string c, bool button) - { - bool retVal = false; - - GUILayout.BeginHorizontal(); - { - GUILayout.Label(a, GUILayout.Width(80f)); - GUILayout.Label(b, GUILayout.Width(160f)); - GUILayout.Label(c); - - if (button) - { - retVal = GUILayout.Button("Select", GUILayout.Width(60f)); - } - else - { - GUILayout.Space(60f); - } - } - GUILayout.EndHorizontal(); - return retVal; - } - - /// - /// Find items by name. - /// - - void FindAllByName (string partial) - { - partial = partial.ToLower(); - mResults.Clear(); - - // Exact match comes first - foreach (InvDatabase db in InvDatabase.list) - { - foreach (InvBaseItem item in db.items) - { - if (item.name.Equals(partial, System.StringComparison.OrdinalIgnoreCase)) - { - FindResult fr = new FindResult(); - fr.db = db; - fr.item = item; - mResults.Add(fr); - } - } - } - - // Next come partial matches that begin with the specified string - foreach (InvDatabase db in InvDatabase.list) - { - foreach (InvBaseItem item in db.items) - { - if (item.name.StartsWith(partial, System.StringComparison.OrdinalIgnoreCase)) - { - bool exists = false; - - foreach (FindResult res in mResults) - { - if (res.item == item) - { - exists = true; - break; - } - } - - if (!exists) - { - FindResult fr = new FindResult(); - fr.db = db; - fr.item = item; - mResults.Add(fr); - } - } - } - } - - // Other partial matches come last - foreach (InvDatabase db in InvDatabase.list) - { - foreach (InvBaseItem item in db.items) - { - if (item.name.ToLower().Contains(partial)) - { - bool exists = false; - - foreach (FindResult res in mResults) - { - if (res.item == item) - { - exists = true; - break; - } - } - - if (!exists) - { - FindResult fr = new FindResult(); - fr.db = db; - fr.item = item; - mResults.Add(fr); - } - } - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs.meta deleted file mode 100644 index fff1d15..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5d433ff63a7db764b8e246e67a296dc8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game.meta deleted file mode 100644 index 647f066..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 64bcea337c8d18f4a9055c56dc45e63e -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs deleted file mode 100644 index 792437c..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs +++ /dev/null @@ -1,46 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Equip the specified items on the character when the script is started. -/// - -[AddComponentMenu("NGUI/Examples/Equip Items")] -public class EquipItems : MonoBehaviour -{ - public int[] itemIDs; - - void Start () - { - if (itemIDs != null && itemIDs.Length > 0) - { - InvEquipment eq = GetComponent(); - if (eq == null) eq = gameObject.AddComponent(); - - int qualityLevels = (int)InvGameItem.Quality._LastDoNotUse; - - for (int i = 0, imax = itemIDs.Length; i < imax; ++i) - { - int index = itemIDs[i]; - InvBaseItem item = InvDatabase.FindByID(index); - - if (item != null) - { - InvGameItem gi = new InvGameItem(index, item); - gi.quality = (InvGameItem.Quality)Random.Range(0, qualityLevels); - gi.itemLevel = NGUITools.RandomRange(item.minItemLevel, item.maxItemLevel); - eq.Equip(gi); - } - else - { - Debug.LogWarning("Can't resolve the item ID of " + index); - } - } - } - Destroy(this); - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs.meta deleted file mode 100644 index 3e0c0bf..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cb5a46fe53751ae41980843a556d012e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs deleted file mode 100644 index ffd9c24..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs +++ /dev/null @@ -1,33 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Create and equip a random item on the specified target. -/// - -[AddComponentMenu("NGUI/Examples/Equip Random Item")] -public class EquipRandomItem : MonoBehaviour -{ - public InvEquipment equipment; - - void OnClick() - { - if (equipment == null) return; - List list = InvDatabase.list[0].items; - if (list.Count == 0) return; - - int qualityLevels = (int)InvGameItem.Quality._LastDoNotUse; - int index = Random.Range(0, list.Count); - InvBaseItem item = list[index]; - - InvGameItem gi = new InvGameItem(index, item); - gi.quality = (InvGameItem.Quality)Random.Range(0, qualityLevels); - gi.itemLevel = NGUITools.RandomRange(item.minItemLevel, item.maxItemLevel); - equipment.Equip(gi); - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs.meta deleted file mode 100644 index 69b44f5..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 646fca1f4356ca24e9cee27b0432ab47 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs deleted file mode 100644 index 5f2f98f..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs +++ /dev/null @@ -1,105 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Selectable sprite that follows the mouse. -/// - -[RequireComponent(typeof(UISprite))] -[AddComponentMenu("NGUI/Examples/UI Cursor")] -public class UICursor : MonoBehaviour -{ - static UICursor mInstance; - - // Camera used to draw this cursor - public Camera uiCamera; - - Transform mTrans; - UISprite mSprite; - - UIAtlas mAtlas; - string mSpriteName; - - /// - /// Keep an instance reference so this class can be easily found. - /// - - void Awake () { mInstance = this; } - void OnDestroy () { mInstance = null; } - - /// - /// Cache the expected components and starting values. - /// - - void Start () - { - mTrans = transform; - mSprite = GetComponentInChildren(); - mAtlas = mSprite.atlas; - mSpriteName = mSprite.spriteName; - mSprite.depth = 100; - if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); - } - - /// - /// Reposition the sprite. - /// - - void Update () - { - if (mSprite.atlas != null) - { - Vector3 pos = Input.mousePosition; - - if (uiCamera != null) - { - // Since the screen can be of different than expected size, we want to convert - // mouse coordinates to view space, then convert that to world position. - pos.x = Mathf.Clamp01(pos.x / Screen.width); - pos.y = Mathf.Clamp01(pos.y / Screen.height); - mTrans.position = uiCamera.ViewportToWorldPoint(pos); - - // For pixel-perfect results - if (uiCamera.isOrthoGraphic) - { - mTrans.localPosition = NGUIMath.ApplyHalfPixelOffset(mTrans.localPosition, mTrans.localScale); - } - } - else - { - // Simple calculation that assumes that the camera is of fixed size - pos.x -= Screen.width * 0.5f; - pos.y -= Screen.height * 0.5f; - mTrans.localPosition = NGUIMath.ApplyHalfPixelOffset(pos, mTrans.localScale); - } - } - } - - /// - /// Clear the cursor back to its original value. - /// - - static public void Clear () - { - Set(mInstance.mAtlas, mInstance.mSpriteName); - } - - /// - /// Override the cursor with the specified sprite. - /// - - static public void Set (UIAtlas atlas, string sprite) - { - if (mInstance != null) - { - mInstance.mSprite.atlas = atlas; - mInstance.mSprite.spriteName = sprite; - mInstance.mSprite.MakePixelPerfect(); - mInstance.Update(); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs.meta deleted file mode 100644 index cb44773..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a60dfda9b1153fd4ca035013c64cf495 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs deleted file mode 100644 index 09b52a5..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs +++ /dev/null @@ -1,34 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// A UI script that keeps an eye on the slot in character equipment. -/// - -[AddComponentMenu("NGUI/Examples/UI Equipment Slot")] -public class UIEquipmentSlot : UIItemSlot -{ - public InvEquipment equipment; - public InvBaseItem.Slot slot; - - override protected InvGameItem observedItem - { - get - { - return (equipment != null) ? equipment.GetItem(slot) : null; - } - } - - /// - /// Replace the observed item with the specified value. Should return the item that was replaced. - /// - - override protected InvGameItem Replace (InvGameItem item) - { - return (equipment != null) ? equipment.Replace(slot, item) : item; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs.meta deleted file mode 100644 index a40763c..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f4672396b9b81a2438d5321c4a24541b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs deleted file mode 100644 index 967830c..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs +++ /dev/null @@ -1,197 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Abstract UI component observing an item somewhere in the inventory. This item can be equipped on -/// the character, it can be lying in a chest, or it can be hot-linked by another player. Either way, -/// all the common behavior is in this class. What the observed item actually is... -/// that's up to the derived class to determine. -/// - -public abstract class UIItemSlot : MonoBehaviour -{ - public UISprite icon; - public UIWidget background; - public UILabel label; - - public AudioClip grabSound; - public AudioClip placeSound; - public AudioClip errorSound; - - InvGameItem mItem; - string mText = ""; - - static InvGameItem mDraggedItem; - - /// - /// This function should return the item observed by this UI class. - /// - - abstract protected InvGameItem observedItem { get; } - - /// - /// Replace the observed item with the specified value. Should return the item that was replaced. - /// - - abstract protected InvGameItem Replace (InvGameItem item); - - /// - /// Show a tooltip for the item. - /// - - void OnTooltip (bool show) - { - InvGameItem item = show ? mItem : null; - - if (item != null) - { - InvBaseItem bi = item.baseItem; - - if (bi != null) - { - string t = "[" + NGUITools.EncodeColor(item.color) + "]" + item.name + "[-]\n"; - - t += "[AFAFAF]Level " + item.itemLevel + " " + bi.slot; - - List stats = item.CalculateStats(); - - for (int i = 0, imax = stats.Count; i < imax; ++i) - { - InvStat stat = stats[i]; - if (stat.amount == 0) continue; - - if (stat.amount < 0) - { - t += "\n[FF0000]" + stat.amount; - } - else - { - t += "\n[00FF00]+" + stat.amount; - } - - if (stat.modifier == InvStat.Modifier.Percent) t += "%"; - t += " " + stat.id; - t += "[-]"; - } - - if (!string.IsNullOrEmpty(bi.description)) t += "\n[FF9900]" + bi.description; - UITooltip.ShowText(t); - return; - } - } - UITooltip.ShowText(null); - } - - /// - /// Allow to move objects around via drag & drop. - /// - - void OnClick () - { - if (mDraggedItem != null) - { - OnDrop(null); - } - else if (mItem != null) - { - mDraggedItem = Replace(null); - if (mDraggedItem != null) NGUITools.PlaySound(grabSound); - UpdateCursor(); - } - } - - /// - /// Start dragging the item. - /// - - void OnDrag (Vector2 delta) - { - if (mDraggedItem == null && mItem != null) - { - UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; - mDraggedItem = Replace(null); - NGUITools.PlaySound(grabSound); - UpdateCursor(); - } - } - - /// - /// Stop dragging the item. - /// - - void OnDrop (GameObject go) - { - InvGameItem item = Replace(mDraggedItem); - - if (mDraggedItem == item) NGUITools.PlaySound(errorSound); - else if (item != null) NGUITools.PlaySound(grabSound); - else NGUITools.PlaySound(placeSound); - - mDraggedItem = item; - UpdateCursor(); - } - - /// - /// Set the cursor to the icon of the item being dragged. - /// - - void UpdateCursor () - { - if (mDraggedItem != null && mDraggedItem.baseItem != null) - { - UICursor.Set(mDraggedItem.baseItem.iconAtlas, mDraggedItem.baseItem.iconName); - } - else - { - UICursor.Clear(); - } - } - - /// - /// Keep an eye on the item and update the icon when it changes. - /// - - void Update () - { - InvGameItem i = observedItem; - - if (mItem != i) - { - mItem = i; - - InvBaseItem baseItem = (i != null) ? i.baseItem : null; - - if (label != null) - { - string itemName = (i != null) ? i.name : null; - if (string.IsNullOrEmpty(mText)) mText = label.text; - label.text = (itemName != null) ? itemName : mText; - } - - if (icon != null) - { - if (baseItem == null || baseItem.iconAtlas == null) - { - icon.enabled = false; - } - else - { - icon.atlas = baseItem.iconAtlas; - icon.spriteName = baseItem.iconName; - icon.enabled = true; - icon.MakePixelPerfect(); - } - } - - if (background != null) - { - background.color = (i != null) ? i.color : Color.white; - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs.meta deleted file mode 100644 index bf085e6..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ef0e623fb2aaa4f4fbf65633917519a5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs deleted file mode 100644 index add2549..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs +++ /dev/null @@ -1,130 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Storage container that stores items. -/// - -[AddComponentMenu("NGUI/Examples/UI Item Storage")] -public class UIItemStorage : MonoBehaviour -{ - /// - /// Maximum size of the container. Adding more items than this number will not work. - /// - - public int maxItemCount = 8; - - /// - /// Maximum number of rows to create. - /// - - public int maxRows = 4; - - /// - /// Maximum number of columns to create. - /// - - public int maxColumns = 4; - - /// - /// Template used to create inventory icons. - /// - - public GameObject template; - - /// - /// Background widget to scale after the item slots have been created. - /// - - public UIWidget background; - - /// - /// Spacing between icons. - /// - - public int spacing = 128; - - /// - /// Padding around the border. - /// - - public int padding = 10; - - List mItems = new List(); - - /// - /// List of items in the container. - /// - - public List items { get { while (mItems.Count < maxItemCount) mItems.Add(null); return mItems; } } - - /// - /// Convenience function that returns an item at the specified slot. - /// - - public InvGameItem GetItem (int slot) { return (slot < items.Count) ? mItems[slot] : null; } - - /// - /// Replace an item in the container with the specified one. - /// - /// An item that was replaced. - - public InvGameItem Replace (int slot, InvGameItem item) - { - if (slot < maxItemCount) - { - InvGameItem prev = items[slot]; - mItems[slot] = item; - return prev; - } - return item; - } - - /// - /// Initialize the container and create an appropriate number of UI slots. - /// - - void Start () - { - if (template != null) - { - int count = 0; - Bounds b = new Bounds(); - - for (int y = 0; y < maxRows; ++y) - { - for (int x = 0; x < maxColumns; ++x) - { - GameObject go = NGUITools.AddChild(gameObject, template); - Transform t = go.transform; - t.localPosition = new Vector3(padding + (x + 0.5f) * spacing, -padding - (y + 0.5f) * spacing, 0f); - - UIStorageSlot slot = go.GetComponent(); - - if (slot != null) - { - slot.storage = this; - slot.slot = count; - } - - b.Encapsulate(new Vector3(padding * 2f + (x + 1) * spacing, -padding * 2f - (y + 1) * spacing, 0f)); - - if (++count >= maxItemCount) - { - if (background != null) - { - background.transform.localScale = b.size; - } - return; - } - } - } - if (background != null) background.transform.localScale = b.size; - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs.meta deleted file mode 100644 index 020e8da..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 849fd93d348255049af49ba16fb8bcb0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs deleted file mode 100644 index e560d36..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs +++ /dev/null @@ -1,34 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// A UI script that keeps an eye on the slot in a storage container. -/// - -[AddComponentMenu("NGUI/Examples/UI Storage Slot")] -public class UIStorageSlot : UIItemSlot -{ - public UIItemStorage storage; - public int slot = 0; - - override protected InvGameItem observedItem - { - get - { - return (storage != null) ? storage.GetItem(slot) : null; - } - } - - /// - /// Replace the observed item with the specified value. Should return the item that was replaced. - /// - - override protected InvGameItem Replace (InvGameItem item) - { - return (storage != null) ? storage.Replace(slot, item) : item; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs.meta deleted file mode 100644 index 79703ad..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 70841457d1e5b744593d9ffe219188ae -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System.meta deleted file mode 100644 index 6dc3195..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: cf9f82e9121954e4ab411f5c174b53ce -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs deleted file mode 100644 index 962c1d1..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs +++ /dev/null @@ -1,47 +0,0 @@ -using UnityEngine; - -[AddComponentMenu("NGUI/Examples/Item Attachment Point")] -public class InvAttachmentPoint : MonoBehaviour -{ - /// - /// Item slot that this attachment point covers. - /// - - public InvBaseItem.Slot slot; - - GameObject mPrefab; - GameObject mChild; - - /// - /// Attach an instance of the specified game object. - /// - - public GameObject Attach (GameObject prefab) - { - if (mPrefab != prefab) - { - mPrefab = prefab; - - // Remove the previous child - if (mChild != null) Destroy(mChild); - - // If we have something to create, let's do so now - if (mPrefab != null) - { - // Create a new instance of the game object - Transform t = transform; - mChild = Instantiate(mPrefab, t.position, t.rotation) as GameObject; - - // Parent the child to this object - Transform ct = mChild.transform; - ct.parent = t; - - // Reset the pos/rot/scale, just in case - ct.localPosition = Vector3.zero; - ct.localRotation = Quaternion.identity; - ct.localScale = Vector3.one; - } - } - return mChild; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs.meta deleted file mode 100644 index a0bf552..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2a05a718b5cd2ae4eb90743bca9a1032 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs deleted file mode 100644 index 3b56c2b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs +++ /dev/null @@ -1,92 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -/// -/// Inventory System -- Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style. -/// It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an -/// appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering -/// the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style. -/// - -[System.Serializable] -public class InvBaseItem -{ - public enum Slot - { - None, // First element MUST be 'None' - Weapon, // All the following elements are yours to customize -- edit, add or remove as you desire - Shield, - Body, - Shoulders, - Bracers, - Boots, - Trinket, - _LastDoNotUse, // Flash export doesn't support Enum.GetNames :( - } - - /// - /// 16-bit item ID, generated by the system. - /// Not to be confused with a 32-bit item ID, which actually contains the ID of the database as its prefix. - /// - - public int id16; - - /// - /// Name of this item. - /// - - public string name; - - /// - /// This item's custom description. - /// - - public string description; - - /// - /// Slot that this item belongs to. - /// - - public Slot slot = Slot.None; - - /// - /// Minimum and maximum allowed level for this item. When random loot gets generated, - /// only items within appropriate level should be considered. - /// - - public int minItemLevel = 1; - public int maxItemLevel = 50; - - /// - /// And and all base stats this item may have at a maximum level (50). - /// Actual object's stats are calculated based on item's level and quality. - /// - - public List stats = new List(); - - /// - /// Game Object that will be created and attached to the specified slot on the body. - /// This should typically be a prefab with a renderer component, such as a sword, - /// a bracer, shield, etc. - /// - - public GameObject attachment; - - /// - /// Object's main material color. - /// - - public Color color = Color.white; - - /// - /// Atlas used for the item's icon. - /// - - public UIAtlas iconAtlas; - - /// - /// Name of the icon's sprite within the atlas. - /// - - public string iconName = ""; -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs.meta deleted file mode 100644 index 73e2ddf..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ed0e631b209a1b2429fe081e9717671b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs deleted file mode 100644 index f22a315..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs +++ /dev/null @@ -1,139 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Examples/Item Database")] -public class InvDatabase : MonoBehaviour -{ - // Cached list of all available item databases - static InvDatabase[] mList; - static bool mIsDirty = true; - - /// - /// Retrieves the list of item databases, finding all instances if necessary. - /// - - static public InvDatabase[] list - { - get - { - if (mIsDirty) - { - mIsDirty = false; - mList = NGUITools.FindActive(); - } - return mList; - } - } - - /// - /// Each database should have a unique 16-bit ID. When the items are saved, database IDs - /// get combined with item IDs to create 32-bit IDs containing both values. - /// - - public int databaseID = 0; - - /// - /// List of items in this database. - /// - - public List items = new List(); - - /// - /// UI atlas used for icons. - /// - - public UIAtlas iconAtlas; - - /// - /// Add this database to the list. - /// - - void OnEnable () { mIsDirty = true; } - - /// - /// Remove this database from the list. - /// - - void OnDisable () { mIsDirty = true; } - - /// - /// Find an item by its 16-bit ID. - /// - - InvBaseItem GetItem (int id16) - { - for (int i = 0, imax = items.Count; i < imax; ++i) - { - InvBaseItem item = items[i]; - if (item.id16 == id16) return item; - } - return null; - } - - /// - /// Find a database given its ID. - /// - - static InvDatabase GetDatabase (int dbID) - { - for (int i = 0, imax = list.Length; i < imax; ++i) - { - InvDatabase db = list[i]; - if (db.databaseID == dbID) return db; - } - return null; - } - - /// - /// Find the specified item given its full 32-bit ID (not to be confused with individual 16-bit item IDs). - /// - - static public InvBaseItem FindByID (int id32) - { - InvDatabase db = GetDatabase(id32 >> 16); - return (db != null) ? db.GetItem(id32 & 0xFFFF) : null; - } - - /// - /// Find the item with the specified name. - /// - - static public InvBaseItem FindByName (string exact) - { - for (int i = 0, imax = list.Length; i < imax; ++i) - { - InvDatabase db = list[i]; - - for (int b = 0, bmax = db.items.Count; b < bmax; ++b) - { - InvBaseItem item = db.items[b]; - - if (item.name == exact) - { - return item; - } - } - } - return null; - } - - /// - /// Get the full 32-bit ID of the specified item. - /// Use this to get a list of items on the character that can get saved out to an external database or file. - /// - - static public int FindItemID (InvBaseItem item) - { - for (int i = 0, imax = list.Length; i < imax; ++i) - { - InvDatabase db = list[i]; - - if (db.items.Contains(item)) - { - return (db.databaseID << 16) | item.id16; - } - } - return -1; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs.meta deleted file mode 100644 index 7df271d..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5be182ce83f3ee04b941134953597507 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs deleted file mode 100644 index 6085f9f..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs +++ /dev/null @@ -1,157 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -/// -/// Inventory system -- Equipment class works with InvAttachmentPoints and allows to visually equip and remove items. -/// - -[AddComponentMenu("NGUI/Examples/Equipment")] -public class InvEquipment : MonoBehaviour -{ - InvGameItem[] mItems; - InvAttachmentPoint[] mAttachments; - - /// - /// List of equipped items (with a finite number of equipment slots). - /// - - public InvGameItem[] equippedItems { get { return mItems; } } - - /// - /// Equip the specified item automatically replacing an existing one. - /// - - public InvGameItem Replace (InvBaseItem.Slot slot, InvGameItem item) - { - InvBaseItem baseItem = (item != null) ? item.baseItem : null; - - if (slot != InvBaseItem.Slot.None) - { - // If the item is not of appropriate type, we shouldn't do anything - if (baseItem != null && baseItem.slot != slot) return item; - - if (mItems == null) - { - // Automatically figure out how many item slots we need - int count = (int)InvBaseItem.Slot._LastDoNotUse; - mItems = new InvGameItem[count]; - } - - // Equip this item - InvGameItem prev = mItems[(int)slot - 1]; - mItems[(int)slot - 1] = item; - - // Get the list of all attachment points - if (mAttachments == null) mAttachments = GetComponentsInChildren(); - - // Equip the item visually - for (int i = 0, imax = mAttachments.Length; i < imax; ++i) - { - InvAttachmentPoint ip = mAttachments[i]; - - if (ip.slot == slot) - { - GameObject go = ip.Attach(baseItem != null ? baseItem.attachment : null); - - if (baseItem != null && go != null) - { - Renderer ren = go.renderer; - if (ren != null) ren.material.color = baseItem.color; - } - } - } - return prev; - } - else if (item != null) - { - Debug.LogWarning("Can't equip \"" + item.name + "\" because it doesn't specify an item slot"); - } - return item; - } - - /// - /// Equip the specified item and return the item that was replaced. - /// - - public InvGameItem Equip (InvGameItem item) - { - if (item != null) - { - InvBaseItem baseItem = item.baseItem; - if (baseItem != null) return Replace(baseItem.slot, item); - else Debug.LogWarning("Can't resolve the item ID of " + item.baseItemID); - } - return item; - } - - /// - /// Unequip the specified item, returning it if the operation was successful. - /// - - public InvGameItem Unequip (InvGameItem item) - { - if (item != null) - { - InvBaseItem baseItem = item.baseItem; - if (baseItem != null) return Replace(baseItem.slot, null); - } - return item; - } - - /// - /// Unequip the item from the specified slot, returning the item that was unequipped. - /// - - public InvGameItem Unequip (InvBaseItem.Slot slot) { return Replace(slot, null); } - - /// - /// Whether the specified item is currently equipped. - /// - - public bool HasEquipped (InvGameItem item) - { - if (mItems != null) - { - for (int i = 0, imax = mItems.Length; i < imax; ++i) - { - if (mItems[i] == item) return true; - } - } - return false; - } - - /// - /// Whether the specified slot currently has an item equipped. - /// - - public bool HasEquipped (InvBaseItem.Slot slot) - { - if (mItems != null) - { - for (int i = 0, imax = mItems.Length; i < imax; ++i) - { - InvBaseItem baseItem = mItems[i].baseItem; - if (baseItem != null && baseItem.slot == slot) return true; - } - } - return false; - } - - /// - /// Retrieves the item in the specified slot. - /// - - public InvGameItem GetItem (InvBaseItem.Slot slot) - { - if (slot != InvBaseItem.Slot.None) - { - int index = (int)slot - 1; - - if (mItems != null && index < mItems.Length) - { - return mItems[index]; - } - } - return null; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs.meta deleted file mode 100644 index 5eb6bd1..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 669bf9dcd99e8c6448f446db4f3c10fc -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs deleted file mode 100644 index 3ee34d4..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs +++ /dev/null @@ -1,212 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -/// -/// Since it would be incredibly tedious to create thousands of unique items by hand, a simple solution is needed. -/// Separating items into 2 parts is that solution. Base item contains stats that the item would have if it was max -/// level. All base items are created with their stats at max level. Game item, the second item class, has an -/// effective item level which is used to calculate effective item stats. Game items can be generated with a random -/// level (clamped within base item's min/max level range), and with random quality affecting the item's stats. -/// - -[System.Serializable] -public class InvGameItem -{ - public enum Quality - { - Broken, - Cursed, - Damaged, - Worn, - Sturdy, // Normal quality - Polished, - Improved, - Crafted, - Superior, - Enchanted, - Epic, - Legendary, - _LastDoNotUse, // Flash export doesn't support Enum.GetNames :( - } - - // ID of the base item used to create this game item - [SerializeField] int mBaseItemID = 0; - - /// - /// Item quality -- applies a penalty or bonus to all base stats. - /// - - public Quality quality = Quality.Sturdy; - - /// - /// Item's effective level. - /// - - public int itemLevel = 1; - - // Cached for speed - InvBaseItem mBaseItem; - - /// - /// ID of the base item used to create this one. - /// - - public int baseItemID { get { return mBaseItemID; } } - - /// - /// Base item used by this game item. - /// - - public InvBaseItem baseItem - { - get - { - if (mBaseItem == null) - { - mBaseItem = InvDatabase.FindByID(baseItemID); - } - return mBaseItem; - } - } - - /// - /// Game item's name should prefix the quality - /// - - public string name - { - get - { - if (baseItem == null) return null; - return quality.ToString() + " " + baseItem.name; - } - } - - /// - /// Put your formula for calculating the item stat modifier here. - /// Simplest formula -- scale it with quality and item level. - /// Since all stats on base items are specified at max item level, - /// calculating the effective multiplier is as simple as itemLevel/maxLevel. - /// - - public float statMultiplier - { - get - { - float mult = 0f; - - switch (quality) - { - case Quality.Cursed: mult = -1f; break; - case Quality.Broken: mult = 0f; break; - case Quality.Damaged: mult = 0.25f; break; - case Quality.Worn: mult = 0.9f; break; - case Quality.Sturdy: mult = 1f; break; - case Quality.Polished: mult = 1.1f; break; - case Quality.Improved: mult = 1.25f; break; - case Quality.Crafted: mult = 1.5f; break; - case Quality.Superior: mult = 1.75f; break; - case Quality.Enchanted: mult = 2f; break; - case Quality.Epic: mult = 2.5f; break; - case Quality.Legendary: mult = 3f; break; - } - - // Take item's level into account - float linear = itemLevel / 50f; - - // Add a curve for more interesting results - mult *= Mathf.Lerp(linear, linear * linear, 0.5f); - return mult; - } - } - - /// - /// Item's color based on quality. You will likely want to change this to your own colors. - /// - - public Color color - { - get - { - Color c = Color.white; - - switch (quality) - { - case Quality.Cursed: c = Color.red; break; - case Quality.Broken: c = new Color(0.4f, 0.2f, 0.2f); break; - case Quality.Damaged: c = new Color(0.4f, 0.4f, 0.4f); break; - case Quality.Worn: c = new Color(0.7f, 0.7f, 0.7f); break; - case Quality.Sturdy: c = new Color(1.0f, 1.0f, 1.0f); break; - case Quality.Polished: c = NGUIMath.HexToColor(0xe0ffbeff); break; - case Quality.Improved: c = NGUIMath.HexToColor(0x93d749ff); break; - case Quality.Crafted: c = NGUIMath.HexToColor(0x4eff00ff); break; - case Quality.Superior: c = NGUIMath.HexToColor(0x00baffff); break; - case Quality.Enchanted: c = NGUIMath.HexToColor(0x7376fdff); break; - case Quality.Epic: c = NGUIMath.HexToColor(0x9600ffff); break; - case Quality.Legendary: c = NGUIMath.HexToColor(0xff9000ff); break; - } - return c; - } - } - - /// - /// Create a game item with the specified ID. - /// - - public InvGameItem (int id) { mBaseItemID = id; } - - /// - /// Create a game item with the specified ID and base item. - /// - - public InvGameItem (int id, InvBaseItem bi) { mBaseItemID = id; mBaseItem = bi; } - - /// - /// Calculate and return the list of effective stats based on item level and quality. - /// - - public List CalculateStats () - { - List stats = new List(); - - if (baseItem != null) - { - float mult = statMultiplier; - List baseStats = baseItem.stats; - - for (int i = 0, imax = baseStats.Count; i < imax; ++i) - { - InvStat bs = baseStats[i]; - int amount = Mathf.RoundToInt(mult * bs.amount); - if (amount == 0) continue; - - bool found = false; - - for (int b = 0, bmax = stats.Count; b < bmax; ++b) - { - InvStat s = stats[b]; - - if (s.id == bs.id && s.modifier == bs.modifier) - { - s.amount += amount; - found = true; - break; - } - } - - if (!found) - { - InvStat stat = new InvStat(); - stat.id = bs.id; - stat.amount = amount; - stat.modifier = bs.modifier; - stats.Add(stat); - } - } - - // This would be the place to determine if it's a weapon or armor and sort stats accordingly - stats.Sort(InvStat.CompareArmor); - } - return stats; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs.meta deleted file mode 100644 index afe2610..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 94ca21840c42aad40b9f5229b16282d4 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs deleted file mode 100644 index 5cdb099..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs +++ /dev/null @@ -1,123 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -/// -/// Inventory System statistic -/// - -[System.Serializable] -public class InvStat -{ - /// - /// Customize this enum with statistics appropriate for your own game - /// - - public enum Identifier - { - Strength, - Constitution, - Agility, - Intelligence, - Damage, - Crit, - Armor, - Health, - Mana, - Other, - } - - /// - /// Formula for final stats: [sum of raw amounts] * (1 + [sum of percent amounts]) - /// - - public enum Modifier - { - Added, - Percent, - } - - public Identifier id; - public Modifier modifier; - public int amount; - - /// - /// Get the localized name of the stat. - /// - - static public string GetName (Identifier i) - { - return i.ToString(); - } - - /// - /// Get the localized stat's description -- adjust this to fit your own stats. - /// - - static public string GetDescription (Identifier i) - { - switch (i) - { - case Identifier.Strength: return "Strength increases melee damage"; - case Identifier.Constitution: return "Constitution increases health"; - case Identifier.Agility: return "Agility increases armor"; - case Identifier.Intelligence: return "Intelligence increases mana"; - case Identifier.Damage: return "Damage adds to the amount of damage done in combat"; - case Identifier.Crit: return "Crit increases the chance of landing a critical strike"; - case Identifier.Armor: return "Armor protects from damage"; - case Identifier.Health: return "Health prolongs life"; - case Identifier.Mana: return "Mana increases the number of spells that can be cast"; - } - return null; - } - - /// - /// Comparison function for sorting armor. Armor value will show up first, followed by damage. - /// - - static public int CompareArmor (InvStat a, InvStat b) - { - int ia = (int)a.id; - int ib = (int)b.id; - - if (a.id == Identifier.Armor) ia -= 10000; - else if (a.id == Identifier.Damage) ia -= 5000; - if (b.id == Identifier.Armor) ib -= 10000; - else if (b.id == Identifier.Damage) ib -= 5000; - - if (a.amount < 0) ia += 1000; - if (b.amount < 0) ib += 1000; - - if (a.modifier == Modifier.Percent) ia += 100; - if (b.modifier == Modifier.Percent) ib += 100; - - // Not using ia.CompareTo(ib) here because Flash export doesn't understand that - if (ia < ib) return -1; - if (ia > ib) return 1; - return 0; - } - - /// - /// Comparison function for sorting weapons. Damage value will show up first, followed by armor. - /// - - static public int CompareWeapon (InvStat a, InvStat b) - { - int ia = (int)a.id; - int ib = (int)b.id; - - if (a.id == Identifier.Damage) ia -= 10000; - else if (a.id == Identifier.Armor) ia -= 5000; - if (b.id == Identifier.Damage) ib -= 10000; - else if (b.id == Identifier.Armor) ib -= 5000; - - if (a.amount < 0) ia += 1000; - if (b.amount < 0) ib += 1000; - - if (a.modifier == Modifier.Percent) ia += 100; - if (b.modifier == Modifier.Percent) ib += 100; - - if (ia < ib) return -1; - if (ia > ib) return 1; - return 0; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs.meta deleted file mode 100644 index 6dfd15f..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 82b955af6f248024a8bf6a788bedb6fd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other.meta deleted file mode 100644 index 6efe200..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 4b5844c4c66f34d45acb150ff8077ebd -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs deleted file mode 100644 index 0c63a20..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs +++ /dev/null @@ -1,71 +0,0 @@ -using UnityEngine; - -/// -/// Very simple example of how to use a TextList with a UIInput for chat. -/// - -[RequireComponent(typeof(UIInput))] -[AddComponentMenu("NGUI/Examples/Chat Input")] -public class ChatInput : MonoBehaviour -{ - public UITextList textList; - public bool fillWithDummyData = false; - - UIInput mInput; - bool mIgnoreNextEnter = false; - - /// - /// Add some dummy text to the text list. - /// - - void Start () - { - mInput = GetComponent(); - - if (fillWithDummyData && textList != null) - { - for (int i = 0; i < 30; ++i) - { - textList.Add(((i % 2 == 0) ? "[FFFFFF]" : "[AAAAAA]") + - "This is an example paragraph for the text list, testing line " + i + "[-]"); - } - } - } - - /// - /// Pressing 'enter' should immediately give focus to the input field. - /// - - void Update () - { - if (Input.GetKeyUp(KeyCode.Return)) - { - if (!mIgnoreNextEnter && !mInput.selected) - { - mInput.selected = true; - } - mIgnoreNextEnter = false; - } - } - - /// - /// Submit notification is sent by UIInput when 'enter' is pressed or iOS/Android keyboard finalizes input. - /// - - void OnSubmit () - { - if (textList != null) - { - // It's a good idea to strip out all symbols as we don't want user input to alter colors, add new lines, etc - string text = NGUITools.StripSymbols(mInput.text); - - if (!string.IsNullOrEmpty(text)) - { - textList.Add(text); - mInput.text = ""; - mInput.selected = false; - } - } - mIgnoreNextEnter = true; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs.meta deleted file mode 100644 index 6ca404e..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0c4f0ea813e2aef4588e27970990027a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs deleted file mode 100644 index 34ef2f4..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs +++ /dev/null @@ -1,39 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections; - -/// -/// Simple script that shows how to download a remote texture and assign it to be used by a UITexture. -/// - -[RequireComponent(typeof(UITexture))] -public class DownloadTexture : MonoBehaviour -{ - public string url = "http://www.yourwebsite.com/logo.png"; - - Texture2D mTex; - - IEnumerator Start () - { - WWW www = new WWW(url); - yield return www; - mTex = www.texture; - - if (mTex != null) - { - UITexture ut = GetComponent(); - ut.mainTexture = mTex; - ut.MakePixelPerfect(); - } - www.Dispose(); - } - - void OnDestroy () - { - if (mTex != null) Destroy(mTex); - } -} diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs.meta deleted file mode 100644 index 1d28305..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 28e7f0f53a61c6842a620d1114ae614f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs deleted file mode 100644 index 0525873..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs +++ /dev/null @@ -1,12 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -[AddComponentMenu("NGUI/Examples/Drag and Drop Container")] -public class DragDropContainer : MonoBehaviour -{ - // No code here. Attaching this script simply identifies it as a container for the DragDropObject script. -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs.meta deleted file mode 100644 index 447ac24..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c33bc83ab81ec0c44976c6fb1d44e55a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs deleted file mode 100644 index 910303e..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs +++ /dev/null @@ -1,125 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -[AddComponentMenu("NGUI/Examples/Drag and Drop Item")] -public class DragDropItem : MonoBehaviour -{ - /// - /// Prefab object that will be instantiated on the DragDropSurface if it receives the OnDrop event. - /// - - public GameObject prefab; - - Transform mTrans; - bool mIsDragging = false; - bool mSticky = false; - Transform mParent; - - /// - /// Update the table, if there is one. - /// - - void UpdateTable () - { - UITable table = NGUITools.FindInParents(gameObject); - if (table != null) table.repositionNow = true; - } - - /// - /// Drop the dragged object. - /// - - void Drop () - { - // Is there a droppable container? - Collider col = UICamera.lastHit.collider; - DragDropContainer container = (col != null) ? col.gameObject.GetComponent() : null; - - if (container != null) - { - // Container found -- parent this object to the container - mTrans.parent = container.transform; - - Vector3 pos = mTrans.localPosition; - pos.z = 0f; - mTrans.localPosition = pos; - } - else - { - // No valid container under the mouse -- revert the item's parent - mTrans.parent = mParent; - } - - // Notify the table of this change - UpdateTable(); - - // Make all widgets update their parents - NGUITools.MarkParentAsChanged(gameObject); - } - - /// - /// Cache the transform. - /// - - void Awake () { mTrans = transform; } - - /// - /// Start the drag event and perform the dragging. - /// - - void OnDrag (Vector2 delta) - { - if (enabled && UICamera.currentTouchID > -2) - { - if (!mIsDragging) - { - mIsDragging = true; - mParent = mTrans.parent; - mTrans.parent = DragDropRoot.root; - - Vector3 pos = mTrans.localPosition; - pos.z = 0f; - mTrans.localPosition = pos; - - NGUITools.MarkParentAsChanged(gameObject); - } - else - { - mTrans.localPosition += (Vector3)delta; - } - } - } - - /// - /// Start or stop the drag operation. - /// - - void OnPress (bool isPressed) - { - if (enabled) - { - if (isPressed) - { - if (!UICamera.current.stickyPress) - { - mSticky = true; - UICamera.current.stickyPress = true; - } - } - else if (mSticky) - { - mSticky = false; - UICamera.current.stickyPress = false; - } - - mIsDragging = false; - Collider col = collider; - if (col != null) col.enabled = !isPressed; - if (!isPressed) Drop(); - } - } -} diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs.meta deleted file mode 100644 index da49f6b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d331b94ba7bbfa343bb6b9f9282b5c93 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs deleted file mode 100644 index c47fc54..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs +++ /dev/null @@ -1,20 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// When Drag & Drop event begins in DragDropObject, it will re-parent itself to the DragDropRoot instead. -/// It's useful when you're dragging something out of a clipped panel -- you will want to reparent it before -/// it can be dragged outside. -/// - -[AddComponentMenu("NGUI/Examples/Drag and Drop Root")] -public class DragDropRoot : MonoBehaviour -{ - static public Transform root; - - void Awake () { root = transform; } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs.meta deleted file mode 100644 index 5957af4..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f58673abf18fa334bbffe3a5b682f103 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs deleted file mode 100644 index 7c59c0b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs +++ /dev/null @@ -1,32 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2012 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple example of an OnDrop event accepting a game object. In this case we check to see if there is a DragDropObject present, -/// and if so -- create its prefab on the surface, then destroy the object. -/// - -[AddComponentMenu("NGUI/Examples/Drag and Drop Surface")] -public class DragDropSurface : MonoBehaviour -{ - public bool rotatePlacedObject = false; - - void OnDrop (GameObject go) - { - DragDropItem ddo = go.GetComponent(); - - if (ddo != null) - { - GameObject child = NGUITools.AddChild(gameObject, ddo.prefab); - - Transform trans = child.transform; - trans.position = UICamera.lastHit.point; - if (rotatePlacedObject) trans.rotation = Quaternion.LookRotation(UICamera.lastHit.normal) * Quaternion.Euler(90f, 0f, 0f); - Destroy(go); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs.meta deleted file mode 100644 index ac75310..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5c645c85ed4826348b5000ddccd0f936 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs deleted file mode 100644 index 48a3a13..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs +++ /dev/null @@ -1,45 +0,0 @@ -using UnityEngine; - -/// -/// Attach to a game object to make its position always lag behind its parent as the parent moves. -/// - -[AddComponentMenu("NGUI/Examples/Lag Position")] -public class LagPosition : MonoBehaviour -{ - public int updateOrder = 0; - public Vector3 speed = new Vector3(10f, 10f, 10f); - public bool ignoreTimeScale = false; - - Transform mTrans; - Vector3 mRelative; - Vector3 mAbsolute; - - void Start () - { - mTrans = transform; - mRelative = mTrans.localPosition; - if (ignoreTimeScale) UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate); - else UpdateManager.AddLateUpdate(this, updateOrder, CoroutineUpdate); - } - - void OnEnable() - { - mTrans = transform; - mAbsolute = mTrans.position; - } - - void CoroutineUpdate (float delta) - { - Transform parent = mTrans.parent; - - if (parent != null) - { - Vector3 target = parent.position + parent.rotation * mRelative; - mAbsolute.x = Mathf.Lerp(mAbsolute.x, target.x, Mathf.Clamp01(delta * speed.x)); - mAbsolute.y = Mathf.Lerp(mAbsolute.y, target.y, Mathf.Clamp01(delta * speed.y)); - mAbsolute.z = Mathf.Lerp(mAbsolute.z, target.z, Mathf.Clamp01(delta * speed.z)); - mTrans.position = mAbsolute; - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs.meta deleted file mode 100644 index bde7559..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7e58031db5aeb444da199e06c340c871 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -100 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs deleted file mode 100644 index 8b7dc40..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs +++ /dev/null @@ -1,37 +0,0 @@ -using UnityEngine; - -/// -/// Attach to a game object to make its rotation always lag behind its parent as the parent rotates. -/// - -[AddComponentMenu("NGUI/Examples/Lag Rotation")] -public class LagRotation : MonoBehaviour -{ - public int updateOrder = 0; - public float speed = 10f; - public bool ignoreTimeScale = false; - - Transform mTrans; - Quaternion mRelative; - Quaternion mAbsolute; - - void Start() - { - mTrans = transform; - mRelative = mTrans.localRotation; - mAbsolute = mTrans.rotation; - if (ignoreTimeScale) UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate); - else UpdateManager.AddLateUpdate(this, updateOrder, CoroutineUpdate); - } - - void CoroutineUpdate (float delta) - { - Transform parent = mTrans.parent; - - if (parent != null) - { - mAbsolute = Quaternion.Slerp(mAbsolute, parent.rotation * mRelative, delta * speed); - mTrans.rotation = mAbsolute; - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs.meta deleted file mode 100644 index a401688..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b2f7cad6a754193478a36b8177641278 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -50 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs deleted file mode 100644 index 4df896b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs +++ /dev/null @@ -1,15 +0,0 @@ -using UnityEngine; - -[AddComponentMenu("NGUI/Examples/Load Level On Click")] -public class LoadLevelOnClick : MonoBehaviour -{ - public string levelName; - - void OnClick () - { - if (!string.IsNullOrEmpty(levelName)) - { - Application.LoadLevel(levelName); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs.meta deleted file mode 100644 index d15fd93..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4df31385379812441bfc75a419c76729 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs deleted file mode 100644 index 1b452e6..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs +++ /dev/null @@ -1,36 +0,0 @@ -using UnityEngine; - -/// -/// Attaching this script to an object will make that object face the specified target. -/// The most ideal use for this script is to attach it to the camera and make the camera look at its target. -/// - -[AddComponentMenu("NGUI/Examples/Look At Target")] -public class LookAtTarget : MonoBehaviour -{ - public int level = 0; - public Transform target; - public float speed = 8f; - - Transform mTrans; - - void Start () - { - mTrans = transform; - } - - void LateUpdate () - { - if (target != null) - { - Vector3 dir = target.position - mTrans.position; - float mag = dir.magnitude; - - if (mag > 0.001f) - { - Quaternion lookRot = Quaternion.LookRotation(dir); - mTrans.rotation = Quaternion.Slerp(mTrans.rotation, lookRot, Mathf.Clamp01(speed * Time.deltaTime)); - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs.meta deleted file mode 100644 index e65136f..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2beca3ab63dabae4782a28898bed8b06 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs deleted file mode 100644 index 859c341..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs +++ /dev/null @@ -1,37 +0,0 @@ -using UnityEngine; - -/// -/// Placing this script on the game object will make that game object pan with mouse movement. -/// - -[AddComponentMenu("NGUI/Examples/Pan With Mouse")] -public class PanWithMouse : IgnoreTimeScale -{ - public Vector2 degrees = new Vector2(5f, 3f); - public float range = 1f; - - Transform mTrans; - Quaternion mStart; - Vector2 mRot = Vector2.zero; - - void Start () - { - mTrans = transform; - mStart = mTrans.localRotation; - } - - void Update () - { - float delta = UpdateRealTimeDelta(); - Vector3 pos = Input.mousePosition; - - float halfWidth = Screen.width * 0.5f; - float halfHeight = Screen.height * 0.5f; - if (range < 0.1f) range = 0.1f; - float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth / range, -1f, 1f); - float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight / range, -1f, 1f); - mRot = Vector2.Lerp(mRot, new Vector2(x, y), delta * 5f); - - mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * degrees.y, mRot.x * degrees.x, 0f); - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs.meta deleted file mode 100644 index 1467453..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cef9873bc3783e249b519e15ee14b35a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs deleted file mode 100644 index a4bddfb..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs +++ /dev/null @@ -1,88 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -/// -/// Attach this script to any object that has idle animations. -/// It's expected that the main idle loop animation is called "idle", and idle -/// break animations all begin with "idle" (ex: idleStretch, idleYawn, etc). -/// The script will place the idle loop animation on layer 0, and breaks on layer 1. -/// - -[AddComponentMenu("NGUI/Examples/Play Idle Animations")] -public class PlayIdleAnimations : MonoBehaviour -{ - Animation mAnim; - AnimationClip mIdle; - List mBreaks = new List(); - float mNextBreak = 0f; - int mLastIndex = 0; - - /// - /// Find all idle animations. - /// - - void Start () - { - mAnim = GetComponentInChildren(); - - if (mAnim == null) - { - Debug.LogWarning(NGUITools.GetHierarchy(gameObject) + " has no Animation component"); - Destroy(this); - } - else - { - foreach (AnimationState state in mAnim) - { - if (state.clip.name == "idle") - { - state.layer = 0; - mIdle = state.clip; - mAnim.Play(mIdle.name); - } - else if (state.clip.name.StartsWith("idle")) - { - state.layer = 1; - mBreaks.Add(state.clip); - } - } - - // No idle breaks found -- this script is unnecessary - if (mBreaks.Count == 0) Destroy(this); - } - } - - /// - /// If it's time to play a new idle break animation, do so. - /// - - void Update () - { - if (mNextBreak < Time.time) - { - if (mBreaks.Count == 1) - { - // Only one break animation - AnimationClip clip = mBreaks[0]; - mNextBreak = Time.time + clip.length + Random.Range(5f, 15f); - mAnim.CrossFade(clip.name); - } - else - { - int index = Random.Range(0, mBreaks.Count - 1); - - // Never choose the same animation twice in a row - if (mLastIndex == index) - { - ++index; - if (index >= mBreaks.Count) index = 0; - } - - mLastIndex = index; - AnimationClip clip = mBreaks[index]; - mNextBreak = Time.time + clip.length + Random.Range(2f, 8f); - mAnim.CrossFade(clip.name); - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs.meta deleted file mode 100644 index d39e85a..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e7393c14f99274841887c9890b46216d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs deleted file mode 100644 index a287e9a..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs +++ /dev/null @@ -1,29 +0,0 @@ -using UnityEngine; - -/// -/// Simple script used by Tutorial 11 that sets the color of the sprite based on the string value. -/// - -[ExecuteInEditMode] -[RequireComponent(typeof(UIWidget))] -[AddComponentMenu("NGUI/Examples/Set Color on Selection")] -public class SetColorOnSelection : MonoBehaviour -{ - UIWidget mWidget; - - void OnSelectionChange (string val) - { - if (mWidget == null) mWidget = GetComponent(); - - switch (val) - { - case "White": mWidget.color = Color.white; break; - case "Red": mWidget.color = Color.red; break; - case "Green": mWidget.color = Color.green; break; - case "Blue": mWidget.color = Color.blue; break; - case "Yellow": mWidget.color = Color.yellow; break; - case "Cyan": mWidget.color = Color.cyan; break; - case "Magenta": mWidget.color = Color.magenta; break; - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs.meta deleted file mode 100644 index edc82ff..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1c0c14d2698771846ad203a553cbc444 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs deleted file mode 100644 index f8899de..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs +++ /dev/null @@ -1,23 +0,0 @@ -using UnityEngine; - -/// -/// Change the shader level-of-detail to match the quality settings. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Examples/Shader Quality")] -public class ShaderQuality : MonoBehaviour -{ - int mCurrent = 600; - - void Update () - { - int current = (QualitySettings.GetQualityLevel() + 1) * 100; - - if (mCurrent != current) - { - mCurrent = current; - Shader.globalMaximumLOD = mCurrent; - } - } -} diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs.meta deleted file mode 100644 index 71a7187..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 90b2b27c885e1544598b824822e98119 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs deleted file mode 100644 index d245c6b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs +++ /dev/null @@ -1,50 +0,0 @@ -using UnityEngine; - -/// -/// Want something to spin? Attach this script to it. Works equally well with rigidbodies as without. -/// - -[AddComponentMenu("NGUI/Examples/Spin")] -public class Spin : MonoBehaviour -{ - public Vector3 rotationsPerSecond = new Vector3(0f, 0.1f, 0f); - - Rigidbody mRb; - Transform mTrans; - - void Start () - { - mTrans = transform; - mRb = rigidbody; - } - - void Update () - { - if (mRb == null) - { - ApplyDelta(Time.deltaTime); - } - } - void FixedUpdate () - { - if (mRb != null) - { - ApplyDelta(Time.deltaTime); - } - } - - public void ApplyDelta (float delta) - { - delta *= Mathf.Rad2Deg * Mathf.PI * 2f; - Quaternion offset = Quaternion.Euler(rotationsPerSecond * delta); - - if (mRb == null) - { - mTrans.rotation = mTrans.rotation * offset; - } - else - { - mRb.MoveRotation(mRb.rotation * offset); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs.meta deleted file mode 100644 index 6492875..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cf6484591c9cb0e409f5c53c6978a95d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs deleted file mode 100644 index efa50e7..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs +++ /dev/null @@ -1,29 +0,0 @@ -using UnityEngine; - -[AddComponentMenu("NGUI/Examples/Spin With Mouse")] -public class SpinWithMouse : MonoBehaviour -{ - public Transform target; - public float speed = 1f; - - Transform mTrans; - - void Start () - { - mTrans = transform; - } - - void OnDrag (Vector2 delta) - { - UICamera.currentTouch.clickNotification = UICamera.ClickNotification.None; - - if (target != null) - { - target.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * target.localRotation; - } - else - { - mTrans.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * mTrans.localRotation; - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs.meta deleted file mode 100644 index 23c0ce7..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d335b6026587ad24dbe124fe5dd1cc02 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs deleted file mode 100644 index 37fef2b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; - -/// -/// Trivial script that fills the label's contents gradually, as if someone was typing. -/// - -[RequireComponent(typeof(UILabel))] -[AddComponentMenu("NGUI/Examples/Typewriter Effect")] -public class TypewriterEffect : MonoBehaviour -{ - public int charsPerSecond = 40; - - UILabel mLabel; - string mText; - int mOffset = 0; - float mNextChar = 0f; - - void Update () - { - if (mLabel == null) - { - mLabel = GetComponent(); - mLabel.supportEncoding = false; - mLabel.symbolStyle = UIFont.SymbolStyle.None; - Vector2 scale = mLabel.cachedTransform.localScale; - mLabel.font.WrapText(mLabel.text, out mText, mLabel.lineWidth / scale.x, mLabel.lineHeight / scale.y, mLabel.maxLineCount, false, UIFont.SymbolStyle.None); - } - - if (mOffset < mText.Length) - { - if (mNextChar <= Time.time) - { - charsPerSecond = Mathf.Max(1, charsPerSecond); - - // Periods and end-of-line characters should pause for a longer time. - float delay = 1f / charsPerSecond; - char c = mText[mOffset]; - if (c == '.' || c == '\n' || c == '!' || c == '?') delay *= 4f; - - mNextChar = Time.time + delay; - mLabel.text = mText.Substring(0, ++mOffset); - } - } - else Destroy(this); - } -} diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs.meta deleted file mode 100644 index ed46480..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e5e1210a659c71f49b09ec14c4d40e77 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs deleted file mode 100644 index 691e29b..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs +++ /dev/null @@ -1,258 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -/// -/// Update manager allows for simple programmatic ordering of update events. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Internal/Update Manager")] -public class UpdateManager : MonoBehaviour -{ - public delegate void OnUpdate (float delta); - - public class UpdateEntry - { - public int index = 0; - public OnUpdate func; - public MonoBehaviour mb; - public bool isMonoBehaviour = false; - } - - public class DestroyEntry - { - public Object obj; - public float time; - } - - static int Compare (UpdateEntry a, UpdateEntry b) - { - if (a.index < b.index) return 1; - if (a.index > b.index) return -1; - return 0; - } - - static UpdateManager mInst; - List mOnUpdate = new List(); - List mOnLate = new List(); - List mOnCoro = new List(); - BetterList mDest = new BetterList(); - float mTime = 0f; - - /// - /// Ensure that there is an instance of this class present. - /// - - static void CreateInstance () - { - if (mInst == null) - { - mInst = GameObject.FindObjectOfType(typeof(UpdateManager)) as UpdateManager; - - if (mInst == null && Application.isPlaying) - { - GameObject go = new GameObject("_UpdateManager"); - DontDestroyOnLoad(go); - //go.hideFlags = HideFlags.HideAndDontSave; - mInst = go.AddComponent(); - } - } - } - - /// - /// Update the specified list. - /// - - void UpdateList (List list, float delta) - { - for (int i = list.Count; i > 0; ) - { - UpdateEntry ent = list[--i]; - - // If it's a monobehaviour we need to do additional checks - if (ent.isMonoBehaviour) - { - // If the monobehaviour is null, remove this entry - if (ent.mb == null) - { - list.RemoveAt(i); - continue; - } - - // If the monobehaviour or its game object are disabled, move on to the next entry - if (!ent.mb.enabled || !NGUITools.GetActive(ent.mb.gameObject)) continue; - } - - // Call the function - ent.func(delta); - } - } - - /// - /// Start the coroutine. - /// - - void Start () - { - if (Application.isPlaying) - { - mTime = Time.realtimeSinceStartup; - StartCoroutine(CoroutineFunction()); - } - } - - /// - /// Don't keep this class around after stopping the Play mode. - /// - - void OnApplicationQuit () { DestroyImmediate(gameObject); } - - /// - /// Call all update functions. - /// - - void Update () - { - if (mInst != this) NGUITools.Destroy(gameObject); - else UpdateList(mOnUpdate, Time.deltaTime); - } - - /// - /// Call all late update functions and destroy this class if no callbacks have been registered. - /// - - void LateUpdate () - { - UpdateList(mOnLate, Time.deltaTime); - if (!Application.isPlaying) CoroutineUpdate(); - } - - /// - /// Call all coroutine update functions and destroy all delayed destroy objects. - /// - - bool CoroutineUpdate () - { - float time = Time.realtimeSinceStartup; - float delta = time - mTime; - if (delta < 0.001f) return true; - - mTime = time; - - UpdateList(mOnCoro, delta); - - bool appIsPlaying = Application.isPlaying; - - for (int i = mDest.size; i > 0; ) - { - DestroyEntry de = mDest.buffer[--i]; - - if (!appIsPlaying || de.time < mTime) - { - if (de.obj != null) - { - NGUITools.Destroy(de.obj); - de.obj = null; - } - mDest.RemoveAt(i); - } - } - - // Nothing left to update? Destroy this game object. - if (mOnUpdate.Count == 0 && mOnLate.Count == 0 && mOnCoro.Count == 0 && mDest.size == 0) - { - NGUITools.Destroy(gameObject); - return false; - } - return true; - } - - /// - /// Coroutine update function. - /// - - IEnumerator CoroutineFunction () - { - while (Application.isPlaying) - { - if (CoroutineUpdate()) yield return null; - else break; - } - } - - /// - /// Generic add function. - /// Technically 'mb' is not necessary as it can be retrieved by calling 'func.Target as MonoBehaviour'. - /// Unfortunately Flash export fails to compile with that, claiming the following: - /// "Error: Access of possibly undefined property Target through a reference with static type Function." - /// - - void Add (MonoBehaviour mb, int updateOrder, OnUpdate func, List list) - { -#if !UNITY_FLASH - // Flash export fails at life. - for (int i = 0, imax = list.Count; i < imax; ++i) - { - UpdateEntry ent = list[i]; - if (ent.func == func) return; - } -#endif - - UpdateEntry item = new UpdateEntry(); - item.index = updateOrder; - item.func = func; - item.mb = mb; - item.isMonoBehaviour = (mb != null); - - list.Add(item); - if (updateOrder != 0) list.Sort(Compare); - } - - /// - /// Add a new update function with the specified update order. - /// - - static public void AddUpdate (MonoBehaviour mb, int updateOrder, OnUpdate func) { CreateInstance(); mInst.Add(mb, updateOrder, func, mInst.mOnUpdate); } - - /// - /// Add a new late update function with the specified update order. - /// - - static public void AddLateUpdate (MonoBehaviour mb, int updateOrder, OnUpdate func) { CreateInstance(); mInst.Add(mb, updateOrder, func, mInst.mOnLate); } - - /// - /// Add a new coroutine update function with the specified update order. - /// - - static public void AddCoroutine (MonoBehaviour mb, int updateOrder, OnUpdate func) { CreateInstance(); mInst.Add(mb, updateOrder, func, mInst.mOnCoro); } - - /// - /// Destroy the object after the specified delay in seconds. - /// - - static public void AddDestroy (Object obj, float delay) - { - if (obj == null) return; - - if (Application.isPlaying) - { - if (delay > 0f) - { - CreateInstance(); - - DestroyEntry item = new DestroyEntry(); - item.obj = obj; - item.time = Time.realtimeSinceStartup + delay; - mInst.mDest.Add(item); - } - else Destroy(obj); - } - else DestroyImmediate(obj); - } -} diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs.meta deleted file mode 100644 index 4d56307..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e6bdb4ea88d2c1c4eaf930ee572b7bbd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs deleted file mode 100644 index 62707f1..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs +++ /dev/null @@ -1,37 +0,0 @@ -using UnityEngine; - -/// -/// Attaching this script to an object will make it turn as it gets closer to left/right edges of the screen. -/// Look at how it's used in Example 6. -/// - -[AddComponentMenu("NGUI/Examples/Window Auto-Yaw")] -public class WindowAutoYaw : MonoBehaviour -{ - public int updateOrder = 0; - public Camera uiCamera; - public float yawAmount = 20f; - - Transform mTrans; - - void OnDisable () - { - mTrans.localRotation = Quaternion.identity; - } - - void Start () - { - if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); - mTrans = transform; - UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate); - } - - void CoroutineUpdate (float delta) - { - if (uiCamera != null) - { - Vector3 pos = uiCamera.WorldToViewportPoint(mTrans.position); - mTrans.localRotation = Quaternion.Euler(0f, (pos.x * 2f - 1f) * yawAmount, 0f); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs.meta deleted file mode 100644 index 2408dc1..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b566c1f22015f644a83ceccc0279fc88 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -20 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs deleted file mode 100644 index f5c968e..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs +++ /dev/null @@ -1,39 +0,0 @@ -using UnityEngine; - -/// -/// Attach this script to a child of a draggable window to make it tilt as it's dragged. -/// Look at how it's used in Example 6. -/// - -[AddComponentMenu("NGUI/Examples/Window Drag Tilt")] -public class WindowDragTilt : MonoBehaviour -{ - public int updateOrder = 0; - public float degrees = 30f; - - Vector3 mLastPos; - Transform mTrans; - float mAngle = 0f; - bool mInit = true; - - void Start () { UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate); } - void OnEnable () { mInit = true; } - - void CoroutineUpdate (float delta) - { - if (mInit) - { - mInit = false; - mTrans = transform; - mLastPos = mTrans.position; - } - - Vector3 deltaPos = mTrans.position - mLastPos; - mLastPos = mTrans.position; - - mAngle += deltaPos.x * degrees; - mAngle = NGUIMath.SpringLerp(mAngle, 0f, 20f, delta); - - mTrans.localRotation = Quaternion.Euler(0f, 0f, -mAngle); - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs.meta deleted file mode 100644 index 757d5d1..0000000 --- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: df649a5c42709b348bc24a4c552ff369 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -10 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Examples/Shaders.meta b/Assets/Libraries/NGUI/Examples/Shaders.meta deleted file mode 100644 index 96cd2c8..0000000 --- a/Assets/Libraries/NGUI/Examples/Shaders.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 6a6ec181c9b0efd4e8876a88ebf2b8ff -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader b/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader deleted file mode 100644 index 3a72737..0000000 --- a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader +++ /dev/null @@ -1,267 +0,0 @@ -Shader "Transparent/Refractive" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - _BumpMap ("Normal Map (RGB)", 2D) = "bump" {} - _Mask ("Specularity (R), Shininess (G), Refraction (B)", 2D) = "black" {} - _Color ("Color Tint", Color) = (1,1,1,1) - _Specular ("Specular Color", Color) = (0,0,0,0) - _Focus ("Focus", Range(-100.0, 100.0)) = -100.0 - _Shininess ("Shininess", Range(0.01, 1.0)) = 0.2 - } - - Category - { - Tags - { - "Queue" = "Transparent+1" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - SubShader - { - LOD 500 - - GrabPass - { - Name "BASE" - Tags { "LightMode" = "Always" } - } - - Cull Off - ZWrite Off - ZTest LEqual - Blend SrcAlpha OneMinusSrcAlpha - AlphaTest Greater 0 - - CGPROGRAM - #pragma exclude_renderers gles - #pragma vertex vert - #pragma surface surf PPL alpha - #include "UnityCG.cginc" - - sampler2D _GrabTexture; - sampler2D _MainTex; - sampler2D _BumpMap; - sampler2D _Mask; - - fixed4 _Color; - fixed4 _Specular; - half4 _GrabTexture_TexelSize; - half _Focus; - half _Shininess; - - struct Input - { - float4 position : POSITION; - float2 uv_MainTex : TEXCOORD0; - float4 color : COLOR; - float4 proj : TEXCOORD1; - }; - - void vert (inout appdata_full v, out Input o) - { - o.position = mul(UNITY_MATRIX_MVP, v.vertex); - - #if UNITY_UV_STARTS_AT_TOP - float scale = -1.0; - #else - float scale = 1.0; - #endif - o.proj.xy = (float2(o.position.x, o.position.y * scale) + o.position.w) * 0.5; - o.proj.zw = o.position.zw; - } - - void surf (Input IN, inout SurfaceOutput o) - { - half4 tex = tex2D(_MainTex, IN.uv_MainTex); - half3 nm = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); - half3 mask = tex2D(_Mask, IN.uv_MainTex); - - float2 offset = nm.xy * _GrabTexture_TexelSize.xy * _Focus; - IN.proj.xy = offset * IN.proj.z + IN.proj.xy; - half4 ref = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(IN.proj)); - - half4 col; - col.rgb = lerp(IN.color.rgb * tex.rgb, _Color.rgb * ref.rgb, mask.b); - col.a = IN.color.a * _Color.a * tex.a; - - o.Albedo = col.rgb; - o.Normal = nm; - o.Specular = mask.r; - o.Gloss = _Shininess * mask.g; - o.Alpha = col.a; - } - - // Forward lighting - half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) - { - half3 nNormal = normalize(s.Normal); - half shininess = s.Gloss * 250.0 + 4.0; - - #ifndef USING_DIRECTIONAL_LIGHT - lightDir = normalize(lightDir); - #endif - - // Phong shading model - half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal))); - - // Blinn-Phong shading model - //half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir))); - - half diffuseFactor = max(0.0, dot(nNormal, lightDir)); - half specularFactor = pow(reflectiveFactor, shininess) * s.Specular; - - half4 c; - c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb; - c.rgb *= (atten * 2.0); - c.a = s.Alpha; - return c; - } - - ENDCG - } - - SubShader - { - LOD 400 - - Cull Off - ZWrite Off - ZTest LEqual - Blend SrcAlpha OneMinusSrcAlpha - AlphaTest Greater 0 - - CGPROGRAM - #pragma surface surf PPL alpha - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _BumpMap; - sampler2D _Mask; - - float4 _Color; - float4 _Specular; - float _Shininess; - - struct Input - { - float4 position : POSITION; - float2 uv_MainTex : TEXCOORD0; - float4 color : COLOR; - }; - - void surf (Input IN, inout SurfaceOutput o) - { - half4 tex = tex2D(_MainTex, IN.uv_MainTex); - half3 nm = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); - half3 mask = tex2D(_Mask, IN.uv_MainTex); - - half4 col; - col.rgb = IN.color.rgb * tex.rgb; - col.rgb = lerp(col.rgb, _Color.rgb, mask.b * 0.5); - col.a = IN.color.a * _Color.a * tex.a; - - o.Albedo = col.rgb; - o.Normal = nm; - o.Specular = mask.r; - o.Gloss = _Shininess * mask.g; - o.Alpha = col.a; - } - - // Forward lighting - half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) - { - half3 nNormal = normalize(s.Normal); - half shininess = s.Gloss * 250.0 + 4.0; - - #ifndef USING_DIRECTIONAL_LIGHT - lightDir = normalize(lightDir); - #endif - - // Phong shading model - half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal))); - - // Blinn-Phong shading model - //half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir))); - - half diffuseFactor = max(0.0, dot(nNormal, lightDir)); - half specularFactor = pow(reflectiveFactor, shininess) * s.Specular; - - half4 c; - c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb; - c.rgb *= (atten * 2.0); - c.a = s.Alpha; - return c; - } - ENDCG - } - - SubShader - { - LOD 300 - - Cull Off - ZWrite Off - ZTest LEqual - Blend SrcAlpha OneMinusSrcAlpha - AlphaTest Greater 0 - - CGPROGRAM - #pragma surface surf BlinnPhong alpha - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Mask; - - float4 _Color; - - struct Input - { - float4 position : POSITION; - float2 uv_MainTex : TEXCOORD0; - float4 color : COLOR; - }; - - void surf (Input IN, inout SurfaceOutput o) - { - half4 tex = tex2D(_MainTex, IN.uv_MainTex); - half3 mask = tex2D(_Mask, IN.uv_MainTex); - - half4 col; - col.rgb = IN.color.rgb * tex.rgb; - col.rgb = lerp(col.rgb, _Color.rgb, mask.b * 0.5); - col.a = IN.color.a * _Color.a * tex.a; - - o.Albedo = col.rgb; - o.Alpha = col.a; - } - ENDCG - } - - SubShader - { - LOD 100 - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - - Pass - { - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } - } - Fallback Off -} diff --git a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader.meta b/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader.meta deleted file mode 100644 index 386c297..0000000 --- a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: e9bef69d3483c064f88f285d261cbd10 -ShaderImporter: - 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NGUI: Next-Gen UI kit - Copyright © 2011-2012 Tasharen Entertainment - Version 2.7.0 - http://www.tasharen.com/?page_id=197 - support@tasharen.com ----------------------------------------------- - -Thank you for buying NGUI! - -If you have any questions, suggestions, comments or feature requests, please -drop by the NGUI forum, found here: http://www.tasharen.com/forum/index.php?board=1.0 - --------------------- - How To Update NGUI --------------------- - -If you have the Professional Edition of NGUI that comes with Git access, just pull the latest changes. - -If you have a Standard Edition: - -1. In Unity, File -> New Scene -2. Delete the NGUI folder from the Project View. -3. Import NGUI from the updated Unity Package. - ---------------------------------------- - Support, documentation, and tutorials ---------------------------------------- - -All can be found here: http://www.tasharen.com/?page_id=197 - -Using NGUI with JavaScript (UnityScript)? Read this first: http://www.tasharen.com/forum/index.php?topic=6 - ------------------ - Version History ------------------ - -2.7.0: -- NEW: Added a way to resolve all Depth/Z issues. Check your UIPanels and enable Depth Sorting. -- FIX: DownloadTexture no longer leaves a shadow of the previous texture behind. -- FIX: UIDragObject will no longer behave oddly with multiple touches. -- FIX: Popup menu will now correctly trigger OnChange functions on the same selection. -- FIX: UITexture will now default to the Unlit/Transparent Colored shader. -- FIX: Atlas Maker will no longer default sprite list to be hidden. - -2.6.5: -- FIX: Labels now have "Max Height", and "Max Lines" again works as expected. -- FIX: Widgets no longer store a reference to texture and material. -- FIX: Fix for some issues with the dynamic fonts. -- FIX: Removed the "password" setting from UILabel in order to clear up some confusion. -- FIX: Transparent colored shader no longer has fixed function pipeline code inside. -- FIX: Atlas maker will now be more perforce-friendly. -- FIX: Popup list will no longer show on Click when the Popup List script is disabled. -- FIX: NGUIMath.Calculate functions will now ignore recently disabled widgets. -- FIX: UIWidget will no longer attempt to create a panel until after Start(). -- FIX: UICamera.touchCount and UICamera.dragCount will now work correctly with multi-touch turned off. -- FIX: WP8 and BB10 tweaks. - -2.6.4: -- NEW: UIStretch now has the 'run once' option matching UIAnchor. -- FIX: Non-sticky press was not working quite right... -- FIX: Rewrote the transform inspector. -- FIX: Removed the "depth pass" option from the panel's inspector since 99.9% of the people were mis-using it. -- FIX: UIButtonKeys.startsSelected got broken at some point. -- FIX: UIPopupList now respects atlas pixel size and again works correctly for menu style popups. -- FIX: UIPanel will no longer keep references to materials when disabled. - -2.6.3: -- NEW: Noticeably improved performance and garbage collection when using Unity 4.1+ -- NEW: It's now possible to select sprites in the Atlas Maker for preview purposes. -- NEW: Transform inspector will now warn you when widget panel is marked as 'static'. -- NEW: You can now toggle the panel's "widgets are static" flag from within the panel tool. -- FIX: Widgets will no longer be constantly checking for layer changes in update. -- FIX: Shrink-to-fit labels will now auto-grow when possible. -- FIX: Labels can no longer be resized using handles (but can still be moved and rotated). -- FIX: Labels will now auto-adjust their size properly when the max width gets adjusted. -- FIX: Creating an atlas would rarely throw a null exception. This has been fixed. -- FIX: Draggable panel + non-sticky keys will now mix properly. -- FIX: Drag & drop should now work with non-sticky press. -- FIX: Flash export should now work again. -- DEL: Dropped all remaining support for Unity 3.4. - -2.6.2: -- NEW: You can now automatically apply alpha pre-multiplication to textures when creating an atlas. -- NEW: Added UIWidget.Raycast to perform a raycast without using colliders. -- NEW: Added a texture preview to UITexture. -- NEW: Added an option to UIAnchor to run only once, and then destroy itself. Also optimized it slightly. -- NEW: Transform inspector will now gray out fields that are not commonly used by the UI when a widget is selected. -- FIX: Transform multi-object editing was not quite right for widgets... -- FIX: "Shrink to fit" option on labels now works vertically, not just horizontally. -- FIX: Changing a sprite in inspector will no longer auto-resize it. Use MakePixelPerfect to resize it. - -2.6.1: -- FIX: Dynamic font-related fixes. -- FIX: Depth pass will now be force-disabled when the panel is clipped. -- FIX: Sticky press option on the UICamera no longer breaks OnDrop events. -- FIX: UIInput's useLabelTextAtStart should now work again. -- FIX: UICamera.touchCount should now be accurate. -- FIX: Fixed a typo in the image button inspector. -- FIX: UIWidget.UpdateGeometry will now check for object's disabled state prior to filling the geometry. - -2.6.0 -- NEW: Added dynamic font support for Unity 4.0. -- NEW: Handles can now be toggled on/off from the NGUI menu. -- NEW: Atlas maker will now be limited by max texture size, and will no longer make it possible to corrupt an atlas. -- NEW: Warning will be shown on the panel if clipping is not possible (GLES 1.1). -- NEW: Checkbox can now have fade in the checkmark instantly. -- NEW: You can now leave C++ style comments (//) in the localization files. -- NEW: You can now paste into input fields in stand-alone builds. -- NEW: Added disabled state to UIImageButton (Nicki) -- FIX: UISlider will now use the sprite size rather than collider size to determine the touch effect area. -- FIX: Resetting the tween will now mark it as not started. -- FIX: Blank labels will no longer be localized. -- FIX: Resetting the sprite animation will also reset the sprite back to 0. - -2.5.1 -- NEW: Added a "shrink to fit" option for labels that will scale down the text if it doesn't fit. -- FIX: Re-added the "import font" field in the font inspector. - -2.5.0 -- DEL: Deprecated Unity 3.5.4 and earlier support. If you are using 3.5.4 or earlier, DO NOT UPDATE! -- OLD: Sliced, tiled, and filled sprites have been deprecated. -- NEW: Regular sprite now has options for how the sprite is drawn. -- NEW: NGUI widgets now have visual placement handles. -- NEW: Adding a widget now automatically creates a UI hierarchy if one is not present. -- NEW: NGUI menu has been redesigned with new options and shortcut keys. -- FIX: Widget selection box now takes padding into account properly. -- FIX: Changing the pivot no longer moves the widget visually. -- FIX: Font symbols now use padding instead of inner rect for offset. -- FIX: Font symbols no longer need to be used in the editor before they are usable in-game. -- FIX: More fixes to how tweens get initialized/started. -- FIX: Re-added UISlider.fullSize property for better backwards compatibility. -- FIX: Unity 4.1-related fixes. -- FIX: Variety of other minor tweaks and changes. - -2.3.6 -- NEW: Added a much easier way to add symbols and emoticons (select the font, you will see it). -- NEW: Added a couple of conditional warnings to the UIPanel warning of common mistakes. -- NEW: Various improvements to widget and sprite inspectors. -- FIX: There is no need to display the "symbols" option on the labels if the font doesn't have any. -- FIX: Removed the hard-coded screen height-based touch threshold on the UICamera. -- FIX: Removed the need for sliders to have a "full size" property. - -2.3.5: -- NEW: Font symbols can now have an offset for easier positioning. -- FIX: UISlider will now set the 'current' property before calling the delegate. -- FIX: Fixed the checkbox animation issue that was brought to light as a result of 2.3.4. -- FIX: Minor other tweaks, nothing important. - -2.3.4: -- NEW: Added the ability to easily copy/paste widget colors in the inspector. -- FIX: Random fixes for minor issues noted on the forums. -- FIX: Minor performance improvements. - -2.3.3 -- NEW: UIPanels now have alpha for easy fading, and TweenAlpha can now tween panels. -- NEW: Added UICamera.debug mode for when you want to know what the mouse is hovering over. -- NEW: Added AnimatedColor and AnimatedAlpha scripts in case you want to animate widget color or alpha via Unity's animations. -- NEW: Android devices should now be able to support a keyboard and a controller (OUYA). -- NEW: Added UIFont.pixelSize, making it possible to have HD/UD fonts that are not a part of an atlas. -- FIX: Unity 4.1 optimization fix. -- FIX: Label shadow should now be affected by alpha using PMA shaders. -- FIX: UICheckbox.current will now work correctly for checkbox event receivers. -- FIX: UIButton series of scripts should now initialize themselves on start, not when they are used. -- FIX: TweenOrthoSize should now tween the size instead of FOV (o_O). -- FIX: Sprite selection window will now show sprites properly when the atlas is not square. -- FIX: UIAnchor should now always maintain the same Z-depth, and once again works in 3D UIs. - -2.3.1 -- NEW: Added UICamera.touchCount. -- NEW: Added an option on the UIInput to turn on auto-correction on mobiles. -- FIX: Fixed compilation on Unity 3. -- FIX: Font inspector will now display the font in a preview window. - -2.3.0: -- NEW: Added Premultiplied Alpha support to NGUI along with the appropriate shaders. -- NEW: Added UIButtonKeyBinding script that makes it easy to do button key bindings. -- NEW: Transform inspector now supports multi-object editing (contribution by Bardelot 'Cripple' Alexandre) -- NEW: UIRoot's 'automatic' flag is now gone, replaced by a more intuitive drop-down list. -- NEW: It's now possible to make UIRoot fixed size on mobiles, but pixel-perfect on desktops (it's an option). -- NEW: You can now specify an animation curve on all tweens. -- NEW: Localization will now attempt to load the starting language automatically. -- NEW: Added UICamera.onCustomInput callback making it possible to add input form custom devices. -- NEW: Support for optimizations in Unity 4.1. -- FIX: Tweaks to Localization to make it easier to use. You can now just do Localization.Localize everywhere. -- FIX: UILocalize attached to a label used by input will now localize its default value instead. -- FIX: Kerning should now get saved properly. You will need to re-import your fonts. -- FIX: UICamera with multi-touch turned off should now work properly when returning from sleep. -- FIX: ActiveAnimation's onFinished callback will no longer wait for all animation states to finish (only the playing one). -- FIX: UICamera's touch detection should now work properly when returning from sleep. -- FIX: Changed the way MakePixelPerfect works a bit, hopefully fixing an issue with sprites moving by a pixel. -- FIX: UIPanel should now display the clipped rectangle correctly. -- FIX: UIInputSaved will now save on submit. -- DEL: Removed UIAnchor.depthOffset seeing as it caused more confusion than anything else. Just use an offset child GameObject. -- DEL: Deprecated hard clipping, seeing as it causes issues on too many devices. - -2.2.7: -- NEW: Added UICamera.stickyPress option that makes it possible for multiple objects to receive OnPress notifications from a single touch. -- NEW: UICamera.hoveredObject now works for touch events as well, and will always hold the result of the last Raycast. -- NEW: Added "Edit" buttons to all atlase and font fields, making easy to select the atlas/font for modification. -- NEW: Added Localization.Localize. Was going to change Localization.Get to be static, but didn't want to break backwards compatibility. -- FIX: Inventory example should work correctly in Unity 4.0. -- FIX: You can now set UILabel.text to null. -- FIX: UIPanel was not drawing its rect correctly in some cases. -- FIX: Assortment of tweaks and fixes submitted by Andrew Osborne (community contribution). -- FIX: Switching a mainTexture of a UITexture belonging to a clipped panel will now work properly. - -2.2.6: -- NEW: Mouse and touch events now have an option to be clipped by the panel's clipping rect, just like widgets. -- NEW: Made it possible to delete several sprites at once (Atlas Maker). -- FIX: Added proper support for Unity 4-based nested active state while maintaining backwards compatibility. - -2.2.5: -- NEW: Double-clicking a sprite in the sprite selection window will now close the window. -- FIX: UIRoot will now only consider min/max clamping in automatic mode. -- FIX: Password fields should now get wrapped properly. -- FIX: MakePixelPerfect() will now preserve negatives. -- FIX: UISlider will no longer jump to 0 when clicked with the controller. - -2.2.4: -- NEW: SpringPanel and UICenterOnChild now have an OnFinished callback. -- NEW: UIForwardEvents now has OnScroll. -- FIX: UISavedOption now unregisters the state change delegate when disabled. -- FIX: IgnoreTimeScale clamps time delta at 1 sec maximum, fixing a long pause after returning from sleep. -- FIX: UIWidget now correctly cleans up UITextures that have been re-parented. -- FIX: Tween scripts now sample the tween immediately if the duration is 0. -- FIX: UIFont and UIAtlas MarkAsDirty() function now works correctly with a reference atlas (in the editor). - -2.2.3: -- FIX: Small fix for UIAnchor using a clipped panel container (thanks yuewah!) -- FIX: Work-around/fix-ish thing for Unity Remote sending both mouse and touch events. -- FIX: hideInactive on UIGrid should now function correctly. - -2.2.2: -- NEW: You can now specify a minimum and maximum height on UIRoot. -- NEW: Label shadow and outline distance can now be modified. -- NEW: Added UIButtonActivate -- an extremely simple script that can be used to activate or deactivate something on click. -- NEW: Creating a new UI will now automatically add a kinematic rigidbody to the UIRoot, as it's supposedly faster for physics checks. -- NEW: Game objects destroyed via NGUITools.Destroy will now automatically get un-parented. -- NEW: UIEventListener now has an OnKey delegate. -- FIX: Sprite preview should now display wide sprites correctly. -- FIX: Fixed copy/paste error in the atlas inspector (thanks athos!). -- FIX: UIGrid will no longer consider destroyed game objects. -- FIX: Couple of other smaller fixes. - -2.2.1: -- FIX: Sprite list should now be faster. -- FIX: Sprite border editing should now work properly again. -- FIX: A couple of other minor fixes. - -2.2.0: -- NEW: Added a sprite selection window that replaces the drop-down selection list. Think texture selection window for your sprites. The sprite selection window has a search box to narrow down your selection. -- NEW: Sprite preview is now shown in the Preview window, and is affected by the widget's color tint. -- NEW: Added warning messages when more than one widget is using the same depth value, and when more than one atlas is used by the panel. -- NEW: It's now possible to edit a sprite quickly by choosing the "edit" option. -- NEW: When editing a sprite in the atlas, a "Return to ..." button is shown if you've navigated here from a sprite. -- FIX: UIAnchor and UIStretch now work with labels properly. -- FIX: UITexture will no longer occasionally lose the reference to its texture. -- FIX: NGUITools.EncodeColor now works in Flash (created a work-around). - -2.1.6: -- NEW: UISavedOption now works on a popup list as well. -- FIX: Replaced ifdefs for Unity 4 with a new helper functions for cleaner code (NGUITools.GetActive and NGUITools.SetActiveSelf). -- FIX: UITable was not properly keeping the contents within the draggable panel. -- FIX: UIDraggablePanel.UpdateScrollbars was not considering soft clipping properly, resulting in some jitterness. -- FIX: SpringPanel was not setting position / clipping when it finished, resulting in floating-point drifting errors. -- FIX: UIInput's "not selected" text can now be localized using UILocalize. - -2.1.5: -- NEW: Added support for Unity 4. -- NEW: NGUI now uses Unity 3.5.5's newly-added Color32 for colors instead of Color, reducing the memory bandwidth a bit. -- NEW: UIStretch can now stretch to another widget's bounds, not just the screen. -- FIX: UIImageButton will no longer add a box collider if a non-box collider is present. -- FIX: NGUITools.ParseSymbol will now check to see if the symbol is valid. -- FIX: UITexture-related tweaks to UIWidget. -- FIX: UIAnchor can now anchor to labels. -- FIX: UISlicedSprite no longer uses padding. - -2.1.4: -- NEW: UIInput now supports multi-line input if its label is multi-line. Hold Ctrl when hitting Enter. -- FIX: UICheckboxControlledComponent will now use delegates by default. -- FIX: UITexture should now work properly again. - -2.1.3: -- NEW: Seeing as it was an often-asked question, the Scroll View example now features a toggle that makes the scrolled list center on items. -- NEW: UIAnchor can now anchor to sides of other widgets and panels. -- NEW: UICamera now has "drag threshold" properties. Drag events will only be sent after this threshold has been exceeded. -- NEW: You no longer have to create a material for the UITexture. -- NEW: You can now specify a UV rect for the UITexture if you only wish to display a part of it. -- NEW: All event senders, tweens and animation components now have a delegate callback you can use instead of the SendMessage-based event receiver. -- NEW: Added UICamera.current and UIPopupList.current. -- NEW: SpringPosition now has "on finished" event notifications (both event receiver and delegate). -- NEW: Added a new script that can be used to change the alpha of an entire panel worth of widgets at once: UIPanelAlpha. -- FIX: Replaced most usages of List with BetterList instead in order to significantly reduce memory allocation. -- FIX: Custom texture packer now respects padding correctly. - -2.1.2: -- NEW: Selected widgets now show their panel's bounding rect, which is the screen's rect if the panel isn't clipped. -- FIX: Tweens that have not been added dynamically will start playing correctly. -- FIX: Texture packer should now have better packing logic. - -2.1.1: -- NEW: New texture packer, alternative to using Unity's built-in one. Default is still Unity for backwards compatibilty. -- NEW: Added a different line wrapping functionality for input fields contributed by MightyM. -- NEW: UILocalize now has a "Localize" function you can trigger to make it force-localize whatever it's on. -- NEW: UITweener now has an option to not ignore timeScale. -- FIX: Fixed a "drifting panel" issue introduced in the last update. -- FIX: Added a warning for slider thumb used with radially filled sliders (not supported). -- FIX: ActiveAnimation will now clear its event receiver and callback on Play. -- FIX: UISpriteAnimation.isDone is now UISpriteAnimation.isPlaying, and is no longer backwards. - -2.1.0: -- NEW: Now maintained under Unity 3.5.3. -- NEW: BetterList now has Insert and Contains functions. -- NEW: UITweener now has bounce style tweening methods. -- NEW: UITweener's OnUpdate function now has "isFinished" parameter that's set to 'true' if it's the last update. -- NEW: TweenTransform is now capable of re-parenting the object when finished. -- NEW: Added TweenVolume that can tween an audio source's volume. -- NEW: UICamera now has a new property: "Generic Event Handler". If set, this object will receive a copy of all events regardless of where they go. -- NEW: Widget Wizard now lets you specify an initial pivot point for sprites. -- NEW: UISpriteAnimation now has an option to not loop the animation anymore, and can tell you how many frames it has. -- NEW: Added TweenFOV that can be used to tween camera's field of view. -- NEW: Added a UISoundVolume script that can change the volume of the sounds used by NGUITools.PlaySound when attached to a slider. -- FIX: UIInput will now bring up a proper password keyboard on touch-based devices. -- FIX: UIImageButton will now set the correct sprite when it's enabled while highlighted. -- FIX: DragDropItem example script will now work on touch-based devices. -- FIX: UIButtonPlayAnimation will now clear the event receiver if none was specified. -- FIX: Various changes to UICamera, making it more touch-device friendly. -- FIX: UIPanels marked as static will now update their geometry when new widgets get added. -- FIX: Shaders no longer use "fixed" data type as it seems to have issues on certain devices. -- DEL: Removed old deprecated functions in order to clean up the code. - -2.0.9: -- NEW: UITable can now return its list of children (in sorted order) via UITable.children. -- FIX: UISpriteAnimation can now be paused with FPS of 0. -- FIX: UITweener's delay should now work properly. -- FIX: UIPanel should now create draw calls with "dont destroy on load" flag instead of hideflags at run time, resolving a rare warning. -- FIX: Tweaks to how multi-touches are handled when they're disabled. -- FIX: Removed the "#pragma fragmentoption ARB_precision_hint_fastest" which was causing issues due to no support on android, mac mini's and possibly other devices. -- FIX: UIInput carat should be removed upon leaving the field on iOS. -- FIX: UIInput default text should be removed OnSelect on iOS. -- FIX: Inventory example should no longer have its own menu, but will instead be under NGUI. - -2.0.8: -- NEW: Packed fonts now have clipped version of shaders, making them work with clipped panels. -- NEW: You can now specify the maximum number of lines on UILabel instead of just multiline / single line option. -- NEW: UIButton's disabled color can now be specified explicitly. -- NEW: Tweens and animations now have OnDoubleClick and OnSelect events to work with as well. -- NEW: It's now possible to control the volume used by all UI sounds: NGUITools.soundVolume. -- NEW: You can now delay a tween by specifying a start time delay. -- NEW: You can now disable multi-touch on UICamera, making all touches be treated as one. -- NEW: MakePixelPerfect is now in NGUITools, not NGUIMenu. -- FIX: UIImageButton won't switch images anymore if the script is disabled. -- FIX: Starting value in Localization will no longer overwrite the explicitly switched languages. - -2.0.7: -- NEW: You can now specify what keyboard type will be used on mobile devices. -- NEW: You can now add input validation to your inputs to exclude certain characters (such as make your input numeric-only). -- FIX: Packed fonts no longer tie up the alpha channel, and can now be affected by alpha just fine. -- FIX: Clipped panels will no longer cause the unused material message in the console. -- FIX: 3D UIs should now be created with a proper anchor offset. -- FIX: UISliderColors will now work for more than 3 colors. -- FIX: UIPanel will no longer cause a null exception at run time. - -2.0.6: -- NEW: Added support for fonts packed into separate RGBA channels (read: eastern language fonts can now be 75% smaller). -- NEW: UITooltip is now a part of NGUI's core rather than being in examples, allowing you to use it freely. -- NEW: Submit and cancel keys can now be specified on the UICamera (before they were hardcoded to Return and Escape). -- FIX: Unity should no longer crash when a second widget is added to the same game object. -- FIX: UIDrawCall no longer updates the index buffer unless it needs to, resulting in increased performance. -- FIX: UIDrawCall now uses double-buffering, so iOS performance should increase. -- FIX: You can now specify whether symbols are affected by color or not (or if they're processed for that matter). -- FIX: Fixed an issue with highlighting not returning to highlighted state after press. - -2.0.5: -- NEW: Added support for custom-defined symbols (emoticons and such) in fonts. -- NEW: Added NGUI menu -> Make Pixel Perfect (Alt+Shift+P), and NGUI Menu -> Add Collider is now Alt+Shift+C. -- NEW: Added OnActivate condition to tweens and active animations. -- NEW: It's now possible to have a UITable position items upwards instead of downwards. -- NEW: It's now possible to have a "sticky" tooltip specified on UICamera, making it easier for tooltips to show up. -- NEW: UIInput will now send out OnInputChanged notifications when typing. -- NEW: Added TweenVolume script you can use to tween AudioSource's volume. -- FIX: Fixed what was causing the "Cleaning up leaked objects in scene" message to show up. - -2.0.4: -- NEW: Added UIButton -- same as UIButtonColor, but has a disabled state. -- NEW: Added the OnDoubleClick event. Same as OnClick, just sent on double-click. -- FIX: UIDraggablePanel should now have noticeably better performance with many widgets. -- FIX: All private serializable properties will now be hidden from the inspector. -- FIX: UITooltip is now more robust and automatically uses background border size for padding. -- FIX: UILabel inspector now uses a word-wrapped textbox. -- FIX: UIButtonPlayAnimation and UIButtonTween now have an event receiver (on finished). -- FIX: UIGrid no longer modifies Z of its items on reposition. -- FIX: Only one Localization class is now allowed to be present. -- FIX: UILabel should now have a bit better performance in the editor. -- FIX: UISprite's MakePixelPerfect setting now takes padding into account properly. - -2.0.3: -- NEW: UIButtonSound now allows you to specify pitch in addition to volume. -- FIX: UIDraggablePanel will now update the scroll bars on start. -- FIX: UITweenScale will now start with a scale of one instead of zero by default. -- FIX: UIInput will now ignore all characters lower than space, fixing an issue with mac OS input. -- FIX: UITexture will no longer lose its material whenever something changes. -- FIX: Reworked the way the mouse is handled in UICamera, fixing a couple of highlighting issues. - -2.0.2: -- FIX: UIButton series of scripts will now correctly disable and re-enable their selected state when the game object is enabled / disabled. -- FIX: SpringPanel will now notify the Draggable Panel script on movement, letting it update scroll bars correctly. -- FIX: UIDraggablePanel will now lose its momentum every frame rather than only when it's being dragged. -- FIX: UIDraggablePanel will no longer reset the panel's position on start. -- FIX: UIDraggablePanel.ResetPosition() now functions correctly. -- FIX: UIDraggablePanel.UpdateScrollbars() will now only adjust the position if the scroll bars aren't being updated (ie: called from a scroll bar). -- FIX: 3D UIs will now be created with a proper anchor offset. - -2.0.1: -- NEW: UIDraggablePanel will now display the bounds of the draggable widgets as an orange outline in the Scene View. -- NEW: Added a 'repositionNow' checkbox to UIDraggablePanel that will reset the clipping area using the children widget's current bounds. -- NEW: It's now possible to specify horizontal and vertical axis names for UICamera. -- FIX: UICamera will no longer process WASD or Space key events if an Input Field is currently selected. -- FIX: UIDraggablePanel's 'startingDragAmount' was renamed to 'startingRelativePosition', for clarity. -- FIX: UICheckbox will now set the checkmark state immediately on start instead of gradually. -- FIX: UISlider will now always force-set its value value on start. -- FIX: UIInput.text will now always return its own text rather than that of the label (works better with captions). -- FIX: Setting UIInput.text now sets the color of the label to the active color. - -2.0.0: -- NEW: Redesigned the way UIDragCamera and UIDragPanelContents work, making them much more straightforward. -- NEW: New widget has been added: Scroll Bar. It does exactly what you think it does. -- NEW: UIDraggableCamera script is used on the camera to make it draggable via UIDragCamera. -- NEW: UIDraggablePanel script is used on the panel to make it draggable via UIDragPanelContents. -- NEW: UIDraggablePanel natively supports scroll bars with "always show", "fade out if not needed" and "fade in only when dragging" behaviors. -- NEW: Scroll View (DragPanel) and Quest Log examples have been updated with scroll bars. -- NEW: Reorganized all examples to be in a more logical order -- starting with the basic, common functionality and going up from there. -- NEW: Localization will now try to automatically load the language file via Resources.Load if it wasn't found in the local list. -- NEW: Atlas Maker tool now allows you to turn off trimming of transparent pixels before importing certain sprites. -- NEW: Atlas Maker tool now allows you to specify how much padding is applied in-between of sprites. -- FIX: EditorPrefs are now used instead of PlayerPrefs to store editor-related data. -- FIX: Popup list will no longer try to call SendMessage in edit mode. -- FIX: UIEventListener.Add is now UIEventListener.Get, making the function make more sense with the -= operator. -- DEL: Scroll View example that was using UIDragObject has been removed as it's now obsolete. - -1.92: -- NEW: Expanded the Filled Sprite to support radial-based filling. Great for progress indicators, cooldown timers, circular health bars, etc. -- FIX: Eliminated all runtime uses of 'foreach', seeing as it causes memory leaks on iOS. - -1.91: -- NEW: Added a new example scene showing how to easily implement drag & drop from 2D UI to the 3D world. -- FIX: UICamera was sending multiple OnDrag events for the mouse. This has now been fixed. -- FIX: UIAnchor changes in 1.90 had a few adverse effects on two of the examples. - -1.90: -- NEW: You can now specify an option on the UIDragPanelContents that will prevent dragging if the contents already fit. -- NEW: You can now specify a radio button group root on the checkbox instead of always having it be the parent object. -- NEW: You can now easily adjust the widget's alpha by using the new UIWidget.alpha property. -- NEW: UIAnchor script has been redesigned, and the 'stretch to fill' property has been removed. You can now position using relative coordinates. -- NEW: UIStretch script has been added, allowing you to stretch an object in either (or both) directions using relative coordinates. -- NEW: You can now specify a maximum range distance for UICamera's raycasts, allowing you to limit the interaction distance (for first-person cameras). -- FIX: Popup list inspector now shows the "Position" drop-down. -- FIX: Slider now updates correctly when it's first created, and when you change the Full Size property. -- FIX: UIDragCamera now takes the camera's size into consideration. -- FIX: DestroyImmediate calls have been replaced with NGUITools.DestroyImmediate as there seem to be odd issues on certain Android devices. - -1.88: -- NEW: Added an option to the tweener to use steeper pow(2) curves for ease in/out tweens. -- NEW: You can now specify the movement threshold that will be used to determine whether button presses are eligible for clicks on UICamera. -- NEW: You can now specify an input field to be password-based, and it will only hide the text once you start typing. -- FIX: UIButtonTween can now disable objects properly after a toggle. -- FIX: UISavedOption can now save the state of a single checkbox in addition to a group of checkboxes. -- FIX: Localization now handles duplicate key entries silently. -- FIX: Widgets not using a texture will now have gizmos. -- FIX: Fix for the OnClick event on touch-based devices. - -1.87: -- NEW: UISlider now has an inspector class, and 'rawValue' can no longer be modified (use 'sliderValue'!) -- FIX: An assortment of tweaks and fixes, focusing on stability and ease of use. -- FIX: Reworked the way the UIPopupList was calculating its padding, making it more robust. -- FIX: Disabled widgets will get updated correctly when the atlas gets replaced. -- FIX: Disabling the button on click should no longer make it get stuck in the "clicked" state. -- FIX: UICamera.lastTouchPosition is back. - -1.86: -- NEW: UIAtlas now has a "pixel size" property that affects MakePixelPerfect logic as well as sliced sprite's border size. -- FIX: UISprite will now always ensure it has a sprite to work with, if at all possible. -- FIX: UIDragPanelContents should now work correctly on mobile devices. - -1.85: -- NEW: Added Example 12: Better Scroll View. -- NEW: Added a script that can be used to efficiently drag the contents of the panel: UIDragPanelContents. -- NEW: Added a function replacement for SetActiveRecursively (NGUITools.SetActive), since the former has rare odd issues. - -1.84: -- FIX: Changed the way the font data is stored, resulting in potentially better loading performance on mobile devices. -- FIX: UIPanel.Start() should now find cameras faster. -- FIX: UIPanel will no longer use the clipping softness value unless soft clipping is actually used. -- FIX: The way click / drag was handled has been changed a bit. It should now be easier to click buttons on retina screens. -- FIX: Rebuilding an atlas was not updating fonts correctly. -- FIX: Couple of tweaks to UIAtlas and UIFont's replacement feature. - -1.83: -- NEW: Added a simple script that can save the state of the checkbox (or a group of checkboxes) to player prefs. -- FIX: A variety of minor tweaks. - -1.82: -- NEW: It's now possible to specify a "replacement" value on UIAtlas and UIFonts, making swapping of atlases and fonts a trivial matter. -- NEW: UICheckbox now has an option to allow unchecking the last item within a group. -- FIX: Most cases of FindObjectsOfTypeAll has been replaced with FindSceneObjectsOfType instead. -- FIX: UISliderColors now keeps the slider's alpha. -- FIX: Edit-time modification of UISlider's 'rawValue' in the inspector will now again visibly move the slider. -- FIX: UIWidget will no longer consider its geometry as changed every frame if there is nothing to draw (empty text labels). -- FIX: Atlas Maker will now create a new font if the name of the font doesn't match. -- OLD: NGUITools.ReplaceAtlas and Font functions have been deprecated. - -1.81: -- NEW: UIInput can now be multi-line. -- FIX: UILabel will now center-align properly again when a fixed line width was specified. -- FIX: UILabel's effect (shadow, outline) will now be affected by the label's alpha. -- FIX: UILabel's effect will now always be offset consistently, even if the scale changes. -- FIX: Changing the widget's pivot will no longer cause it to become it pixel-perfect. -- FIX: UISlider no longer requires a box collider. -- FIX: Creating sliders via the wizard will now set their full size property. - -1.80: -- NEW: You can now add a colored shadow/bevel or an outline effect to your labels via a simple checkbox. -- NEW: UICamera now has support for keyboard, joystick and controller input. -- NEW: UICamera can now control what kind of events it will process (only touch, only keyboard, etc). -- NEW: UISlider can now be adjusted via keyboard, joystick and controller input. -- NEW: UIPopupList can now be interacted with using a keyboard or controller input. -- NEW: Added a new script, UIButtonKeys that can be used to set up the UI for keyboard, joystick and controller input. -- NEW: New Example 11 shows how to set up the UI to work with the new input types. - -1.70: -- NEW: Right click stuff has been replaced by just 'lastTouchID' with added support for the middle mouse button. -- NEW: UIDragCamera now has scrolling wheel support just like UIDragObject. -- FIX: UTF8 encoding is not supported in Flash. Wrote my own binary parsing function to make Flash work. -- FIX: UILabel will now align to right and center properly when not pixel-perfect. -- FIX: UIFont.WrapText will now trim away space characters when word wrapping. -- FIX: UIFont.Print will no longer draw spaces (padding will still be applied). -- FIX: UIPopupList will highlight the correct item even when localized. -- FIX: UITable will now handle disabled children properly. -- FIX: Fixed a crash on Unity 3.5.0 (sigh!). -- FIX: Tweaked how pixel-perfect calculations work for labels. - -1.69: -- NEW: Added right-click support by simply adding an optional integer parameter to the OnClick event. -- NEW: The contents of the UIPopupList can now be localized by enabling a checkbox on it. -- NEW: You can now give the UIEventListener an optional parameter that you can retrieve later. - -1.68: -- NEW: Added a built-in Localization System. -- NEW: Added a new example (10) - Localization. -- FIX: Widgets can now be modified directly on prefabs. -- FIX: Fixed the window stuttering in example 9 (when dragging it). -- FIX: Widgets will now ensure they're under the right panel after drag & drop in the editor. -- FIX: It's now possible to visibly modify the value of the slider at edit mode. -- FIX: Scaling labels now properly rebuilds them. -- FIX: Scaling labels will no longer affect the widget bounds in odd ways. - -1.67: -- FIX: Font Maker's Replace button will now re-import the data file. -- FIX: Fixed all known issues with Undo functionality. -- FIX: Fixed all known issues with prefabs (mainly 3.5.0-related) -- FIX: Fixed clipping in Flash by adding a work-around for a bug in Flash export. -- FIX: Removed 3.5b6 work-arounds for Flash as the bug has since been fixed. - -1.66: -- NEW: Added a new script: ShaderQuality. It's used to automatically set shader level of detail as the quality level goes down. -- FIX: All examples have been updated to run properly in Flash. -- FIX: NGUI now has no warnings using Unity 3.5.0. - -1.65: -- NEW: Example 9: Quest Log shows how to make a fancy quest log. -- NEW: Added a new feature to UIPanel -- the ability to write to depth before any geometry is drawn. This doubles the draw calls but saves fillrate. -- NEW: Clicking on the items in the panel and camera tools will now select them instead of enable/disable them. -- NEW: UITable can now automatically keep its contents within the parent panel's bounds. -- NEW: New event type: OnScroll(float delta). -- FIX: FindInChildren was not named properly. It's now FindInParents. -- FIX: Eliminated most warnings on Unity 3.5. - -1.64: -- NEW: Atlas inspector window now shows "Dimensions" and "Border" instead of "Outer" and "Inner" rects. -- NEW: UIPanel now has an optional property: "showInPanelTool" that determines whether the panel will show up in the Panel Tool. -- FIX: Trimmed sprite-using fonts will now correctly trim the glyphs. -- FIX: The "inner rect" outline now uses a checker texture, making it visible regardless of sprite's color. -- FIX: Selected sprite within the UIAtlas is now persistent. -- FIX: Panel and Camera tools have been improved with additional functionality. - -1.63: -- NEW: Added a logo to all examples with some additional shiny functionality (contributed by Hjupter Cerrud). -- NEW: Label template in the Widget Tool now has a default color that will be applied to newly created labels. -- NEW: Added an option to TweenScale to automatically notify the UITable of the change. -- FIX: Updating a texture atlas saved as a non-PNG image will now update the texture correctly. -- FIX: Updating an atlas with a font sprite in it will now correctly mark all fonts using it as dirty. -- FIX: Fixed all remaining known issues with the Atlas Maker. -- FIX: Tiled Sprite will now use an inner rect rather than outer rect, letting you add some padding. -- FIX: UIButtonTween components will now set their target in Awake() rather than Start(), fixing a rare order-of-execution issue. -- FIX: UITable will now consider the item's own local scale when calculating bounds. -- DEL: "Deprecated" folder has been deleted. - -1.62: -- NEW: Added a new class -- UITable -- that can be used to organize its children into rows/columns of variable size (think HTML table). -- FIX: Font Maker will make it more obvious when you are going to overwrite a font. -- FIX: Tweener will now set its timestamp on Start(), making tweens that start playing on Play behave correctly. -- FIX: UISlicedSprite will now notice that its scale is changing and will rebuild its geometry properly. -- FIX: Atlas and Font maker will now create new atlases and fonts in the same folder as the selected items. - -1.61: -- NEW: UICheckbox.current will hold the checkbox that triggered the 'functionName' function on the 'eventReceiver'. -- FIX: UIPopupList will now place the created object onto a proper layer. - -1.60: -- NEW: Added a built-in atlas-making solution: Atlas Maker, making it possible to create atlases without leaving Unity. -- NEW: Added a tool that makes creation of fonts easier: Font Maker. Works well with the Atlas Maker. -- FIX: UIAtlasInspector will now always force the atlas texture to be of proper size whenever the material or texture packer import gets triggered. -- FIX: Removed the work-around for Flash that disabled sound, seeing the bug has been since fixed. -- FIX: Tweener has been renamed to NTweener to avoid name conflicts with HOTween. -- FIX: An assortment of minor usability tweaks. - -1.50: -- NEW: The UI is now timeScale-independent, letting you pause the game via Time.timeScale = 0. -- NEW: Added an UpdateManager class that can be used to programmatically control the order of script updates. -- NEW: NGUITools.PlaySound() now returns an AudioSource, letting you change the pitch. -- FIX: UIAtlas and UIFont now work with Textures instead of Texture2Ds, letting you use render textures. -- FIX: Typewriter effect script will now pre-wrap text before printing it. -- FIX: NGUIEditorTools.SelectedRoot() no longer considers prefabs to be valid. -- FIX: TexturePacker import will automatically strip out the ".png" extension from script names. -- FIX: Tested and working with the Flash export as of 3.5.0 f3. - -1.49: -- NEW: UIWidgets now work with Textures rather than Texture2D, making it possible to use render textures if desired. -- FIX: Rewrote the UIFont's WrapText function. It now supports wrapping of long lines properly. -- FIX: Input fields are now multi-line, and will now show the last line when typing past the label's width. -- FIX: Input fields will now update less frequently when IME or iOS/Android keyboard is used. - -1.48: -- NEW: Added a new container class -- BetterList<>. It replaced the generic List<> in many cases, eliminating GC spikes. -- FIX: Various performance-related optimizations. -- FIX: UITextList will now handle resized text labels correctly. -- FIX: Parenting and reparenting widgets will now cause their panel to get updated correctly. -- FIX: Eliminated one potential cause of widgets trying to update before being parented. - -1.47: -- NEW: Added a new example (8) showing how to create a simple menu system. -- NEW: Added an example script that adds a typewriter effect to labels. -- NEW: Added a 'text scale' property to the UIPopupList. -- FIX: UIPopupList will now choose a more appropriate depth rather than just a high number. -- FIX: UIPopupList labels' colliders will now be properly positioned on the Z. -- FIX: Fix for UISpriteAnimationInspector not handling null strings. -- FIX: Several minor fixes for rare issues (such as playing a sound with no audio listener or main camera in the scene). - -1.46: -- NEW: Added a new class (UIEventListener) that can be used to easily register event listener delegates via code without the need to create MonoBehaviours. -- NEW: Added a UIPopupList class that can be used to create drop-down lists and menus. -- NEW: Added the Popup List and Popup Menu templates to the Widget Wizard. -- NEW: UISlider can now move in increments by specifying the desired Number of Steps. -- NEW: Tutorial 11 showing how to use UIPopupLists. - -1.45: -- NEW: Text labels will center or right-align their text if such pivot was used. -- NEW: Added an inspector class for the UIImageButton. -- NEW: UIGrid now has the ability to skip deactivated game objects. -- NEW: Font sprite is now imported when the font's data is imported, and will now be automatically selected from the atlas on import. -- FIX: Making widgets pixel-perfect will now make them look crisp even if their dimensions are not even (ex: 17x17 instead of 18x18). -- FIX: Component Selector will now only show actual prefabs as recommended selections. Prefab instances aren't. -- FIX: BMFontReader was not parsing lines quite right... - -1.44: -- NEW: UIGrid can now automatically sort its children by name before positioning them. -- NEW: Added momentum and drag to UIDragCamera. -- NEW: Added the Image Button template to the Widget Tool. -- FIX: SpringPosition will now disable itself properly. -- FIX: UIImageButton will now make itself pixel-perfect after switching the sprites. -- FIX: UICamera will now always set the 'lastCamera' to be the camera that received the pressed event while the touch is held. -- FIX: UIDragObject will now drag tilted objects (windows) with a more expected result. - -1.43: -- NEW: Added the Input template to the Widget Tool. -- NEW: UIButtonMessage will now pass the button's game object as an optional parameter. -- NEW: Tweener will now pass itself as a parameter to the callWhenFinished function. -- NEW: Tweener now has an 'eventReceiver' parameter you can set for the 'callWhenFinished' function. -- FIX: Tweener will no longer disable itself if one of OnFinished SendMessage callbacks reset it. -- FIX: Updated all tutorials to use 1.42+ functionality. -- FIX: Slider will now correctly mark its foreground widget as having changed on value change. - -1.42: -- NEW: Added a new tool: Widget Creation Wizard. It replaces all "Add" functions in NGUI menu. -- NEW: Added new templates to the Widget Wizard: Button, Checkbox, Progress Bar, Slider. -- NEW: When adding widgets via the wizard, widget depth is now chosen automatically so that each new widget appears on top. -- NEW: AddWidget<> functionality is now exposed to runtime scripts (found in NGUITools). -- FIX: Widget colliders of widgets layed on top of each other are now offset by wiget's depth. -- FIX: Several minor bug fixes. - -1.41: -- NEW: Added a new tool: Camera Tool. It can be used to get a bird's eye view of your cameras and determine what draws the selected object. -- NEW: Added a new tool: Create New UI. You can use it to create an entire UI hierarchy for 2D or 3D layouts with one click of a button. -- NEW: Added a new script: UIRoot. It can be used to scale the root of your UI by 2/ScreenHeight (the opposite of UIOrthoCamera). -- NEW: The NGUI menu has been enhanced. When adding widgets, it will intelligently determine where to add them best. -- NEW: Sliced sprites now have an option to not draw the center, in case you only want the border. -- FIX: Scaling sliced sprites and tiled sprites will now correctly update them again. -- FIX: Changing the depth of the widgets will now correctly update them again. -- FIX: The unnecessary color parameter specified on the material has been removed from the shaders. - -1.40: -- NEW: Major performance improvements. The way the geometry was being created has been completely redone. -- NEW: With the new system, moving, rotating and scaling panels no longer causes widgets they're responsible for to be rebuilt. -- NEW: Panel clipping will now actually clip widgets, eliminating them from the draw buffers until they move back into view. -- NEW: Matrix parameter has been eliminated from the clip shaders as it's no longer needed with the new system. -- FIX: Work-around for a rare obscure issue caused by a bug in Unity related to instantiating widgets from prefabs (Case 439372). -- FIX: It's no longer possible to edit widgets directly on prefabs. Bring them into the scene first. -- FIX: Panel tool will now update itself on object selection. - -1.33: -- NEW: UICheckbox now has a configurable function to call. -- NEW: UICheckbox now has an animation parameter it can trigger when checked/unchecked. -- NEW: You can now play remote animations via UIButtonPlayAnimations. -- NEW: Tweener now sends out notifications when it finishes. -- NEW: Tweener now has a 'group' parameter that can be used to only enable/disable only certain tweens on the same object. -- NEW: UIButtonTween has been changed to use more descriptive properties. Check your UIButtonTweens and update their properties after upgrading. -- NEW: Examples 1, 5 and 6 have been adjusted to use the new features. -- FIX: Scrolling speed should now be consistent even at low framerates. -- FIX: Shader fixes. - -1.32: -- NEW: Added a 'thumb' parameter to the UISlider. -- NEW: Added UIForwardEvents script that can be used to forward events from one object to another. -- NEW: Added the ability to enable and disable target game objects via UIButtonTween. -- FIX: Input fields now support IME. - -1.31: -- NEW: Added a panel tool (NGUI menu -> Panel Tool) to aid with multi-panel development. -- FIX: Variety of tweaks and minor enhancements, mainly related to examples. -- FIX: UIDragObject had a rare bug with how items were springing back into place. - -1.30: -- NEW: UIPanels can now specify a clipping area (everything outside this area will not be visible). -- NEW: UIFilledSprite, best used for progress bars, sliders, etc (thanks nsxdavid). -- NEW: UISpriteAnimation for some simple sprite animation (attach to a sprite). -- NEW: UIAnchor can now specify depth offset to be used with perspective cameras. -- NEW: UIDragObject can now restrict dragging of objects to be within the panel's clipping bounds. -- NEW: UICheckbox now has an "option" field that lets you create option button groups (Tutorial 11). -- NEW: Example 7 showing how to use the clipping feature. -- NEW: Example 0 (Anchor) has been redone. -- NEW: Most tutorials and examples now explain what they do inside them. -- NEW: Added a variety of new interaction scripts replacing State scripts (UIButton series for example). -- NEW: Added a Drag Effect parameter to UIDragObject with options to add momentum and spring effects. -- FIX: UICamera.lastCamera was not pointing to the correct camera with multi-camera setups (thanks LKIM). -- FIX: UIAnchor now positions objects in the center of the ortho camera rather than at depth of 0. -- FIX: Various usability improvements. -- OLD: 'State' series of scripts have all been deprecated. - -1.28: -- NEW: Added a simple tweener and a set of tweening scripts (position, rotation, scale, and color). -- FIX: Several fixes for rare non-critical issues. -- FIX: Flash export bug work-arounds. - -1.27: -- FIX: UISlider should now work properly when centered again. -- FIX: UI should now work in Flash after LoadLevel (added some work-arounds for current bugs in the flash export). -- FIX: Sliced sprites should now look properly in Flash again (added another work-around for another bug in the Flash export). - -1.26: -- NEW: Added support for trimmed sprites (and fonts) exported via TexturePacker. -- NEW: UISlider now has horizontal and vertical styles. -- NEW: Selected widgets now have their gizmos colored green. -- FIX: UISlider now uses the collider's bounds instead of the target's bounds. -- FIX: Sliced sprite will now behave better when scaled with all pivot points, not just top-left. - -1.25: -- NEW: Added a UIGrid script that can be used to easily arrange icons into a grid. -- NEW: UIFont can now specify a UIAtlas/sprite combo instead of explicitly defining the material and pixel rect. - -1.24 -- NEW: Added character and line spacing parameters to UIFont. -- NEW: Sprites will now be sorted alphabetically, both on import and in the drop-down menu. -- NEW: NGUI menu Add* functions now automatically choose last used font and UI atlases and resize the new elements. -- FIX: UICamera will now be able to handle both mouse and touch-based input on non-mobile devices. -- FIX: 'Add Collider' menu option got semi-broken in 1.23. -- FIX: Changing the font will now correctly update the visible text while in the editor. -- Work-around for a bug in 3.5b6 Flash export. - -1.23 -- NEW: Added a pivot property to the widget class, replacing the old 'centered' flag. - -1.22 -- NEW: Example 6: Draggable Window -- FIX: UISlider will now function properly for arbitrarily scaled objects. - -1.21 -- FIX: Gizmos are now rotated properly, matching the widget's rotation. -- FIX: Labels now have gizmos properly scaled to envelop their entire content. - -1.20 -- NEW: Added the ability to generate normals and tangents for all widgets via a flag on UIPanel. -- NEW: Added a UITexture class that can be used to draw a texture without having to create an atlas. -- NEW: Example 5: Lights and Refraction. -- Moved all atlases into the Examples folder. - -1.12 -- FIX: Unicode fonts should now get imported correctly. - -1.11 -- NEW: Added a new example (4) - Chat Window. - -1.10 -- NEW: Added support for Unity 3.5 and its "export to Flash" feature. - -1.09 -- NEW: Added password fields (specified on the label) -- FIX: Working directly with atlas and font prefabs will now save their data correctly -- NEW: Showing gizmos is now an option specified on the panel -- NEW: Sprite inner rects will now be preserved on re-import -- FIX: Disabled widgets should no longer remain visible in play mode -- NEW: UICamera.lastHit will always contain the last RaycastHit made prior to sending OnClick, OnHover, and other events. - -1.08 -- NEW: Added support for multi-touch diff --git a/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt.meta b/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt.meta deleted file mode 100644 index d3a01fe..0000000 --- a/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f5c76bc91647aa4458588ee4b5d9e298 -TextScriptImporter: - 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Properties - { - _MainTex ("Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - //ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Sample the texture - half4 col = IN.color; - col.a *= tex2D(_MainTex, IN.texcoord).a; - - float2 factor = abs(IN.worldPos); - float val = 1.0 - max(factor.x, factor.y); - - // Option 1: 'if' statement - if (val < 0.0) col.a = 0.0; - - // Option 2: no 'if' statement -- may be faster on some devices - //col.a *= ceil(clamp(val, 0.0, 1.0)); - - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader.meta deleted file mode 100644 index b6128ec..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 1da6f8367fbe7454ebb850836a5ed0b0 -ShaderImporter: - 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Depth.shader deleted file mode 100644 index 091ee95..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader +++ /dev/null @@ -1,20 +0,0 @@ -Shader "Unlit/Depth" -{ - SubShader - { - Lod 100 - - Tags - { - "Queue" = "Geometry+1" - "RenderType"="Opaque" - } - - Pass - { - ZWrite On - ZTest LEqual - ColorMask 0 - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader.meta deleted file mode 100644 index adab35b..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 14ad1d2e194edae4a832ab596261ca59 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader deleted file mode 100644 index 0fbc7f7..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader +++ /dev/null @@ -1,112 +0,0 @@ -Shader "Unlit/Dynamic Font (AlphaClip)" -{ - Properties - { - _MainTex ("Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - //ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Sample the texture - //half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; - half4 col = IN.color; - col.a *= tex2D(_MainTex, IN.texcoord).a; - - float2 factor = abs(IN.worldPos); - float val = 1.0 - max(factor.x, factor.y); - - // Option 1: 'if' statement - if (val < 0.0) col.a = 0.0; - - // Option 2: no 'if' statement -- may be faster on some devices - //col.a *= ceil(clamp(val, 0.0, 1.0)); - - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader.meta deleted file mode 100644 index a8889e0..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: b1f4b562d0ebea24299650435eec3efb -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader deleted file mode 100644 index f0c2f80..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader +++ /dev/null @@ -1,109 +0,0 @@ -Shader "Unlit/Dynamic Font (SoftClip)" -{ - Properties - { - _MainTex ("Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - //ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - float2 _ClipSharpness = float2(20.0, 20.0); - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Softness factor - float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness; - - // Sample the texture - half4 col = IN.color; - col.a *= tex2D(_MainTex, IN.texcoord).a; - col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0); - - return col; - } - ENDCG - } - 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Dynamic Font.shader +++ /dev/null @@ -1,99 +0,0 @@ -Shader "Unlit/Dynamic Font" -{ - Properties - { - _MainTex ("Alpha (A)", 2D) = "white" {} - } - SubShader - { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - Offset -1, -1 - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - struct appdata_t - { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - sampler2D _MainTex; - uniform float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); - return o; - } - - fixed4 frag (v2f i) : COLOR - { - fixed4 col = i.color; - col.a *= tex2D(_MainTex, i.texcoord).a; - return col; - } - ENDCG - } - } - - SubShader - { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - Lighting Off - Cull Off - ZTest Always - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - - BindChannels - { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - Pass - { - SetTexture [_MainTex] - { - constantColor [_Color] combine constant * primary, constant * texture - } - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader.meta deleted file mode 100644 index ff43f2a..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 0116e799c8f4dc14a8a8b352845455d1 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader deleted file mode 100644 index a8e9ebf..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader +++ /dev/null @@ -1,106 +0,0 @@ -Shader "Unlit/Masked Colored" -{ - Properties - { - _MainTex ("Base (RGB) Mask (A)", 2D) = "white" {} - _Color ("Tint Color", Color) = (1,1,1,1) - } - - SubShader - { - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - LOD 200 - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - Blend Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - sampler2D _MainTex; - fixed4 _Color; - - struct appdata_t - { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - fixed4 frag (v2f i) : COLOR - { - half4 col = tex2D(_MainTex, i.texcoord) * i.color; - return half4( lerp(col.rgb, col.rgb * _Color.rgb, col.a), col.a ); - } - ENDCG - } - } - - SubShader - { - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - LOD 100 - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend Off - - Pass - { - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - - SetTexture [_MainTex] - { - ConstantColor [_Color] - Combine Previous * Constant - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader.meta deleted file mode 100644 index 27b281f..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: f9585a629f3ca7a41863121f0b99af20 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader deleted file mode 100644 index 5958e59..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader +++ /dev/null @@ -1,111 +0,0 @@ -Shader "Unlit/Premultiplied Colored (AlphaClip)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - AlphaTest Off - Fog { Mode Off } - Offset -1, -1 - ColorMask RGB - Blend One OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Sample the texture - half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; - - float2 factor = abs(IN.worldPos); - float val = 1.0 - max(factor.x, factor.y); - - // Option 1: 'if' statement - if (val < 0.0) col = half4(0.0, 0.0, 0.0, 0.0); - - // Option 2: no 'if' statement -- may be faster on some devices - //col *= ceil(clamp(val, 0.0, 1.0)); - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - AlphaTest Off - Fog { Mode Off } - Offset -1, -1 - ColorMask RGB - Blend One OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader.meta deleted file mode 100644 index 2634704..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: a33cb394358c5814ab9a2a098384df3b -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader deleted file mode 100644 index 2f5e5fa..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader +++ /dev/null @@ -1,109 +0,0 @@ -Shader "Unlit/Premultiplied Colored (SoftClip)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - AlphaTest Off - Fog { Mode Off } - Offset -1, -1 - ColorMask RGB - Blend One OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - float2 _ClipSharpness = float2(20.0, 20.0); - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Softness factor - float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness; - - // Sample the texture - half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; - float fade = clamp( min(factor.x, factor.y), 0.0, 1.0); - col.a *= fade; - col.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, fade); - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - AlphaTest Off - Fog { Mode Off } - Offset -1, -1 - ColorMask RGB - Blend One OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader.meta deleted file mode 100644 index be27da6..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 93c84009f8f004b4f84697c8cb12dd63 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader deleted file mode 100644 index 9f5380b..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader +++ /dev/null @@ -1,100 +0,0 @@ -Shader "Unlit/Premultiplied Colored" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - AlphaTest Off - Fog { Mode Off } - Offset -1, -1 - ColorMask RGB - Blend One OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - return o; - } - - half4 frag (v2f IN) : COLOR - { - half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; - //col.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, col.a); - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - AlphaTest Off - Fog { Mode Off } - Offset -1, -1 - ColorMask RGB - Blend One OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta deleted file mode 100644 index ac818b3..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: ed5591596df551e4c8f4b05ce88a7a07 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader deleted file mode 100644 index a3344a0..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader +++ /dev/null @@ -1,110 +0,0 @@ -Shader "Unlit/Transparent Colored (AlphaClip)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Sample the texture - half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; - - float2 factor = abs(IN.worldPos); - float val = 1.0 - max(factor.x, factor.y); - - // Option 1: 'if' statement - if (val < 0.0) col.a = 0.0; - - // Option 2: no 'if' statement -- may be faster on some devices - //col.a *= ceil(clamp(val, 0.0, 1.0)); - - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader.meta deleted file mode 100644 index 075a008..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 705e3be56bcded34a85b8cd6b21f03d0 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader deleted file mode 100644 index 7ab602d..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader +++ /dev/null @@ -1,80 +0,0 @@ -Shader "Unlit/Transparent Colored (Packed) (AlphaClip)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - half4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - half4 mask = tex2D(_MainTex, IN.texcoord); - half4 mixed = saturate(ceil(IN.color - 0.5)); - half4 col = saturate((mixed * 0.51 - IN.color) / -0.49); - float2 factor = abs(IN.worldPos); - float val = 1.0 - max(factor.x, factor.y); - - if (val < 0.0) col.a = 0.0; - mask *= mixed; - col.a *= mask.r + mask.g + mask.b + mask.a; - return col; - } - ENDCG - } - } - Fallback Off -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader.meta deleted file mode 100644 index e63a786..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 8705eb83ab801c74b8876f4b901d4587 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader deleted file mode 100644 index c4a9004..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader +++ /dev/null @@ -1,80 +0,0 @@ -Shader "Unlit/Transparent Colored (Packed) (SoftClip)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - half4 _MainTex_ST; - float2 _ClipSharpness = float2(20.0, 20.0); - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - half4 mask = tex2D(_MainTex, IN.texcoord); - half4 mixed = saturate(ceil(IN.color - 0.5)); - half4 col = saturate((mixed * 0.51 - IN.color) / -0.49); - float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness; - - mask *= mixed; - col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0); - col.a *= mask.r + mask.g + mask.b + mask.a; - return col; - } - ENDCG - } - } - Fallback Off -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader.meta deleted file mode 100644 index b12cedb..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 182695e850938314fa6675a8926ad9ee -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader deleted file mode 100644 index 5d091b7..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader +++ /dev/null @@ -1,75 +0,0 @@ -Shader "Unlit/Transparent Colored (Packed)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - half4 _MainTex_ST; - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - return o; - } - - half4 frag (v2f IN) : COLOR - { - half4 mask = tex2D(_MainTex, IN.texcoord); - half4 mixed = saturate(ceil(IN.color - 0.5)); - half4 col = saturate((mixed * 0.51 - IN.color) / -0.49); - - mask *= mixed; - col.a *= mask.r + mask.g + mask.b + mask.a; - return col; - } - ENDCG - } - } - Fallback Off -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader.meta deleted file mode 100644 index 5a90bc3..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: f3fd145b191cf4040ac6b55cda352a53 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader deleted file mode 100644 index 2e5dd1a..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader +++ /dev/null @@ -1,107 +0,0 @@ -Shader "Unlit/Transparent Colored (SoftClip)" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 200 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Offset -1, -1 - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - float4 _MainTex_ST; - float2 _ClipSharpness = float2(20.0, 20.0); - - struct appdata_t - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : POSITION; - half4 color : COLOR; - float2 texcoord : TEXCOORD0; - float2 worldPos : TEXCOORD1; - }; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.color = v.color; - o.texcoord = v.texcoord; - o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex); - return o; - } - - half4 frag (v2f IN) : COLOR - { - // Softness factor - float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness; - - // Sample the texture - half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; - col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0); - return col; - } - ENDCG - } - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Pass - { - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - ColorMask RGB - AlphaTest Greater .01 - Blend SrcAlpha OneMinusSrcAlpha - ColorMaterial AmbientAndDiffuse - - SetTexture [_MainTex] - { - Combine Texture * Primary - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader.meta deleted file mode 100644 index 3c2352f..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 065e02ce5c5ec66429de34a0eabdf3f1 -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader deleted file mode 100644 index 997bd37..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader +++ /dev/null @@ -1,68 +0,0 @@ -Shader "Unlit/Transparent Colored" -{ - Properties - { - _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} - } - - SubShader - { - LOD 100 - - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - Offset -1, -1 - Blend SrcAlpha OneMinusSrcAlpha - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata_t - { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - fixed4 color : COLOR; - }; - - struct v2f - { - float4 vertex : SV_POSITION; - half2 texcoord : TEXCOORD0; - fixed4 color : COLOR; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - o.color = v.color; - return o; - } - - fixed4 frag (v2f i) : COLOR - { - fixed4 col = tex2D(_MainTex, i.texcoord) * i.color; - return col; - } - ENDCG - } - } -} diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader.meta deleted file mode 100644 index 7560af4..0000000 --- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: e75727d9555d9d14ca51d91908c681bc -ShaderImporter: - defaultTextures: [] - userData: diff --git a/Assets/Libraries/NGUI/Scripts.meta b/Assets/Libraries/NGUI/Scripts.meta deleted file mode 100644 index 931a204..0000000 --- a/Assets/Libraries/NGUI/Scripts.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: af25cd26c99f6e8428bfa6573f05d74e -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor.meta b/Assets/Libraries/NGUI/Scripts/Editor.meta deleted file mode 100644 index bb3f059..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 29136b1a63711a141bcfc47c02e4c3a1 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs b/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs deleted file mode 100644 index 076e770..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs +++ /dev/null @@ -1,164 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Text; - -/// -/// Helper class that takes care of loading BMFont's glyph information from the specified byte array. -/// This functionality is not a part of BMFont anymore because Flash export option can't handle System.IO functions. -/// - -public static class BMFontReader -{ - /// - /// Helper function that retrieves the string value of the key=value pair. - /// - - static string GetString (string s) - { - int idx = s.IndexOf('='); - return (idx == -1) ? "" : s.Substring(idx + 1); - } - - /// - /// Helper function that retrieves the integer value of the key=value pair. - /// - - static int GetInt (string s) - { - int val = 0; - string text = GetString(s); -#if UNITY_FLASH - try { val = int.Parse(text); } catch (System.Exception) { } -#else - int.TryParse(text, out val); -#endif - return val; - } - - /// - /// Reload the font data. - /// - - static public void Load (BMFont font, string name, byte[] bytes) - { - font.Clear(); - - if (bytes != null) - { - ByteReader reader = new ByteReader(bytes); - char[] separator = new char[] { ' ' }; - - while (reader.canRead) - { - string line = reader.ReadLine(); - if (string.IsNullOrEmpty(line)) break; - string[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries); - int len = split.Length; - - if (split[0] == "char") - { - // Expected data style: - // char id=13 x=506 y=62 width=3 height=3 xoffset=-1 yoffset=50 xadvance=0 page=0 chnl=15 - - int channel = (len > 10) ? GetInt(split[10]) : 15; - - if (len > 9 && GetInt(split[9]) > 0) - { - Debug.LogError("Your font was exported with more than one texture. Only one texture is supported by NGUI.\n" + - "You need to re-export your font, enlarging the texture's dimensions until everything fits into just one texture."); - break; - } - - if (len > 8) - { - int id = GetInt(split[1]); - BMGlyph glyph = font.GetGlyph(id, true); - - if (glyph != null) - { - glyph.x = GetInt(split[2]); - glyph.y = GetInt(split[3]); - glyph.width = GetInt(split[4]); - glyph.height = GetInt(split[5]); - glyph.offsetX = GetInt(split[6]); - glyph.offsetY = GetInt(split[7]); - glyph.advance = GetInt(split[8]); - glyph.channel = channel; - } - else Debug.Log("Char: " + split[1] + " (" + id + ") is NULL"); - } - else - { - Debug.LogError("Unexpected number of entries for the 'char' field (" + name + ", " + split.Length + "):\n" + line); - break; - } - } - else if (split[0] == "kerning") - { - // Expected data style: - // kerning first=84 second=244 amount=-5 - - if (len > 3) - { - int first = GetInt(split[1]); - int second = GetInt(split[2]); - int amount = GetInt(split[3]); - - BMGlyph glyph = font.GetGlyph(second, true); - if (glyph != null) glyph.SetKerning(first, amount); - } - else - { - Debug.LogError("Unexpected number of entries for the 'kerning' field (" + - name + ", " + split.Length + "):\n" + line); - break; - } - } - else if (split[0] == "common") - { - // Expected data style: - // common lineHeight=64 base=51 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=1 redChnl=4 greenChnl=4 blueChnl=4 - - if (len > 5) - { - font.charSize = GetInt(split[1]); - font.baseOffset = GetInt(split[2]); - font.texWidth = GetInt(split[3]); - font.texHeight = GetInt(split[4]); - - int pages = GetInt(split[5]); - - if (pages != 1) - { - Debug.LogError("Font '" + name + "' must be created with only 1 texture, not " + pages); - break; - } - } - else - { - Debug.LogError("Unexpected number of entries for the 'common' field (" + - name + ", " + split.Length + "):\n" + line); - break; - } - } - else if (split[0] == "page") - { - // Expected data style: - // page id=0 file="textureName.png" - - if (len > 2) - { - font.spriteName = GetString(split[2]).Replace("\"", ""); - font.spriteName = font.spriteName.Replace(".png", ""); - font.spriteName = font.spriteName.Replace(".tga", ""); - } - } - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs.meta deleted file mode 100644 index 60a513a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8e158bb7b8285214086ac67290f0cecd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs b/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs deleted file mode 100644 index 396492c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs +++ /dev/null @@ -1,157 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// EditorGUILayout.ObjectField doesn't support custom components, so a custom wizard saves the day. -/// Unfortunately this tool only shows components that are being used by the scene, so it's a "recently used" selection tool. -/// - -public class ComponentSelector : ScriptableWizard -{ - public delegate void OnSelectionCallback (MonoBehaviour obj); - - System.Type mType; - OnSelectionCallback mCallback; - MonoBehaviour[] mObjects; - - /// - /// Draw a button + object selection combo filtering specified types. - /// - - static public void Draw (string buttonName, T obj, OnSelectionCallback cb, params GUILayoutOption[] options) where T : MonoBehaviour - { - GUILayout.BeginHorizontal(); - bool show = GUILayout.Button(buttonName, "DropDownButton", GUILayout.Width(76f)); - GUILayout.BeginVertical(); - GUILayout.Space(5f); - - T o = EditorGUILayout.ObjectField(obj, typeof(T), false, options) as T; - GUILayout.EndVertical(); - - if (o != null && Selection.activeObject != o.gameObject && GUILayout.Button("Edit", GUILayout.Width(40f))) - { - Selection.activeObject = o.gameObject; - } - GUILayout.EndHorizontal(); - if (show) Show(cb); - else if (o != obj) cb(o); - } - - /// - /// Draw a button + object selection combo filtering specified types. - /// - - static public void Draw (T obj, OnSelectionCallback cb, params GUILayoutOption[] options) where T : MonoBehaviour - { - Draw(NGUITools.GetName(), obj, cb, options); - } - - /// - /// Show the selection wizard. - /// - - static void Show (OnSelectionCallback cb) where T : MonoBehaviour - { - System.Type type = typeof(T); - ComponentSelector comp = ScriptableWizard.DisplayWizard("Select " + type.ToString()); - comp.mType = type; - comp.mCallback = cb; - comp.mObjects = Resources.FindObjectsOfTypeAll(type) as MonoBehaviour[]; - } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - EditorGUIUtility.LookLikeControls(80f); - GUILayout.Label("Recently used components", "LODLevelNotifyText"); - NGUIEditorTools.DrawSeparator(); - - if (mObjects.Length == 0) - { - EditorGUILayout.HelpBox("No recently used " + mType.ToString() + " components found.\nTry drag & dropping one instead, or creating a new one.", MessageType.Info); - - bool isDone = false; - - EditorGUILayout.Space(); - GUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - - if (mType == typeof(UIFont)) - { - if (GUILayout.Button("Open the Font Maker", GUILayout.Width(150f))) - { - EditorWindow.GetWindow(false, "Font Maker", true); - isDone = true; - } - } - else if (mType == typeof(UIAtlas)) - { - if (GUILayout.Button("Open the Atlas Maker", GUILayout.Width(150f))) - { - EditorWindow.GetWindow(false, "Atlas Maker", true); - isDone = true; - } - } - - GUILayout.FlexibleSpace(); - GUILayout.EndHorizontal(); - if (isDone) Close(); - } - else - { - MonoBehaviour sel = null; - - foreach (MonoBehaviour o in mObjects) - { - if (DrawObject(o)) - { - sel = o; - } - } - - if (sel != null) - { - mCallback(sel); - Close(); - } - } - } - - /// - /// Draw details about the specified monobehavior in column format. - /// - - bool DrawObject (MonoBehaviour mb) - { - bool retVal = false; - - GUILayout.BeginHorizontal(); - { - if (EditorUtility.IsPersistent(mb.gameObject)) - { - GUILayout.Label("Prefab", "AS TextArea", GUILayout.Width(80f), GUILayout.Height(20f)); - } - else - { - GUI.color = Color.grey; - GUILayout.Label("Object", "AS TextArea", GUILayout.Width(80f), GUILayout.Height(20f)); - } - - GUILayout.Label(NGUITools.GetHierarchy(mb.gameObject), "AS TextArea", GUILayout.Height(20f)); - GUI.color = Color.white; - - retVal = GUILayout.Button("Select", "ButtonLeft", GUILayout.Width(60f), GUILayout.Height(16f)); - } - GUILayout.EndHorizontal(); - return retVal; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs.meta deleted file mode 100644 index 339ddd2..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a5a2a079a3e532341bc353243c67d9be -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs deleted file mode 100644 index 3b9ceb6..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs +++ /dev/null @@ -1,1095 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// Tools for the editor -/// - -public class NGUIEditorTools -{ - static Texture2D mWhiteTex; - static Texture2D mBackdropTex; - static Texture2D mContrastTex; - static Texture2D mGradientTex; - static GameObject mPrevious; - - /// - /// Returns a blank usable 1x1 white texture. - /// - - static public Texture2D blankTexture - { - get - { - return EditorGUIUtility.whiteTexture; - } - } - - /// - /// Returns a usable texture that looks like a dark checker board. - /// - - static public Texture2D backdropTexture - { - get - { - if (mBackdropTex == null) mBackdropTex = CreateCheckerTex( - new Color(0.1f, 0.1f, 0.1f, 0.5f), - new Color(0.2f, 0.2f, 0.2f, 0.5f)); - return mBackdropTex; - } - } - - /// - /// Returns a usable texture that looks like a high-contrast checker board. - /// - - static public Texture2D contrastTexture - { - get - { - if (mContrastTex == null) mContrastTex = CreateCheckerTex( - new Color(0f, 0.0f, 0f, 0.5f), - new Color(1f, 1f, 1f, 0.5f)); - return mContrastTex; - } - } - - /// - /// Gradient texture is used for title bars / headers. - /// - - static public Texture2D gradientTexture - { - get - { - if (mGradientTex == null) mGradientTex = CreateGradientTex(); - return mGradientTex; - } - } - - /// - /// Create a white dummy texture. - /// - - static Texture2D CreateDummyTex () - { - Texture2D tex = new Texture2D(1, 1); - tex.name = "[Generated] Dummy Texture"; - tex.hideFlags = HideFlags.DontSave; - tex.filterMode = FilterMode.Point; - tex.SetPixel(0, 0, Color.white); - tex.Apply(); - return tex; - } - - /// - /// Create a checker-background texture - /// - - static Texture2D CreateCheckerTex (Color c0, Color c1) - { - Texture2D tex = new Texture2D(16, 16); - tex.name = "[Generated] Checker Texture"; - tex.hideFlags = HideFlags.DontSave; - - for (int y = 0; y < 8; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c1); - for (int y = 8; y < 16; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c0); - for (int y = 0; y < 8; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c0); - for (int y = 8; y < 16; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c1); - - tex.Apply(); - tex.filterMode = FilterMode.Point; - return tex; - } - - /// - /// Create a gradient texture - /// - - static Texture2D CreateGradientTex () - { - Texture2D tex = new Texture2D(1, 16); - tex.name = "[Generated] Gradient Texture"; - tex.hideFlags = HideFlags.DontSave; - - Color c0 = new Color(1f, 1f, 1f, 0f); - Color c1 = new Color(1f, 1f, 1f, 0.4f); - - for (int i = 0; i < 16; ++i) - { - float f = Mathf.Abs((i / 15f) * 2f - 1f); - f *= f; - tex.SetPixel(0, i, Color.Lerp(c0, c1, f)); - } - - tex.Apply(); - tex.filterMode = FilterMode.Bilinear; - return tex; - } - - /// - /// Draws the tiled texture. Like GUI.DrawTexture() but tiled instead of stretched. - /// - - static public void DrawTiledTexture (Rect rect, Texture tex) - { - GUI.BeginGroup(rect); - { - int width = Mathf.RoundToInt(rect.width); - int height = Mathf.RoundToInt(rect.height); - - for (int y = 0; y < height; y += tex.height) - { - for (int x = 0; x < width; x += tex.width) - { - GUI.DrawTexture(new Rect(x, y, tex.width, tex.height), tex); - } - } - } - GUI.EndGroup(); - } - - /// - /// Draw a single-pixel outline around the specified rectangle. - /// - - static public void DrawOutline (Rect rect) - { - if (Event.current.type == EventType.Repaint) - { - Texture2D tex = contrastTexture; - GUI.color = Color.white; - DrawTiledTexture(new Rect(rect.xMin, rect.yMax, 1f, -rect.height), tex); - DrawTiledTexture(new Rect(rect.xMax, rect.yMax, 1f, -rect.height), tex); - DrawTiledTexture(new Rect(rect.xMin, rect.yMin, rect.width, 1f), tex); - DrawTiledTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), tex); - } - } - - /// - /// Draw a single-pixel outline around the specified rectangle. - /// - - static public void DrawOutline (Rect rect, Color color) - { - if (Event.current.type == EventType.Repaint) - { - Texture2D tex = blankTexture; - GUI.color = color; - GUI.DrawTexture(new Rect(rect.xMin, rect.yMin, 1f, rect.height), tex); - GUI.DrawTexture(new Rect(rect.xMax, rect.yMin, 1f, rect.height), tex); - GUI.DrawTexture(new Rect(rect.xMin, rect.yMin, rect.width, 1f), tex); - GUI.DrawTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), tex); - GUI.color = Color.white; - } - } - - /// - /// Draw a selection outline around the specified rectangle. - /// - - static public void DrawOutline (Rect rect, Rect relative, Color color) - { - if (Event.current.type == EventType.Repaint) - { - // Calculate where the outer rectangle would be - float x = rect.xMin + rect.width * relative.xMin; - float y = rect.yMax - rect.height * relative.yMin; - float width = rect.width * relative.width; - float height = -rect.height * relative.height; - relative = new Rect(x, y, width, height); - - // Draw the selection - DrawOutline(relative, color); - } - } - - /// - /// Draw a selection outline around the specified rectangle. - /// - - static public void DrawOutline (Rect rect, Rect relative) - { - if (Event.current.type == EventType.Repaint) - { - // Calculate where the outer rectangle would be - float x = rect.xMin + rect.width * relative.xMin; - float y = rect.yMax - rect.height * relative.yMin; - float width = rect.width * relative.width; - float height = -rect.height * relative.height; - relative = new Rect(x, y, width, height); - - // Draw the selection - DrawOutline(relative); - } - } - - /// - /// Draw a 9-sliced outline. - /// - - static public void DrawOutline (Rect rect, Rect outer, Rect inner) - { - if (Event.current.type == EventType.Repaint) - { - Color green = new Color(0.4f, 1f, 0f, 1f); - - DrawOutline(rect, new Rect(outer.x, inner.y, outer.width, inner.height)); - DrawOutline(rect, new Rect(inner.x, outer.y, inner.width, outer.height)); - DrawOutline(rect, outer, green); - } - } - - /// - /// Draw a checkered background for the specified texture. - /// - - static public Rect DrawBackground (Texture2D tex, float ratio) - { - Rect rect = GUILayoutUtility.GetRect(0f, 0f); - rect.width = Screen.width - rect.xMin; - rect.height = rect.width * ratio; - GUILayout.Space(rect.height); - - if (Event.current.type == EventType.Repaint) - { - Texture2D blank = blankTexture; - Texture2D check = backdropTexture; - - // Lines above and below the texture rectangle - GUI.color = new Color(0f, 0f, 0f, 0.2f); - GUI.DrawTexture(new Rect(rect.xMin, rect.yMin - 1, rect.width, 1f), blank); - GUI.DrawTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), blank); - GUI.color = Color.white; - - // Checker background - DrawTiledTexture(rect, check); - } - return rect; - } - - /// - /// Draw a visible separator in addition to adding some padding. - /// - - static public void DrawSeparator () - { - GUILayout.Space(12f); - - if (Event.current.type == EventType.Repaint) - { - Texture2D tex = blankTexture; - Rect rect = GUILayoutUtility.GetLastRect(); - GUI.color = new Color(0f, 0f, 0f, 0.25f); - GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 4f), tex); - GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 1f), tex); - GUI.DrawTexture(new Rect(0f, rect.yMin + 9f, Screen.width, 1f), tex); - GUI.color = Color.white; - } - } - - /// - /// Draw a distinctly different looking header label - /// - - //static public Rect DrawHeader (string text) - //{ - // GUILayout.Space(28f); - // Rect rect = GUILayoutUtility.GetLastRect(); - // rect.yMin += 5f; - // rect.yMax -= 4f; - // rect.width = Screen.width; - - // if (Event.current.type == EventType.Repaint) - // { - // GUI.color = Color.black; - // GUI.DrawTexture(new Rect(0f, rect.yMin, Screen.width, rect.yMax - rect.yMin), gradientTexture); - // GUI.color = new Color(0f, 0f, 0f, 0.25f); - // GUI.DrawTexture(new Rect(0f, rect.yMin, Screen.width, 1f), blankTexture); - // GUI.DrawTexture(new Rect(0f, rect.yMax - 1, Screen.width, 1f), blankTexture); - // GUI.color = Color.white; - // GUI.Label(new Rect(rect.x + 4f, rect.y, rect.width - 4, rect.height), text, EditorStyles.boldLabel); - // } - // return rect; - //} - - /// - /// Convenience function that displays a list of sprites and returns the selected value. - /// - - static public string DrawList (string field, string[] list, string selection, params GUILayoutOption[] options) - { - if (list != null && list.Length > 0) - { - int index = 0; - if (string.IsNullOrEmpty(selection)) selection = list[0]; - - // We need to find the sprite in order to have it selected - if (!string.IsNullOrEmpty(selection)) - { - for (int i = 0; i < list.Length; ++i) - { - if (selection.Equals(list[i], System.StringComparison.OrdinalIgnoreCase)) - { - index = i; - break; - } - } - } - - // Draw the sprite selection popup - index = string.IsNullOrEmpty(field) ? - EditorGUILayout.Popup(index, list, options) : - EditorGUILayout.Popup(field, index, list, options); - - return list[index]; - } - return null; - } - - /// - /// Convenience function that displays a list of sprites and returns the selected value. - /// - - static public string DrawAdvancedList (string field, string[] list, string selection, params GUILayoutOption[] options) - { - if (list != null && list.Length > 0) - { - int index = 0; - if (string.IsNullOrEmpty(selection)) selection = list[0]; - - // We need to find the sprite in order to have it selected - if (!string.IsNullOrEmpty(selection)) - { - for (int i = 0; i < list.Length; ++i) - { - if (selection.Equals(list[i], System.StringComparison.OrdinalIgnoreCase)) - { - index = i; - break; - } - } - } - - // Draw the sprite selection popup - index = string.IsNullOrEmpty(field) ? - EditorGUILayout.Popup(index, list, "DropDownButton", options) : - EditorGUILayout.Popup(field, index, list, "DropDownButton", options); - - return list[index]; - } - return null; - } - - /// - /// Helper function that returns the selected root object. - /// - - static public GameObject SelectedRoot () { return SelectedRoot(false); } - - /// - /// Helper function that returns the selected root object. - /// - - static public GameObject SelectedRoot (bool createIfMissing) - { - GameObject go = Selection.activeGameObject; - - // Only use active objects - if (go != null && !NGUITools.GetActive(go)) go = null; - - // Try to find a panel - UIPanel p = (go != null) ? NGUITools.FindInParents(go) : null; - - // No selection? Try to find the root automatically - if (p == null) - { - UIPanel[] panels = NGUITools.FindActive(); - if (panels.Length > 0) go = panels[0].gameObject; - } - - // Now find the first uniformly scaled object - if (go != null) - { - Transform t = go.transform; - - // Find the first uniformly scaled object - while (!Mathf.Approximately(t.localScale.x, t.localScale.y) || - !Mathf.Approximately(t.localScale.x, t.localScale.z)) - { - t = t.parent; - if (t == null) return (p != null) ? p.gameObject : null; - else go = t.gameObject; - } - } - - if (createIfMissing && go == null) - { - // No object specified -- find the first panel - if (go == null) - { - UIPanel panel = GameObject.FindObjectOfType(typeof(UIPanel)) as UIPanel; - if (panel != null) go = panel.gameObject; - } - - // No UI present -- create a new one - if (go == null) go = UICreateNewUIWizard.CreateNewUI(); - } - return go; - } - - /// - /// Helper function that checks to see if this action would break the prefab connection. - /// - - static public bool WillLosePrefab (GameObject root) - { - if (root == null) return false; - - if (root.transform != null) - { - // Check if the selected object is a prefab instance and display a warning - PrefabType type = PrefabUtility.GetPrefabType(root); - - if (type == PrefabType.PrefabInstance) - { - return EditorUtility.DisplayDialog("Losing prefab", - "This action will lose the prefab connection. Are you sure you wish to continue?", - "Continue", "Cancel"); - } - } - return true; - } - - /// - /// Change the import settings of the specified texture asset, making it readable. - /// - - static bool MakeTextureReadable (string path, bool force) - { - if (string.IsNullOrEmpty(path)) return false; - TextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter; - if (ti == null) return false; - - TextureImporterSettings settings = new TextureImporterSettings(); - ti.ReadTextureSettings(settings); - - if (force || - settings.mipmapEnabled || - !settings.readable || - settings.maxTextureSize < 4096 || - settings.filterMode != FilterMode.Point || - settings.wrapMode != TextureWrapMode.Clamp || - settings.npotScale != TextureImporterNPOTScale.None) - { - settings.mipmapEnabled = false; - settings.readable = true; - settings.maxTextureSize = 4096; - settings.textureFormat = TextureImporterFormat.ARGB32; - settings.filterMode = FilterMode.Point; - settings.wrapMode = TextureWrapMode.Clamp; - settings.npotScale = TextureImporterNPOTScale.None; - - ti.SetTextureSettings(settings); - AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport); - } - return true; - } - - /// - /// Change the import settings of the specified texture asset, making it suitable to be used as a texture atlas. - /// - - static bool MakeTextureAnAtlas (string path, bool force) - { - if (string.IsNullOrEmpty(path)) return false; - TextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter; - if (ti == null) return false; - - TextureImporterSettings settings = new TextureImporterSettings(); - ti.ReadTextureSettings(settings); - - if (force || - settings.readable || - settings.maxTextureSize < 4096 || - settings.wrapMode != TextureWrapMode.Clamp || - settings.npotScale != TextureImporterNPOTScale.ToNearest) - { - //settings.mipmapEnabled = true; - settings.readable = false; - settings.maxTextureSize = 4096; - settings.textureFormat = TextureImporterFormat.RGBA32; - settings.filterMode = FilterMode.Trilinear; - settings.aniso = 4; - settings.wrapMode = TextureWrapMode.Clamp; - settings.npotScale = TextureImporterNPOTScale.ToNearest; - - ti.SetTextureSettings(settings); - AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport); - } - return true; - } - - /// - /// Fix the import settings for the specified texture, re-importing it if necessary. - /// - - static public Texture2D ImportTexture (string path, bool forInput, bool force) - { - if (!string.IsNullOrEmpty(path)) - { - if (forInput) { if (!MakeTextureReadable(path, force)) return null; } - else if (!MakeTextureAnAtlas(path, force)) return null; - //return AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D; - - Texture2D tex = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D; - AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); - return tex; - } - return null; - } - - /// - /// Fix the import settings for the specified texture, re-importing it if necessary. - /// - - static public Texture2D ImportTexture (Texture tex, bool forInput, bool force) - { - if (tex != null) - { - string path = AssetDatabase.GetAssetPath(tex.GetInstanceID()); - return ImportTexture(path, forInput, force); - } - return null; - } - - /// - /// Figures out the saveable filename for the texture of the specified atlas. - /// - - static public string GetSaveableTexturePath (UIAtlas atlas) - { - // Path where the texture atlas will be saved - string path = ""; - - // If the atlas already has a texture, overwrite its texture - if (atlas.texture != null) - { - path = AssetDatabase.GetAssetPath(atlas.texture.GetInstanceID()); - - if (!string.IsNullOrEmpty(path)) - { - int dot = path.LastIndexOf('.'); - return path.Substring(0, dot) + ".png"; - } - } - - // No texture to use -- figure out a name using the atlas - path = AssetDatabase.GetAssetPath(atlas.GetInstanceID()); - path = string.IsNullOrEmpty(path) ? "Assets/" + atlas.name + ".png" : path.Replace(".prefab", ".png"); - return path; - } - - /// - /// Helper function that returns the folder where the current selection resides. - /// - - static public string GetSelectionFolder () - { - if (Selection.activeObject != null) - { - string path = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID()); - - if (!string.IsNullOrEmpty(path)) - { - int dot = path.LastIndexOf('.'); - int slash = Mathf.Max(path.LastIndexOf('/'), path.LastIndexOf('\\')); - if (slash > 0) return (dot > slash) ? path.Substring(0, slash + 1) : path + "/"; - } - } - return "Assets/"; - } - - /// - /// Struct type for the integer vector field below. - /// - - public struct IntVector - { - public int x; - public int y; - } - - /// - /// Integer vector field. - /// - - static public IntVector IntPair (string prefix, string leftCaption, string rightCaption, int x, int y) - { - GUILayout.BeginHorizontal(); - - if (string.IsNullOrEmpty(prefix)) - { - GUILayout.Space(82f); - } - else - { - GUILayout.Label(prefix, GUILayout.Width(74f)); - } - - EditorGUIUtility.LookLikeControls(48f); - - IntVector retVal; - retVal.x = EditorGUILayout.IntField(leftCaption, x, GUILayout.MinWidth(30f)); - retVal.y = EditorGUILayout.IntField(rightCaption, y, GUILayout.MinWidth(30f)); - - EditorGUIUtility.LookLikeControls(80f); - - GUILayout.EndHorizontal(); - return retVal; - } - - /// - /// Integer rectangle field. - /// - - static public Rect IntRect (string prefix, Rect rect) - { - int left = Mathf.RoundToInt(rect.xMin); - int top = Mathf.RoundToInt(rect.yMin); - int width = Mathf.RoundToInt(rect.width); - int height = Mathf.RoundToInt(rect.height); - - NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair(prefix, "Left", "Top", left, top); - NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Width", "Height", width, height); - - return new Rect(a.x, a.y, b.x, b.y); - } - - /// - /// Integer vector field. - /// - - static public Vector4 IntPadding (string prefix, Vector4 v) - { - int left = Mathf.RoundToInt(v.x); - int top = Mathf.RoundToInt(v.y); - int right = Mathf.RoundToInt(v.z); - int bottom = Mathf.RoundToInt(v.w); - - NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair(prefix, "Left", "Top", left, top); - NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Right", "Bottom", right, bottom); - - return new Vector4(a.x, a.y, b.x, b.y); - } - - /// - /// Create an undo point for the specified objects. - /// - - static public void RegisterUndo (string name, params Object[] objects) - { - if (objects != null && objects.Length > 0) - { - foreach (Object obj in objects) - { - if (obj == null) continue; - Undo.RegisterUndo(obj, name); - EditorUtility.SetDirty(obj); - } - } - else - { - Undo.RegisterSceneUndo(name); - } - } - - /// - /// Find all scene components, active or inactive. - /// - - static public List FindInScene () where T : Component - { - T[] comps = Resources.FindObjectsOfTypeAll(typeof(T)) as T[]; - - List list = new List(); - - foreach (T comp in comps) - { - if (comp.gameObject.hideFlags == 0) - { - string path = AssetDatabase.GetAssetPath(comp.gameObject); - if (string.IsNullOrEmpty(path)) list.Add(comp); - } - } - return list; - } - - /// - /// Draw the specified sprite. - /// - - public static void DrawSprite (Texture2D tex, Rect rect, Rect outer, Rect inner, Rect uv, Color color) - { - DrawSprite(tex, rect, outer, inner, uv, color, null); - } - - /// - /// Draw the specified sprite. - /// - - public static void DrawSprite (Texture2D tex, Rect rect, Rect outer, Rect inner, Rect uv, Color color, Material mat) - { - // Create the texture rectangle that is centered inside rect. - Rect outerRect = rect; - outerRect.width = outer.width; - outerRect.height = outer.height; - - if (outerRect.width > 0f) - { - float f = rect.width / outerRect.width; - outerRect.width *= f; - outerRect.height *= f; - } - - if (rect.height > outerRect.height) - { - outerRect.y += (rect.height - outerRect.height) * 0.5f; - } - else if (outerRect.height > rect.height) - { - float f = rect.height / outerRect.height; - outerRect.width *= f; - outerRect.height *= f; - } - - if (rect.width > outerRect.width) outerRect.x += (rect.width - outerRect.width) * 0.5f; - - // Draw the background - NGUIEditorTools.DrawTiledTexture(outerRect, NGUIEditorTools.backdropTexture); - - // Draw the sprite - GUI.color = color; - - if (mat == null) - { - GUI.DrawTextureWithTexCoords(outerRect, tex, uv, true); - } - else - { - // NOTE: There is an issue in Unity that prevents it from clipping the drawn preview - // using BeginGroup/EndGroup, and there is no way to specify a UV rect... le'suq. - UnityEditor.EditorGUI.DrawPreviewTexture(outerRect, tex, mat); - } - - // Draw the border indicator lines - GUI.BeginGroup(outerRect); - { - tex = NGUIEditorTools.contrastTexture; - GUI.color = Color.white; - - if (inner.xMin != outer.xMin) - { - float x0 = (inner.xMin - outer.xMin) / outer.width * outerRect.width - 1; - NGUIEditorTools.DrawTiledTexture(new Rect(x0, 0f, 1f, outerRect.height), tex); - } - - if (inner.xMax != outer.xMax) - { - float x1 = (inner.xMax - outer.xMin) / outer.width * outerRect.width - 1; - NGUIEditorTools.DrawTiledTexture(new Rect(x1, 0f, 1f, outerRect.height), tex); - } - - if (inner.yMin != outer.yMin) - { - float y0 = (inner.yMin - outer.yMin) / outer.height * outerRect.height - 1; - NGUIEditorTools.DrawTiledTexture(new Rect(0f, y0, outerRect.width, 1f), tex); - } - - if (inner.yMax != outer.yMax) - { - float y1 = (inner.yMax - outer.yMin) / outer.height * outerRect.height - 1; - NGUIEditorTools.DrawTiledTexture(new Rect(0f, y1, outerRect.width, 1f), tex); - } - } - GUI.EndGroup(); - - // Draw the lines around the sprite - Handles.color = Color.black; - Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMin, outerRect.yMax)); - Handles.DrawLine(new Vector3(outerRect.xMax, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMax)); - Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMin)); - Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMax), new Vector3(outerRect.xMax, outerRect.yMax)); - - // Sprite size label - string text = string.Format("Sprite Size: {0}x{1}", - Mathf.RoundToInt(Mathf.Abs(outer.width)), - Mathf.RoundToInt(Mathf.Abs(outer.height))); - EditorGUI.DropShadowLabel(GUILayoutUtility.GetRect(Screen.width, 18f), text); - } - - /// - /// Draw a sprite selection field. - /// - - static public void SpriteField (string fieldName, UIAtlas atlas, string spriteName, - SpriteSelector.Callback callback, params GUILayoutOption[] options) - { - GUILayout.BeginHorizontal(); - GUILayout.Label(fieldName, GUILayout.Width(76f)); - - if (GUILayout.Button(spriteName, "MiniPullDown", options)) - { - SpriteSelector.Show(atlas, spriteName, callback); - } - GUILayout.EndHorizontal(); - } - - /// - /// Draw a sprite selection field. - /// - - static public void SpriteField (string fieldName, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback) - { - SpriteField(fieldName, null, atlas, spriteName, callback); - } - - /// - /// Draw a sprite selection field. - /// - - static public void SpriteField (string fieldName, string caption, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback) - { - GUILayout.BeginHorizontal(); - GUILayout.Label(fieldName, GUILayout.Width(76f)); - - if (atlas.GetSprite(spriteName) == null) - spriteName = ""; - - if (GUILayout.Button(spriteName, "MiniPullDown", GUILayout.Width(120f))) - { - SpriteSelector.Show(atlas, spriteName, callback); - } - - if (!string.IsNullOrEmpty(caption)) - { - GUILayout.Space(20f); - GUILayout.Label(caption); - } - GUILayout.EndHorizontal(); - } - - /// - /// Draw a simple sprite selection button. - /// - - static public bool SimpleSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, params GUILayoutOption[] options) - { - if (atlas.GetSprite(spriteName) == null) - spriteName = ""; - - if (GUILayout.Button(spriteName, "DropDown", options)) - { - SpriteSelector.Show(atlas, spriteName, callback); - return true; - } - return false; - } - - /// - /// Convenience function that displays a list of sprites and returns the selected value. - /// - - static public void AdvancedSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, bool editable, - params GUILayoutOption[] options) - { - // Give the user a warning if there are no sprites in the atlas - if (atlas.spriteList.Count == 0) - { - EditorGUILayout.HelpBox("No sprites found", MessageType.Warning); - return; - } - - // Sprite selection drop-down list - GUILayout.BeginHorizontal(); - { - if (GUILayout.Button("Sprite", "DropDownButton", GUILayout.Width(76f))) - { - SpriteSelector.Show(atlas, spriteName, callback); - } - - if (editable) - { - string sn = GUILayout.TextField(spriteName); - - if (sn != spriteName) - { - UIAtlas.Sprite sp = atlas.GetSprite(spriteName); - - if (sp != null) - { - NGUIEditorTools.RegisterUndo("Edit Sprite Name", atlas); - sp.name = sn; - spriteName = sn; - } - } - } - else - { - GUILayout.BeginHorizontal(); - GUILayout.Label(spriteName, "HelpBox", GUILayout.Height(18f)); - GUILayout.Space(18f); - GUILayout.EndHorizontal(); - - if (GUILayout.Button("Edit", GUILayout.Width(40f))) - { - NGUISettings.selectedSprite = spriteName; - Select(atlas.gameObject); - } - } - } - GUILayout.EndHorizontal(); - } - - /// - /// Select the specified game object and remember what was selected before. - /// - - static public void Select (GameObject go) - { - mPrevious = Selection.activeGameObject; - Selection.activeGameObject = go; - } - - /// - /// Select the previous game object. - /// - - static public void SelectPrevious () - { - if (mPrevious != null) - { - Selection.activeGameObject = mPrevious; - mPrevious = null; - } - } - - /// - /// Previously selected game object. - /// - - static public GameObject previousSelection { get { return mPrevious; } } - - /// - /// Helper function that checks to see if the scale is uniform. - /// - - static public bool IsUniform (Vector3 scale) - { - return Mathf.Approximately(scale.x, scale.y) && Mathf.Approximately(scale.x, scale.z); - } - - /// - /// Check to see if the specified game object has a uniform scale. - /// - - static public bool IsUniform (GameObject go) - { - if (go == null) return true; - - if (go.GetComponent() != null) - { - Transform parent = go.transform.parent; - return parent == null || IsUniform(parent.gameObject); - } - return IsUniform(go.transform.lossyScale); - } - - /// - /// Fix uniform scaling of the specified object. - /// - - static public void FixUniform (GameObject go) - { - Transform t = go.transform; - - while (t != null && t.gameObject.GetComponent() == null) - { - if (!NGUIEditorTools.IsUniform(t.localScale)) - { - Undo.RegisterUndo(t, "Uniform scaling fix"); - t.localScale = Vector3.one; - EditorUtility.SetDirty(t); - } - t = t.parent; - } - } - - /// - /// Draw a distinctly different looking header label - /// - - static public bool DrawHeader (string text, bool forceOn = false) { return DrawHeader(text, text, forceOn); } - - /// - /// Draw a distinctly different looking header label - /// - - static public bool DrawHeader (string text, string key, bool forceOn = false) - { - bool state = EditorPrefs.GetBool(key, true); - - GUILayout.Space(3f); - if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f); - GUILayout.BeginHorizontal(); - GUILayout.Space(3f); - - GUI.changed = false; -#if UNITY_3_5 - if (!GUILayout.Toggle(true, text, "dragtab")) state = !state; -#else - if (!GUILayout.Toggle(true, "" + text + "", "dragtab")) state = !state; -#endif - if (GUI.changed) EditorPrefs.SetBool(key, state); - - GUILayout.Space(2f); - GUILayout.EndHorizontal(); - GUI.backgroundColor = Color.white; - if (!forceOn && !state) GUILayout.Space(3f); - return state; - } - - /// - /// Begin drawing the content area. - /// - - static public void BeginContents () - { - GUILayout.BeginHorizontal(); - GUILayout.Space(4f); - EditorGUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(10f)); - GUILayout.BeginVertical(); - GUILayout.Space(2f); - } - - /// - /// End drawing the content area. - /// - - static public void EndContents () - { - GUILayout.Space(3f); - GUILayout.EndVertical(); - EditorGUILayout.EndHorizontal(); - GUILayout.Space(3f); - GUILayout.EndHorizontal(); - GUILayout.Space(3f); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs.meta deleted file mode 100644 index 2f7dfbb..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4e758c1de6cfd8b498cd2526d5b629df -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs deleted file mode 100644 index 0accfac..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs +++ /dev/null @@ -1,856 +0,0 @@ -using System; -using System.Collections; -using System.Text; -using System.Collections.Generic; -using UnityEngine; - -// Source: UIToolkit -- https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/MiniJSON.cs - -// Based on the JSON parser from -// http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html - -/// -/// This class encodes and decodes JSON strings. -/// Spec. details, see http://www.json.org/ -/// -/// JSON uses Arrays and Objects. These correspond here to the datatypes ArrayList and Hashtable. -/// All numbers are parsed to doubles. -/// - -public class NGUIJson -{ - private const int TOKEN_NONE = 0; - private const int TOKEN_CURLY_OPEN = 1; - private const int TOKEN_CURLY_CLOSE = 2; - private const int TOKEN_SQUARED_OPEN = 3; - private const int TOKEN_SQUARED_CLOSE = 4; - private const int TOKEN_COLON = 5; - private const int TOKEN_COMMA = 6; - private const int TOKEN_STRING = 7; - private const int TOKEN_NUMBER = 8; - private const int TOKEN_TRUE = 9; - private const int TOKEN_FALSE = 10; - private const int TOKEN_NULL = 11; - private const int BUILDER_CAPACITY = 2000; - - /// - /// On decoding, this value holds the position at which the parse failed (-1 = no error). - /// - protected static int lastErrorIndex = -1; - protected static string lastDecode = ""; - - /// - /// Parse the specified JSon file, loading sprite information for the specified atlas. - /// - - public static void LoadSpriteData (UIAtlas atlas, TextAsset asset) - { - if (asset == null || atlas == null) return; - - string jsonString = asset.text; - Hashtable decodedHash = jsonDecode(jsonString) as Hashtable; - - if (decodedHash == null) - { - Debug.LogWarning("Unable to parse Json file: " + asset.name); - return; - } - - atlas.coordinates = UIAtlas.Coordinates.Pixels; - List oldSprites = atlas.spriteList; - atlas.spriteList = new List(); - - Hashtable frames = (Hashtable)decodedHash["frames"]; - - foreach (System.Collections.DictionaryEntry item in frames) - { - UIAtlas.Sprite newSprite = new UIAtlas.Sprite(); - newSprite.name = item.Key.ToString(); - - bool exists = false; - - // Check to see if this sprite exists - foreach (UIAtlas.Sprite oldSprite in oldSprites) - { - if (oldSprite.name.Equals(newSprite.name, StringComparison.OrdinalIgnoreCase)) - { - exists = true; - break; - } - } - - // Get rid of the extension if the sprite doesn't exist - // The extension is kept for backwards compatibility so it's still possible to update older atlases. - if (!exists) - { - newSprite.name = newSprite.name.Replace(".png", ""); - newSprite.name = newSprite.name.Replace(".tga", ""); - } - - // Extract the info we need from the TexturePacker json file, mainly uvRect and size - Hashtable table = (Hashtable)item.Value; - Hashtable frame = (Hashtable)table["frame"]; - - int frameX = int.Parse(frame["x"].ToString()); - int frameY = int.Parse(frame["y"].ToString()); - int frameW = int.Parse(frame["w"].ToString()); - int frameH = int.Parse(frame["h"].ToString()); - - // Read the rotation value - newSprite.rotated = (bool)table["rotated"]; - - // Fill in the proper values - if (newSprite.rotated) - { - newSprite.outer = new Rect(frameX, frameY, frameH, frameW); - newSprite.inner = new Rect(frameX, frameY, frameH, frameW); - } - else - { - newSprite.outer = new Rect(frameX, frameY, frameW, frameH); - newSprite.inner = new Rect(frameX, frameY, frameW, frameH); - } - - // Support for trimmed sprites - Hashtable sourceSize = (Hashtable)table["sourceSize"]; - Hashtable spriteSize = (Hashtable)table["spriteSourceSize"]; - - if (spriteSize != null && sourceSize != null) - { - // TODO: Account for rotated sprites - if (frameW > 0) - { - float spriteX = int.Parse(spriteSize["x"].ToString()); - float spriteW = int.Parse(spriteSize["w"].ToString()); - float sourceW = int.Parse(sourceSize["w"].ToString()); - - newSprite.paddingLeft = spriteX / frameW; - newSprite.paddingRight = (sourceW - (spriteX + spriteW)) / frameW; - } - - if (frameH > 0) - { - float spriteY = int.Parse(spriteSize["y"].ToString()); - float spriteH = int.Parse(spriteSize["h"].ToString()); - float sourceH = int.Parse(sourceSize["h"].ToString()); - - newSprite.paddingTop = spriteY / frameH; - newSprite.paddingBottom = (sourceH - (spriteY + spriteH)) / frameH; - } - } - - // If the sprite was present before, see if we can copy its inner rect - foreach (UIAtlas.Sprite oldSprite in oldSprites) - { - if (oldSprite.name.Equals(newSprite.name, StringComparison.OrdinalIgnoreCase)) - { - CopyInnerRect(oldSprite, newSprite); - } - } - - // Add this new sprite - atlas.spriteList.Add(newSprite); - } - - // Sort imported sprites alphabetically - atlas.spriteList.Sort(CompareSprites); - Debug.Log("Imported " + atlas.spriteList.Count + " sprites"); - - // Unload the asset - asset = null; - Resources.UnloadUnusedAssets(); - } - - /// - /// Sprite comparison function for sorting. - /// - - static int CompareSprites (UIAtlas.Sprite a, UIAtlas.Sprite b) { return a.name.CompareTo(b.name); } - - /// - /// Copy the inner rectangle from one sprite to another. - /// - - static void CopyInnerRect (UIAtlas.Sprite oldSprite, UIAtlas.Sprite newSprite) - { - float offsetX = oldSprite.inner.xMin - oldSprite.outer.xMin; - float offsetY = oldSprite.inner.yMin - oldSprite.outer.yMin; - float sizeX = oldSprite.inner.width; - float sizeY = oldSprite.inner.height; - - if (Mathf.Approximately(newSprite.outer.width, oldSprite.outer.width)) - { - // The sprite has not been rotated or it's a square - newSprite.inner = new Rect(newSprite.outer.xMin + offsetX, newSprite.outer.yMin + offsetY, sizeX, sizeY); - } - else if (Mathf.Approximately(newSprite.outer.width, oldSprite.outer.height)) - { - // The sprite was rotated since the last time it was imported - newSprite.inner = new Rect(newSprite.outer.xMin + offsetY, newSprite.outer.yMin + offsetX, sizeY, sizeX); - } - } - - /// - /// Parses the string json into a value - /// - /// A JSON string. - /// An ArrayList, a Hashtable, a double, a string, null, true, or false - public static object jsonDecode( string json ) - { - // save the string for debug information - NGUIJson.lastDecode = json; - - if( json != null ) - { - char[] charArray = json.ToCharArray(); - int index = 0; - bool success = true; - object value = NGUIJson.parseValue( charArray, ref index, ref success ); - - if( success ) - NGUIJson.lastErrorIndex = -1; - else - NGUIJson.lastErrorIndex = index; - - return value; - } - else - { - return null; - } - } - - - /// - /// Converts a Hashtable / ArrayList / Dictionary(string,string) object into a JSON string - /// - /// A Hashtable / ArrayList - /// A JSON encoded string, or null if object 'json' is not serializable - public static string jsonEncode( object json ) - { - var builder = new StringBuilder( BUILDER_CAPACITY ); - var success = NGUIJson.serializeValue( json, builder ); - - return ( success ? builder.ToString() : null ); - } - - - /// - /// On decoding, this function returns the position at which the parse failed (-1 = no error). - /// - /// - public static bool lastDecodeSuccessful() - { - return ( NGUIJson.lastErrorIndex == -1 ); - } - - - /// - /// On decoding, this function returns the position at which the parse failed (-1 = no error). - /// - /// - public static int getLastErrorIndex() - { - return NGUIJson.lastErrorIndex; - } - - - /// - /// If a decoding error occurred, this function returns a piece of the JSON string - /// at which the error took place. To ease debugging. - /// - /// - public static string getLastErrorSnippet() - { - if( NGUIJson.lastErrorIndex == -1 ) - { - return ""; - } - else - { - int startIndex = NGUIJson.lastErrorIndex - 5; - int endIndex = NGUIJson.lastErrorIndex + 15; - if( startIndex < 0 ) - startIndex = 0; - - if( endIndex >= NGUIJson.lastDecode.Length ) - endIndex = NGUIJson.lastDecode.Length - 1; - - return NGUIJson.lastDecode.Substring( startIndex, endIndex - startIndex + 1 ); - } - } - - - #region Parsing - - protected static Hashtable parseObject( char[] json, ref int index ) - { - Hashtable table = new Hashtable(); - int token; - - // { - nextToken( json, ref index ); - - bool done = false; - while( !done ) - { - token = lookAhead( json, index ); - if( token == NGUIJson.TOKEN_NONE ) - { - return null; - } - else if( token == NGUIJson.TOKEN_COMMA ) - { - nextToken( json, ref index ); - } - else if( token == NGUIJson.TOKEN_CURLY_CLOSE ) - { - nextToken( json, ref index ); - return table; - } - else - { - // name - string name = parseString( json, ref index ); - if( name == null ) - { - return null; - } - - // : - token = nextToken( json, ref index ); - if( token != NGUIJson.TOKEN_COLON ) - return null; - - // value - bool success = true; - object value = parseValue( json, ref index, ref success ); - if( !success ) - return null; - - table[name] = value; - } - } - - return table; - } - - - protected static ArrayList parseArray( char[] json, ref int index ) - { - ArrayList array = new ArrayList(); - - // [ - nextToken( json, ref index ); - - bool done = false; - while( !done ) - { - int token = lookAhead( json, index ); - if( token == NGUIJson.TOKEN_NONE ) - { - return null; - } - else if( token == NGUIJson.TOKEN_COMMA ) - { - nextToken( json, ref index ); - } - else if( token == NGUIJson.TOKEN_SQUARED_CLOSE ) - { - nextToken( json, ref index ); - break; - } - else - { - bool success = true; - object value = parseValue( json, ref index, ref success ); - if( !success ) - return null; - - array.Add( value ); - } - } - - return array; - } - - - protected static object parseValue( char[] json, ref int index, ref bool success ) - { - switch( lookAhead( json, index ) ) - { - case NGUIJson.TOKEN_STRING: - return parseString( json, ref index ); - case NGUIJson.TOKEN_NUMBER: - return parseNumber( json, ref index ); - case NGUIJson.TOKEN_CURLY_OPEN: - return parseObject( json, ref index ); - case NGUIJson.TOKEN_SQUARED_OPEN: - return parseArray( json, ref index ); - case NGUIJson.TOKEN_TRUE: - nextToken( json, ref index ); - return Boolean.Parse( "TRUE" ); - case NGUIJson.TOKEN_FALSE: - nextToken( json, ref index ); - return Boolean.Parse( "FALSE" ); - case NGUIJson.TOKEN_NULL: - nextToken( json, ref index ); - return null; - case NGUIJson.TOKEN_NONE: - break; - } - - success = false; - return null; - } - - - protected static string parseString( char[] json, ref int index ) - { - string s = ""; - char c; - - eatWhitespace( json, ref index ); - - // " - c = json[index++]; - - bool complete = false; - while( !complete ) - { - if( index == json.Length ) - break; - - c = json[index++]; - if( c == '"' ) - { - complete = true; - break; - } - else if( c == '\\' ) - { - if( index == json.Length ) - break; - - c = json[index++]; - if( c == '"' ) - { - s += '"'; - } - else if( c == '\\' ) - { - s += '\\'; - } - else if( c == '/' ) - { - s += '/'; - } - else if( c == 'b' ) - { - s += '\b'; - } - else if( c == 'f' ) - { - s += '\f'; - } - else if( c == 'n' ) - { - s += '\n'; - } - else if( c == 'r' ) - { - s += '\r'; - } - else if( c == 't' ) - { - s += '\t'; - } - else if( c == 'u' ) - { - int remainingLength = json.Length - index; - if( remainingLength >= 4 ) - { - char[] unicodeCharArray = new char[4]; - Array.Copy( json, index, unicodeCharArray, 0, 4 ); - - // Drop in the HTML markup for the unicode character - s += "&#x" + new string( unicodeCharArray ) + ";"; - - /* -uint codePoint = UInt32.Parse(new string(unicodeCharArray), NumberStyles.HexNumber); -// convert the integer codepoint to a unicode char and add to string -s += Char.ConvertFromUtf32((int)codePoint); -*/ - - // skip 4 chars - index += 4; - } - else - { - break; - } - - } - } - else - { - s += c; - } - - } - - if( !complete ) - return null; - - return s; - } - - - protected static double parseNumber( char[] json, ref int index ) - { - eatWhitespace( json, ref index ); - - int lastIndex = getLastIndexOfNumber( json, index ); - int charLength = ( lastIndex - index ) + 1; - char[] numberCharArray = new char[charLength]; - - Array.Copy( json, index, numberCharArray, 0, charLength ); - index = lastIndex + 1; - return Double.Parse( new string( numberCharArray ) ); // , CultureInfo.InvariantCulture); - } - - - protected static int getLastIndexOfNumber( char[] json, int index ) - { - int lastIndex; - for( lastIndex = index; lastIndex < json.Length; lastIndex++ ) - if( "0123456789+-.eE".IndexOf( json[lastIndex] ) == -1 ) - { - break; - } - return lastIndex - 1; - } - - - protected static void eatWhitespace( char[] json, ref int index ) - { - for( ; index < json.Length; index++ ) - if( " \t\n\r".IndexOf( json[index] ) == -1 ) - { - break; - } - } - - - protected static int lookAhead( char[] json, int index ) - { - int saveIndex = index; - return nextToken( json, ref saveIndex ); - } - - - protected static int nextToken( char[] json, ref int index ) - { - eatWhitespace( json, ref index ); - - if( index == json.Length ) - { - return NGUIJson.TOKEN_NONE; - } - - char c = json[index]; - index++; - switch( c ) - { - case '{': - return NGUIJson.TOKEN_CURLY_OPEN; - case '}': - return NGUIJson.TOKEN_CURLY_CLOSE; - case '[': - return NGUIJson.TOKEN_SQUARED_OPEN; - case ']': - return NGUIJson.TOKEN_SQUARED_CLOSE; - case ',': - return NGUIJson.TOKEN_COMMA; - case '"': - return NGUIJson.TOKEN_STRING; - case '0': - case '1': - case '2': - case '3': - case '4': - case '5': - case '6': - case '7': - case '8': - case '9': - case '-': - return NGUIJson.TOKEN_NUMBER; - case ':': - return NGUIJson.TOKEN_COLON; - } - index--; - - int remainingLength = json.Length - index; - - // false - if( remainingLength >= 5 ) - { - if( json[index] == 'f' && - json[index + 1] == 'a' && - json[index + 2] == 'l' && - json[index + 3] == 's' && - json[index + 4] == 'e' ) - { - index += 5; - return NGUIJson.TOKEN_FALSE; - } - } - - // true - if( remainingLength >= 4 ) - { - if( json[index] == 't' && - json[index + 1] == 'r' && - json[index + 2] == 'u' && - json[index + 3] == 'e' ) - { - index += 4; - return NGUIJson.TOKEN_TRUE; - } - } - - // null - if( remainingLength >= 4 ) - { - if( json[index] == 'n' && - json[index + 1] == 'u' && - json[index + 2] == 'l' && - json[index + 3] == 'l' ) - { - index += 4; - return NGUIJson.TOKEN_NULL; - } - } - - return NGUIJson.TOKEN_NONE; - } - - #endregion - - - #region Serialization - - protected static bool serializeObjectOrArray( object objectOrArray, StringBuilder builder ) - { - if( objectOrArray is Hashtable ) - { - return serializeObject( (Hashtable)objectOrArray, builder ); - } - else if( objectOrArray is ArrayList ) - { - return serializeArray( (ArrayList)objectOrArray, builder ); - } - else - { - return false; - } - } - - - protected static bool serializeObject( Hashtable anObject, StringBuilder builder ) - { - builder.Append( "{" ); - - IDictionaryEnumerator e = anObject.GetEnumerator(); - bool first = true; - while( e.MoveNext() ) - { - string key = e.Key.ToString(); - object value = e.Value; - - if( !first ) - { - builder.Append( ", " ); - } - - serializeString( key, builder ); - builder.Append( ":" ); - if( !serializeValue( value, builder ) ) - { - return false; - } - - first = false; - } - - builder.Append( "}" ); - return true; - } - - - protected static bool serializeDictionary( Dictionary dict, StringBuilder builder ) - { - builder.Append( "{" ); - - bool first = true; - foreach( var kv in dict ) - { - if( !first ) - builder.Append( ", " ); - - serializeString( kv.Key, builder ); - builder.Append( ":" ); - serializeString( kv.Value, builder ); - - first = false; - } - - builder.Append( "}" ); - return true; - } - - - protected static bool serializeArray( ArrayList anArray, StringBuilder builder ) - { - builder.Append( "[" ); - - bool first = true; - for( int i = 0; i < anArray.Count; i++ ) - { - object value = anArray[i]; - - if( !first ) - { - builder.Append( ", " ); - } - - if( !serializeValue( value, builder ) ) - { - return false; - } - - first = false; - } - - builder.Append( "]" ); - return true; - } - - - protected static bool serializeValue( object value, StringBuilder builder ) - { - // Type t = value.GetType(); - // Debug.Log("type: " + t.ToString() + " isArray: " + t.IsArray); - - if( value == null ) - { - builder.Append( "null" ); - } - else if( value.GetType().IsArray ) - { - serializeArray( new ArrayList( (ICollection)value ), builder ); - } - else if( value is string ) - { - serializeString( (string)value, builder ); - } - else if( value is Char ) - { - serializeString( Convert.ToString( (char)value ), builder ); - } - else if( value is Hashtable ) - { - serializeObject( (Hashtable)value, builder ); - } - else if( value is Dictionary ) - { - serializeDictionary( (Dictionary)value, builder ); - } - else if( value is ArrayList ) - { - serializeArray( (ArrayList)value, builder ); - } - else if( ( value is Boolean ) && ( (Boolean)value == true ) ) - { - builder.Append( "true" ); - } - else if( ( value is Boolean ) && ( (Boolean)value == false ) ) - { - builder.Append( "false" ); - } - else if( value.GetType().IsPrimitive ) - { - serializeNumber( Convert.ToDouble( value ), builder ); - } - else - { - return false; - } - - return true; - } - - - protected static void serializeString( string aString, StringBuilder builder ) - { - builder.Append( "\"" ); - - char[] charArray = aString.ToCharArray(); - for( int i = 0; i < charArray.Length; i++ ) - { - char c = charArray[i]; - if( c == '"' ) - { - builder.Append( "\\\"" ); - } - else if( c == '\\' ) - { - builder.Append( "\\\\" ); - } - else if( c == '\b' ) - { - builder.Append( "\\b" ); - } - else if( c == '\f' ) - { - builder.Append( "\\f" ); - } - else if( c == '\n' ) - { - builder.Append( "\\n" ); - } - else if( c == '\r' ) - { - builder.Append( "\\r" ); - } - else if( c == '\t' ) - { - builder.Append( "\\t" ); - } - else - { - int codepoint = Convert.ToInt32( c ); - if( ( codepoint >= 32 ) && ( codepoint <= 126 ) ) - { - builder.Append( c ); - } - else - { - builder.Append( "\\u" + Convert.ToString( codepoint, 16 ).PadLeft( 4, '0' ) ); - } - } - } - - builder.Append( "\"" ); - } - - - protected static void serializeNumber( double number, StringBuilder builder ) - { - builder.Append( Convert.ToString( number ) ); // , CultureInfo.InvariantCulture)); - } - - #endregion - -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs.meta deleted file mode 100644 index 32339f2..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d03d26915d3a63542807ee5e560595e0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs deleted file mode 100644 index 65ec33e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs +++ /dev/null @@ -1,232 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System; -using System.Collections.Generic; - -/// -/// This script adds the NGUI menu options to the Unity Editor. -/// - -static public class NGUIMenu -{ - /// - /// Same as SelectedRoot(), but with a log message if nothing was found. - /// - - static public GameObject SelectedRoot () - { - GameObject go = NGUIEditorTools.SelectedRoot(); - - if (go == null) - { - Debug.Log("No UI found. You can create a new one easily by using the UI creation wizard.\nOpening it for your convenience."); - CreateUIWizard(); - } - return go; - } - - [MenuItem("NGUI/Create a Sprite #&s")] - static public void AddSprite () - { - GameObject go = NGUIEditorTools.SelectedRoot(true); - - if (go != null) - { - Undo.RegisterSceneUndo("Add a Sprite"); - - UISprite sprite = NGUITools.AddWidget(go); - sprite.name = "Sprite"; - sprite.atlas = NGUISettings.atlas; - - if (sprite.atlas != null) - { - string sn = EditorPrefs.GetString("NGUI Sprite", ""); - UIAtlas.Sprite sp = sprite.atlas.GetSprite(sn); - - if (sp != null) - { - sprite.spriteName = sn; - if (sp.inner != sp.outer) sprite.type = UISprite.Type.Sliced; - } - } - sprite.pivot = NGUISettings.pivot; - sprite.cachedTransform.localScale = new Vector3(100f, 100f, 1f); - sprite.MakePixelPerfect(); - Selection.activeGameObject = sprite.gameObject; - } - else - { - Debug.Log("You must select a game object first."); - } - } - - [MenuItem("NGUI/Create a Label #&l")] - static public void AddLabel () - { - GameObject go = NGUIEditorTools.SelectedRoot(true); - - if (go != null) - { - Undo.RegisterSceneUndo("Add a Label"); - - UILabel lbl = NGUITools.AddWidget(go); - lbl.name = "Label"; - lbl.font = NGUISettings.font; - lbl.text = "New Label"; - lbl.pivot = NGUISettings.pivot; - lbl.cachedTransform.localScale = new Vector3(100f, 100f, 1f); - lbl.MakePixelPerfect(); - Selection.activeGameObject = lbl.gameObject; - } - else - { - Debug.Log("You must select a game object first."); - } - } - - [MenuItem("NGUI/Create a Texture #&t")] - static public void AddTexture () - { - GameObject go = NGUIEditorTools.SelectedRoot(true); - - if (go != null) - { - Undo.RegisterSceneUndo("Add a Texture"); - - UITexture tex = NGUITools.AddWidget(go); - tex.name = "Texture"; - tex.pivot = NGUISettings.pivot; - tex.cachedTransform.localScale = new Vector3(100f, 100f, 1f); - Selection.activeGameObject = tex.gameObject; - } - else - { - Debug.Log("You must select a game object first."); - } - } - - [MenuItem("NGUI/Create a Panel")] - static public void AddPanel () - { - GameObject go = SelectedRoot(); - - if (NGUIEditorTools.WillLosePrefab(go)) - { - NGUIEditorTools.RegisterUndo("Add a child UI Panel", go); - - GameObject child = new GameObject(NGUITools.GetName()); - child.layer = go.layer; - - Transform ct = child.transform; - ct.parent = go.transform; - ct.localPosition = Vector3.zero; - ct.localRotation = Quaternion.identity; - ct.localScale = Vector3.one; - - child.AddComponent().sortByDepth = true; - Selection.activeGameObject = child; - } - } - - [MenuItem("NGUI/Attach a Collider #&c")] - static public void AddCollider () - { - GameObject go = Selection.activeGameObject; - - if (NGUIEditorTools.WillLosePrefab(go)) - { - if (go != null) - { - NGUIEditorTools.RegisterUndo("Add Widget Collider", go); - NGUITools.AddWidgetCollider(go); - } - else - { - Debug.Log("You must select a game object first, such as your button."); - } - } - } - - [MenuItem("NGUI/Attach an Anchor #&h")] - static public void AddAnchor () - { - GameObject go = Selection.activeGameObject; - - if (go != null) - { - NGUIEditorTools.RegisterUndo("Add an Anchor", go); - if (go.GetComponent() == null) go.AddComponent(); - } - else - { - Debug.Log("You must select a game object first."); - } - } - - [MenuItem("NGUI/Make Pixel Perfect #&p")] - static void PixelPerfectSelection () - { - if (Selection.activeTransform == null) - { - Debug.Log("You must select an object in the scene hierarchy first"); - return; - } - foreach (Transform t in Selection.transforms) NGUITools.MakePixelPerfect(t); - } - - [MenuItem("NGUI/Open the Widget Wizard")] - static public void CreateWidgetWizard () - { - EditorWindow.GetWindow(false, "Widget Tool", true); - } - - [MenuItem("NGUI/Open the UI Wizard")] - static public void CreateUIWizard () - { - EditorWindow.GetWindow(false, "UI Tool", true); - } - - [MenuItem("NGUI/Open the Panel Tool")] - static public void OpenPanelWizard () - { - EditorWindow.GetWindow(false, "Panel Tool", true); - } - - [MenuItem("NGUI/Open the Camera Tool")] - static public void OpenCameraWizard () - { - EditorWindow.GetWindow(false, "Camera Tool", true); - } - - [MenuItem("NGUI/Open the Font Maker #&f")] - static public void OpenFontMaker () - { - EditorWindow.GetWindow(false, "Font Maker", true); - } - - [MenuItem("NGUI/Open the Atlas Maker #&m")] - static public void OpenAtlasMaker () - { - EditorWindow.GetWindow(false, "Atlas Maker", true); - } - - [MenuItem("NGUI/Toggle Draggable Handles")] - static public void ToggleNewGUI () - { - UIWidget.showHandlesWithMoveTool = !UIWidget.showHandlesWithMoveTool; - - if (UIWidget.showHandlesWithMoveTool) - { - Debug.Log("Simple Mode: Draggable Handles will show up with the Move Tool selected (W)."); - } - else - { - Debug.Log("Classic Mode: Draggable Handles will show up only with the View Tool selected (Q)."); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs.meta deleted file mode 100644 index da69ad7..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9e55520451765634c9abb4830c2b53b3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs deleted file mode 100644 index 15d5315..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs +++ /dev/null @@ -1,249 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -public class NGUISelectionTools -{ - [MenuItem("GameObject/Selection/Force Delete")] - static void ForceDelete() - { - GameObject go = Selection.activeGameObject; - - if (go != null) - { - go.hideFlags = HideFlags.DontSave; - - if (Application.isPlaying) - { - GameObject.Destroy(go); - } - else - { - GameObject.DestroyImmediate(go); - } - } - } - - [MenuItem("GameObject/Selection/Toggle 'Active' #&a")] - static void ActivateDeactivate() - { - if (HasValidTransform()) - { - GameObject[] gos = Selection.gameObjects; - bool val = !NGUITools.GetActive(Selection.activeGameObject); - foreach (GameObject go in gos) NGUITools.SetActive(go, val); - } - } - - [MenuItem("GameObject/Selection/Clear Local Transform")] - static void ClearLocalTransform() - { - if (HasValidTransform()) - { - Transform t = Selection.activeTransform; - NGUIEditorTools.RegisterUndo("Clear Local Transform", t); - t.localPosition = Vector3.zero; - t.localRotation = Quaternion.identity; - t.localScale = Vector3.one; - } - } - - [MenuItem("GameObject/Selection/Add New Child #&n")] - static void CreateLocalGameObject () - { - if (PrefabCheck()) - { - // Make this action undoable - NGUIEditorTools.RegisterUndo("Add New Child"); - - // Create our new GameObject - GameObject newGameObject = new GameObject(); - newGameObject.name = "GameObject"; - - // If there is a selected object in the scene then make the new object its child. - if (Selection.activeTransform != null) - { - newGameObject.transform.parent = Selection.activeTransform; - newGameObject.name = "Child"; - - // Place the new GameObject at the same position as the parent. - newGameObject.transform.localPosition = Vector3.zero; - newGameObject.transform.localRotation = Quaternion.identity; - newGameObject.transform.localScale = new Vector3(1f, 1f, 1f); - newGameObject.layer = Selection.activeGameObject.layer; - } - - // Select our newly created GameObject - Selection.activeGameObject = newGameObject; - } - } - - [MenuItem("GameObject/Selection/List Dependencies")] - static void ListDependencies() - { - if (HasValidSelection()) - { - Debug.Log("Selection depends on the following assets:\n\n" + GetDependencyText(Selection.objects, false)); - } - } - - //======================================================================================================== - -#region Helper Functions - - class AssetEntry - { - public string path; - public List types = new List(); - } - - /// - /// Helper function that checks to see if there are objects selected. - /// - - static bool HasValidSelection() - { - if (Selection.objects == null || Selection.objects.Length == 0) - { - Debug.LogWarning("You must select an object first"); - return false; - } - return true; - } - - /// - /// Helper function that checks to see if there is an object with a Transform component selected. - /// - - static bool HasValidTransform() - { - if (Selection.activeTransform == null) - { - Debug.LogWarning("You must select an object first"); - return false; - } - return true; - } - - /// - /// Helper function that checks to see if a prefab is currently selected. - /// - - static bool PrefabCheck() - { - if (Selection.activeTransform != null) - { - // Check if the selected object is a prefab instance and display a warning - PrefabType type = PrefabUtility.GetPrefabType(Selection.activeGameObject); - - if (type == PrefabType.PrefabInstance) - { - return EditorUtility.DisplayDialog("Losing prefab", - "This action will lose the prefab connection. Are you sure you wish to continue?", - "Continue", "Cancel"); - } - } - return true; - } - - /// - /// Function that collects a list of file dependencies from the specified list of objects. - /// - - static List GetDependencyList (Object[] objects, bool reverse) - { - Object[] deps = reverse ? EditorUtility.CollectDeepHierarchy(objects) : EditorUtility.CollectDependencies(objects); - - List list = new List(); - - foreach (Object obj in deps) - { - string path = AssetDatabase.GetAssetPath(obj); - - if (!string.IsNullOrEmpty(path)) - { - bool found = false; - System.Type type = obj.GetType(); - - foreach (AssetEntry ent in list) - { - if (ent.path.Equals(path)) - { - if (!ent.types.Contains(type)) ent.types.Add(type); - found = true; - break; - } - } - - if (!found) - { - AssetEntry ent = new AssetEntry(); - ent.path = path; - ent.types.Add(type); - list.Add(ent); - } - } - } - - deps = null; - objects = null; - return list; - } - - /// - /// Helper function that removes the Unity class prefix from the specified string. - /// - - static string RemovePrefix (string text) - { - text = text.Replace("UnityEngine.", ""); - text = text.Replace("UnityEditor.", ""); - return text; - } - - /// - /// Helper function that gets the dependencies of specified objects and returns them in text format. - /// - - static string GetDependencyText (Object[] objects, bool reverse) - { - List dependencies = GetDependencyList(objects, reverse); - List list = new List(); - string text = ""; - - foreach (AssetEntry ae in dependencies) - { - text = ae.path.Replace("Assets/", ""); - - if (ae.types.Count > 1) - { - text += " (" + RemovePrefix(ae.types[0].ToString()); - - for (int i = 1; i < ae.types.Count; ++i) - { - text += ", " + RemovePrefix(ae.types[i].ToString()); - } - - text += ")"; - } - list.Add(text); - } - - list.Sort(); - - text = ""; - foreach (string s in list) text += s + "\n"; - list.Clear(); - list = null; - - dependencies.Clear(); - dependencies = null; - return text; - } -#endregion -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs.meta deleted file mode 100644 index 987a1a1..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 34baafa8cf35dfe4b968d22d0e7556e2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs deleted file mode 100644 index c8f3904..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs +++ /dev/null @@ -1,367 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Unity doesn't keep the values of static variables after scripts change get recompiled. One way around this -/// is to store the references in EditorPrefs -- retrieve them at start, and save them whenever something changes. -/// - -public class NGUISettings -{ - static bool mLoaded = false; - static UIFont mFont; - static UIAtlas mAtlas; - static UIWidget.Pivot mPivot = UIWidget.Pivot.Center; - static TextAsset mFontData; - static Texture2D mFontTexture; - static string mPartial = ""; - static string mFontName = "New Font"; - static string mAtlasName = "New Atlas"; - static string mSpriteName; - static int mAtlasPadding = 1; - static public bool mAtlasTrimming = true; - static public bool mAtlasPMA = false; - static bool mUnityPacking = true; - static bool mForceSquare = true; - static bool mAllow4096 = false; - static Color mColor = Color.white; - static int mLayer = 0; - static Font mDynFont; - static int mDynFontSize = 16; - static FontStyle mDynFontStyle = FontStyle.Normal; - - static Object GetObject (string name) - { - int assetID = EditorPrefs.GetInt(name, -1); - return (assetID != -1) ? EditorUtility.InstanceIDToObject(assetID) : null; - } - - static void Load () - { - mLoaded = true; - mPartial = EditorPrefs.GetString("NGUI Partial"); - mFontName = EditorPrefs.GetString("NGUI Font Name"); - mAtlasName = EditorPrefs.GetString("NGUI Atlas Name"); - mSpriteName = EditorPrefs.GetString("NGUI Selected Sprite"); - mFontData = GetObject("NGUI Font Asset") as TextAsset; - mFontTexture = GetObject("NGUI Font Texture") as Texture2D; - mFont = GetObject("NGUI Font") as UIFont; - mAtlas = GetObject("NGUI Atlas") as UIAtlas; - mAtlasPadding = EditorPrefs.GetInt("NGUI Atlas Padding", 1); - mAtlasTrimming = EditorPrefs.GetBool("NGUI Atlas Trimming", true); - mAtlasPMA = EditorPrefs.GetBool("NGUI Atlas PMA", true); - mUnityPacking = EditorPrefs.GetBool("NGUI Unity Packing", true); - mForceSquare = EditorPrefs.GetBool("NGUI Force Square Atlas", true); - mPivot = (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot); - mLayer = EditorPrefs.GetInt("NGUI Layer", -1); - mDynFont = GetObject("NGUI DynFont") as Font; - mDynFontSize = EditorPrefs.GetInt("NGUI DynFontSize", 16); - mDynFontStyle = (FontStyle)EditorPrefs.GetInt("NGUI DynFontStyle", (int)FontStyle.Normal); - - if (mLayer < 0 || string.IsNullOrEmpty(LayerMask.LayerToName(mLayer))) mLayer = -1; - - if (mLayer == -1) mLayer = LayerMask.NameToLayer("UI"); - if (mLayer == -1) mLayer = LayerMask.NameToLayer("GUI"); - if (mLayer == -1) mLayer = 5; - - EditorPrefs.SetInt("UI Layer", mLayer); - - LoadColor(); - } - - static void Save () - { - EditorPrefs.SetString("NGUI Partial", mPartial); - EditorPrefs.SetString("NGUI Font Name", mFontName); - EditorPrefs.SetString("NGUI Atlas Name", mAtlasName); - EditorPrefs.SetString("NGUI Selected Sprite", mSpriteName); - EditorPrefs.SetInt("NGUI Font Asset", (mFontData != null) ? mFontData.GetInstanceID() : -1); - EditorPrefs.SetInt("NGUI Font Texture", (mFontTexture != null) ? mFontTexture.GetInstanceID() : -1); - EditorPrefs.SetInt("NGUI Font", (mFont != null) ? mFont.GetInstanceID() : -1); - EditorPrefs.SetInt("NGUI Atlas", (mAtlas != null) ? mAtlas.GetInstanceID() : -1); - EditorPrefs.SetInt("NGUI Atlas Padding", mAtlasPadding); - EditorPrefs.SetBool("NGUI Atlas Trimming", mAtlasTrimming); - EditorPrefs.SetBool("NGUI Atlas PMA", mAtlasPMA); - EditorPrefs.SetBool("NGUI Unity Packing", mUnityPacking); - EditorPrefs.SetBool("NGUI Force Square Atlas", mForceSquare); - EditorPrefs.SetInt("NGUI Pivot", (int)mPivot); - EditorPrefs.SetInt("NGUI Layer", mLayer); - EditorPrefs.SetInt("NGUI DynFont", (mDynFont != null) ? mDynFont.GetInstanceID() : -1); - EditorPrefs.SetInt("NGUI DynFontSize", mDynFontSize); - EditorPrefs.SetInt("NGUI DynFontStyle", (int)mDynFontStyle); - - SaveColor(); - } - - static void LoadColor () - { - string sc = EditorPrefs.GetString("NGUI Color"); - - if (!string.IsNullOrEmpty(sc)) - { - string[] colors = sc.Split(' '); - - if (colors.Length == 4) - { - float.TryParse(colors[0], out mColor.r); - float.TryParse(colors[1], out mColor.g); - float.TryParse(colors[2], out mColor.b); - float.TryParse(colors[3], out mColor.a); - } - } - } - - static void SaveColor () - { - EditorPrefs.SetString("NGUI Color", mColor.r + " " + mColor.g + " " + mColor.b + " " + mColor.a); - } - - /// - /// Color is used to easily copy/paste the widget's color value. - /// - - static public Color color - { - get - { - if (!mLoaded) Load(); - return mColor; - } - set - { - if (mColor != value) - { - mColor = value; - SaveColor(); - } - } - } - - /// - /// Default bitmap font used by NGUI. - /// - - static public UIFont font - { - get - { - if (!mLoaded) Load(); - return mFont; - } - set - { - if (mFont != value) - { - mFont = value; - mFontName = (mFont != null) ? mFont.name : "New Font"; - Save(); - } - } - } - - /// - /// Default dynamic font used by NGUI. - /// - - static public Font dynamicFont - { - get - { - if (!mLoaded) Load(); - return mDynFont; - } - set - { - if (mDynFont != value) - { - mDynFont = value; - mFontName = (mDynFont != null) ? mDynFont.name : "New Font"; - Save(); - } - } - } - - /// - /// Default atlas used by NGUI. - /// - - static public UIAtlas atlas - { - get - { - if (!mLoaded) Load(); - return mAtlas; - } - set - { - if (mAtlas != value) - { - mAtlas = value; - mAtlasName = (mAtlas != null) ? mAtlas.name : "New Atlas"; - Save(); - } - } - } - - /// - /// Currently selected sprite. - /// - - static public string selectedSprite - { - get - { - if (!mLoaded) Load(); - return mSpriteName; - } - set - { - if (mSpriteName != value) - { - mSpriteName = value; - Save(); - } - } - } - - /// - /// Default pivot point used by sprites. - /// - - static public UIWidget.Pivot pivot - { - get - { - if (!mLoaded) Load(); - return mPivot; - } - set - { - if (mPivot != value) - { - mPivot = value; - Save(); - } - } - } - - /// - /// Default layer used by the UI. - /// - - static public int layer - { - get - { - if (!mLoaded) Load(); - return mLayer; - } - set - { - if (mLayer != value) - { - mLayer = value; - Save(); - } - } - } - - /// - /// Name of the font, used by the Font Maker. - /// - - static public string fontName { get { if (!mLoaded) Load(); return mFontName; } set { if (mFontName != value) { mFontName = value; Save(); } } } - - /// - /// Data used to create the font, used by the Font Maker. - /// - - static public TextAsset fontData { get { if (!mLoaded) Load(); return mFontData; } set { if (mFontData != value) { mFontData = value; Save(); } } } - - /// - /// Texture used to create the font, used by the Font Maker. - /// - - static public Texture2D fontTexture { get { if (!mLoaded) Load(); return mFontTexture; } set { if (mFontTexture != value) { mFontTexture = value; Save(); } } } - - /// - /// Name of the atlas, used by the Atlas maker. - /// - - static public string atlasName { get { if (!mLoaded) Load(); return mAtlasName; } set { if (mAtlasName != value) { mAtlasName = value; Save(); } } } - - /// - /// Size of the dynamic font. - /// - - static public int dynamicFontSize { get { if (!mLoaded) Load(); return mDynFontSize; } set { if (mDynFontSize != value) { mDynFontSize = value; Save(); } } } - - /// - /// Dynamic font's style. - /// - - static public FontStyle dynamicFontStyle { get { if (!mLoaded) Load(); return mDynFontStyle; } set { if (mDynFontStyle != value) { mDynFontStyle = value; Save(); } } } - - /// - /// Name of the partial sprite name, used to filter sprites. - /// - - static public string partialSprite - { - get - { - if (!mLoaded) Load(); - return mPartial; - } - set - { - if (mPartial != value) - { - mPartial = value; - EditorPrefs.SetString("NGUI Partial", mPartial); - } - } - } - - /// - /// Added padding in-between of sprites when creating an atlas. - /// - - static public int atlasPadding { get { if (!mLoaded) Load(); return mAtlasPadding; } set { if (mAtlasPadding != value) { mAtlasPadding = value; Save(); } } } - - /// - /// Whether the transparent pixels will be trimmed away when creating an atlas. - /// - - static public bool atlasTrimming { get { if (!mLoaded) Load(); return mAtlasTrimming; } set { if (mAtlasTrimming != value) { mAtlasTrimming = value; Save(); } } } - - /// - /// Whether the transparent pixels will affect the color. - /// - - static public bool atlasPMA { get { if (!mLoaded) Load(); return mAtlasPMA; } set { if (mAtlasPMA != value) { mAtlasPMA = value; Save(); } } } - - /// - /// Whether Unity's method or MaxRectBinPack will be used when creating an atlas - /// - - static public bool unityPacking { get { if (!mLoaded) Load(); return mUnityPacking; } set { if (mUnityPacking != value) { mUnityPacking = value; Save(); } } } - - /// - /// Whether the Atlas Maker will force a square atlas texture when creating an atlas - /// - - static public bool forceSquareAtlas { get { if (!mLoaded) Load(); return mForceSquare; } set { if (mForceSquare != value) { mForceSquare = value; Save(); } } } - - /// - /// Whether the atlas maker will allow 4096 width/height textures on mobiles. - /// - - static public bool allow4096 { get { if (!mLoaded) Load(); return mAllow4096; } set { if (mAllow4096 != value) { mAllow4096 = value; Save(); } } } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs.meta deleted file mode 100644 index 67492a1..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 06fab1249a3cb60469c68b2ee2a0701f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs deleted file mode 100644 index f857f9d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs +++ /dev/null @@ -1,368 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -#if UNITY_3_5 - -using UnityEngine; -using UnityEditor; - -[CustomEditor(typeof(Transform))] -public class NGUITransformInspector : Editor -{ - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - Transform trans = target as Transform; - EditorGUIUtility.LookLikeControls(15f); - - Vector3 pos; - Vector3 rot; - Vector3 scale; - - // Position - EditorGUILayout.BeginHorizontal(); - { - if (DrawButton("P", "Reset Position", IsResetPositionValid(trans), 20f)) - { - NGUIEditorTools.RegisterUndo("Reset Position", trans); - trans.localPosition = Vector3.zero; - } - pos = DrawVector3(trans.localPosition); - } - EditorGUILayout.EndHorizontal(); - - // Rotation - EditorGUILayout.BeginHorizontal(); - { - if (DrawButton("R", "Reset Rotation", IsResetRotationValid(trans), 20f)) - { - NGUIEditorTools.RegisterUndo("Reset Rotation", trans); - trans.localEulerAngles = Vector3.zero; - } - rot = DrawVector3(trans.localEulerAngles); - } - EditorGUILayout.EndHorizontal(); - - // Scale - EditorGUILayout.BeginHorizontal(); - { - if (DrawButton("S", "Reset Scale", IsResetScaleValid(trans), 20f)) - { - NGUIEditorTools.RegisterUndo("Reset Scale", trans); - trans.localScale = Vector3.one; - } - scale = DrawVector3(trans.localScale); - } - EditorGUILayout.EndHorizontal(); - - // If something changes, set the transform values - if (GUI.changed) - { - NGUIEditorTools.RegisterUndo("Transform Change", trans); - trans.localPosition = Validate(pos); - trans.localEulerAngles = Validate(rot); - trans.localScale = Validate(scale); - } - } - - /// - /// Helper function that draws a button in an enabled or disabled state. - /// - - static bool DrawButton (string title, string tooltip, bool enabled, float width) - { - if (enabled) - { - // Draw a regular button - return GUILayout.Button(new GUIContent(title, tooltip), GUILayout.Width(width)); - } - else - { - // Button should be disabled -- draw it darkened and ignore its return value - Color color = GUI.color; - GUI.color = new Color(1f, 1f, 1f, 0.25f); - GUILayout.Button(new GUIContent(title, tooltip), GUILayout.Width(width)); - GUI.color = color; - return false; - } - } - - /// - /// Helper function that draws a field of 3 floats. - /// - - static Vector3 DrawVector3 (Vector3 value) - { - GUILayoutOption opt = GUILayout.MinWidth(30f); - value.x = EditorGUILayout.FloatField("X", value.x, opt); - value.y = EditorGUILayout.FloatField("Y", value.y, opt); - value.z = EditorGUILayout.FloatField("Z", value.z, opt); - return value; - } - - /// - /// Helper function that determines whether its worth it to show the reset position button. - /// - - static bool IsResetPositionValid (Transform targetTransform) - { - Vector3 v = targetTransform.localPosition; - return (v.x != 0f || v.y != 0f || v.z != 0f); - } - - /// - /// Helper function that determines whether its worth it to show the reset rotation button. - /// - - static bool IsResetRotationValid (Transform targetTransform) - { - Vector3 v = targetTransform.localEulerAngles; - return (v.x != 0f || v.y != 0f || v.z != 0f); - } - - /// - /// Helper function that determines whether its worth it to show the reset scale button. - /// - - static bool IsResetScaleValid (Transform targetTransform) - { - Vector3 v = targetTransform.localScale; - return (v.x != 1f || v.y != 1f || v.z != 1f); - } - - /// - /// Helper function that removes not-a-number values from the vector. - /// - - static Vector3 Validate (Vector3 vector) - { - vector.x = float.IsNaN(vector.x) ? 0f : vector.x; - vector.y = float.IsNaN(vector.y) ? 0f : vector.y; - vector.z = float.IsNaN(vector.z) ? 0f : vector.z; - return vector; - } -} -#else -using UnityEngine; -using UnityEditor; - -[CanEditMultipleObjects] -[CustomEditor(typeof(Transform))] -public class NGUITransformInspector : Editor -{ - static public NGUITransformInspector instance; - - SerializedProperty mPos; - SerializedProperty mRot; - SerializedProperty mScale; - - void OnEnable () - { - instance = this; - - mPos = serializedObject.FindProperty("m_LocalPosition"); - mRot = serializedObject.FindProperty("m_LocalRotation"); - mScale = serializedObject.FindProperty("m_LocalScale"); - } - - void OnDestroy () { instance = null; } - - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(15f); - - serializedObject.Update(); - - bool widgets = false; - - foreach (Object obj in serializedObject.targetObjects) - { - Transform t = obj as Transform; - - if (t.GetComponent() != null) - { - widgets = true; - break; - } - } - - DrawPosition(); - DrawRotation(widgets); - DrawScale(widgets); - - serializedObject.ApplyModifiedProperties(); - } - - void DrawPosition () - { - GUILayout.BeginHorizontal(); - { - bool reset = GUILayout.Button("P", GUILayout.Width(20f)); - - EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x")); - EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y")); - EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z")); - - if (reset) mPos.vector3Value = Vector3.zero; - } - GUILayout.EndHorizontal(); - } - - void DrawScale (bool isWidget) - { - GUILayout.BeginHorizontal(); - { - bool reset = GUILayout.Button("S", GUILayout.Width(20f)); - - EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x")); - EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y")); - - if (isWidget) GUI.color = new Color(0.7f, 0.7f, 0.7f); - EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z")); - if (isWidget) GUI.color = Color.white; - - if (reset) mScale.vector3Value = Vector3.one; - } - GUILayout.EndHorizontal(); - } - -#region Rotation is ugly as hell... since there is no native support for quaternion property drawing - enum Axes : int - { - None = 0, - X = 1, - Y = 2, - Z = 4, - All = 7, - } - - Axes CheckDifference (Transform t, Vector3 original) - { - Vector3 next = t.localEulerAngles; - - Axes axes = Axes.None; - - if (Differs(next.x, original.x)) axes |= Axes.X; - if (Differs(next.y, original.y)) axes |= Axes.Y; - if (Differs(next.z, original.z)) axes |= Axes.Z; - - return axes; - } - - Axes CheckDifference (SerializedProperty property) - { - Axes axes = Axes.None; - - if (property.hasMultipleDifferentValues) - { - Vector3 original = property.quaternionValue.eulerAngles; - - foreach (Object obj in serializedObject.targetObjects) - { - axes |= CheckDifference(obj as Transform, original); - if (axes == Axes.All) break; - } - } - return axes; - } - - /// - /// Draw an editable float field. - /// - /// Whether to replace the value with a dash - /// Whether the value should be greyed out or not - - static bool FloatField (string name, ref float value, bool hidden, bool greyedOut, GUILayoutOption opt) - { - float newValue = value; - GUI.changed = false; - - if (!hidden) - { - if (greyedOut) - { - GUI.color = new Color(0.7f, 0.7f, 0.7f); - newValue = EditorGUILayout.FloatField(name, newValue, opt); - GUI.color = Color.white; - } - else - { - newValue = EditorGUILayout.FloatField(name, newValue, opt); - } - } - else if (greyedOut) - { - GUI.color = new Color(0.7f, 0.7f, 0.7f); - float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue); - GUI.color = Color.white; - } - else - { - float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue); - } - - if (GUI.changed && Differs(newValue, value)) - { - value = newValue; - return true; - } - return false; - } - - /// - /// Because Mathf.Approximately is too sensitive. - /// - - static bool Differs (float a, float b) { return Mathf.Abs(a - b) > 0.0001f; } - - void DrawRotation (bool isWidget) - { - GUILayout.BeginHorizontal(); - { - bool reset = GUILayout.Button("R", GUILayout.Width(20f)); - - Vector3 visible = (serializedObject.targetObject as Transform).localEulerAngles; - Axes changed = CheckDifference(mRot); - Axes altered = Axes.None; - - GUILayoutOption opt = GUILayout.MinWidth(30f); - - if (FloatField("X", ref visible.x, (changed & Axes.X) != 0, isWidget, opt)) altered |= Axes.X; - if (FloatField("Y", ref visible.y, (changed & Axes.Y) != 0, isWidget, opt)) altered |= Axes.Y; - if (FloatField("Z", ref visible.z, (changed & Axes.Z) != 0, false, opt)) altered |= Axes.Z; - - if (reset) - { - mRot.quaternionValue = Quaternion.identity; - } - else if (altered != Axes.None) - { - NGUIEditorTools.RegisterUndo("Change Rotation", serializedObject.targetObjects); - - foreach (Object obj in serializedObject.targetObjects) - { - Transform t = obj as Transform; - Vector3 v = t.localEulerAngles; - - if ((altered & Axes.X) != 0) v.x = visible.x; - if ((altered & Axes.Y) != 0) v.y = visible.y; - if ((altered & Axes.Z) != 0) v.z = visible.z; - - t.localEulerAngles = v; - } - } - } - GUILayout.EndHorizontal(); - } -#endregion -} -#endif diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs.meta deleted file mode 100644 index 5fbd10e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9997db2c14b24cd4d94a8ebb76fff1f5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs b/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs deleted file mode 100644 index 21b8290..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs +++ /dev/null @@ -1,207 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// Editor component used to display a list of sprites. -/// - -public class SpriteSelector : ScriptableWizard -{ - public delegate void Callback (string sprite); - - UIAtlas mAtlas; - UISprite mSprite; - string mName; - Vector2 mPos = Vector2.zero; - Callback mCallback; - float mClickTime = 0f; - - /// - /// Name of the selected sprite. - /// - - public string spriteName { get { return (mSprite != null) ? mSprite.spriteName : mName; } } - - /// - /// Show the selection wizard. - /// - - public static void Show (UIAtlas atlas, string selectedSprite, Callback callback) - { - SpriteSelector comp = ScriptableWizard.DisplayWizard("Select a Sprite"); - comp.mAtlas = atlas; - comp.mSprite = null; - comp.mName = selectedSprite; - comp.mCallback = callback; - } - - /// - /// Show the selection wizard. - /// - - public static void Show (UIAtlas atlas, UISprite selectedSprite) - { - SpriteSelector comp = ScriptableWizard.DisplayWizard("Select a Sprite"); - comp.mAtlas = atlas; - comp.mSprite = selectedSprite; - comp.mCallback = null; - } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - EditorGUIUtility.LookLikeControls(80f); - - if (mAtlas == null) - { - GUILayout.Label("No Atlas selected.", "LODLevelNotifyText"); - } - else - { - bool close = false; - GUILayout.Label(mAtlas.name + " Sprites", "LODLevelNotifyText"); - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - GUILayout.Space(84f); - - string before = NGUISettings.partialSprite; - string after = EditorGUILayout.TextField("", before, "SearchTextField"); - NGUISettings.partialSprite = after; - - if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f))) - { - NGUISettings.partialSprite = ""; - GUIUtility.keyboardControl = 0; - } - GUILayout.Space(84f); - GUILayout.EndHorizontal(); - - Texture2D tex = mAtlas.texture as Texture2D; - - if (tex == null) - { - GUILayout.Label("The atlas doesn't have a texture to work with"); - return; - } - - BetterList sprites = mAtlas.GetListOfSprites(NGUISettings.partialSprite); - - float size = 80f; - float padded = size + 10f; - int columns = Mathf.FloorToInt(Screen.width / padded); - if (columns < 1) columns = 1; - - int offset = 0; - Rect rect = new Rect(10f, 0, size, size); - - GUILayout.Space(10f); - mPos = GUILayout.BeginScrollView(mPos); - - while (offset < sprites.size) - { - GUILayout.BeginHorizontal(); - { - int col = 0; - rect.x = 10f; - - for (; offset < sprites.size; ++offset) - { - UIAtlas.Sprite sprite = mAtlas.GetSprite(sprites[offset]); - if (sprite == null) continue; - - // Button comes first - if (GUI.Button(rect, "")) - { - float delta = Time.realtimeSinceStartup - mClickTime; - mClickTime = Time.realtimeSinceStartup; - - if (spriteName != sprite.name) - { - if (mSprite != null) - { - NGUIEditorTools.RegisterUndo("Atlas Selection", mSprite); - mSprite.spriteName = sprite.name; - mSprite.MakePixelPerfect(); - EditorUtility.SetDirty(mSprite.gameObject); - } - - if (mCallback != null) - { - mName = sprite.name; - mCallback(sprite.name); - } - } - else if (delta < 0.5f) close = true; - } - - if (Event.current.type == EventType.Repaint) - { - // On top of the button we have a checkboard grid - NGUIEditorTools.DrawTiledTexture(rect, NGUIEditorTools.backdropTexture); - - Rect uv = sprite.outer; - if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels) - uv = NGUIMath.ConvertToTexCoords(uv, tex.width, tex.height); - - // Calculate the texture's scale that's needed to display the sprite in the clipped area - float scaleX = rect.width / uv.width; - float scaleY = rect.height / uv.height; - - // Stretch the sprite so that it will appear proper - float aspect = (scaleY / scaleX) / ((float)tex.height / tex.width); - Rect clipRect = rect; - - if (aspect != 1f) - { - if (aspect < 1f) - { - // The sprite is taller than it is wider - float padding = size * (1f - aspect) * 0.5f; - clipRect.xMin += padding; - clipRect.xMax -= padding; - } - else - { - // The sprite is wider than it is taller - float padding = size * (1f - 1f / aspect) * 0.5f; - clipRect.yMin += padding; - clipRect.yMax -= padding; - } - } - - GUI.DrawTextureWithTexCoords(clipRect, tex, uv); - - // Draw the selection - if (spriteName == sprite.name) - { - NGUIEditorTools.DrawOutline(rect, new Color(0.4f, 1f, 0f, 1f)); - } - } - - if (++col >= columns) - { - ++offset; - break; - } - rect.x += padded; - } - } - GUILayout.EndHorizontal(); - GUILayout.Space(padded); - rect.y += padded; - } - GUILayout.EndScrollView(); - if (close) Close(); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs.meta deleted file mode 100644 index d445547..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 623be2c02ff0ce24d83ce440e4fa393d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs deleted file mode 100644 index 5b49808..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs +++ /dev/null @@ -1,468 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit the UIAtlas. -/// - -[CustomEditor(typeof(UIAtlas))] -public class UIAtlasInspector : Editor -{ - static public UIAtlasInspector instance; - - enum AtlasType - { - Normal, - Reference, - } - - UIAtlas mAtlas; - bool mConfirmDelete = false; - - AtlasType mType = AtlasType.Normal; - UIAtlas mReplacement = null; - - void OnEnable () { instance = this; } - void OnDisable () { instance = null; } - - /// - /// Convenience function -- mark all widgets using the sprite as changed. - /// - - void MarkSpriteAsDirty () - { - UIAtlas.Sprite sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null; - if (sprite == null) return; - - UISprite[] sprites = NGUITools.FindActive(); - - foreach (UISprite sp in sprites) - { - if (sp.spriteName == sprite.name) - { - sp.atlas = null; - sp.atlas = mAtlas; - EditorUtility.SetDirty(sp); - } - } - - UILabel[] labels = NGUITools.FindActive(); - - foreach (UILabel lbl in labels) - { - if (lbl.font != null && UIAtlas.CheckIfRelated(lbl.font.atlas, mAtlas) && lbl.font.UsesSprite(sprite.name)) - { - UIFont font = lbl.font; - lbl.font = null; - lbl.font = font; - EditorUtility.SetDirty(lbl); - } - } - } - - /// - /// Replacement atlas selection callback. - /// - - void OnSelectAtlas (MonoBehaviour obj) - { - if (mReplacement != obj) - { - // Undo doesn't work correctly in this case... so I won't bother. - //NGUIEditorTools.RegisterUndo("Atlas Change"); - //NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - - mAtlas.replacement = obj as UIAtlas; - mReplacement = mAtlas.replacement; - UnityEditor.EditorUtility.SetDirty(mAtlas); - if (mReplacement == null) mType = AtlasType.Normal; - } - } - - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - mAtlas = target as UIAtlas; - - UIAtlas.Sprite sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null; - - NGUIEditorTools.DrawSeparator(); - - if (mAtlas.replacement != null) - { - mType = AtlasType.Reference; - mReplacement = mAtlas.replacement; - } - - AtlasType after = (AtlasType)EditorGUILayout.EnumPopup("Atlas Type", mType); - - if (mType != after) - { - if (after == AtlasType.Normal) - { - OnSelectAtlas(null); - } - else - { - mType = AtlasType.Reference; - } - } - - if (mType == AtlasType.Reference) - { - ComponentSelector.Draw(mAtlas.replacement, OnSelectAtlas); - - NGUIEditorTools.DrawSeparator(); - EditorGUILayout.HelpBox("You can have one atlas simply point to " + - "another one. This is useful if you want to be " + - "able to quickly replace the contents of one " + - "atlas with another one, for example for " + - "swapping an SD atlas with an HD one, or " + - "replacing an English atlas with a Chinese " + - "one. All the sprites referencing this atlas " + - "will update their references to the new one.", MessageType.Info); - - if (mReplacement != mAtlas && mAtlas.replacement != mReplacement) - { - NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - mAtlas.replacement = mReplacement; - UnityEditor.EditorUtility.SetDirty(mAtlas); - } - return; - } - - if (!mConfirmDelete) - { - NGUIEditorTools.DrawSeparator(); - Material mat = EditorGUILayout.ObjectField("Material", mAtlas.spriteMaterial, typeof(Material), false) as Material; - - if (mAtlas.spriteMaterial != mat) - { - NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - mAtlas.spriteMaterial = mat; - - // Ensure that this atlas has valid import settings - if (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false); - - mAtlas.MarkAsDirty(); - mConfirmDelete = false; - } - - if (mat != null) - { - TextAsset ta = EditorGUILayout.ObjectField("TP Import", null, typeof(TextAsset), false) as TextAsset; - - if (ta != null) - { - // Ensure that this atlas has valid import settings - if (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false); - - NGUIEditorTools.RegisterUndo("Import Sprites", mAtlas); - NGUIJson.LoadSpriteData(mAtlas, ta); - if (sprite != null) sprite = mAtlas.GetSprite(sprite.name); - mAtlas.MarkAsDirty(); - } - - UIAtlas.Coordinates coords = (UIAtlas.Coordinates)EditorGUILayout.EnumPopup("Coordinates", mAtlas.coordinates); - - if (coords != mAtlas.coordinates) - { - NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - mAtlas.coordinates = coords; - mConfirmDelete = false; - } - - float pixelSize = EditorGUILayout.FloatField("Pixel Size", mAtlas.pixelSize, GUILayout.Width(120f)); - - if (pixelSize != mAtlas.pixelSize) - { - NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - mAtlas.pixelSize = pixelSize; - mConfirmDelete = false; - } - } - } - - if (mAtlas.spriteMaterial != null) - { - Color blue = new Color(0f, 0.7f, 1f, 1f); - Color green = new Color(0.4f, 1f, 0f, 1f); - - if (mConfirmDelete) - { - if (sprite != null) - { - // Show the confirmation dialog - NGUIEditorTools.DrawSeparator(); - GUILayout.Label("Are you sure you want to delete '" + sprite.name + "'?"); - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - { - GUI.backgroundColor = Color.green; - if (GUILayout.Button("Cancel")) mConfirmDelete = false; - GUI.backgroundColor = Color.red; - - if (GUILayout.Button("Delete")) - { - NGUIEditorTools.RegisterUndo("Delete Sprite", mAtlas); - mAtlas.spriteList.Remove(sprite); - mConfirmDelete = false; - } - GUI.backgroundColor = Color.white; - } - GUILayout.EndHorizontal(); - } - else mConfirmDelete = false; - } - else - { - if (sprite == null && mAtlas.spriteList.Count > 0) - { - string spriteName = NGUISettings.selectedSprite; - if (!string.IsNullOrEmpty(spriteName)) sprite = mAtlas.GetSprite(spriteName); - if (sprite == null) sprite = mAtlas.spriteList[0]; - } - - if (!mConfirmDelete && sprite != null) - { - NGUIEditorTools.DrawSeparator(); - NGUIEditorTools.AdvancedSpriteField(mAtlas, sprite.name, SelectSprite, true); - - if (sprite == null) return; - - Texture2D tex = mAtlas.spriteMaterial.mainTexture as Texture2D; - - if (tex != null) - { - Rect inner = sprite.inner; - Rect outer = sprite.outer; - - if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels) - { - GUI.backgroundColor = green; - outer = NGUIEditorTools.IntRect("Dimensions", sprite.outer); - - Vector4 border = new Vector4( - sprite.inner.xMin - sprite.outer.xMin, - sprite.inner.yMin - sprite.outer.yMin, - sprite.outer.xMax - sprite.inner.xMax, - sprite.outer.yMax - sprite.inner.yMax); - - GUI.backgroundColor = blue; - border = NGUIEditorTools.IntPadding("Border", border); - GUI.backgroundColor = Color.white; - - inner.xMin = sprite.outer.xMin + border.x; - inner.yMin = sprite.outer.yMin + border.y; - inner.xMax = sprite.outer.xMax - border.z; - inner.yMax = sprite.outer.yMax - border.w; - } - else - { - // Draw the inner and outer rectangle dimensions - GUI.backgroundColor = green; - outer = EditorGUILayout.RectField("Outer Rect", sprite.outer); - GUI.backgroundColor = blue; - inner = EditorGUILayout.RectField("Inner Rect", sprite.inner); - GUI.backgroundColor = Color.white; - } - - if (outer.xMax < outer.xMin) outer.xMax = outer.xMin; - if (outer.yMax < outer.yMin) outer.yMax = outer.yMin; - - if (outer != sprite.outer) - { - float x = outer.xMin - sprite.outer.xMin; - float y = outer.yMin - sprite.outer.yMin; - - inner.x += x; - inner.y += y; - } - - // Sanity checks to ensure that the inner rect is always inside the outer - inner.xMin = Mathf.Clamp(inner.xMin, outer.xMin, outer.xMax); - inner.xMax = Mathf.Clamp(inner.xMax, outer.xMin, outer.xMax); - inner.yMin = Mathf.Clamp(inner.yMin, outer.yMin, outer.yMax); - inner.yMax = Mathf.Clamp(inner.yMax, outer.yMin, outer.yMax); - - bool changed = false; - - if (sprite.inner != inner || sprite.outer != outer) - { - NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - sprite.inner = inner; - sprite.outer = outer; - MarkSpriteAsDirty(); - changed = true; - } - - EditorGUILayout.Separator(); - - if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels) - { - int left = Mathf.RoundToInt(sprite.paddingLeft * sprite.outer.width); - int right = Mathf.RoundToInt(sprite.paddingRight * sprite.outer.width); - int top = Mathf.RoundToInt(sprite.paddingTop * sprite.outer.height); - int bottom = Mathf.RoundToInt(sprite.paddingBottom * sprite.outer.height); - - NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair("Padding", "Left", "Top", left, top); - NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Right", "Bottom", right, bottom); - - if (changed || a.x != left || a.y != top || b.x != right || b.y != bottom) - { - NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas); - sprite.paddingLeft = a.x / sprite.outer.width; - sprite.paddingTop = a.y / sprite.outer.height; - sprite.paddingRight = b.x / sprite.outer.width; - sprite.paddingBottom = b.y / sprite.outer.height; - MarkSpriteAsDirty(); - } - } - else - { - // Create a button that can make the coordinates pixel-perfect on click - GUILayout.BeginHorizontal(); - { - GUILayout.Label("Correction", GUILayout.Width(75f)); - - Rect corrected0 = outer; - Rect corrected1 = inner; - - if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels) - { - corrected0 = NGUIMath.MakePixelPerfect(corrected0); - corrected1 = NGUIMath.MakePixelPerfect(corrected1); - } - else - { - corrected0 = NGUIMath.MakePixelPerfect(corrected0, tex.width, tex.height); - corrected1 = NGUIMath.MakePixelPerfect(corrected1, tex.width, tex.height); - } - - if (corrected0 == sprite.outer && corrected1 == sprite.inner) - { - GUI.color = Color.grey; - GUILayout.Button("Make Pixel-Perfect"); - GUI.color = Color.white; - } - else if (GUILayout.Button("Make Pixel-Perfect")) - { - outer = corrected0; - inner = corrected1; - GUI.changed = true; - } - } - GUILayout.EndHorizontal(); - } - } - - // This functionality is no longer used. It became obsolete when the Atlas Maker was added. - /*NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - { - EditorGUILayout.PrefixLabel("Add/Delete"); - - if (GUILayout.Button("Clone Sprite")) - { - NGUIEditorTools.RegisterUndo("Add Sprite", mAtlas); - UIAtlas.Sprite newSprite = new UIAtlas.Sprite(); - - if (sprite != null) - { - newSprite.name = "Copy of " + sprite.name; - newSprite.outer = sprite.outer; - newSprite.inner = sprite.inner; - } - else - { - newSprite.name = "New Sprite"; - } - - mAtlas.spriteList.Add(newSprite); - sprite = newSprite; - } - - // Show the delete button - GUI.backgroundColor = Color.red; - - if (sprite != null && GUILayout.Button("Delete", GUILayout.Width(55f))) - { - mConfirmDelete = true; - } - GUI.backgroundColor = Color.white; - } - GUILayout.EndHorizontal();*/ - - if (NGUIEditorTools.previousSelection != null) - { - NGUIEditorTools.DrawSeparator(); - - GUI.backgroundColor = Color.green; - - if (GUILayout.Button("<< Return to " + NGUIEditorTools.previousSelection.name)) - { - NGUIEditorTools.SelectPrevious(); - } - GUI.backgroundColor = Color.white; - } - } - } - } - } - - /// - /// Sprite selection callback. - /// - - void SelectSprite (string spriteName) - { - NGUISettings.selectedSprite = spriteName; - Repaint(); - } - - /// - /// All widgets have a preview. - /// - - public override bool HasPreviewGUI () { return true; } - - /// - /// Draw the sprite preview. - /// - - public override void OnPreviewGUI (Rect rect, GUIStyle background) - { - UIAtlas.Sprite sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null; - if (sprite == null) return; - - Texture2D tex = mAtlas.texture as Texture2D; - if (tex == null) return; - - Rect outer = new Rect(sprite.outer); - Rect inner = new Rect(sprite.inner); - Rect uv = outer; - - if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels) - { - uv = NGUIMath.ConvertToTexCoords(outer, tex.width, tex.height); - } - else - { - outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true); - inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true); - } - NGUIEditorTools.DrawSprite(tex, rect, outer, inner, uv, Color.white); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs.meta deleted file mode 100644 index 9ec1f63..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7163253a2d8b90f4cbdd7b0630b84dcd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs deleted file mode 100644 index 2db6d65..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs +++ /dev/null @@ -1,935 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Atlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer. -/// - -public class UIAtlasMaker : EditorWindow -{ - class SpriteEntry - { - public Texture2D tex; // Sprite texture -- original texture or a temporary texture - public string name; // Name of the texture, since a reference to the texture may be lost due to a bug in Unity - public Rect rect; // Sprite's outer rectangle within the generated texture atlas - public int minX = 0; // Padding, if any (set if the sprite is trimmed) - public int maxX = 0; - public int minY = 0; - public int maxY = 0; - public bool temporaryTexture = false; // Whether the texture is temporary and should be deleted - } - - Vector2 mScroll = Vector2.zero; - List mDelNames = new List(); - - /// - /// Atlas selection callback. - /// - - void OnSelectAtlas (MonoBehaviour obj) - { - NGUISettings.atlas = obj as UIAtlas; - Repaint(); - } - - /// - /// Refresh the window on selection. - /// - - void OnSelectionChange () { mDelNames.Clear(); Repaint(); } - - /// - /// Helper function that retrieves the list of currently selected textures. - /// - - List GetSelectedTextures () - { - List textures = new List(); - - if (Selection.objects != null && Selection.objects.Length > 0) - { - Object[] objects = EditorUtility.CollectDependencies(Selection.objects); - - foreach (Object o in objects) - { - Texture tex = o as Texture; - if (tex != null && (NGUISettings.atlas == null || NGUISettings.atlas.texture != tex)) textures.Add(tex); - } - } - return textures; - } - - /// - /// Load the specified list of textures as Texture2Ds, fixing their import properties as necessary. - /// - - static List LoadTextures (List textures) - { - List list = new List(); - - foreach (Texture tex in textures) - { - Texture2D t2 = NGUIEditorTools.ImportTexture(tex, true, false); - if (t2 != null) list.Add(t2); - } - return list; - } - - /// - /// Used to sort the sprites by pixels used - /// - - static int Compare (SpriteEntry a, SpriteEntry b) - { - // A is null b is not b is greater so put it at the front of the list - if (a == null && b != null) return 1; - - // A is not null b is null a is greater so put it at the front of the list - if (a == null && b != null) return -1; - - // Get the total pixels used for each sprite - int aPixels = (int)(a.rect.height * a.rect.width); - int bPixels = (int)(b.rect.height * b.rect.width); - - if (aPixels > bPixels) return -1; - else if (aPixels < bPixels) return 1; - return 0; - } - - /// - /// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed. - /// - - static bool PackTextures (Texture2D tex, List sprites) - { - Texture2D[] textures = new Texture2D[sprites.Count]; - Rect[] rects; - -#if UNITY_3_5 || UNITY_4_0 - int maxSize = 4096; -#else - int maxSize = SystemInfo.maxTextureSize; -#endif - -#if UNITY_ANDROID || UNITY_IPHONE -#if !UNITY_3_5 && !UNITY_4_0 - if (PlayerSettings.targetGlesGraphics == TargetGlesGraphics.OpenGLES_1_x) - { - maxSize = Mathf.Min(maxSize, 1024); - } - else -#endif - { - maxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048); - } -#endif - - if (NGUISettings.unityPacking) - { - for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex; - rects = tex.PackTextures(textures, NGUISettings.atlasPadding, maxSize); - } - else - { - sprites.Sort(Compare); - for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex; - rects = UITexturePacker.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, maxSize); - } - - for (int i = 0; i < sprites.Count; ++i) - { - Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true); - - // Make sure that we don't shrink the textures - if (Mathf.RoundToInt(rect.width) != textures[i].width) return false; - sprites[i].rect = rect; - } - return true; - } - - /// - /// Helper function that creates a single sprite list from both the atlas's sprites as well as selected textures. - /// Dictionary value meaning: - /// 0 = No change - /// 1 = Update - /// 2 = Add - /// - - Dictionary GetSpriteList (List textures) - { - Dictionary spriteList = new Dictionary(); - - if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName) - { - BetterList spriteNames = NGUISettings.atlas.GetListOfSprites(); - foreach (string sp in spriteNames) spriteList.Add(sp, 0); - } - - // If we have textures to work with, include them as well - if (textures.Count > 0) - { - List texNames = new List(); - foreach (Texture tex in textures) texNames.Add(tex.name); - texNames.Sort(); - - foreach (string tex in texNames) - { - if (spriteList.ContainsKey(tex)) spriteList[tex] = 1; - else spriteList.Add(tex, 2); - } - } - return spriteList; - } - - /// - /// Add a new sprite to the atlas, given the texture it's coming from and the packed rect within the atlas. - /// - - static UIAtlas.Sprite AddSprite (List sprites, SpriteEntry se) - { - UIAtlas.Sprite sprite = null; - - // See if this sprite already exists - foreach (UIAtlas.Sprite sp in sprites) - { - if (sp.name == se.name) - { - sprite = sp; - break; - } - } - - if (sprite != null) - { - float x0 = sprite.inner.xMin - sprite.outer.xMin; - float y0 = sprite.inner.yMin - sprite.outer.yMin; - float x1 = sprite.outer.xMax - sprite.inner.xMax; - float y1 = sprite.outer.yMax - sprite.inner.yMax; - - sprite.outer = se.rect; - sprite.inner = se.rect; - - sprite.inner.xMin = Mathf.Max(sprite.inner.xMin + x0, sprite.outer.xMin); - sprite.inner.yMin = Mathf.Max(sprite.inner.yMin + y0, sprite.outer.yMin); - sprite.inner.xMax = Mathf.Min(sprite.inner.xMax - x1, sprite.outer.xMax); - sprite.inner.yMax = Mathf.Min(sprite.inner.yMax - y1, sprite.outer.yMax); - } - else - { - sprite = new UIAtlas.Sprite(); - sprite.name = se.name; - sprite.outer = se.rect; - sprite.inner = se.rect; - sprites.Add(sprite); - } - - float width = Mathf.Max(1f, sprite.outer.width); - float height = Mathf.Max(1f, sprite.outer.height); - - // Sprite's padding values are relative to width and height - sprite.paddingLeft = se.minX / width; - sprite.paddingRight = se.maxX / width; - sprite.paddingTop = se.maxY / height; - sprite.paddingBottom = se.minY / height; - return sprite; - } - - /// - /// Create a list of sprites using the specified list of textures. - /// - - static List CreateSprites (List textures) - { - List list = new List(); - - foreach (Texture tex in textures) - { - Texture2D oldTex = NGUIEditorTools.ImportTexture(tex, true, false); - if (oldTex == null) continue; - - // If we aren't doing trimming, just use the texture as-is - if (!NGUISettings.atlasTrimming && !NGUISettings.atlasPMA) - { - SpriteEntry sprite = new SpriteEntry(); - sprite.rect = new Rect(0f, 0f, oldTex.width, oldTex.height); - sprite.tex = oldTex; - sprite.name = oldTex.name; - sprite.temporaryTexture = false; - list.Add(sprite); - continue; - } - - // If we want to trim transparent pixels, there is more work to be done - Color32[] pixels = oldTex.GetPixels32(); - - int xmin = oldTex.width; - int xmax = 0; - int ymin = oldTex.height; - int ymax = 0; - int oldWidth = oldTex.width; - int oldHeight = oldTex.height; - - // Find solid pixels - if (NGUISettings.atlasTrimming) - { - for (int y = 0, yw = oldHeight; y < yw; ++y) - { - for (int x = 0, xw = oldWidth; x < xw; ++x) - { - Color32 c = pixels[y * xw + x]; - - if (c.a != 0) - { - if (y < ymin) ymin = y; - if (y > ymax) ymax = y; - if (x < xmin) xmin = x; - if (x > xmax) xmax = x; - } - } - } - } - else - { - xmin = 0; - xmax = oldWidth - 1; - ymin = 0; - ymax = oldHeight - 1; - } - - int newWidth = (xmax - xmin) + 1; - int newHeight = (ymax - ymin) + 1; - - if (newWidth > 0 && newHeight > 0) - { - SpriteEntry sprite = new SpriteEntry(); - sprite.rect = new Rect(0f, 0f, oldTex.width, oldTex.height); - - // If the dimensions match, then nothing was actually trimmed - if (!NGUISettings.atlasPMA && (newWidth == oldWidth && newHeight == oldHeight)) - { - sprite.tex = oldTex; - sprite.name = oldTex.name; - sprite.temporaryTexture = false; - } - else - { - // Copy the non-trimmed texture data into a temporary buffer - Color32[] newPixels = new Color32[newWidth * newHeight]; - - for (int y = 0; y < newHeight; ++y) - { - for (int x = 0; x < newWidth; ++x) - { - int newIndex = y * newWidth + x; - int oldIndex = (ymin + y) * oldWidth + (xmin + x); - if (NGUISettings.atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]); - else newPixels[newIndex] = pixels[oldIndex]; - } - } - - // Create a new texture - sprite.temporaryTexture = true; - sprite.name = oldTex.name; - sprite.tex = new Texture2D(newWidth, newHeight); - sprite.tex.SetPixels32(newPixels); - sprite.tex.Apply(); - - // Remember the padding offset - sprite.minX = xmin; - sprite.maxX = oldWidth - newWidth - xmin; - sprite.minY = ymin; - sprite.maxY = oldHeight - newHeight - ymin; - } - list.Add(sprite); - } - } - return list; - } - - /// - /// Release all temporary textures created for the sprites. - /// - - static void ReleaseSprites (List sprites) - { - foreach (SpriteEntry se in sprites) - { - if (se.temporaryTexture) - { - NGUITools.Destroy(se.tex); - se.tex = null; - } - } - Resources.UnloadUnusedAssets(); - } - - /// - /// Replace the sprites within the atlas. - /// - - static void ReplaceSprites (UIAtlas atlas, List sprites) - { - // Get the list of sprites we'll be updating - List spriteList = atlas.spriteList; - List kept = new List(); - - // The atlas must be in pixels - atlas.coordinates = UIAtlas.Coordinates.Pixels; - - // Run through all the textures we added and add them as sprites to the atlas - for (int i = 0; i < sprites.Count; ++i) - { - SpriteEntry se = sprites[i]; - UIAtlas.Sprite sprite = AddSprite(spriteList, se); - kept.Add(sprite); - } - - // Remove unused sprites - for (int i = spriteList.Count; i > 0; ) - { - UIAtlas.Sprite sp = spriteList[--i]; - if (!kept.Contains(sp)) spriteList.RemoveAt(i); - } - atlas.MarkAsDirty(); - } - - /// - /// Extract sprites from the atlas, adding them to the list. - /// - - static void ExtractSprites (UIAtlas atlas, List sprites) - { - // Make the atlas texture readable - Texture2D atlasTex = NGUIEditorTools.ImportTexture(atlas.texture, true, false); - - if (atlasTex != null) - { - atlas.coordinates = UIAtlas.Coordinates.Pixels; - - Color32[] oldPixels = null; - int oldWidth = atlasTex.width; - int oldHeight = atlasTex.height; - List list = atlas.spriteList; - - foreach (UIAtlas.Sprite asp in list) - { - bool found = false; - - foreach (SpriteEntry se in sprites) - { - if (asp.name == se.name) - { - found = true; - break; - } - } - - if (!found) - { - // Read the atlas - if (oldPixels == null) oldPixels = atlasTex.GetPixels32(); - - Rect rect = asp.outer; - rect.xMin = Mathf.Clamp(rect.xMin, 0f, oldWidth); - rect.yMin = Mathf.Clamp(rect.yMin, 0f, oldHeight); - rect.xMax = Mathf.Clamp(rect.xMax, 0f, oldWidth); - rect.yMax = Mathf.Clamp(rect.yMax, 0f, oldHeight); - - int newWidth = Mathf.RoundToInt(rect.width); - int newHeight = Mathf.RoundToInt(rect.height); - if (newWidth == 0 || newHeight == 0) continue; - - Color32[] newPixels = new Color32[newWidth * newHeight]; - int xmin = Mathf.RoundToInt(rect.x); - int ymin = Mathf.RoundToInt(oldHeight - rect.yMax); - - for (int y = 0; y < newHeight; ++y) - { - for (int x = 0; x < newWidth; ++x) - { - int newIndex = y * newWidth + x; - int oldIndex = (ymin + y) * oldWidth + (xmin + x); - newPixels[newIndex] = oldPixels[oldIndex]; - } - } - - // Create a new sprite - SpriteEntry sprite = new SpriteEntry(); - sprite.name = asp.name; - sprite.temporaryTexture = true; - sprite.tex = new Texture2D(newWidth, newHeight); - sprite.rect = new Rect(0f, 0f, newWidth, newHeight); - sprite.tex.SetPixels32(newPixels); - sprite.tex.Apply(); - - // Min/max coordinates are in pixels - sprite.minX = Mathf.RoundToInt(asp.paddingLeft * newWidth); - sprite.maxX = Mathf.RoundToInt(asp.paddingRight * newWidth); - sprite.minY = Mathf.RoundToInt(asp.paddingBottom * newHeight); - sprite.maxY = Mathf.RoundToInt(asp.paddingTop * newHeight); - - sprites.Add(sprite); - } - } - } - - // The atlas no longer needs to be readable - NGUIEditorTools.ImportTexture(atlas.texture, false, false); - } - - /// - /// Combine all sprites into a single texture and save it to disk. - /// - - static bool UpdateTexture (UIAtlas atlas, List sprites) - { - // Get the texture for the atlas - Texture2D tex = atlas.texture as Texture2D; - string oldPath = (tex != null) ? AssetDatabase.GetAssetPath(tex.GetInstanceID()) : ""; - string newPath = NGUIEditorTools.GetSaveableTexturePath(atlas); - - // Clear the read-only flag in texture file attributes - if (System.IO.File.Exists(newPath)) - { -#if !UNITY_4_1 && !UNITY_4_0 && !UNITY_3_5 - if (!AssetDatabase.IsOpenForEdit(newPath)) - { - Debug.LogError(newPath + " is not editable. Did you forget to do a check out?"); - return false; - } -#endif - System.IO.FileAttributes newPathAttrs = System.IO.File.GetAttributes(newPath); - newPathAttrs &= ~System.IO.FileAttributes.ReadOnly; - System.IO.File.SetAttributes(newPath, newPathAttrs); - } - - bool newTexture = (tex == null || oldPath != newPath); - - if (newTexture) - { - // Create a new texture for the atlas - tex = new Texture2D(1, 1, TextureFormat.ARGB32, false); - } - else - { - // Make the atlas readable so we can save it - tex = NGUIEditorTools.ImportTexture(oldPath, true, false); - } - - // Pack the sprites into this texture - if (PackTextures(tex, sprites)) - { - byte[] bytes = tex.EncodeToPNG(); - System.IO.File.WriteAllBytes(newPath, bytes); - bytes = null; - - // Load the texture we just saved as a Texture2D - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - tex = NGUIEditorTools.ImportTexture(newPath, false, true); - - // Update the atlas texture - if (newTexture) - { - if (tex == null) Debug.LogError("Failed to load the created atlas saved as " + newPath); - else atlas.spriteMaterial.mainTexture = tex; - ReleaseSprites(sprites); - - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - return true; - } - else - { - if (!newTexture) NGUIEditorTools.ImportTexture(oldPath, false, true); - - //Debug.LogError("Operation canceled: The selected sprites can't fit into the atlas.\n" + - // "Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead."); - - EditorUtility.DisplayDialog("Operation Canceled", "The selected sprites can't fit into the atlas.\n" + - "Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead", "OK"); - return false; - } - } - - /// - /// Add the specified texture to the atlas, or update an existing one. - /// - - static public void AddOrUpdate (UIAtlas atlas, Texture2D tex) - { - if (atlas != null && tex != null) - { - List textures = new List(); - textures.Add(tex); - List sprites = CreateSprites(textures); - ExtractSprites(atlas, sprites); - UpdateAtlas(atlas, sprites); - } - } - - /// - /// Update the sprites within the texture atlas, preserving the sprites that have not been selected. - /// - - void UpdateAtlas (List textures, bool keepSprites) - { - // Create a list of sprites using the collected textures - List sprites = CreateSprites(textures); - - if (sprites.Count > 0) - { - // Extract sprites from the atlas, filling in the missing pieces - if (keepSprites) ExtractSprites(NGUISettings.atlas, sprites); - - // NOTE: It doesn't seem to be possible to undo writing to disk, and there also seems to be no way of - // detecting an Undo event. Without either of these it's not possible to restore the texture saved to disk, - // so the undo process doesn't work right. Because of this I'd rather disable it altogether until a solution is found. - - // The ability to undo this action is always useful - //NGUIEditorTools.RegisterUndo("Update Atlas", UISettings.atlas, UISettings.atlas.texture, UISettings.atlas.material); - - // Update the atlas - UpdateAtlas(NGUISettings.atlas, sprites); - } - else if (!keepSprites) - { - UpdateAtlas(NGUISettings.atlas, sprites); - } - } - - /// - /// Update the sprite atlas, keeping only the sprites that are on the specified list. - /// - - static void UpdateAtlas (UIAtlas atlas, List sprites) - { - if (sprites.Count > 0) - { - // Combine all sprites into a single texture and save it - if (UpdateTexture(atlas, sprites)) - { - // Replace the sprites within the atlas - ReplaceSprites(atlas, sprites); - } - - // Release the temporary textures - ReleaseSprites(sprites); - return; - } - else - { - atlas.spriteList.Clear(); - string path = NGUIEditorTools.GetSaveableTexturePath(atlas); - atlas.spriteMaterial.mainTexture = null; - if (!string.IsNullOrEmpty(path)) AssetDatabase.DeleteAsset(path); - } - atlas.MarkAsDirty(); - - Debug.Log("The atlas has been updated. Don't forget to save the scene to write the changes!"); - Selection.activeGameObject = (NGUISettings.atlas != null) ? NGUISettings.atlas.gameObject : null; - } - - /// - /// Draw the UI for this tool. - /// - - void OnGUI () - { - bool create = false; - bool update = false; - bool replace = false; - - string prefabPath = ""; - string matPath = ""; - - // If we have an atlas to work with, see if we can figure out the path for it and its material - if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName) - { - prefabPath = AssetDatabase.GetAssetPath(NGUISettings.atlas.gameObject.GetInstanceID()); - if (NGUISettings.atlas.spriteMaterial != null) matPath = AssetDatabase.GetAssetPath(NGUISettings.atlas.spriteMaterial.GetInstanceID()); - } - - // Assume default values if needed - if (string.IsNullOrEmpty(NGUISettings.atlasName)) NGUISettings.atlasName = "New Atlas"; - if (string.IsNullOrEmpty(prefabPath)) prefabPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.atlasName + ".prefab"; - if (string.IsNullOrEmpty(matPath)) matPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.atlasName + ".mat"; - - // Try to load the prefab - GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; - if (NGUISettings.atlas == null && go != null) NGUISettings.atlas = go.GetComponent(); - - EditorGUIUtility.LookLikeControls(80f); - - GUILayout.Space(6f); - GUILayout.BeginHorizontal(); - - if (go == null) - { - GUI.backgroundColor = Color.green; - create = GUILayout.Button("Create", GUILayout.Width(76f)); - } - else - { - GUI.backgroundColor = Color.red; - create = GUILayout.Button("Replace", GUILayout.Width(76f)); - } - - GUI.backgroundColor = Color.white; - NGUISettings.atlasName = GUILayout.TextField(NGUISettings.atlasName); - GUILayout.EndHorizontal(); - - if (create) - { - // If the prefab already exists, confirm that we want to overwrite it - if (go == null || EditorUtility.DisplayDialog("Are you sure?", "Are you sure you want to replace the contents of the " + - NGUISettings.atlasName + " atlas with the textures currently selected in the Project View? All other sprites will be deleted.", "Yes", "No")) - { - replace = true; - - // Try to load the material - Material mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material; - - // If the material doesn't exist, create it - if (mat == null) - { - Shader shader = Shader.Find(NGUISettings.atlasPMA ? "Unlit/Premultiplied Colored" : "Unlit/Transparent Colored"); - mat = new Material(shader); - - // Save the material - AssetDatabase.CreateAsset(mat, matPath); - AssetDatabase.Refresh(); - - // Load the material so it's usable - mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material; - } - - if (NGUISettings.atlas == null || NGUISettings.atlas.name != NGUISettings.atlasName) - { - // Create a new prefab for the atlas - Object prefab = (go != null) ? go : PrefabUtility.CreateEmptyPrefab(prefabPath); - - // Create a new game object for the atlas - go = new GameObject(NGUISettings.atlasName); - go.AddComponent().spriteMaterial = mat; - - // Update the prefab - PrefabUtility.ReplacePrefab(go, prefab); - DestroyImmediate(go); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - - // Select the atlas - go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; - NGUISettings.atlas = go.GetComponent(); - } - } - } - - ComponentSelector.Draw("Select", NGUISettings.atlas, OnSelectAtlas); - - List textures = GetSelectedTextures(); - - if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName) - { - Material mat = NGUISettings.atlas.spriteMaterial; - Texture tex = NGUISettings.atlas.texture; - - // Material information - GUILayout.BeginHorizontal(); - { - if (mat != null) - { - if (GUILayout.Button("Material", GUILayout.Width(76f))) Selection.activeObject = mat; - GUILayout.Label(" " + mat.name); - } - else - { - GUI.color = Color.grey; - GUILayout.Button("Material", GUILayout.Width(76f)); - GUI.color = Color.white; - GUILayout.Label(" N/A"); - } - } - GUILayout.EndHorizontal(); - - // Texture atlas information - GUILayout.BeginHorizontal(); - { - if (tex != null) - { - if (GUILayout.Button("Texture", GUILayout.Width(76f))) Selection.activeObject = tex; - GUILayout.Label(" " + tex.width + "x" + tex.height); - } - else - { - GUI.color = Color.grey; - GUILayout.Button("Texture", GUILayout.Width(76f)); - GUI.color = Color.white; - GUILayout.Label(" N/A"); - } - } - GUILayout.EndHorizontal(); - } - - GUILayout.BeginHorizontal(); - NGUISettings.atlasPadding = Mathf.Clamp(EditorGUILayout.IntField("Padding", NGUISettings.atlasPadding, GUILayout.Width(100f)), 0, 8); - GUILayout.Label((NGUISettings.atlasPadding == 1 ? "pixel" : "pixels") + " in-between of sprites"); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - NGUISettings.atlasTrimming = EditorGUILayout.Toggle("Trim Alpha", NGUISettings.atlasTrimming, GUILayout.Width(100f)); - GUILayout.Label("Remove empty space"); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - NGUISettings.atlasPMA = EditorGUILayout.Toggle("PMA Shader", NGUISettings.atlasPMA, GUILayout.Width(100f)); - GUILayout.Label("Pre-multiply color by alpha"); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - NGUISettings.unityPacking = EditorGUILayout.Toggle("Unity Packer", NGUISettings.unityPacking, GUILayout.Width(100f)); - GUILayout.Label("if off, use a custom packer"); - GUILayout.EndHorizontal(); - - if (!NGUISettings.unityPacking) - { - GUILayout.BeginHorizontal(); - NGUISettings.forceSquareAtlas = EditorGUILayout.Toggle("Force Square", NGUISettings.forceSquareAtlas, GUILayout.Width(100f)); - GUILayout.Label("if on, forces a square atlas texture"); - GUILayout.EndHorizontal(); - } - -#if UNITY_IPHONE || UNITY_ANDROID - GUILayout.BeginHorizontal(); - NGUISettings.allow4096 = EditorGUILayout.Toggle("4096x4096", NGUISettings.allow4096, GUILayout.Width(100f)); - GUILayout.Label("if off, limit atlases to 2048x2048"); - GUILayout.EndHorizontal(); -#endif - if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName) - { - if (textures.Count > 0) - { - GUI.backgroundColor = Color.green; - update = GUILayout.Button("Add/Update All"); - GUI.backgroundColor = Color.white; - } - else - { - EditorGUILayout.HelpBox("You can reveal more options by selecting one or more textures in the Project View window.", MessageType.Info); - } - } - else - { - EditorGUILayout.HelpBox("You can create a new atlas by selecting one or more textures in the Project View window, then clicking \"Create\".", MessageType.Info); - } - - string selection = null; - Dictionary spriteList = GetSpriteList(textures); - - if (spriteList.Count > 0) - { - NGUIEditorTools.DrawHeader("Sprites", true); - { - GUILayout.BeginHorizontal(); - GUILayout.Space(3f); - GUILayout.BeginVertical(); - - mScroll = GUILayout.BeginScrollView(mScroll); - - bool delete = false; - int index = 0; - foreach (KeyValuePair iter in spriteList) - { - ++index; - - GUILayout.Space(-1f); - bool highlight = (UIAtlasInspector.instance != null) && (NGUISettings.selectedSprite == iter.Key); - GUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f); - GUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(20f)); - GUI.backgroundColor = Color.white; - GUILayout.Label(index.ToString(), GUILayout.Width(24f)); - - if (GUILayout.Button(iter.Key, "OL TextField", GUILayout.Height(20f))) - selection = iter.Key; - - if (iter.Value == 2) - { - GUI.color = Color.green; - GUILayout.Label("Add", GUILayout.Width(27f)); - GUI.color = Color.white; - } - else if (iter.Value == 1) - { - GUI.color = Color.cyan; - GUILayout.Label("Update", GUILayout.Width(45f)); - GUI.color = Color.white; - } - else - { - if (mDelNames.Contains(iter.Key)) - { - GUI.backgroundColor = Color.red; - - if (GUILayout.Button("Delete", GUILayout.Width(60f))) - { - delete = true; - } - GUI.backgroundColor = Color.green; - if (GUILayout.Button("X", GUILayout.Width(22f))) - { - mDelNames.Remove(iter.Key); - delete = false; - } - GUI.backgroundColor = Color.white; - } - else - { - // If we have not yet selected a sprite for deletion, show a small "X" button - if (GUILayout.Button("X", GUILayout.Width(22f))) mDelNames.Add(iter.Key); - } - } - GUILayout.EndHorizontal(); - } - GUILayout.EndScrollView(); - GUILayout.EndVertical(); - GUILayout.Space(3f); - GUILayout.EndHorizontal(); - - // If this sprite was marked for deletion, remove it from the atlas - if (delete) - { - List sprites = new List(); - ExtractSprites(NGUISettings.atlas, sprites); - - for (int i = sprites.Count; i > 0; ) - { - SpriteEntry ent = sprites[--i]; - if (mDelNames.Contains(ent.name)) - sprites.RemoveAt(i); - } - UpdateAtlas(NGUISettings.atlas, sprites); - mDelNames.Clear(); - } - else if (update) UpdateAtlas(textures, true); - else if (replace) UpdateAtlas(textures, false); - - if (NGUISettings.atlas != null && !string.IsNullOrEmpty(selection)) - { - NGUISettings.selectedSprite = selection; - Selection.activeGameObject = NGUISettings.atlas.gameObject; - - if (UIAtlasInspector.instance != null) - UIAtlasInspector.instance.Repaint(); - } - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs.meta deleted file mode 100644 index 7837e5e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6640bfdeeb55c3846ae12d39c4be16c7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs b/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs deleted file mode 100644 index ad92e99..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs +++ /dev/null @@ -1,275 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// Panel wizard that allows a bird's eye view of all cameras in your scene. -/// - -public class UICameraTool : EditorWindow -{ - Vector2 mScroll = Vector2.zero; - - /// - /// Layer mask field, originally from: - /// http://answers.unity3d.com/questions/60959/mask-field-in-the-editor.html - /// - - public static int LayerMaskField (string label, int mask, params GUILayoutOption[] options) - { - List layers = new List(); - List layerNumbers = new List(); - - string selectedLayers = ""; - - for (int i = 0; i < 32; ++i) - { - string layerName = LayerMask.LayerToName(i); - - if (!string.IsNullOrEmpty(layerName)) - { - if (mask == (mask | (1 << i))) - { - if (string.IsNullOrEmpty(selectedLayers)) - { - selectedLayers = layerName; - } - else - { - selectedLayers = "Mixed"; - } - } - } - } - - if (Event.current.type != EventType.MouseDown && Event.current.type != EventType.ExecuteCommand) - { - if (mask == 0) - { - layers.Add("Nothing"); - } - else if (mask == -1) - { - layers.Add("Everything"); - } - else - { - layers.Add(selectedLayers); - } - layerNumbers.Add(-1); - } - - layers.Add((mask == 0 ? "[+] " : " ") + "Nothing"); - layerNumbers.Add(-2); - - layers.Add((mask == -1 ? "[+] " : " ") + "Everything"); - layerNumbers.Add(-3); - - for (int i = 0; i < 32; ++i) - { - string layerName = LayerMask.LayerToName(i); - - if (layerName != "") - { - if (mask == (mask | (1 << i))) - { - layers.Add("[+] " + layerName); - } - else - { - layers.Add(" " + layerName); - } - layerNumbers.Add(i); - } - } - - bool preChange = GUI.changed; - - GUI.changed = false; - - int newSelected = 0; - - if (Event.current.type == EventType.MouseDown) - { - newSelected = -1; - } - - if (string.IsNullOrEmpty(label)) - { - newSelected = EditorGUILayout.Popup(newSelected, layers.ToArray(), EditorStyles.layerMaskField, options); - } - else - { - newSelected = EditorGUILayout.Popup(label, newSelected, layers.ToArray(), EditorStyles.layerMaskField, options); - } - - if (GUI.changed && newSelected >= 0) - { - if (newSelected == 0) - { - mask = 0; - } - else if (newSelected == 1) - { - mask = -1; - } - else - { - if (mask == (mask | (1 << layerNumbers[newSelected]))) - { - mask &= ~(1 << layerNumbers[newSelected]); - } - else - { - mask = mask | (1 << layerNumbers[newSelected]); - } - } - } - else - { - GUI.changed = preChange; - } - return mask; - } - - public static int LayerMaskField (int mask, params GUILayoutOption[] options) - { - return LayerMaskField(null, mask, options); - } - - /// - /// Refresh the window on selection. - /// - - void OnSelectionChange () { Repaint(); } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - EditorGUIUtility.LookLikeControls(80f); - - List list = NGUIEditorTools.FindInScene(); - - if (list.Count > 0) - { - DrawRow(null); - NGUIEditorTools.DrawSeparator(); - mScroll = GUILayout.BeginScrollView(mScroll); - foreach (Camera cam in list) DrawRow(cam); - GUILayout.EndScrollView(); - } - else - { - GUILayout.Label("No cameras found in the scene"); - } - } - - /// - /// Helper function used to print things in columns. - /// - - void DrawRow (Camera cam) - { - bool highlight = (cam == null || Selection.activeGameObject == null) ? false : - (0 != (cam.cullingMask & (1 << Selection.activeGameObject.layer))); - - if (cam != null) - { - GUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f); - GUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(20f)); - GUI.backgroundColor = Color.white; - } - else - { - GUILayout.BeginHorizontal(); - } - - bool enabled = (cam == null || (NGUITools.GetActive(cam.gameObject) && cam.enabled)); - - GUI.color = Color.white; - - if (cam != null) - { - if (enabled != EditorGUILayout.Toggle(enabled, GUILayout.Width(20f))) - { - cam.enabled = !enabled; - EditorUtility.SetDirty(cam.gameObject); - } - } - else - { - GUILayout.Space(30f); - } - - if (enabled) - { - GUI.color = highlight ? new Color(0f, 0.8f, 1f) : Color.white; - } - else - { - GUI.color = highlight ? new Color(0f, 0.5f, 0.8f) : Color.grey; - } - - string camName, camLayer; - - if (cam == null) - { - camName = "Camera's Name"; - camLayer = "Layer"; - } - else - { - camName = cam.name + (cam.orthographic ? " (2D)" : " (3D)"); - camLayer = LayerMask.LayerToName(cam.gameObject.layer); - } - - if (GUILayout.Button(camName, EditorStyles.label, GUILayout.MinWidth(100f)) && cam != null) - { - Selection.activeGameObject = cam.gameObject; - EditorUtility.SetDirty(cam.gameObject); - } - GUILayout.Label(camLayer, GUILayout.Width(70f)); - - GUI.color = enabled ? Color.white : new Color(0.7f, 0.7f, 0.7f); - - if (cam == null) - { - GUILayout.Label("EV", GUILayout.Width(26f)); - } - else - { - UICamera uic = cam.GetComponent(); - bool ev = (uic != null && uic.enabled); - - if (ev != EditorGUILayout.Toggle(ev, GUILayout.Width(20f))) - { - if (uic == null) uic = cam.gameObject.AddComponent(); - uic.enabled = !ev; - } - } - - if (cam == null) - { - GUILayout.Label("Mask", GUILayout.Width(100f)); - } - else - { - int mask = LayerMaskField(cam.cullingMask, GUILayout.Width(105f)); - - if (cam.cullingMask != mask) - { - NGUIEditorTools.RegisterUndo("Camera Mask Change", cam); - cam.cullingMask = mask; - } - } - GUILayout.EndHorizontal(); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs.meta deleted file mode 100644 index 5f90f31..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 395f00539de3dd44e8e1dffd3531a1ae -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs b/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs deleted file mode 100644 index f70c2c9..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs +++ /dev/null @@ -1,170 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// UI Creation Wizard -/// - -public class UICreateNewUIWizard : EditorWindow -{ - public enum CameraType - { - None, - Simple2D, - Advanced3D, - } - - static public CameraType camType = CameraType.Simple2D; - - /// - /// Refresh the window on selection. - /// - - void OnSelectionChange () { Repaint(); } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - EditorGUIUtility.LookLikeControls(80f); - - GUILayout.Label("Create a new UI with the following parameters:"); - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - NGUISettings.layer = EditorGUILayout.LayerField("Layer", NGUISettings.layer, GUILayout.Width(200f)); - GUILayout.Space(20f); - GUILayout.Label("This is the layer your UI will reside on"); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - camType = (CameraType)EditorGUILayout.EnumPopup("Camera", camType, GUILayout.Width(200f)); - GUILayout.Space(20f); - GUILayout.Label("Should this UI have a camera?"); - GUILayout.EndHorizontal(); - - NGUIEditorTools.DrawSeparator(); - GUILayout.BeginHorizontal(); - EditorGUILayout.PrefixLabel("When ready,"); - bool create = GUILayout.Button("Create Your UI", GUILayout.Width(120f)); - GUILayout.EndHorizontal(); - - if (create) CreateNewUI(); - } - - /// - /// Create a brand-new UI hierarchy. - /// - - static public GameObject CreateNewUI () - { - NGUIEditorTools.RegisterUndo("Create New UI"); - - // Root for the UI - GameObject root = null; - - if (camType == CameraType.Simple2D) - { - root = new GameObject("UI Root (2D)"); - root.AddComponent().scalingStyle = UIRoot.Scaling.PixelPerfect; - } - else - { - root = new GameObject((camType == CameraType.Advanced3D) ? "UI Root (3D)" : "UI Root"); - root.transform.localScale = new Vector3(0.0025f, 0.0025f, 0.0025f); - root.AddComponent().scalingStyle = UIRoot.Scaling.FixedSize; - } - - // Assign the layer to be used by everything - root.layer = NGUISettings.layer; - - // Figure out the depth of the highest camera - if (camType == CameraType.None) - { - // No camera requested -- simply add a panel - UIPanel panel = NGUITools.AddChild(root.gameObject); - panel.sortByDepth = true; - Selection.activeGameObject = panel.gameObject; - } - else - { - int mask = 1 << NGUISettings.layer; - float depth = -1f; - bool clearColor = true; - bool audioListener = true; - - List cameras = NGUIEditorTools.FindInScene(); - - foreach (Camera c in cameras) - { - // Choose the maximum depth - depth = Mathf.Max(depth, c.depth); - - // Automatically exclude the specified layer mask from the camera if it can see more than that layer - if (NGUISettings.layer != 0 && c.cullingMask != mask) c.cullingMask = (c.cullingMask & (~mask)); - - // Only consider this object if it's active - if (c.enabled && NGUITools.GetActive(c.gameObject)) clearColor = false; - - // If this camera has an audio listener, we won't need to add one - if (c.GetComponent() != null) audioListener = false; - } - - // Camera and UICamera for this UI - Camera cam = NGUITools.AddChild(root); - cam.depth = depth + 1; - cam.backgroundColor = Color.grey; - cam.cullingMask = mask; - - if (camType == CameraType.Simple2D) - { - cam.orthographicSize = 1f; - cam.orthographic = true; - cam.nearClipPlane = -2f; - cam.farClipPlane = 2f; - } - else - { - cam.nearClipPlane = 0.1f; - cam.farClipPlane = 4f; - cam.transform.localPosition = new Vector3(0f, 0f, -700f); - } - - // We don't want to clear color if this is not the first camera - if (cameras.Count > 0) cam.clearFlags = clearColor ? CameraClearFlags.Skybox : CameraClearFlags.Depth; - - // Add an audio listener if we need one - if (audioListener) cam.gameObject.AddComponent(); - - // Add a UI Camera for event handling - cam.gameObject.AddComponent(); - - if (camType == CameraType.Simple2D) - { - // Anchor is useful to have - UIAnchor anchor = NGUITools.AddChild(cam.gameObject); - anchor.uiCamera = cam; - - // And finally -- the first UI panel - UIPanel panel = NGUITools.AddChild(anchor.gameObject); - panel.sortByDepth = true; - Selection.activeGameObject = panel.gameObject; - } - else - { - UIPanel panel = NGUITools.AddChild(root); - panel.sortByDepth = true; - Selection.activeGameObject = panel.gameObject; - } - } - return Selection.activeGameObject; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs.meta deleted file mode 100644 index e899d68..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d900a06197aa6b841b6f2ae5d629f2f3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs b/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs deleted file mode 100644 index 2e312e5..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs +++ /dev/null @@ -1,779 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// UI Widget Creation Wizard -/// - -public class UICreateWidgetWizard : EditorWindow -{ - public enum WidgetType - { - Label, - Sprite, - Texture, - Button, - ImageButton, - Checkbox, - ProgressBar, - Slider, - Input, - PopupList, - PopupMenu, - ScrollBar, - } - - static WidgetType mType = WidgetType.Button; - static string mSprite = ""; - static string mButton = ""; - static string mImage0 = ""; - static string mImage1 = ""; - static string mImage2 = ""; - static string mImage3 = ""; - static string mSliderBG = ""; - static string mSliderFG = ""; - static string mSliderTB = ""; - static string mCheckBG = ""; - static string mCheck = ""; - static string mInputBG = ""; - static string mListFG = ""; - static string mListBG = ""; - static string mListHL = ""; - static string mScrollBG = ""; - static string mScrollFG = ""; - static Color mColor = Color.white; - static bool mLoaded = false; - static bool mScrollCL = true; - static UIScrollBar.Direction mScrollDir = UIScrollBar.Direction.Horizontal; - - /// - /// Save the specified string into player prefs. - /// - - static void SaveString (string field, string val) - { - if (string.IsNullOrEmpty(val)) - { - EditorPrefs.DeleteKey(field); - } - else - { - EditorPrefs.SetString(field, val); - } - } - - /// - /// Load the specified string from player prefs. - /// - - static string LoadString (string field) { string s = EditorPrefs.GetString(field); return (string.IsNullOrEmpty(s)) ? "" : s; } - - /// - /// Save all serialized values in editor prefs. - /// This is necessary because static values get wiped out as soon as scripts get recompiled. - /// - - static void Save () - { - EditorPrefs.SetInt("NGUI Widget Type", (int)mType); - EditorPrefs.SetInt("NGUI Color", NGUIMath.ColorToInt(mColor)); - EditorPrefs.SetBool("NGUI ScrollCL", mScrollCL); - EditorPrefs.SetInt("NGUI Scroll Dir", (int)mScrollDir); - - SaveString("NGUI Sprite", mSprite); - SaveString("NGUI Button", mButton); - SaveString("NGUI Image 0", mImage0); - SaveString("NGUI Image 1", mImage1); - SaveString("NGUI Image 2", mImage2); - SaveString("NGUI Image 3", mImage3); - SaveString("NGUI CheckBG", mCheckBG); - SaveString("NGUI Check", mCheck); - SaveString("NGUI SliderBG", mSliderBG); - SaveString("NGUI SliderFG", mSliderFG); - SaveString("NGUI SliderTB", mSliderTB); - SaveString("NGUI InputBG", mInputBG); - SaveString("NGUI ListFG", mListFG); - SaveString("NGUI ListBG", mListBG); - SaveString("NGUI ListHL", mListHL); - SaveString("NGUI ScrollBG", mScrollBG); - SaveString("NGUI ScrollFG", mScrollFG); - } - - /// - /// Load all serialized values from editor prefs. - /// This is necessary because static values get wiped out as soon as scripts get recompiled. - /// - - static void Load () - { - mType = (WidgetType)EditorPrefs.GetInt("NGUI Widget Type", 0); - mScrollDir = (UIScrollBar.Direction)EditorPrefs.GetInt("NGUI Scroll Dir", 0); - - int color = EditorPrefs.GetInt("NGUI Color", -1); - if (color != -1) mColor = NGUIMath.IntToColor(color); - - mSprite = LoadString("NGUI Sprite"); - mButton = LoadString("NGUI Button"); - mImage0 = LoadString("NGUI Image 0"); - mImage1 = LoadString("NGUI Image 1"); - mImage2 = LoadString("NGUI Image 2"); - mImage3 = LoadString("NGUI Image 3"); - mCheckBG = LoadString("NGUI CheckBG"); - mCheck = LoadString("NGUI Check"); - mSliderBG = LoadString("NGUI SliderBG"); - mSliderFG = LoadString("NGUI SliderFG"); - mSliderTB = LoadString("NGUI SliderTB"); - mInputBG = LoadString("NGUI InputBG"); - mListFG = LoadString("NGUI ListFG"); - mListBG = LoadString("NGUI ListBG"); - mListHL = LoadString("NGUI ListHL"); - mScrollBG = LoadString("NGUI ScrollBG"); - mScrollFG = LoadString("NGUI ScrollFG"); - mScrollCL = EditorPrefs.GetBool("NGUI ScrollCL", true); - } - - /// - /// Atlas selection function. - /// - - void OnSelectAtlas (MonoBehaviour obj) - { - NGUISettings.atlas = obj as UIAtlas; - Repaint(); - } - - /// - /// Font selection function. - /// - - void OnSelectFont (MonoBehaviour obj) - { - NGUISettings.font = obj as UIFont; - Repaint(); - } - - /// - /// Convenience function -- creates the "Add To" button and the parent object field to the right of it. - /// - - static public bool ShouldCreate (GameObject go, bool isValid) - { - GUI.color = isValid ? Color.green : Color.grey; - - GUILayout.BeginHorizontal(); - bool retVal = GUILayout.Button("Add To", GUILayout.Width(76f)); - GUI.color = Color.white; - GameObject sel = EditorGUILayout.ObjectField(go, typeof(GameObject), true, GUILayout.Width(140f)) as GameObject; - GUILayout.Label("Select the parent in the Hierarchy View", GUILayout.MinWidth(10000f)); - GUILayout.EndHorizontal(); - - if (sel != go) Selection.activeGameObject = sel; - - if (retVal && isValid) - { - NGUIEditorTools.RegisterUndo("Add a Widget"); - return true; - } - return false; - } - - /// - /// Label creation function. - /// - - void CreateLabel (GameObject go) - { - GUILayout.BeginHorizontal(); - Color c = EditorGUILayout.ColorField("Color", mColor, GUILayout.Width(220f)); - GUILayout.Label("Color tint the label will start with"); - GUILayout.EndHorizontal(); - - if (mColor != c) - { - mColor = c; - Save(); - } - - if (ShouldCreate(go, NGUISettings.font != null)) - { - UILabel lbl = NGUITools.AddWidget(go); - lbl.font = NGUISettings.font; - lbl.text = "New Label"; - lbl.color = mColor; - lbl.MakePixelPerfect(); - Selection.activeGameObject = lbl.gameObject; - } - } - - /// - /// Sprite creation function. - /// - - void CreateSprite (GameObject go, string field) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Sprite", "Sprite that will be created", NGUISettings.atlas, field, OnSprite); - - if (!string.IsNullOrEmpty(field)) - { - GUILayout.BeginHorizontal(); - NGUISettings.pivot = (UIWidget.Pivot)EditorGUILayout.EnumPopup("Pivot", NGUISettings.pivot, GUILayout.Width(200f)); - GUILayout.Space(20f); - GUILayout.Label("Initial pivot point used by the sprite"); - GUILayout.EndHorizontal(); - } - } - - if (ShouldCreate(go, NGUISettings.atlas != null)) - { - UISprite sprite = NGUITools.AddWidget(go); - sprite.name = sprite.name + " (" + field + ")"; - sprite.atlas = NGUISettings.atlas; - sprite.spriteName = field; - sprite.pivot = NGUISettings.pivot; - sprite.MakePixelPerfect(); - Selection.activeGameObject = sprite.gameObject; - } - } - - void OnSprite (string val) { mSprite = val; Save(); Repaint(); } - - /// - /// UI Texture doesn't do anything other than creating the widget. - /// - - void CreateSimpleTexture (GameObject go) - { - if (ShouldCreate(go, true)) - { - UITexture tex = NGUITools.AddWidget(go); - Selection.activeGameObject = tex.gameObject; - } - } - - /// - /// Button creation function. - /// - - void CreateButton (GameObject go) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Background", "Sliced Sprite for the background", NGUISettings.atlas, mButton, OnButton); - } - - if (ShouldCreate(go, NGUISettings.atlas != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = "Button"; - - UISprite bg = NGUITools.AddWidget(go); - bg.type = UISprite.Type.Sliced; - bg.name = "Background"; - bg.depth = depth; - bg.atlas = NGUISettings.atlas; - bg.spriteName = mButton; - bg.transform.localScale = new Vector3(150f, 40f, 1f); - bg.MakePixelPerfect(); - - if (NGUISettings.font != null) - { - UILabel lbl = NGUITools.AddWidget(go); - lbl.font = NGUISettings.font; - lbl.text = go.name; - if (lbl.font.dynamicFont) lbl.transform.localPosition = new Vector3(0f, 0f, -1f); - lbl.MakePixelPerfect(); - } - - // Add a collider - NGUITools.AddWidgetCollider(go); - - // Add the scripts - go.AddComponent().tweenTarget = bg.gameObject; - go.AddComponent(); - go.AddComponent(); - go.AddComponent(); - - Selection.activeGameObject = go; - } - } - - void OnButton (string val) { mButton = val; Save(); Repaint(); } - - /// - /// Button creation function. - /// - - void CreateImageButton (GameObject go) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Normal", "Normal state sprite", NGUISettings.atlas, mImage0, OnImage0); - NGUIEditorTools.SpriteField("Hover", "Hover state sprite", NGUISettings.atlas, mImage1, OnImage1); - NGUIEditorTools.SpriteField("Pressed", "Pressed state sprite", NGUISettings.atlas, mImage2, OnImage2); - NGUIEditorTools.SpriteField("Disabled", "Disabled state sprite", NGUISettings.atlas, mImage3, OnImage3); - } - - if (ShouldCreate(go, NGUISettings.atlas != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = "Image Button"; - - UIAtlas.Sprite sp = NGUISettings.atlas.GetSprite(mImage0); - UISprite sprite = NGUITools.AddWidget(go); - sprite.type = (sp.inner == sp.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced; - sprite.name = "Background"; - sprite.depth = depth; - sprite.atlas = NGUISettings.atlas; - sprite.spriteName = mImage0; - sprite.transform.localScale = new Vector3(150f, 40f, 1f); - sprite.MakePixelPerfect(); - - if (NGUISettings.font != null) - { - UILabel lbl = NGUITools.AddWidget(go); - lbl.font = NGUISettings.font; - lbl.text = go.name; - if (lbl.font.dynamicFont) lbl.transform.localPosition = new Vector3(0f, 0f, -1f); - lbl.MakePixelPerfect(); - } - - // Add a collider - NGUITools.AddWidgetCollider(go); - - // Add the scripts - UIImageButton ib = go.AddComponent(); - ib.target = sprite; - ib.normalSprite = mImage0; - ib.hoverSprite = mImage1; - ib.pressedSprite = mImage2; - ib.disabledSprite = mImage3; - go.AddComponent(); - - Selection.activeGameObject = go; - } - } - - void OnImage0 (string val) { mImage0 = val; Save(); Repaint(); } - void OnImage1 (string val) { mImage1 = val; Save(); Repaint(); } - void OnImage2 (string val) { mImage2 = val; Save(); Repaint(); } - void OnImage3 (string val) { mImage3 = val; Save(); Repaint(); } - - /// - /// Checkbox creation function. - /// - - void CreateCheckbox (GameObject go) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Background", "Sprite used for the background", NGUISettings.atlas, mCheckBG, OnCheckBG); - NGUIEditorTools.SpriteField("Checkmark", "Sprite used for the checkmark", NGUISettings.atlas, mCheck, OnCheck); - } - - if (ShouldCreate(go, NGUISettings.atlas != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = "Checkbox"; - - UISprite bg = NGUITools.AddWidget(go); - bg.type = UISprite.Type.Sliced; - bg.name = "Background"; - bg.depth = depth; - bg.atlas = NGUISettings.atlas; - bg.spriteName = mCheckBG; - bg.transform.localScale = new Vector3(26f, 26f, 1f); - bg.MakePixelPerfect(); - - UISprite fg = NGUITools.AddWidget(go); - fg.name = "Checkmark"; - fg.atlas = NGUISettings.atlas; - fg.spriteName = mCheck; - fg.MakePixelPerfect(); - - if (NGUISettings.font != null) - { - UILabel lbl = NGUITools.AddWidget(go); - lbl.font = NGUISettings.font; - lbl.text = go.name; - lbl.pivot = UIWidget.Pivot.Left; - lbl.transform.localPosition = new Vector3(16f, 0f, 0f); - lbl.MakePixelPerfect(); - } - - // Add a collider - NGUITools.AddWidgetCollider(go); - - // Add the scripts - go.AddComponent().checkSprite = fg; - go.AddComponent().tweenTarget = bg.gameObject; - go.AddComponent().tweenTarget = bg.transform; - go.AddComponent(); - - Selection.activeGameObject = go; - } - } - - void OnCheckBG (string val) { mCheckBG = val; Save(); Repaint(); } - void OnCheck (string val) { mCheck = val; Save(); Repaint(); } - - /// - /// Scroll bar template. - /// - - void CreateScrollBar (GameObject go) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Background", "Sprite used for the background", NGUISettings.atlas, mScrollBG, OnScrollBG); - NGUIEditorTools.SpriteField("Foreground", "Sprite used for the foreground (thumb)", NGUISettings.atlas, mScrollFG, OnScrollFG); - - GUILayout.BeginHorizontal(); - UIScrollBar.Direction dir = (UIScrollBar.Direction)EditorGUILayout.EnumPopup("Direction", mScrollDir, GUILayout.Width(200f)); - GUILayout.Space(20f); - GUILayout.Label("Add colliders?", GUILayout.Width(90f)); - bool draggable = EditorGUILayout.Toggle(mScrollCL); - GUILayout.EndHorizontal(); - - if (mScrollCL != draggable || mScrollDir != dir) - { - mScrollCL = draggable; - mScrollDir = dir; - Save(); - } - } - - if (ShouldCreate(go, NGUISettings.atlas != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = "Scroll Bar"; - - UISprite bg = NGUITools.AddWidget(go); - bg.type = UISprite.Type.Sliced; - bg.name = "Background"; - bg.depth = depth; - bg.atlas = NGUISettings.atlas; - bg.spriteName = mScrollBG; - bg.transform.localScale = new Vector3(400f + bg.border.x + bg.border.z, 14f + bg.border.y + bg.border.w, 1f); - bg.MakePixelPerfect(); - - UISprite fg = NGUITools.AddWidget(go); - fg.type = UISprite.Type.Sliced; - fg.name = "Foreground"; - fg.atlas = NGUISettings.atlas; - fg.spriteName = mScrollFG; - - UIScrollBar sb = go.AddComponent(); - sb.background = bg; - sb.foreground = fg; - sb.direction = mScrollDir; - sb.barSize = 0.3f; - sb.scrollValue = 0.3f; - sb.ForceUpdate(); - - if (mScrollCL) - { - NGUITools.AddWidgetCollider(bg.gameObject); - NGUITools.AddWidgetCollider(fg.gameObject); - } - Selection.activeGameObject = go; - } - } - - void OnScrollBG (string val) { mScrollBG = val; Save(); Repaint(); } - void OnScrollFG (string val) { mScrollFG = val; Save(); Repaint(); } - - /// - /// Progress bar creation function. - /// - - void CreateSlider (GameObject go, bool slider) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Empty", "Sprite for the background (empty bar)", NGUISettings.atlas, mSliderBG, OnSliderBG); - NGUIEditorTools.SpriteField("Full", "Sprite for the foreground (full bar)", NGUISettings.atlas, mSliderFG, OnSliderFG); - - if (slider) - { - NGUIEditorTools.SpriteField("Thumb", "Sprite for the thumb indicator", NGUISettings.atlas, mSliderTB, OnSliderTB); - } - } - - if (ShouldCreate(go, NGUISettings.atlas != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = slider ? "Slider" : "Progress Bar"; - - // Background sprite - UIAtlas.Sprite bgs = NGUISettings.atlas.GetSprite(mSliderBG); - UISprite back = (UISprite)NGUITools.AddWidget(go); - - back.type = (bgs.inner == bgs.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced; - back.name = "Background"; - back.depth = depth; - back.pivot = UIWidget.Pivot.Left; - back.atlas = NGUISettings.atlas; - back.spriteName = mSliderBG; - back.transform.localScale = new Vector3(200f, 30f, 1f); - back.transform.localPosition = Vector3.zero; - back.MakePixelPerfect(); - - // Foreground sprite - UIAtlas.Sprite fgs = NGUISettings.atlas.GetSprite(mSliderFG); - UISprite front = NGUITools.AddWidget(go); - front.type = (fgs.inner == fgs.outer) ? UISprite.Type.Filled : UISprite.Type.Sliced; - front.name = "Foreground"; - front.pivot = UIWidget.Pivot.Left; - front.atlas = NGUISettings.atlas; - front.spriteName = mSliderFG; - front.transform.localScale = new Vector3(200f, 30f, 1f); - front.transform.localPosition = Vector3.zero; - front.MakePixelPerfect(); - - // Add a collider - if (slider) NGUITools.AddWidgetCollider(go); - - // Add the slider script - UISlider uiSlider = go.AddComponent(); - uiSlider.foreground = front.transform; - - // Thumb sprite - if (slider) - { - UIAtlas.Sprite tbs = NGUISettings.atlas.GetSprite(mSliderTB); - UISprite thb = NGUITools.AddWidget(go); - - thb.type = (tbs.inner == tbs.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced; - thb.name = "Thumb"; - thb.atlas = NGUISettings.atlas; - thb.spriteName = mSliderTB; - thb.transform.localPosition = new Vector3(200f, 0f, 0f); - thb.transform.localScale = new Vector3(20f, 40f, 1f); - thb.MakePixelPerfect(); - - NGUITools.AddWidgetCollider(thb.gameObject); - thb.gameObject.AddComponent(); - thb.gameObject.AddComponent(); - - uiSlider.thumb = thb.transform; - } - uiSlider.sliderValue = 1f; - - // Select the slider - Selection.activeGameObject = go; - } - } - - void OnSliderBG (string val) { mSliderBG = val; Save(); Repaint(); } - void OnSliderFG (string val) { mSliderFG = val; Save(); Repaint(); } - void OnSliderTB (string val) { mSliderTB = val; Save(); Repaint(); } - - /// - /// Input field creation function. - /// - - void CreateInput (GameObject go) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Background", "Sliced Sprite for the background", NGUISettings.atlas, mInputBG, OnInputBG); - } - - if (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.font != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = "Input"; - - float padding = 3f; - - UISprite bg = NGUITools.AddWidget(go); - bg.type = UISprite.Type.Sliced; - bg.name = "Background"; - bg.depth = depth; - bg.atlas = NGUISettings.atlas; - bg.spriteName = mInputBG; - bg.pivot = UIWidget.Pivot.Left; - bg.transform.localScale = new Vector3(400f, NGUISettings.font.size + padding * 2f, 1f); - bg.transform.localPosition = Vector3.zero; - bg.MakePixelPerfect(); - - UILabel lbl = NGUITools.AddWidget(go); - lbl.font = NGUISettings.font; - lbl.pivot = UIWidget.Pivot.Left; - lbl.transform.localPosition = new Vector3(padding, 0f, 0f); - lbl.multiLine = false; - lbl.supportEncoding = false; - lbl.lineWidth = Mathf.RoundToInt(400f - padding * 2f); - lbl.text = "You can type here"; - lbl.MakePixelPerfect(); - - // Add a collider to the background - NGUITools.AddWidgetCollider(go); - - // Add an input script to the background and have it point to the label - UIInput input = go.AddComponent(); - input.label = lbl; - - // Update the selection - Selection.activeGameObject = go; - } - } - - void OnInputBG (string val) { mInputBG = val; Save(); Repaint(); } - - /// - /// Create a popup list or a menu. - /// - - void CreatePopup (GameObject go, bool isDropDown) - { - if (NGUISettings.atlas != null) - { - NGUIEditorTools.SpriteField("Foreground", "Foreground sprite (shown on the button)", NGUISettings.atlas, mListFG, OnListFG); - NGUIEditorTools.SpriteField("Background", "Background sprite (envelops the options)", NGUISettings.atlas, mListBG, OnListBG); - NGUIEditorTools.SpriteField("Highlight", "Sprite used to highlight the selected option", NGUISettings.atlas, mListHL, OnListHL); - } - - if (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.font != null)) - { - int depth = NGUITools.CalculateNextDepth(go); - go = NGUITools.AddChild(go); - go.name = isDropDown ? "Popup List" : "Popup Menu"; - - UIAtlas.Sprite sphl = NGUISettings.atlas.GetSprite(mListHL); - UIAtlas.Sprite spfg = NGUISettings.atlas.GetSprite(mListFG); - - Vector2 hlPadding = new Vector2( - Mathf.Max(4f, sphl.inner.xMin - sphl.outer.xMin), - Mathf.Max(4f, sphl.inner.yMin - sphl.outer.yMin)); - - Vector2 fgPadding = new Vector2( - Mathf.Max(4f, spfg.inner.xMin - spfg.outer.xMin), - Mathf.Max(4f, spfg.inner.yMin - spfg.outer.yMin)); - - // Background sprite - UISprite sprite = NGUITools.AddSprite(go, NGUISettings.atlas, mListFG); - sprite.depth = depth; - sprite.atlas = NGUISettings.atlas; - sprite.pivot = UIWidget.Pivot.Left; - sprite.transform.localScale = new Vector3(150f + fgPadding.x * 2f, NGUISettings.font.size + fgPadding.y * 2f, 1f); - sprite.transform.localPosition = Vector3.zero; - sprite.MakePixelPerfect(); - - // Text label - UILabel lbl = NGUITools.AddWidget(go); - lbl.font = NGUISettings.font; - lbl.text = go.name; - lbl.pivot = UIWidget.Pivot.Left; - lbl.cachedTransform.localPosition = new Vector3(fgPadding.x, 0f, 0f); - lbl.MakePixelPerfect(); - - // Add a collider - NGUITools.AddWidgetCollider(go); - - // Add the popup list - UIPopupList list = go.AddComponent(); - list.atlas = NGUISettings.atlas; - list.font = NGUISettings.font; - list.backgroundSprite = mListBG; - list.highlightSprite = mListHL; - list.padding = hlPadding; - if (isDropDown) list.textLabel = lbl; - for (int i = 0; i < 5; ++i) list.items.Add(isDropDown ? ("List Option " + i) : ("Menu Option " + i)); - - // Add the scripts - go.AddComponent().tweenTarget = sprite.gameObject; - go.AddComponent(); - - Selection.activeGameObject = go; - } - } - - void OnListFG (string val) { mListFG = val; Save(); Repaint(); } - void OnListBG (string val) { mListBG = val; Save(); Repaint(); } - void OnListHL (string val) { mListHL = val; Save(); Repaint(); } - - /// - /// Repaint the window on selection. - /// - - void OnSelectionChange () { Repaint(); } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - // Load the saved preferences - if (!mLoaded) { mLoaded = true; Load(); } - - EditorGUIUtility.LookLikeControls(80f); - GameObject go = NGUIEditorTools.SelectedRoot(); - - if (go == null) - { - GUILayout.Label("You must create a UI first."); - - if (GUILayout.Button("Open the New UI Wizard")) - { - EditorWindow.GetWindow(false, "New UI", true); - } - } - else - { - GUILayout.Space(4f); - - GUILayout.BeginHorizontal(); - ComponentSelector.Draw(NGUISettings.atlas, OnSelectAtlas, GUILayout.Width(140f)); - GUILayout.Label("Texture atlas used by widgets", GUILayout.MinWidth(10000f)); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - ComponentSelector.Draw(NGUISettings.font, OnSelectFont, GUILayout.Width(140f)); - GUILayout.Label("Font used by labels", GUILayout.MinWidth(10000f)); - GUILayout.EndHorizontal(); - - GUILayout.Space(-2f); - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - WidgetType wt = (WidgetType)EditorGUILayout.EnumPopup("Template", mType, GUILayout.Width(200f)); - GUILayout.Space(20f); - GUILayout.Label("Select a widget template to use"); - GUILayout.EndHorizontal(); - - if (mType != wt) { mType = wt; Save(); } - - switch (mType) - { - case WidgetType.Label: CreateLabel(go); break; - case WidgetType.Sprite: CreateSprite(go, mSprite); break; - case WidgetType.Texture: CreateSimpleTexture(go); break; - case WidgetType.Button: CreateButton(go); break; - case WidgetType.ImageButton: CreateImageButton(go); break; - case WidgetType.Checkbox: CreateCheckbox(go); break; - case WidgetType.ProgressBar: CreateSlider(go, false); break; - case WidgetType.Slider: CreateSlider(go, true); break; - case WidgetType.Input: CreateInput(go); break; - case WidgetType.PopupList: CreatePopup(go, true); break; - case WidgetType.PopupMenu: CreatePopup(go, false); break; - case WidgetType.ScrollBar: CreateScrollBar(go); break; - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs.meta deleted file mode 100644 index 47796ab..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 245788f199aedac469f04dfc612b041f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs deleted file mode 100644 index df9dd42..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs +++ /dev/null @@ -1,40 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -/// -/// Inspector class used to view UIDrawCalls. -/// - -[CustomEditor(typeof(UIDrawCall))] -public class UIDrawCallInspector : Editor -{ - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - if (Event.current.type == EventType.Repaint || Event.current.type == EventType.Layout) - { - UIDrawCall dc = target as UIDrawCall; - - UIPanel[] panels = (UIPanel[])Component.FindObjectsOfType(typeof(UIPanel)); - - foreach (UIPanel p in panels) - { - if (p.drawCalls.Contains(dc)) - { - EditorGUILayout.LabelField("Owner Panel", NGUITools.GetHierarchy(p.gameObject)); - EditorGUILayout.LabelField("Triangles", dc.triangles.ToString()); - return; - } - } - if (Event.current.type == EventType.Repaint) Debug.LogWarning("Orphaned UIDrawCall detected!\nUse [Selection -> Force Delete] to get rid of it."); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs.meta deleted file mode 100644 index 2401d6d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ba9d9afe888570648bcbad1b0d7a3971 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs deleted file mode 100644 index 7119c02..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs +++ /dev/null @@ -1,14 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -/// -/// Filled sprite is obsolete. It's only kept for backwards compatibility. -/// - -[CustomEditor(typeof(UIFilledSprite))] -public class UIFilledSpriteInspector : UISpriteInspector {} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs.meta deleted file mode 100644 index b43a4ed..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 77f436704c38e0c49ad23c0212ef1f80 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs deleted file mode 100644 index b0b86ac..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs +++ /dev/null @@ -1,482 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -// Dynamic font support contributed by the NGUI community members: -// Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK. - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to view and edit UIFonts. -/// - -[CustomEditor(typeof(UIFont))] -public class UIFontInspector : Editor -{ - enum View - { - Nothing, - Atlas, - Font, - } - - enum FontType - { - Normal, - Reference, - Dynamic, - } - - static View mView = View.Font; - static bool mUseShader = false; - - UIFont mFont; - FontType mType = FontType.Normal; - UIFont mReplacement = null; - string mSymbolSequence = ""; - string mSymbolSprite = ""; - BMSymbol mSelectedSymbol = null; - - public override bool HasPreviewGUI () { return mView != View.Nothing; } - - void OnSelectFont (MonoBehaviour obj) - { - // Undo doesn't work correctly in this case... so I won't bother. - //NGUIEditorTools.RegisterUndo("Font Change"); - //NGUIEditorTools.RegisterUndo("Font Change", mFont); - - mFont.replacement = obj as UIFont; - mReplacement = mFont.replacement; - UnityEditor.EditorUtility.SetDirty(mFont); - if (mReplacement == null) mType = FontType.Normal; - } - - void OnSelectAtlas (MonoBehaviour obj) - { - if (mFont != null) - { - NGUIEditorTools.RegisterUndo("Font Atlas", mFont); - mFont.atlas = obj as UIAtlas; - MarkAsChanged(); - } - } - - void MarkAsChanged () - { - List labels = NGUIEditorTools.FindInScene(); - - foreach (UILabel lbl in labels) - { - if (UIFont.CheckIfRelated(lbl.font, mFont)) - { - lbl.font = null; - lbl.font = mFont; - } - } - } - - public override void OnInspectorGUI () - { - mFont = target as UIFont; - EditorGUIUtility.LookLikeControls(80f); - - NGUIEditorTools.DrawSeparator(); - - if (mFont.replacement != null) - { - mType = FontType.Reference; - mReplacement = mFont.replacement; - } - else if (mFont.dynamicFont != null) - { - mType = FontType.Dynamic; - } - - GUILayout.BeginHorizontal(); - FontType fontType = (FontType)EditorGUILayout.EnumPopup("Font Type", mType); - GUILayout.Space(18f); - GUILayout.EndHorizontal(); - - if (mType != fontType) - { - if (fontType == FontType.Normal) - { - OnSelectFont(null); - } - else - { - mType = fontType; - } - - if (mType != FontType.Dynamic && mFont.dynamicFont != null) - mFont.dynamicFont = null; - } - - if (mType == FontType.Reference) - { - ComponentSelector.Draw(mFont.replacement, OnSelectFont); - - NGUIEditorTools.DrawSeparator(); - EditorGUILayout.HelpBox("You can have one font simply point to " + - "another one. This is useful if you want to be " + - "able to quickly replace the contents of one " + - "font with another one, for example for " + - "swapping an SD font with an HD one, or " + - "replacing an English font with a Chinese " + - "one. All the labels referencing this font " + - "will update their references to the new one.", MessageType.Info); - - if (mReplacement != mFont && mFont.replacement != mReplacement) - { - NGUIEditorTools.RegisterUndo("Font Change", mFont); - mFont.replacement = mReplacement; - UnityEditor.EditorUtility.SetDirty(mFont); - } - return; - } - else if (mType == FontType.Dynamic) - { -#if UNITY_3_5 - EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error); -#else - NGUIEditorTools.DrawSeparator(); - Font fnt = EditorGUILayout.ObjectField("TTF Font", mFont.dynamicFont, typeof(Font), false) as Font; - - if (fnt != mFont.dynamicFont) - { - NGUIEditorTools.RegisterUndo("Font change", mFont); - mFont.dynamicFont = fnt; - } - - GUILayout.BeginHorizontal(); - int size = EditorGUILayout.IntField("Size", mFont.dynamicFontSize, GUILayout.Width(120f)); - FontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle); - GUILayout.Space(18f); - GUILayout.EndHorizontal(); - - if (size != mFont.dynamicFontSize) - { - NGUIEditorTools.RegisterUndo("Font change", mFont); - mFont.dynamicFontSize = size; - } - - if (style != mFont.dynamicFontStyle) - { - NGUIEditorTools.RegisterUndo("Font change", mFont); - mFont.dynamicFontStyle = style; - } - - Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; - - if (mFont.material != mat) - { - NGUIEditorTools.RegisterUndo("Font Material", mFont); - mFont.material = mat; - } -#endif - } - else - { - NGUIEditorTools.DrawSeparator(); - - ComponentSelector.Draw(mFont.atlas, OnSelectAtlas); - - if (mFont.atlas != null) - { - if (mFont.bmFont.isValid) - { - NGUIEditorTools.AdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false); - } - EditorGUILayout.Space(); - } - else - { - // No atlas specified -- set the material and texture rectangle directly - Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; - - if (mFont.material != mat) - { - NGUIEditorTools.RegisterUndo("Font Material", mFont); - mFont.material = mat; - } - } - - // For updating the font's data when importing from an external source, such as the texture packer - bool resetWidthHeight = false; - - if (mFont.atlas != null || mFont.material != null) - { - TextAsset data = EditorGUILayout.ObjectField("Import Data", null, typeof(TextAsset), false) as TextAsset; - - if (data != null) - { - NGUIEditorTools.RegisterUndo("Import Font Data", mFont); - BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes); - mFont.MarkAsDirty(); - resetWidthHeight = true; - Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters"); - } - } - - if (mFont.bmFont.isValid) - { - Color green = new Color(0.4f, 1f, 0f, 1f); - Texture2D tex = mFont.texture; - - if (tex != null) - { - if (mFont.atlas == null) - { - // Pixels are easier to work with than UVs - Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false); - - // Automatically set the width and height of the rectangle to be the original font texture's dimensions - if (resetWidthHeight) - { - pixels.width = mFont.texWidth; - pixels.height = mFont.texHeight; - } - - // Font sprite rectangle - GUI.backgroundColor = green; - pixels = EditorGUILayout.RectField("Pixel Rect", pixels); - GUI.backgroundColor = Color.white; - - // Create a button that can make the coordinates pixel-perfect on click - GUILayout.BeginHorizontal(); - { - Rect corrected = NGUIMath.MakePixelPerfect(pixels); - - if (corrected == pixels) - { - GUI.color = Color.grey; - GUILayout.Button("Make Pixel-Perfect"); - GUI.color = Color.white; - } - else if (GUILayout.Button("Make Pixel-Perfect")) - { - pixels = corrected; - GUI.changed = true; - } - } - GUILayout.EndHorizontal(); - - // Convert the pixel coordinates back to UV coordinates - Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height); - - if (mFont.uvRect != uvRect) - { - NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont); - mFont.uvRect = uvRect; - } - //NGUIEditorTools.DrawSeparator(); - EditorGUILayout.Space(); - } - } - } - } - - // The font must be valid at this point for the rest of the options to show up - if (mFont.isDynamic || mFont.bmFont.isValid) - { - // Font spacing - GUILayout.BeginHorizontal(); - { - EditorGUIUtility.LookLikeControls(0f); - GUILayout.Label("Spacing", GUILayout.Width(60f)); - GUILayout.Label("X", GUILayout.Width(12f)); - int x = EditorGUILayout.IntField(mFont.horizontalSpacing); - GUILayout.Label("Y", GUILayout.Width(12f)); - int y = EditorGUILayout.IntField(mFont.verticalSpacing); - GUILayout.Space(18f); - EditorGUIUtility.LookLikeControls(80f); - - if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y) - { - NGUIEditorTools.RegisterUndo("Font Spacing", mFont); - mFont.horizontalSpacing = x; - mFont.verticalSpacing = y; - } - } - GUILayout.EndHorizontal(); - - if (mFont.atlas == null) - { - mView = View.Font; - mUseShader = false; - - float pixelSize = EditorGUILayout.FloatField("Pixel Size", mFont.pixelSize, GUILayout.Width(120f)); - - if (pixelSize != mFont.pixelSize) - { - NGUIEditorTools.RegisterUndo("Font Change", mFont); - mFont.pixelSize = pixelSize; - } - } - EditorGUILayout.Space(); - } - - // Preview option - if (!mFont.isDynamic && mFont.atlas != null) - { - GUILayout.BeginHorizontal(); - { - mView = (View)EditorGUILayout.EnumPopup("Preview", mView); - GUILayout.Label("Shader", GUILayout.Width(45f)); - mUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f)); - } - GUILayout.EndHorizontal(); - } - - // Dynamic fonts don't support emoticons - if (!mFont.isDynamic && mFont.bmFont.isValid) - { - if (mFont.atlas != null) - { - NGUIEditorTools.DrawHeader("Symbols and Emoticons"); - - List symbols = mFont.symbols; - - for (int i = 0; i < symbols.Count; ) - { - BMSymbol sym = symbols[i]; - - GUILayout.BeginHorizontal(); - GUILayout.Label(sym.sequence, GUILayout.Width(40f)); - if (NGUIEditorTools.SimpleSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite)) - mSelectedSymbol = sym; - - if (GUILayout.Button("Edit", GUILayout.Width(40f))) - { - if (mFont.atlas != null) - { - NGUISettings.selectedSprite = sym.spriteName; - NGUIEditorTools.Select(mFont.atlas.gameObject); - } - } - - GUI.backgroundColor = Color.red; - - if (GUILayout.Button("X", GUILayout.Width(22f))) - { - NGUIEditorTools.RegisterUndo("Remove symbol", mFont); - mSymbolSequence = sym.sequence; - mSymbolSprite = sym.spriteName; - symbols.Remove(sym); - mFont.MarkAsDirty(); - } - GUI.backgroundColor = Color.white; - GUILayout.EndHorizontal(); - GUILayout.Space(4f); - ++i; - } - - if (symbols.Count > 0) - { - NGUIEditorTools.DrawSeparator(); - } - - GUILayout.BeginHorizontal(); - mSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f)); - NGUIEditorTools.SimpleSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite); - - bool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite); - GUI.backgroundColor = isValid ? Color.green : Color.grey; - - if (GUILayout.Button("Add", GUILayout.Width(40f)) && isValid) - { - NGUIEditorTools.RegisterUndo("Add symbol", mFont); - mFont.AddSymbol(mSymbolSequence, mSymbolSprite); - mFont.MarkAsDirty(); - mSymbolSequence = ""; - mSymbolSprite = ""; - } - GUI.backgroundColor = Color.white; - GUILayout.EndHorizontal(); - - if (symbols.Count == 0) - { - EditorGUILayout.HelpBox("Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.", MessageType.Info); - } - else GUILayout.Space(4f); - } - } - } - - /// - /// "New Sprite" selection. - /// - - void SelectSymbolSprite (string spriteName) - { - mSymbolSprite = spriteName; - Repaint(); - } - - /// - /// Existing sprite selection. - /// - - void ChangeSymbolSprite (string spriteName) - { - if (mSelectedSymbol != null && mFont != null) - { - NGUIEditorTools.RegisterUndo("Change symbol", mFont); - mSelectedSymbol.spriteName = spriteName; - Repaint(); - mFont.MarkAsDirty(); - } - } - - /// - /// Draw the font preview window. - /// - - public override void OnPreviewGUI (Rect rect, GUIStyle background) - { - mFont = target as UIFont; - if (mFont == null) return; - Texture2D tex = mFont.texture; - - if (mView != View.Nothing && tex != null) - { - Material m = (mUseShader ? mFont.material : null); - - if (mView == View.Font) - { - Rect outer = new Rect(mFont.uvRect); - Rect uv = outer; - - outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true); - - NGUIEditorTools.DrawSprite(tex, rect, outer, outer, uv, Color.white, m); - } - else - { - Rect outer = new Rect(0f, 0f, 1f, 1f); - Rect inner = new Rect(mFont.uvRect); - Rect uv = outer; - - outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true); - inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true); - - NGUIEditorTools.DrawSprite(tex, rect, outer, inner, uv, Color.white, m); - } - } - } - - /// - /// Sprite selection callback. - /// - - void SelectSprite (string spriteName) - { - NGUIEditorTools.RegisterUndo("Font Sprite", mFont); - mFont.spriteName = spriteName; - Repaint(); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs.meta deleted file mode 100644 index 476e442..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a1bf769ed077fac4b821591f35174d8a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs deleted file mode 100644 index bf35ed3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs +++ /dev/null @@ -1,339 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Font maker lets you create font prefabs with a single click of a button. -/// - -public class UIFontMaker : EditorWindow -{ - enum FontType - { - Bitmap, - Dynamic, - } - - FontType mType = FontType.Bitmap; - - /// - /// Update all labels associated with this font. - /// - - void MarkAsChanged () - { - if (NGUISettings.font != null) - { - List labels = NGUIEditorTools.FindInScene(); - - foreach (UILabel lbl in labels) - { - if (lbl.font == NGUISettings.font) - { - lbl.font = null; - lbl.font = NGUISettings.font; - } - } - } - } - - /// - /// Font selection callback. - /// - - void OnSelectFont (MonoBehaviour obj) - { - NGUISettings.font = obj as UIFont; - Repaint(); - } - - /// - /// Atlas selection callback. - /// - - void OnSelectAtlas (MonoBehaviour obj) - { - NGUISettings.atlas = obj as UIAtlas; - Repaint(); - } - - /// - /// Refresh the window on selection. - /// - - void OnSelectionChange () { Repaint(); } - - /// - /// Draw the UI for this tool. - /// - - void OnGUI () - { - string prefabPath = ""; - string matPath = ""; - - if (NGUISettings.font != null && NGUISettings.font.name == NGUISettings.fontName) - { - prefabPath = AssetDatabase.GetAssetPath(NGUISettings.font.gameObject.GetInstanceID()); - if (NGUISettings.font.material != null) matPath = AssetDatabase.GetAssetPath(NGUISettings.font.material.GetInstanceID()); - } - - // Assume default values if needed - if (string.IsNullOrEmpty(NGUISettings.fontName)) NGUISettings.fontName = "New Font"; - if (string.IsNullOrEmpty(prefabPath)) prefabPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.fontName + ".prefab"; - if (string.IsNullOrEmpty(matPath)) matPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.fontName + ".mat"; - - EditorGUIUtility.LookLikeControls(80f); - NGUIEditorTools.DrawHeader("Input"); - - GUILayout.BeginHorizontal(); - mType = (FontType)EditorGUILayout.EnumPopup("Type", mType); - GUILayout.Space(18f); - GUILayout.EndHorizontal(); - int create = 0; - - if (mType == FontType.Dynamic) - { - NGUISettings.dynamicFont = EditorGUILayout.ObjectField("Font TTF", NGUISettings.dynamicFont, typeof(Font), false) as Font; - - GUILayout.BeginHorizontal(); - NGUISettings.dynamicFontSize = EditorGUILayout.IntField("Font Size", NGUISettings.dynamicFontSize, GUILayout.Width(120f)); - NGUISettings.dynamicFontStyle = (FontStyle)EditorGUILayout.EnumPopup(NGUISettings.dynamicFontStyle); - GUILayout.Space(18f); - GUILayout.EndHorizontal(); - - if (NGUISettings.dynamicFont != null) - { - NGUIEditorTools.DrawHeader("Output"); - - GUILayout.BeginHorizontal(); - GUILayout.Label("Font Name", GUILayout.Width(76f)); - GUI.backgroundColor = Color.white; - NGUISettings.fontName = GUILayout.TextField(NGUISettings.fontName); - GUILayout.EndHorizontal(); - } - NGUIEditorTools.DrawSeparator(); - -#if UNITY_3_5 - EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error); -#else - // Helpful info - if (NGUISettings.dynamicFont == null) - { - EditorGUILayout.HelpBox("Dynamic font creation happens right in Unity. Simply specify the TrueType font to be used as source.", MessageType.Info); - } - EditorGUILayout.HelpBox("Please note that dynamic fonts can't be made a part of an atlas, and they will always be drawn in a separate draw call. You WILL need to adjust transform position's Z rather than depth!", MessageType.Warning); - - if (NGUISettings.dynamicFont != null) - { - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - GUI.backgroundColor = Color.green; - - GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; - - if (go != null) - { - if (go.GetComponent() != null) - { - GUI.backgroundColor = Color.red; - if (GUILayout.Button("Replace the Font", GUILayout.Width(140f))) create = 1; - } - else - { - GUI.backgroundColor = Color.grey; - GUILayout.Button("Rename Your Font", GUILayout.Width(140f)); - } - } - else - { - GUI.backgroundColor = Color.green; - if (GUILayout.Button("Create the Font", GUILayout.Width(140f))) create = 1; - } - - GUI.backgroundColor = Color.white; - GUILayout.FlexibleSpace(); - GUILayout.EndHorizontal(); - } -#endif - } - else - { - NGUISettings.fontData = EditorGUILayout.ObjectField("Font Data", NGUISettings.fontData, typeof(TextAsset), false) as TextAsset; - NGUISettings.fontTexture = EditorGUILayout.ObjectField("Texture", NGUISettings.fontTexture, typeof(Texture2D), false) as Texture2D; - - // Draw the atlas selection only if we have the font data and texture specified, just to make it easier - if (NGUISettings.fontData != null && NGUISettings.fontTexture != null) - { - NGUIEditorTools.DrawHeader("Output"); - - GUILayout.BeginHorizontal(); - GUILayout.Label("Font Name", GUILayout.Width(76f)); - GUI.backgroundColor = Color.white; - NGUISettings.fontName = GUILayout.TextField(NGUISettings.fontName); - GUILayout.EndHorizontal(); - - ComponentSelector.Draw("Select", NGUISettings.font, OnSelectFont); - ComponentSelector.Draw(NGUISettings.atlas, OnSelectAtlas); - } - NGUIEditorTools.DrawSeparator(); - - // Helpful info - if (NGUISettings.fontData == null) - { - EditorGUILayout.HelpBox("The bitmap font creation mostly takes place outside of Unity. You can use BMFont on " + - "Windows or your choice of Glyph Designer or the less expensive bmGlyph on the Mac.\n\n" + - "Either of these tools will create a FNT file for you that you will drag & drop into the field above.", MessageType.Info); - } - else if (NGUISettings.fontTexture == null) - { - EditorGUILayout.HelpBox("When exporting your font, you should get two files: the TXT, and the texture. Only one texture can be used per font.", MessageType.Info); - } - else if (NGUISettings.atlas == null) - { - EditorGUILayout.HelpBox("You can create a font that doesn't use a texture atlas. This will mean that the text " + - "labels using this font will generate an extra draw call, and will need to be sorted by " + - "adjusting the Z instead of the Depth.\n\nIf you do specify an atlas, the font's texture will be added to it automatically.", MessageType.Info); - - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - GUI.backgroundColor = Color.red; - if (GUILayout.Button("Create a Font without an Atlas", GUILayout.Width(200f))) create = 2; - GUI.backgroundColor = Color.white; - GUILayout.FlexibleSpace(); - GUILayout.EndHorizontal(); - } - else - { - GUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - - GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; - - if (go != null) - { - if (go.GetComponent() != null) - { - GUI.backgroundColor = Color.red; - if (GUILayout.Button("Replace the Font", GUILayout.Width(140f))) create = 3; - } - else - { - GUI.backgroundColor = Color.grey; - GUILayout.Button("Rename Your Font", GUILayout.Width(140f)); - } - } - else - { - GUI.backgroundColor = Color.green; - if (GUILayout.Button("Create the Font", GUILayout.Width(140f))) create = 3; - } - GUI.backgroundColor = Color.white; - GUILayout.FlexibleSpace(); - GUILayout.EndHorizontal(); - } - } - - if (create != 0) - { - GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; - - if (go == null || EditorUtility.DisplayDialog("Are you sure?", "Are you sure you want to replace the contents of the " + - NGUISettings.fontName + " font with the currently selected values? This action can't be undone.", "Yes", "No")) - { - // Try to load the material - Material mat = null; - - // Non-atlased font - if (create == 2) - { - mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material; - - // If the material doesn't exist, create it - if (mat == null) - { - Shader shader = Shader.Find("Unlit/Transparent Colored"); - mat = new Material(shader); - - // Save the material - AssetDatabase.CreateAsset(mat, matPath); - AssetDatabase.Refresh(); - - // Load the material so it's usable - mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material; - } - mat.mainTexture = NGUISettings.fontTexture; - } - else if (create != 1) - { - UIAtlasMaker.AddOrUpdate(NGUISettings.atlas, NGUISettings.fontTexture); - } - - // Font doesn't exist yet - if (go == null || go.GetComponent() == null) - { - // Create a new prefab for the atlas - Object prefab = PrefabUtility.CreateEmptyPrefab(prefabPath); - - // Create a new game object for the font - go = new GameObject(NGUISettings.fontName); - NGUISettings.font = go.AddComponent(); - CreateFont(NGUISettings.font, create, mat); - - // Update the prefab - PrefabUtility.ReplacePrefab(go, prefab); - DestroyImmediate(go); - AssetDatabase.Refresh(); - - // Select the atlas - go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; - NGUISettings.font = go.GetComponent(); - } - else - { - NGUISettings.font = go.GetComponent(); - CreateFont(NGUISettings.font, create, mat); - } - MarkAsChanged(); - } - } - } - - static void CreateFont (UIFont font, int create, Material mat) - { - if (create == 1) - { - // New dynamic font - font.atlas = null; - font.dynamicFont = NGUISettings.dynamicFont; - font.dynamicFontSize = NGUISettings.dynamicFontSize; - font.dynamicFontStyle = NGUISettings.dynamicFontStyle; - } - else - { - // New bitmap font - font.dynamicFont = null; - BMFontReader.Load(font.bmFont, NGUITools.GetHierarchy(font.gameObject), NGUISettings.fontData.bytes); - - if (create == 2) - { - font.atlas = null; - font.material = mat; - } - else if (create == 3) - { - font.spriteName = NGUISettings.fontTexture.name; - font.atlas = NGUISettings.atlas; - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs.meta deleted file mode 100644 index be57bb7..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e14f05c1fecce3c489e85a9d53b8c9a5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs deleted file mode 100644 index cc1806a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs +++ /dev/null @@ -1,91 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit UISprites. -/// - -[CustomEditor(typeof(UIImageButton))] -public class UIImageButtonInspector : Editor -{ - UIImageButton mButton; - UISprite mSprite; - - /// - /// Atlas selection callback. - /// - - void OnSelectAtlas (MonoBehaviour obj) - { - if (mButton.target != null) - { - NGUIEditorTools.RegisterUndo("Atlas Selection", mButton.target); - mButton.target.atlas = obj as UIAtlas; - mButton.target.MakePixelPerfect(); - } - } - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - mButton = target as UIImageButton; - mSprite = EditorGUILayout.ObjectField("Sprite", mButton.target, typeof(UISprite), true) as UISprite; - - if (mButton.target != mSprite) - { - NGUIEditorTools.RegisterUndo("Image Button Change", mButton); - mButton.target = mSprite; - if (mSprite != null) mSprite.spriteName = mButton.normalSprite; - } - - if (mSprite != null) - { - ComponentSelector.Draw(mSprite.atlas, OnSelectAtlas); - - if (mSprite.atlas != null) - { - NGUIEditorTools.SpriteField("Normal", mSprite.atlas, mButton.normalSprite, OnNormal); - NGUIEditorTools.SpriteField("Hover", mSprite.atlas, mButton.hoverSprite, OnHover); - NGUIEditorTools.SpriteField("Pressed", mSprite.atlas, mButton.pressedSprite, OnPressed); - NGUIEditorTools.SpriteField("Disabled", mSprite.atlas, mButton.disabledSprite, OnDisabled); - } - } - } - - void OnNormal (string spriteName) - { - NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite); - mButton.normalSprite = spriteName; - mSprite.spriteName = spriteName; - mSprite.MakePixelPerfect(); - if (mButton.collider == null || (mButton.collider is BoxCollider)) NGUITools.AddWidgetCollider(mButton.gameObject); - Repaint(); - } - - void OnHover (string spriteName) - { - NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite); - mButton.hoverSprite = spriteName; - Repaint(); - } - - void OnPressed (string spriteName) - { - NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite); - mButton.pressedSprite = spriteName; - Repaint(); - } - - void OnDisabled(string spriteName) - { - NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite); - mButton.disabledSprite = spriteName; - Repaint(); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs.meta deleted file mode 100644 index d9087bf..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8a405728ee80ddd458732a8e2ac86dff -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs deleted file mode 100644 index 16fb8f2..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs +++ /dev/null @@ -1,134 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System; - -/// -/// Inspector class used to edit UILabels. -/// - -[CustomEditor(typeof(UILabel))] -public class UILabelInspector : UIWidgetInspector -{ - UILabel mLabel; - - /// - /// Register an Undo command with the Unity editor. - /// - - void RegisterUndo () { NGUIEditorTools.RegisterUndo("Label Change", mLabel); } - - /// - /// Font selection callback. - /// - - void OnSelectFont (MonoBehaviour obj) - { - if (mLabel != null) - { - NGUIEditorTools.RegisterUndo("Font Selection", mLabel); - bool resize = (mLabel.font == null); - mLabel.font = obj as UIFont; - if (resize) mLabel.MakePixelPerfect(); - } - } - - protected override bool DrawProperties () - { - mLabel = mWidget as UILabel; - ComponentSelector.Draw(mLabel.font, OnSelectFont); - - if (mLabel.font != null) - { - GUI.skin.textArea.wordWrap = true; - string text = string.IsNullOrEmpty(mLabel.text) ? "" : mLabel.text; - text = EditorGUILayout.TextArea(mLabel.text, GUI.skin.textArea, GUILayout.Height(100f)); - if (!text.Equals(mLabel.text)) { RegisterUndo(); mLabel.text = text; } - - GUILayout.BeginHorizontal(); - int len = EditorGUILayout.IntField("Max Width", mLabel.lineWidth, GUILayout.Width(120f)); - GUILayout.Label("pixels"); - GUILayout.EndHorizontal(); - if (len != mLabel.lineWidth && len >= 0f) { RegisterUndo(); mLabel.lineWidth = len; } - - GUILayout.BeginHorizontal(); - len = EditorGUILayout.IntField("Max Height", mLabel.lineHeight, GUILayout.Width(120f)); - GUILayout.Label("pixels"); - GUILayout.EndHorizontal(); - if (len != mLabel.lineHeight && len >= 0f) { RegisterUndo(); mLabel.lineHeight = len; } - - int count = EditorGUILayout.IntField("Max Lines", mLabel.maxLineCount, GUILayout.Width(100f)); - if (count != mLabel.maxLineCount) { RegisterUndo(); mLabel.maxLineCount = count; } - - GUILayout.BeginHorizontal(); - bool shrinkToFit = EditorGUILayout.Toggle("Shrink to Fit", mLabel.shrinkToFit, GUILayout.Width(100f)); - GUILayout.Label("- adjust scale to fit"); - GUILayout.EndHorizontal(); - - if (shrinkToFit != mLabel.shrinkToFit) - { - RegisterUndo(); - mLabel.shrinkToFit = shrinkToFit; - if (!shrinkToFit) mLabel.MakePixelPerfect(); - } - - // Only input fields need this setting exposed, and they have their own "is password" setting, so hiding it here. - //GUILayout.BeginHorizontal(); - //bool password = EditorGUILayout.Toggle("Password", mLabel.password, GUILayout.Width(100f)); - //GUILayout.Label("- hide characters"); - //GUILayout.EndHorizontal(); - //if (password != mLabel.password) { RegisterUndo(); mLabel.password = password; } - - GUILayout.BeginHorizontal(); - bool encoding = EditorGUILayout.Toggle("Encoding", mLabel.supportEncoding, GUILayout.Width(100f)); - GUILayout.Label("- use emoticons and colors"); - GUILayout.EndHorizontal(); - if (encoding != mLabel.supportEncoding) { RegisterUndo(); mLabel.supportEncoding = encoding; } - - //GUILayout.EndHorizontal(); - - if (encoding && mLabel.font.hasSymbols) - { - UIFont.SymbolStyle sym = (UIFont.SymbolStyle)EditorGUILayout.EnumPopup("Symbols", mLabel.symbolStyle, GUILayout.Width(170f)); - if (sym != mLabel.symbolStyle) { RegisterUndo(); mLabel.symbolStyle = sym; } - } - - GUILayout.BeginHorizontal(); - { - UILabel.Effect effect = (UILabel.Effect)EditorGUILayout.EnumPopup("Effect", mLabel.effectStyle, GUILayout.Width(170f)); - if (effect != mLabel.effectStyle) { RegisterUndo(); mLabel.effectStyle = effect; } - - if (effect != UILabel.Effect.None) - { - Color c = EditorGUILayout.ColorField(mLabel.effectColor); - if (mLabel.effectColor != c) { RegisterUndo(); mLabel.effectColor = c; } - } - } - GUILayout.EndHorizontal(); - - if (mLabel.effectStyle != UILabel.Effect.None) - { - GUILayout.Label("Distance", GUILayout.Width(70f)); - GUILayout.Space(-34f); - GUILayout.BeginHorizontal(); - GUILayout.Space(70f); - Vector2 offset = EditorGUILayout.Vector2Field("", mLabel.effectDistance); - GUILayout.Space(20f); - - if (offset != mLabel.effectDistance) - { - RegisterUndo(); - mLabel.effectDistance = offset; - } - GUILayout.EndHorizontal(); - } - return true; - } - EditorGUILayout.Space(); - return false; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs.meta deleted file mode 100644 index e15f5c9..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 04cb63f7bb5b23f4faa0e2bc480e77c8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs deleted file mode 100644 index d7809f0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs +++ /dev/null @@ -1,262 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -[CustomEditor(typeof(UIPanel))] -public class UIPanelInspector : Editor -{ - /// - /// Handles & interaction. - /// - - public void OnSceneGUI () - { - //Tools.current = Tool.View; - - Event e = Event.current; - - switch (e.type) - { - case EventType.MouseUp: - { - UIPanel panel = target as UIPanel; - BetterList widgets = UIWidgetInspector.SceneViewRaycast(panel, e.mousePosition); - if (widgets.size > 0) Selection.activeGameObject = widgets[0].gameObject; - } - break; - - case EventType.KeyDown: - { - if (e.keyCode == KeyCode.Escape) - { - Tools.current = Tool.Move; - Selection.activeGameObject = null; - e.Use(); - } - } - break; - } - } - - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - UIPanel panel = target as UIPanel; - BetterList drawcalls = panel.drawCalls; - drawcalls.Sort(delegate(UIDrawCall w1, UIDrawCall w2) { return w1.depth.CompareTo(w2.depth); }); - EditorGUIUtility.LookLikeControls(80f); - - //NGUIEditorTools.DrawSeparator(); - EditorGUILayout.Space(); - - float alpha = EditorGUILayout.Slider("Alpha", panel.alpha, 0f, 1f); - - if (alpha != panel.alpha) - { - NGUIEditorTools.RegisterUndo("Panel Alpha", panel); - panel.alpha = alpha; - } - - GUILayout.BeginHorizontal(); - bool norms = EditorGUILayout.Toggle("Normals", panel.generateNormals, GUILayout.Width(100f)); - GUILayout.Label("Needed for lit shaders"); - GUILayout.EndHorizontal(); - - if (panel.generateNormals != norms) - { - panel.generateNormals = norms; - panel.UpdateDrawcalls(); - EditorUtility.SetDirty(panel); - } - - // No one seems to know how to use this properly correctly. Solution? Removing it. - // If you know wtf you're doing, you're welcome to uncomment it. - - //GUILayout.BeginHorizontal(); - //bool depth = EditorGUILayout.Toggle("Depth Pass", panel.depthPass, GUILayout.Width(100f)); - //GUILayout.Label("Doubles draw calls, saves fillrate"); - //GUILayout.EndHorizontal(); - - //if (panel.depthPass != depth) - //{ - // panel.depthPass = depth; - // panel.UpdateDrawcalls(); - // EditorUtility.SetDirty(panel); - //} - - //if (depth) - //{ - // UICamera cam = UICamera.FindCameraForLayer(panel.gameObject.layer); - - // if (cam == null || cam.camera.isOrthoGraphic) - // { - // EditorGUILayout.HelpBox("Please note that depth pass will only save fillrate when used with 3D UIs, and only UIs drawn by the game camera. If you are using a separate camera for the UI, you will not see any benefit!", MessageType.Warning); - // } - //} - - GUILayout.BeginHorizontal(); - bool sort = EditorGUILayout.Toggle("Depth Sort", panel.sortByDepth, GUILayout.Width(100f)); - GUILayout.Label("Sort widgets by depth (ignore Z)"); - GUILayout.EndHorizontal(); - - if (panel.sortByDepth != sort) - { - panel.sortByDepth = sort; - panel.UpdateDrawcalls(); - EditorUtility.SetDirty(panel); - } - - if (!sort) - { - EditorGUILayout.HelpBox("Keep the 'Depth Sort' flag turned on, unless you are working with a UI created prior to NGUI 2.7.0 and want to sort by Z in addition to Depth.", MessageType.Warning); - } - - GUILayout.BeginHorizontal(); - bool cull = EditorGUILayout.Toggle("Cull", panel.cullWhileDragging, GUILayout.Width(100f)); - GUILayout.Label("Cull widgets while dragging them"); - GUILayout.EndHorizontal(); - - if (panel.cullWhileDragging != cull) - { - panel.cullWhileDragging = cull; - panel.UpdateDrawcalls(); - EditorUtility.SetDirty(panel); - } - - GUILayout.BeginHorizontal(); - bool stat = EditorGUILayout.Toggle("Static", panel.widgetsAreStatic, GUILayout.Width(100f)); - GUILayout.Label("Check if widgets won't move"); - GUILayout.EndHorizontal(); - - if (panel.widgetsAreStatic != stat) - { - panel.widgetsAreStatic = stat; - panel.UpdateDrawcalls(); - EditorUtility.SetDirty(panel); - } - - if (stat) - { - EditorGUILayout.HelpBox("Only mark the panel as 'static' if you know FOR CERTAIN that the widgets underneath will not move, rotate, or scale. Doing this improves performance, but moving widgets around will have no effect.", MessageType.Warning); - } - - if (panel.showInPanelTool != EditorGUILayout.Toggle("Panel Tool", panel.showInPanelTool)) - { - panel.showInPanelTool = !panel.showInPanelTool; - EditorUtility.SetDirty(panel); - EditorWindow.FocusWindowIfItsOpen(); - } - - UIPanel.DebugInfo di = (UIPanel.DebugInfo)EditorGUILayout.EnumPopup("Debug Info", panel.debugInfo); - - if (panel.debugInfo != di) - { - panel.debugInfo = di; - EditorUtility.SetDirty(panel); - } - - UIDrawCall.Clipping clipping = (UIDrawCall.Clipping)EditorGUILayout.EnumPopup("Clipping", panel.clipping); - - if (panel.clipping != clipping) - { - panel.clipping = clipping; - EditorUtility.SetDirty(panel); - } - - if (panel.clipping != UIDrawCall.Clipping.None) - { - Vector4 range = panel.clipRange; - - GUILayout.BeginHorizontal(); - GUILayout.Space(80f); - Vector2 pos = EditorGUILayout.Vector2Field("Center", new Vector2(range.x, range.y)); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - GUILayout.Space(80f); - Vector2 size = EditorGUILayout.Vector2Field("Size", new Vector2(range.z, range.w)); - GUILayout.EndHorizontal(); - - if (size.x < 0f) size.x = 0f; - if (size.y < 0f) size.y = 0f; - - range.x = pos.x; - range.y = pos.y; - range.z = size.x; - range.w = size.y; - - if (panel.clipRange != range) - { - NGUIEditorTools.RegisterUndo("Clipping Change", panel); - panel.clipRange = range; - EditorUtility.SetDirty(panel); - } - - if (panel.clipping == UIDrawCall.Clipping.SoftClip) - { - GUILayout.BeginHorizontal(); - GUILayout.Space(80f); - Vector2 soft = EditorGUILayout.Vector2Field("Softness", panel.clipSoftness); - GUILayout.EndHorizontal(); - - if (soft.x < 1f) soft.x = 1f; - if (soft.y < 1f) soft.y = 1f; - - if (panel.clipSoftness != soft) - { - NGUIEditorTools.RegisterUndo("Clipping Change", panel); - panel.clipSoftness = soft; - EditorUtility.SetDirty(panel); - } - } - -#if !UNITY_3_5 && !UNITY_4_0 && (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8 || UNITY_BLACKBERRY) - if (PlayerSettings.targetGlesGraphics == TargetGlesGraphics.OpenGLES_1_x) - { - EditorGUILayout.HelpBox("Clipping requires shader support!\n\nOpen File -> Build Settings -> Player Settings -> Other Settings, then set:\n\n- Graphics Level: OpenGL ES 2.0.", MessageType.Error); - } -#endif - } - - if (clipping == UIDrawCall.Clipping.HardClip) - { - EditorGUILayout.HelpBox("Hard clipping has been removed due to major performance issues on certain Android devices. Alpha clipping will be used instead.", MessageType.Warning); - } - - if (clipping != UIDrawCall.Clipping.None && !NGUIEditorTools.IsUniform(panel.transform.lossyScale)) - { - EditorGUILayout.HelpBox("Clipped panels must have a uniform scale, or clipping won't work properly!", MessageType.Error); - - if (GUILayout.Button("Auto-fix")) - { - NGUIEditorTools.FixUniform(panel.gameObject); - } - } - - if (panel.drawCalls.size > 0 && NGUIEditorTools.DrawHeader(panel.drawCalls.size + " draw calls from " + panel.widgets.size + " widgets", "DrawCalls")) - { - NGUIEditorTools.BeginContents(); - - foreach (UIDrawCall dc in drawcalls) - { - EditorGUILayout.ObjectField("Material", dc.material, typeof(Material), false); - EditorGUILayout.LabelField("Triangles", dc.triangles.ToString()); - - if (clipping != UIDrawCall.Clipping.None && !dc.isClipped) - { - EditorGUILayout.HelpBox("You must switch this material's shader to Unlit/Transparent Colored or Unlit/Premultiplied Colored in order for clipping to work.", - MessageType.Warning); - } - } - NGUIEditorTools.EndContents(); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs.meta deleted file mode 100644 index ebba2d8..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0b826b69ae58db24e94e9e2441b5bde8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs deleted file mode 100644 index 9bad1dc..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs +++ /dev/null @@ -1,286 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEditor; -using UnityEngine; -using System.Collections.Generic; - -/// -/// Panel wizard that allows enabling / disabling and selecting panels in the scene. -/// - -public class UIPanelTool : EditorWindow -{ - class Entry - { - public UIPanel panel; - public bool isEnabled = false; - public bool widgetsEnabled = false; - public List widgets = new List(); - } - - static int Compare (Entry a, Entry b) { return string.Compare(a.panel.name, b.panel.name); } - - Vector2 mScroll = Vector2.zero; - - /// - /// Refresh the window on selection. - /// - - void OnSelectionChange () { Repaint(); } - - /// - /// Collect a list of panels. - /// - - static List GetListOfPanels () - { - List panels = NGUIEditorTools.FindInScene(); - - for (int i = panels.Count; i > 0; ) - { - if (!panels[--i].showInPanelTool) - { - panels.RemoveAt(i); - } - } - return panels; - } - - /// - /// Get a list of widgets managed by the specified transform's children. - /// - - static void GetWidgets (Transform t, List widgets) - { - for (int i = 0; i < t.childCount; ++i) - { - Transform child = t.GetChild(i); - UIWidget w = child.GetComponent(); - if (w != null) widgets.Add(w); - else if (child.GetComponent() == null) GetWidgets(child, widgets); - } - } - - /// - /// Get a list of widgets managed by the specified panel. - /// - - static List GetWidgets (UIPanel panel) - { - List widgets = new List(); - if (panel != null) GetWidgets(panel.transform, widgets); - return widgets; - } - - /// - /// Activate or deactivate the children of the specified transform recursively. - /// - - static void SetActiveState (Transform t, bool state) - { - for (int i = 0; i < t.childCount; ++i) - { - Transform child = t.GetChild(i); - //if (child.GetComponent() != null) continue; - - if (state) - { - NGUITools.SetActiveSelf(child.gameObject, true); - SetActiveState(child, true); - } - else - { - SetActiveState(child, false); - NGUITools.SetActiveSelf(child.gameObject, false); - } - EditorUtility.SetDirty(child.gameObject); - } - } - - /// - /// Activate or deactivate the specified panel and all of its children. - /// - - static void SetActiveState (UIPanel panel, bool state) - { - if (state) - { - NGUITools.SetActiveSelf(panel.gameObject, true); - SetActiveState(panel.transform, true); - } - else - { - SetActiveState(panel.transform, false); - NGUITools.SetActiveSelf(panel.gameObject, false); - } - EditorUtility.SetDirty(panel.gameObject); - } - - /// - /// Draw the custom wizard. - /// - - void OnGUI () - { - List panels = GetListOfPanels(); - - if (panels != null && panels.Count > 0) - { - UIPanel selectedPanel = NGUITools.FindInParents(Selection.activeGameObject); - - // First, collect a list of panels with their associated widgets - List entries = new List(); - Entry selectedEntry = null; - bool allEnabled = true; - - foreach (UIPanel panel in panels) - { - Entry ent = new Entry(); - ent.panel = panel; - ent.widgets = GetWidgets(panel); - ent.isEnabled = panel.enabled && NGUITools.GetActive(panel.gameObject); - ent.widgetsEnabled = ent.isEnabled; - - if (ent.widgetsEnabled) - { - foreach (UIWidget w in ent.widgets) - { - if (!NGUITools.GetActive(w.gameObject)) - { - allEnabled = false; - ent.widgetsEnabled = false; - break; - } - } - } - else allEnabled = false; - entries.Add(ent); - } - - // Sort the list alphabetically - entries.Sort(Compare); - - EditorGUIUtility.LookLikeControls(80f); - bool showAll = DrawRow(null, null, allEnabled); - NGUIEditorTools.DrawSeparator(); - - mScroll = GUILayout.BeginScrollView(mScroll); - - foreach (Entry ent in entries) - { - if (DrawRow(ent, selectedPanel, ent.widgetsEnabled)) - { - selectedEntry = ent; - } - } - GUILayout.EndScrollView(); - - if (showAll) - { - foreach (Entry ent in entries) - { - SetActiveState(ent.panel, !allEnabled); - } - } - else if (selectedEntry != null) - { - SetActiveState(selectedEntry.panel, !selectedEntry.widgetsEnabled); - } - } - else - { - GUILayout.Label("No UI Panels found in the scene"); - } - } - - /// - /// Helper function used to print things in columns. - /// - - bool DrawRow (Entry ent, UIPanel selected, bool isChecked) - { - bool retVal = false; - string panelName, layer, widgetCount, drawCalls, clipping; - - if (ent != null) - { - panelName = ent.panel.name; - layer = LayerMask.LayerToName(ent.panel.gameObject.layer); - widgetCount = ent.widgets.Count.ToString(); - drawCalls = ent.panel.drawCalls.size.ToString(); - clipping = (ent.panel.clipping != UIDrawCall.Clipping.None) ? "Yes" : ""; - } - else - { - panelName = "Panel's Name"; - layer = "Layer"; - widgetCount = "WG"; - drawCalls = "DC"; - clipping = "Clip"; - } - - if (ent != null) GUILayout.Space(-1f); - - if (ent != null) - { - GUI.backgroundColor = ent.panel == selected ? Color.white : new Color(0.8f, 0.8f, 0.8f); - GUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(20f)); - GUI.backgroundColor = Color.white; - } - else - { - GUILayout.BeginHorizontal(); - } - - GUI.contentColor = (ent == null || ent.isEnabled) ? Color.white : new Color(0.7f, 0.7f, 0.7f); - if (isChecked != EditorGUILayout.Toggle(isChecked, GUILayout.Width(20f))) retVal = true; - - if (GUILayout.Button(panelName, EditorStyles.label, GUILayout.MinWidth(100f))) - { - if (ent != null) - { - Selection.activeGameObject = ent.panel.gameObject; - EditorUtility.SetDirty(ent.panel.gameObject); - } - } - - GUILayout.Label(layer, GUILayout.Width(ent == null ? 65f : 70f)); - GUILayout.Label(widgetCount, GUILayout.Width(30f)); - GUILayout.Label(drawCalls, GUILayout.Width(30f)); - GUILayout.Label(clipping, GUILayout.Width(30f)); - - if (ent == null) - { - GUILayout.Label("Stc", GUILayout.Width(24f)); - GUILayout.Label("Giz", GUILayout.Width(24f)); - } - else - { - bool val = ent.panel.widgetsAreStatic; - - if (val != EditorGUILayout.Toggle(val, GUILayout.Width(20f))) - { - ent.panel.widgetsAreStatic = !val; - EditorUtility.SetDirty(ent.panel.gameObject); -#if !UNITY_3_5 - if (NGUITransformInspector.instance != null) - NGUITransformInspector.instance.Repaint(); -#endif - } - - val = (ent.panel.debugInfo == UIPanel.DebugInfo.Gizmos); - - if (val != EditorGUILayout.Toggle(val, GUILayout.Width(20f))) - { - ent.panel.debugInfo = val ? UIPanel.DebugInfo.None : UIPanel.DebugInfo.Gizmos; - EditorUtility.SetDirty(ent.panel.gameObject); - } - } - GUI.contentColor = Color.white; - GUILayout.EndHorizontal(); - return retVal; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs.meta deleted file mode 100644 index 63fda8c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c8ec094592868d540af38cb278cc80ce -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs deleted file mode 100644 index 19de2b4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs +++ /dev/null @@ -1,176 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit UIPopupLists. -/// - -[CustomEditor(typeof(UIPopupList))] -public class UIPopupListInspector : Editor -{ - UIPopupList mList; - - void RegisterUndo () - { - NGUIEditorTools.RegisterUndo("Popup List Change", mList); - } - - void OnSelectAtlas (MonoBehaviour obj) - { - RegisterUndo(); - mList.atlas = obj as UIAtlas; - } - - void OnSelectFont (MonoBehaviour obj) - { - RegisterUndo(); - mList.font = obj as UIFont; - } - - void OnBackground (string spriteName) - { - RegisterUndo(); - mList.backgroundSprite = spriteName; - Repaint(); - } - - void OnHighlight (string spriteName) - { - RegisterUndo(); - mList.highlightSprite = spriteName; - Repaint(); - } - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - mList = target as UIPopupList; - - ComponentSelector.Draw(mList.atlas, OnSelectAtlas); - ComponentSelector.Draw(mList.font, OnSelectFont); - - GUILayout.BeginHorizontal(); - UILabel lbl = EditorGUILayout.ObjectField("Text Label", mList.textLabel, typeof(UILabel), true) as UILabel; - - if (mList.textLabel != lbl) - { - RegisterUndo(); - mList.textLabel = lbl; - if (lbl != null) lbl.text = mList.selection; - } - GUILayout.Space(44f); - GUILayout.EndHorizontal(); - - if (mList.atlas != null) - { - NGUIEditorTools.SpriteField("Background", mList.atlas, mList.backgroundSprite, OnBackground); - NGUIEditorTools.SpriteField("Highlight", mList.atlas, mList.highlightSprite, OnHighlight); - - GUILayout.BeginHorizontal(); - GUILayout.Space(6f); - GUILayout.Label("Options"); - GUILayout.EndHorizontal(); - - string text = ""; - foreach (string s in mList.items) text += s + "\n"; - - GUILayout.Space(-14f); - GUILayout.BeginHorizontal(); - GUILayout.Space(84f); - string modified = EditorGUILayout.TextArea(text, GUILayout.Height(100f)); - GUILayout.EndHorizontal(); - - if (modified != text) - { - RegisterUndo(); - string[] split = modified.Split(new char[] { '\n' }, System.StringSplitOptions.RemoveEmptyEntries); - mList.items.Clear(); - foreach (string s in split) mList.items.Add(s); - - if (string.IsNullOrEmpty(mList.selection) || !mList.items.Contains(mList.selection)) - { - mList.selection = mList.items.Count > 0 ? mList.items[0] : ""; - } - } - - string sel = NGUIEditorTools.DrawList("Selection", mList.items.ToArray(), mList.selection); - - if (mList.selection != sel) - { - RegisterUndo(); - mList.selection = sel; - } - - UIPopupList.Position pos = (UIPopupList.Position)EditorGUILayout.EnumPopup("Position", mList.position); - - if (mList.position != pos) - { - RegisterUndo(); - mList.position = pos; - } - - float ts = EditorGUILayout.FloatField("Text Scale", mList.textScale); - Color tc = EditorGUILayout.ColorField("Text Color", mList.textColor); - Color bc = EditorGUILayout.ColorField("Background", mList.backgroundColor); - Color hc = EditorGUILayout.ColorField("Highlight", mList.highlightColor); - - GUILayout.BeginHorizontal(); - bool isLocalized = EditorGUILayout.Toggle("Localized", mList.isLocalized, GUILayout.Width(100f)); - bool isAnimated = EditorGUILayout.Toggle("Animated", mList.isAnimated); - GUILayout.EndHorizontal(); - - if (mList.textScale != ts || - mList.textColor != tc || - mList.highlightColor != hc || - mList.backgroundColor != bc || - mList.isLocalized != isLocalized || - mList.isAnimated != isAnimated) - { - RegisterUndo(); - mList.textScale = ts; - mList.textColor = tc; - mList.backgroundColor = bc; - mList.highlightColor = hc; - mList.isLocalized = isLocalized; - mList.isAnimated = isAnimated; - } - - NGUIEditorTools.DrawSeparator(); - - GUILayout.BeginHorizontal(); - GUILayout.Space(6f); - GUILayout.Label("Padding", GUILayout.Width(76f)); - GUILayout.BeginVertical(); - GUILayout.Space(-12f); - Vector2 padding = EditorGUILayout.Vector2Field("", mList.padding); - GUILayout.EndVertical(); - GUILayout.EndHorizontal(); - - if (mList.padding != padding) - { - RegisterUndo(); - mList.padding = padding; - } - - EditorGUIUtility.LookLikeControls(100f); - - GameObject go = EditorGUILayout.ObjectField("Event Receiver", mList.eventReceiver, - typeof(GameObject), true) as GameObject; - - string fn = EditorGUILayout.TextField("Function Name", mList.functionName); - - if (mList.eventReceiver != go || mList.functionName != fn) - { - RegisterUndo(); - mList.eventReceiver = go; - mList.functionName = fn; - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs.meta deleted file mode 100644 index 41c9279..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b34b6233cb2c16f46a5c82586eab2960 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs deleted file mode 100644 index 9ecf3b8..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs +++ /dev/null @@ -1,49 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -[CustomEditor(typeof(UIScrollBar))] -public class UIScrollBarInspector : Editor -{ - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - UIScrollBar sb = target as UIScrollBar; - - NGUIEditorTools.DrawSeparator(); - - float val = EditorGUILayout.Slider("Value", sb.scrollValue, 0f, 1f); - float size = EditorGUILayout.Slider("Size", sb.barSize, 0f, 1f); - float alpha = EditorGUILayout.Slider("Alpha", sb.alpha, 0f, 1f); - - NGUIEditorTools.DrawSeparator(); - - UISprite bg = (UISprite)EditorGUILayout.ObjectField("Background", sb.background, typeof(UISprite), true); - UISprite fg = (UISprite)EditorGUILayout.ObjectField("Foreground", sb.foreground, typeof(UISprite), true); - UIScrollBar.Direction dir = (UIScrollBar.Direction)EditorGUILayout.EnumPopup("Direction", sb.direction); - bool inv = EditorGUILayout.Toggle("Inverted", sb.inverted); - - if (sb.scrollValue != val || - sb.barSize != size || - sb.background != bg || - sb.foreground != fg || - sb.direction != dir || - sb.inverted != inv || - sb.alpha != alpha) - { - NGUIEditorTools.RegisterUndo("Scroll Bar Change", sb); - sb.scrollValue = val; - sb.barSize = size; - sb.inverted = inv; - sb.background = bg; - sb.foreground = fg; - sb.direction = dir; - sb.alpha = alpha; - UnityEditor.EditorUtility.SetDirty(sb); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs.meta deleted file mode 100644 index b4b6ed4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 81229f2f75daa254298ceeba4651fa0d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs deleted file mode 100644 index 5227fb0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs +++ /dev/null @@ -1,14 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -/// -/// Tiled sprite is obsolete. It's only kept for backwards compatibility. -/// - -[CustomEditor(typeof(UISlicedSprite))] -public class UISlicedSpriteInspector : UISpriteInspector {} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs.meta deleted file mode 100644 index 62d8573..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: bd562d91c2f5efb42b78db4216a921a5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs deleted file mode 100644 index f478fa6..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs +++ /dev/null @@ -1,111 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -[CustomEditor(typeof(UISlider))] -public class UISliderInspector : Editor -{ - void ValidatePivot (Transform fg, string name, UISlider.Direction dir) - { - if (fg != null) - { - UISprite sprite = fg.GetComponent(); - - if (sprite != null && sprite.type != UISprite.Type.Filled) - { - if (dir == UISlider.Direction.Horizontal) - { - if (sprite.pivot != UIWidget.Pivot.Left && - sprite.pivot != UIWidget.Pivot.TopLeft && - sprite.pivot != UIWidget.Pivot.BottomLeft) - { - GUI.color = new Color(1f, 0.7f, 0f); - GUILayout.Label(name + " should use a Left pivot"); - GUI.color = Color.white; - } - } - else if (sprite.pivot != UIWidget.Pivot.BottomLeft && - sprite.pivot != UIWidget.Pivot.Bottom && - sprite.pivot != UIWidget.Pivot.BottomRight) - { - GUI.color = new Color(1f, 0.7f, 0f); - GUILayout.Label(name + " should use a Bottom pivot"); - GUI.color = Color.white; - } - } - } - } - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - UISlider slider = target as UISlider; - - NGUIEditorTools.DrawSeparator(); - - float sliderValue = EditorGUILayout.Slider("Value", slider.sliderValue, 0f, 1f); - - if (slider.sliderValue != sliderValue) - { - NGUIEditorTools.RegisterUndo("Slider Change", slider); - slider.sliderValue = sliderValue; - UnityEditor.EditorUtility.SetDirty(slider); - } - - int steps = EditorGUILayout.IntSlider("Steps", slider.numberOfSteps, 0, 11); - - if (slider.numberOfSteps != steps) - { - NGUIEditorTools.RegisterUndo("Slider Change", slider); - slider.numberOfSteps = steps; - slider.ForceUpdate(); - UnityEditor.EditorUtility.SetDirty(slider); - } - - NGUIEditorTools.DrawSeparator(); - - Transform fg = EditorGUILayout.ObjectField("Foreground", slider.foreground, typeof(Transform), true) as Transform; - Transform tb = EditorGUILayout.ObjectField("Thumb", slider.thumb, typeof(Transform), true) as Transform; - UISlider.Direction dir = (UISlider.Direction)EditorGUILayout.EnumPopup("Direction", slider.direction); - - // If we're using a sprite for the foreground, ensure it's using a proper pivot. - ValidatePivot(fg, "Foreground sprite", dir); - - NGUIEditorTools.DrawSeparator(); - - GameObject er = EditorGUILayout.ObjectField("Event Recv.", slider.eventReceiver, typeof(GameObject), true) as GameObject; - - GUILayout.BeginHorizontal(); - string fn = EditorGUILayout.TextField("Function", slider.functionName); - GUILayout.Space(18f); - GUILayout.EndHorizontal(); - - if (slider.foreground != fg || - slider.thumb != tb || - slider.direction != dir || - slider.eventReceiver != er || - slider.functionName != fn) - { - NGUIEditorTools.RegisterUndo("Slider Change", slider); - slider.foreground = fg; - slider.thumb = tb; - slider.direction = dir; - slider.eventReceiver = er; - slider.functionName = fn; - - if (slider.thumb != null) - { - slider.thumb.localPosition = Vector3.zero; - slider.sliderValue = -1f; - slider.sliderValue = sliderValue; - } - else slider.ForceUpdate(); - - UnityEditor.EditorUtility.SetDirty(slider); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs.meta deleted file mode 100644 index 644c9be..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a43764fe69e698d40b5024e16213c5cc -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs deleted file mode 100644 index 69f96a9..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs +++ /dev/null @@ -1,54 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -/// -/// Inspector class used to edit UISpriteAnimations. -/// - -[CustomEditor(typeof(UISpriteAnimation))] -public class UISpriteAnimationInspector : Editor -{ - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - NGUIEditorTools.DrawSeparator(); - EditorGUIUtility.LookLikeControls(80f); - UISpriteAnimation anim = target as UISpriteAnimation; - - int fps = EditorGUILayout.IntField("Framerate", anim.framesPerSecond); - fps = Mathf.Clamp(fps, 0, 60); - - if (anim.framesPerSecond != fps) - { - NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim); - anim.framesPerSecond = fps; - EditorUtility.SetDirty(anim); - } - - string namePrefix = EditorGUILayout.TextField("Name Prefix", (anim.namePrefix != null) ? anim.namePrefix : ""); - - if (anim.namePrefix != namePrefix) - { - NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim); - anim.namePrefix = namePrefix; - EditorUtility.SetDirty(anim); - } - - bool loop = EditorGUILayout.Toggle("Loop", anim.loop); - - if (anim.loop != loop) - { - NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim); - anim.loop = loop; - EditorUtility.SetDirty(anim); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs.meta deleted file mode 100644 index d99fedc..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0691e062d343d1b41b435e34db5d467f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs deleted file mode 100644 index a3685df..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs +++ /dev/null @@ -1,150 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit UISprites. -/// - -[CustomEditor(typeof(UISprite))] -public class UISpriteInspector : UIWidgetInspector -{ - protected UISprite mSprite; - - /// - /// Atlas selection callback. - /// - - void OnSelectAtlas (MonoBehaviour obj) - { - if (mSprite != null) - { - NGUIEditorTools.RegisterUndo("Atlas Selection", mSprite); - mSprite.atlas = obj as UIAtlas; - EditorUtility.SetDirty(mSprite.gameObject); - } - } - - /// - /// Sprite selection callback function. - /// - - void SelectSprite (string spriteName) - { - if (mSprite != null && mSprite.spriteName != spriteName) - { - NGUIEditorTools.RegisterUndo("Sprite Change", mSprite); - mSprite.spriteName = spriteName; - EditorUtility.SetDirty(mSprite.gameObject); - } - } - - /// - /// Draw the atlas and sprite selection fields. - /// - - protected override bool DrawProperties () - { - mSprite = mWidget as UISprite; - ComponentSelector.Draw(mSprite.atlas, OnSelectAtlas); - if (mSprite.atlas == null) return false; - NGUIEditorTools.AdvancedSpriteField(mSprite.atlas, mSprite.spriteName, SelectSprite, false); - return true; - } - - /// - /// Sprites's custom properties based on the type. - /// - - protected override void DrawExtraProperties () - { - NGUIEditorTools.DrawSeparator(); - - if (GetType() == typeof(UISpriteInspector)) - { - //GUILayout.BeginHorizontal(); - UISprite.Type type = (UISprite.Type)EditorGUILayout.EnumPopup("Sprite Type", mSprite.type); - //GUILayout.Label("sprite", GUILayout.Width(58f)); - //GUILayout.EndHorizontal(); - - if (mSprite.type != type) - { - NGUIEditorTools.RegisterUndo("Sprite Change", mSprite); - mSprite.type = type; - EditorUtility.SetDirty(mSprite.gameObject); - } - } - - if (mSprite.type == UISprite.Type.Sliced) - { - bool fill = EditorGUILayout.Toggle("Fill Center", mSprite.fillCenter); - - if (mSprite.fillCenter != fill) - { - NGUIEditorTools.RegisterUndo("Sprite Change", mSprite); - mSprite.fillCenter = fill; - EditorUtility.SetDirty(mSprite.gameObject); - } - } - else if (mSprite.type == UISprite.Type.Filled) - { - if ((int)mSprite.fillDirection > (int)UISprite.FillDirection.Radial360) - { - mSprite.fillDirection = UISprite.FillDirection.Horizontal; - EditorUtility.SetDirty(mSprite); - } - - UISprite.FillDirection fillDirection = (UISprite.FillDirection)EditorGUILayout.EnumPopup("Fill Dir", mSprite.fillDirection); - float fillAmount = EditorGUILayout.Slider("Fill Amount", mSprite.fillAmount, 0f, 1f); - bool invert = EditorGUILayout.Toggle("Invert Fill", mSprite.invert); - - if (mSprite.fillDirection != fillDirection || mSprite.fillAmount != fillAmount || mSprite.invert != invert) - { - NGUIEditorTools.RegisterUndo("Sprite Change", mSprite); - mSprite.fillDirection = fillDirection; - mSprite.fillAmount = fillAmount; - mSprite.invert = invert; - EditorUtility.SetDirty(mSprite); - } - } - GUILayout.Space(4f); - } - - /// - /// All widgets have a preview. - /// - - public override bool HasPreviewGUI () { return true; } - - /// - /// Draw the sprite preview. - /// - - public override void OnPreviewGUI (Rect rect, GUIStyle background) - { - if (mSprite == null || !mSprite.isValid) return; - - Texture2D tex = mSprite.mainTexture as Texture2D; - if (tex == null) return; - - Rect outer = new Rect(mSprite.GetAtlasSprite().outer); - Rect inner = new Rect(mSprite.GetAtlasSprite().inner); - Rect uv = outer; - - if (mSprite.atlas.coordinates == UIAtlas.Coordinates.Pixels) - { - uv = NGUIMath.ConvertToTexCoords(outer, tex.width, tex.height); - } - else - { - outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true); - inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true); - } - NGUIEditorTools.DrawSprite(tex, rect, outer, inner, uv, mSprite.color); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs.meta deleted file mode 100644 index 5cdc248..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 921cc3716d59a904faeee8dec757dea6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs deleted file mode 100644 index 462a99a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs +++ /dev/null @@ -1,94 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit UITextures. -/// - -[CustomEditor(typeof(UITexture))] -public class UITextureInspector : UIWidgetInspector -{ - UITexture mTex; - - protected override void OnEnable () - { - base.OnEnable(); - mTex = target as UITexture; - } - - protected override bool DrawProperties () - { - if (mTex.material != null || mTex.mainTexture == null) - { - Material mat = EditorGUILayout.ObjectField("Material", mTex.material, typeof(Material), false) as Material; - - if (mTex.material != mat) - { - NGUIEditorTools.RegisterUndo("Material Selection", mTex); - mTex.material = mat; - } - } - - if (mTex.material == null || mTex.hasDynamicMaterial) - { - Shader shader = EditorGUILayout.ObjectField("Shader", mTex.shader, typeof(Shader), false) as Shader; - - if (mTex.shader != shader) - { - NGUIEditorTools.RegisterUndo("Shader Selection", mTex); - mTex.shader = shader; - } - - Texture tex = EditorGUILayout.ObjectField("Texture", mTex.mainTexture, typeof(Texture), false) as Texture; - - if (mTex.mainTexture != tex) - { - NGUIEditorTools.RegisterUndo("Texture Selection", mTex); - mTex.mainTexture = tex; - } - } - - if (mTex.mainTexture != null) - { - Rect rect = EditorGUILayout.RectField("UV Rectangle", mTex.uvRect); - - if (rect != mTex.uvRect) - { - NGUIEditorTools.RegisterUndo("UV Rectangle Change", mTex); - mTex.uvRect = rect; - } - } - return (mWidget.material != null); - } - - /// - /// Allow the texture to be previewed. - /// - - public override bool HasPreviewGUI () - { - return (mTex != null) && (mTex.mainTexture as Texture2D != null); - } - - /// - /// Draw the sprite preview. - /// - - public override void OnPreviewGUI (Rect rect, GUIStyle background) - { - Texture2D tex = mTex.mainTexture as Texture2D; - - if (tex != null) - { - Rect uv = mTex.uvRect; - Rect outer = NGUIMath.ConvertToPixels(uv, tex.width, tex.height, true); - NGUIEditorTools.DrawSprite(tex, rect, outer, outer, uv, mTex.color); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs.meta deleted file mode 100644 index 76f3855..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e772b2bb85dc225499db07c5206af708 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs b/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs deleted file mode 100644 index 5d107d3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs +++ /dev/null @@ -1,599 +0,0 @@ -/* - Based on the Public Domain MaxRectsBinPack.cpp source by Jukka Jylänki - https://github.com/juj/RectangleBinPack/ - - Ported to C# by Sven Magnus - This version is also public domain - do whatever you want with it. -*/ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -public class UITexturePacker -{ - public int binWidth = 0; - public int binHeight = 0; - public bool allowRotations; - - public List usedRectangles = new List(); - public List freeRectangles = new List(); - - public enum FreeRectChoiceHeuristic - { - RectBestShortSideFit, ///< -BSSF: Positions the rectangle against the short side of a free rectangle into which it fits the best. - RectBestLongSideFit, ///< -BLSF: Positions the rectangle against the long side of a free rectangle into which it fits the best. - RectBestAreaFit, ///< -BAF: Positions the rectangle into the smallest free rect into which it fits. - RectBottomLeftRule, ///< -BL: Does the Tetris placement. - RectContactPointRule ///< -CP: Choosest the placement where the rectangle touches other rects as much as possible. - }; - - public UITexturePacker (int width, int height, bool rotations) - { - Init(width, height, rotations); - } - - public void Init (int width, int height, bool rotations) - { - binWidth = width; - binHeight = height; - allowRotations = rotations; - - Rect n = new Rect(); - n.x = 0; - n.y = 0; - n.width = width; - n.height = height; - - usedRectangles.Clear(); - - freeRectangles.Clear(); - freeRectangles.Add(n); - } - - private struct Storage - { - public Rect rect; - public bool paddingX; - public bool paddingY; - } - - public static Rect[] PackTextures (Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize) - { - if (width > maxSize && height > maxSize) return null; - if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; } - - // Force square by sizing up - if (NGUISettings.forceSquareAtlas) - { - if (width > height) - height = width; - else if (height > width) - width = height; - } - UITexturePacker bp = new UITexturePacker(width, height, false); - Storage[] storage = new Storage[textures.Length]; - - for (int i = 0; i < textures.Length; i++) - { - Texture2D tex = textures[i]; - - Rect rect = new Rect(); - - int xPadding = 1; - int yPadding = 1; - - for (xPadding = 1; xPadding >= 0; --xPadding) - { - for (yPadding = 1; yPadding >= 0; --yPadding) - { - rect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding), - UITexturePacker.FreeRectChoiceHeuristic.RectBestAreaFit); - if (rect.width != 0 && rect.height != 0) break; - - // After having no padding if it still doesn't fit -- increase texture size. - else if (xPadding == 0 && yPadding == 0) - { - return PackTextures(texture, textures, width * (width <= height ? 2 : 1), - height * (height < width ? 2 : 1), padding, maxSize); - } - } - if (rect.width != 0 && rect.height != 0) break; - } - - storage[i] = new Storage(); - storage[i].rect = rect; - storage[i].paddingX = (xPadding != 0); - storage[i].paddingY = (yPadding != 0); - } - - texture.Resize(width, height); - texture.SetPixels(new Color[width * height]); - - // The returned rects - Rect[] rects = new Rect[textures.Length]; - - for (int i = 0; i < textures.Length; i++) - { - Texture2D tex = textures[i]; - Rect rect = storage[i].rect; - int xPadding = (storage[i].paddingX ? padding : 0); - int yPadding = (storage[i].paddingY ? padding : 0); - Color[] colors = tex.GetPixels(); - - // Would be used to rotate the texture if need be. - if (rect.width != tex.width + xPadding) - { - Color[] newColors = tex.GetPixels(); - - for (int x = 0; x < rect.width; x++) - { - for (int y = 0; y < rect.height; y++) - { - int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width; - newColors[x + y * (int)rect.width] = colors[prevIndex]; - } - } - - colors = newColors; - } - - texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors); - rect.x /= width; - rect.y /= height; - rect.width = (rect.width - xPadding) / width; - rect.height = (rect.height - yPadding) / height; - rects[i] = rect; - } - return rects; - } - - public Rect Insert (int width, int height, FreeRectChoiceHeuristic method) - { - Rect newNode = new Rect(); - int score1 = 0; // Unused in this function. We don't need to know the score after finding the position. - int score2 = 0; - switch (method) - { - case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break; - case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break; - case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); break; - case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break; - case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break; - } - - if (newNode.height == 0) - return newNode; - - int numRectanglesToProcess = freeRectangles.Count; - for (int i = 0; i < numRectanglesToProcess; ++i) - { - if (SplitFreeNode(freeRectangles[i], ref newNode)) - { - freeRectangles.RemoveAt(i); - --i; - --numRectanglesToProcess; - } - } - - PruneFreeList(); - - usedRectangles.Add(newNode); - return newNode; - } - - public void Insert (List rects, List dst, FreeRectChoiceHeuristic method) - { - dst.Clear(); - - while (rects.Count > 0) - { - int bestScore1 = int.MaxValue; - int bestScore2 = int.MaxValue; - int bestRectIndex = -1; - Rect bestNode = new Rect(); - - for (int i = 0; i < rects.Count; ++i) - { - int score1 = 0; - int score2 = 0; - Rect newNode = ScoreRect((int)rects[i].width, (int)rects[i].height, method, ref score1, ref score2); - - if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2)) - { - bestScore1 = score1; - bestScore2 = score2; - bestNode = newNode; - bestRectIndex = i; - } - } - - if (bestRectIndex == -1) - return; - - PlaceRect(bestNode); - rects.RemoveAt(bestRectIndex); - } - } - - void PlaceRect (Rect node) - { - int numRectanglesToProcess = freeRectangles.Count; - for (int i = 0; i < numRectanglesToProcess; ++i) - { - if (SplitFreeNode(freeRectangles[i], ref node)) - { - freeRectangles.RemoveAt(i); - --i; - --numRectanglesToProcess; - } - } - - PruneFreeList(); - - usedRectangles.Add(node); - } - - Rect ScoreRect (int width, int height, FreeRectChoiceHeuristic method, ref int score1, ref int score2) - { - Rect newNode = new Rect(); - score1 = int.MaxValue; - score2 = int.MaxValue; - switch (method) - { - case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break; - case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break; - case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); - score1 = -score1; // Reverse since we are minimizing, but for contact point score bigger is better. - break; - case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break; - case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break; - } - - // Cannot fit the current rectangle. - if (newNode.height == 0) - { - score1 = int.MaxValue; - score2 = int.MaxValue; - } - - return newNode; - } - - /// Computes the ratio of used surface area. - public float Occupancy () - { - ulong usedSurfaceArea = 0; - for (int i = 0; i < usedRectangles.Count; ++i) - usedSurfaceArea += (uint)usedRectangles[i].width * (uint)usedRectangles[i].height; - - return (float)usedSurfaceArea / (binWidth * binHeight); - } - - Rect FindPositionForNewNodeBottomLeft (int width, int height, ref int bestY, ref int bestX) - { - Rect bestNode = new Rect(); - //memset(bestNode, 0, sizeof(Rect)); - - bestY = int.MaxValue; - - for (int i = 0; i < freeRectangles.Count; ++i) - { - // Try to place the rectangle in upright (non-flipped) orientation. - if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) - { - int topSideY = (int)freeRectangles[i].y + height; - if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = width; - bestNode.height = height; - bestY = topSideY; - bestX = (int)freeRectangles[i].x; - } - } - if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) - { - int topSideY = (int)freeRectangles[i].y + width; - if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = height; - bestNode.height = width; - bestY = topSideY; - bestX = (int)freeRectangles[i].x; - } - } - } - return bestNode; - } - - Rect FindPositionForNewNodeBestShortSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit) - { - Rect bestNode = new Rect(); - //memset(&bestNode, 0, sizeof(Rect)); - - bestShortSideFit = int.MaxValue; - - for (int i = 0; i < freeRectangles.Count; ++i) - { - // Try to place the rectangle in upright (non-flipped) orientation. - if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) - { - int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width); - int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height); - int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); - int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert); - - if (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = width; - bestNode.height = height; - bestShortSideFit = shortSideFit; - bestLongSideFit = longSideFit; - } - } - - if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) - { - int flippedLeftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height); - int flippedLeftoverVert = Mathf.Abs((int)freeRectangles[i].height - width); - int flippedShortSideFit = Mathf.Min(flippedLeftoverHoriz, flippedLeftoverVert); - int flippedLongSideFit = Mathf.Max(flippedLeftoverHoriz, flippedLeftoverVert); - - if (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = height; - bestNode.height = width; - bestShortSideFit = flippedShortSideFit; - bestLongSideFit = flippedLongSideFit; - } - } - } - return bestNode; - } - - Rect FindPositionForNewNodeBestLongSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit) - { - Rect bestNode = new Rect(); - //memset(&bestNode, 0, sizeof(Rect)); - - bestLongSideFit = int.MaxValue; - - for (int i = 0; i < freeRectangles.Count; ++i) - { - // Try to place the rectangle in upright (non-flipped) orientation. - if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) - { - int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width); - int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height); - int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); - int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert); - - if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = width; - bestNode.height = height; - bestShortSideFit = shortSideFit; - bestLongSideFit = longSideFit; - } - } - - if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) - { - int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height); - int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width); - int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); - int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert); - - if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = height; - bestNode.height = width; - bestShortSideFit = shortSideFit; - bestLongSideFit = longSideFit; - } - } - } - return bestNode; - } - - Rect FindPositionForNewNodeBestAreaFit (int width, int height, ref int bestAreaFit, ref int bestShortSideFit) - { - Rect bestNode = new Rect(); - //memset(&bestNode, 0, sizeof(Rect)); - - bestAreaFit = int.MaxValue; - - for (int i = 0; i < freeRectangles.Count; ++i) - { - int areaFit = (int)freeRectangles[i].width * (int)freeRectangles[i].height - width * height; - - // Try to place the rectangle in upright (non-flipped) orientation. - if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) - { - int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width); - int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height); - int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); - - if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = width; - bestNode.height = height; - bestShortSideFit = shortSideFit; - bestAreaFit = areaFit; - } - } - - if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) - { - int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height); - int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width); - int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert); - - if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit)) - { - bestNode.x = freeRectangles[i].x; - bestNode.y = freeRectangles[i].y; - bestNode.width = height; - bestNode.height = width; - bestShortSideFit = shortSideFit; - bestAreaFit = areaFit; - } - } - } - return bestNode; - } - - /// Returns 0 if the two intervals i1 and i2 are disjoint, or the length of their overlap otherwise. - int CommonIntervalLength (int i1start, int i1end, int i2start, int i2end) - { - if (i1end < i2start || i2end < i1start) - return 0; - return Mathf.Min(i1end, i2end) - Mathf.Max(i1start, i2start); - } - - int ContactPointScoreNode (int x, int y, int width, int height) - { - int score = 0; - - if (x == 0 || x + width == binWidth) - score += height; - if (y == 0 || y + height == binHeight) - score += width; - - for (int i = 0; i < usedRectangles.Count; ++i) - { - if (usedRectangles[i].x == x + width || usedRectangles[i].x + usedRectangles[i].width == x) - score += CommonIntervalLength((int)usedRectangles[i].y, (int)usedRectangles[i].y + (int)usedRectangles[i].height, y, y + height); - if (usedRectangles[i].y == y + height || usedRectangles[i].y + usedRectangles[i].height == y) - score += CommonIntervalLength((int)usedRectangles[i].x, (int)usedRectangles[i].x + (int)usedRectangles[i].width, x, x + width); - } - return score; - } - - Rect FindPositionForNewNodeContactPoint (int width, int height, ref int bestContactScore) - { - Rect bestNode = new Rect(); - //memset(&bestNode, 0, sizeof(Rect)); - - bestContactScore = -1; - - for (int i = 0; i < freeRectangles.Count; ++i) - { - // Try to place the rectangle in upright (non-flipped) orientation. - if (freeRectangles[i].width >= width && freeRectangles[i].height >= height) - { - int score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, width, height); - if (score > bestContactScore) - { - bestNode.x = (int)freeRectangles[i].x; - bestNode.y = (int)freeRectangles[i].y; - bestNode.width = width; - bestNode.height = height; - bestContactScore = score; - } - } - if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width) - { - int score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, height, width); - if (score > bestContactScore) - { - bestNode.x = (int)freeRectangles[i].x; - bestNode.y = (int)freeRectangles[i].y; - bestNode.width = height; - bestNode.height = width; - bestContactScore = score; - } - } - } - return bestNode; - } - - bool SplitFreeNode (Rect freeNode, ref Rect usedNode) - { - // Test with SAT if the rectangles even intersect. - if (usedNode.x >= freeNode.x + freeNode.width || usedNode.x + usedNode.width <= freeNode.x || - usedNode.y >= freeNode.y + freeNode.height || usedNode.y + usedNode.height <= freeNode.y) - return false; - - if (usedNode.x < freeNode.x + freeNode.width && usedNode.x + usedNode.width > freeNode.x) - { - // New node at the top side of the used node. - if (usedNode.y > freeNode.y && usedNode.y < freeNode.y + freeNode.height) - { - Rect newNode = freeNode; - newNode.height = usedNode.y - newNode.y; - freeRectangles.Add(newNode); - } - - // New node at the bottom side of the used node. - if (usedNode.y + usedNode.height < freeNode.y + freeNode.height) - { - Rect newNode = freeNode; - newNode.y = usedNode.y + usedNode.height; - newNode.height = freeNode.y + freeNode.height - (usedNode.y + usedNode.height); - freeRectangles.Add(newNode); - } - } - - if (usedNode.y < freeNode.y + freeNode.height && usedNode.y + usedNode.height > freeNode.y) - { - // New node at the left side of the used node. - if (usedNode.x > freeNode.x && usedNode.x < freeNode.x + freeNode.width) - { - Rect newNode = freeNode; - newNode.width = usedNode.x - newNode.x; - freeRectangles.Add(newNode); - } - - // New node at the right side of the used node. - if (usedNode.x + usedNode.width < freeNode.x + freeNode.width) - { - Rect newNode = freeNode; - newNode.x = usedNode.x + usedNode.width; - newNode.width = freeNode.x + freeNode.width - (usedNode.x + usedNode.width); - freeRectangles.Add(newNode); - } - } - - return true; - } - - void PruneFreeList () - { - for (int i = 0; i < freeRectangles.Count; ++i) - for (int j = i + 1; j < freeRectangles.Count; ++j) - { - if (IsContainedIn(freeRectangles[i], freeRectangles[j])) - { - freeRectangles.RemoveAt(i); - --i; - break; - } - if (IsContainedIn(freeRectangles[j], freeRectangles[i])) - { - freeRectangles.RemoveAt(j); - --j; - } - } - } - - bool IsContainedIn (Rect a, Rect b) - { - return a.x >= b.x && a.y >= b.y - && a.x + a.width <= b.x + b.width - && a.y + a.height <= b.y + b.height; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs.meta deleted file mode 100644 index 3548fad..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c3212969823f62c4f90c010c49b4d816 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs deleted file mode 100644 index e40327a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs +++ /dev/null @@ -1,14 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; - -/// -/// Tiled sprite is obsolete. It's only kept for backwards compatibility. -/// - -[CustomEditor(typeof(UITiledSprite))] -public class UITiledSpriteInspector : UISlicedSpriteInspector {} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs.meta deleted file mode 100644 index fc45c48..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 02a48e7019388ae4fb3ec5a9f2eaa9a6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs deleted file mode 100644 index 3a077f3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs +++ /dev/null @@ -1,1021 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; - -/// -/// Inspector class used to edit UIWidgets. -/// - -[CustomEditor(typeof(UIWidget))] -public class UIWidgetInspector : Editor -{ - enum Action - { - None, - Move, - Scale, - Rotate, - } - - Action mAction = Action.None; - Action mActionUnderMouse = Action.None; - bool mAllowSelection = true; - - protected UIWidget mWidget; - - static protected bool mUseShader = false; - static Color mOutlineColor = Color.green; - static GUIStyle mSelectedDot = null; - static GUIStyle mNormalDot = null; - static MouseCursor mCursor = MouseCursor.Arrow; - - static UIWidget.Pivot[] mPivots = - { - UIWidget.Pivot.TopLeft, - UIWidget.Pivot.BottomLeft, - UIWidget.Pivot.BottomRight, - UIWidget.Pivot.TopRight, - UIWidget.Pivot.Left, - UIWidget.Pivot.Bottom, - UIWidget.Pivot.Right, - UIWidget.Pivot.Top, - }; - - static int s_Hash = "WidgetHash".GetHashCode(); - Vector3 mStartPos = Vector3.zero; - Vector3 mStartScale = Vector3.zero; - Vector3 mStartDrag = Vector3.zero; - Vector2 mStartMouse = Vector2.zero; - Vector3 mStartRot = Vector3.zero; - Vector3 mStartDir = Vector3.right; - UIWidget.Pivot mDragPivot = UIWidget.Pivot.Center; - - /// - /// Register an Undo command with the Unity editor. - /// - - void RegisterUndo () - { - NGUIEditorTools.RegisterUndo("Widget Change", mWidget); - } - - /// - /// Raycast into the screen. - /// - - static bool Raycast (Vector3[] corners, out Vector3 hit) - { - Plane plane = new Plane(corners[0], corners[1], corners[2]); - Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); - float dist = 0f; - bool isHit = plane.Raycast(ray, out dist); - hit = isHit ? ray.GetPoint(dist) : Vector3.zero; - return isHit; - } - - /// - /// Draw a control dot at the specified world position. - /// - - static void DrawKnob (Vector3 point, bool selected, int id) - { - if (mSelectedDot == null) mSelectedDot = "sv_label_5"; - if (mNormalDot == null) mNormalDot = "sv_label_3"; - - Vector2 screenPoint = HandleUtility.WorldToGUIPoint(point); - - Rect rect = new Rect(screenPoint.x - 7f, screenPoint.y - 7f, 14f, 14f); - if (selected) mSelectedDot.Draw(rect, GUIContent.none, id); - else mNormalDot.Draw(rect, GUIContent.none, id); - } - - /// - /// Whether the mouse position is within one of the specified rectangles. - /// - - static bool IsMouseOverRect (Vector2 mouse, List rects) - { - for (int i = 0; i < rects.Count; ++i) - { - Rect r = rects[i]; - if (r.Contains(mouse)) return true; - } - return false; - } - - /// - /// Screen-space distance from the mouse position to the specified world position. - /// - - static float GetScreenDistance (Vector3 worldPos, Vector2 mousePos) - { - Vector2 screenPos = HandleUtility.WorldToGUIPoint(worldPos); - return Vector2.Distance(mousePos, screenPos); - } - - /// - /// Closest screen-space distance from the mouse position to one of the specified world points. - /// - - static float GetScreenDistance (Vector3[] worldPoints, Vector2 mousePos, out int index) - { - float min = float.MaxValue; - index = 0; - - for (int i = 0; i < worldPoints.Length; ++i) - { - float distance = GetScreenDistance(worldPoints[i], mousePos); - - if (distance < min) - { - index = i; - min = distance; - } - } - return min; - } - - /// - /// Set the mouse cursor rectangle, refreshing the screen when it gets changed. - /// - - static void SetCursorRect (Rect rect, MouseCursor cursor) - { - EditorGUIUtility.AddCursorRect(rect, cursor); - - if (Event.current.type == EventType.MouseMove) - { - if (mCursor != cursor) - { - mCursor = cursor; - Event.current.Use(); - } - } - } - - /// - /// Draw the on-screen selection, knobs, and handle all interaction logic. - /// - - public void OnSceneGUI () - { - if (!UIWidget.showHandles) return; - - mWidget = target as UIWidget; - - Handles.color = mOutlineColor; - Transform t = mWidget.cachedTransform; - - Event e = Event.current; - int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive); - EventType type = e.GetTypeForControl(id); - - Vector3[] corners = NGUIMath.CalculateWidgetCorners(mWidget); - Handles.DrawLine(corners[0], corners[1]); - Handles.DrawLine(corners[1], corners[2]); - Handles.DrawLine(corners[2], corners[3]); - Handles.DrawLine(corners[0], corners[3]); - - Vector3[] worldPos = new Vector3[8]; - - worldPos[0] = corners[0]; - worldPos[1] = corners[1]; - worldPos[2] = corners[2]; - worldPos[3] = corners[3]; - - worldPos[4] = (corners[0] + corners[1]) * 0.5f; - worldPos[5] = (corners[1] + corners[2]) * 0.5f; - worldPos[6] = (corners[2] + corners[3]) * 0.5f; - worldPos[7] = (corners[0] + corners[3]) * 0.5f; - - Vector2[] screenPos = new Vector2[8]; - for (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]); - - Bounds b = new Bounds(screenPos[0], Vector3.zero); - for (int i = 1; i < 8; ++i) b.Encapsulate(screenPos[i]); - - // Time to figure out what kind of action is underneath the mouse - Action actionUnderMouse = mAction; - UIWidget.Pivot pivotUnderMouse = UIWidget.Pivot.Center; - - if (actionUnderMouse == Action.None) - { - int index = 0; - float dist = GetScreenDistance(worldPos, e.mousePosition, out index); - - if (mWidget.showResizeHandles && dist < 10f) - { - pivotUnderMouse = mPivots[index]; - actionUnderMouse = Action.Scale; - } - else if (e.modifiers == 0 && SceneViewDistanceToRectangle(corners, e.mousePosition) == 0f) - { - actionUnderMouse = Action.Move; - } - else if (dist < 30f) - { - actionUnderMouse = Action.Rotate; - } - } - - // Change the mouse cursor to a more appropriate one -#if !UNITY_3_5 - { - Vector2 min = b.min; - Vector2 max = b.max; - - min.x -= 30f; - max.x += 30f; - min.y -= 30f; - max.y += 30f; - - Rect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y); - - if (actionUnderMouse == Action.Rotate) - { - SetCursorRect(rect, MouseCursor.RotateArrow); - } - else if (actionUnderMouse == Action.Move) - { - SetCursorRect(rect, MouseCursor.MoveArrow); - } - else if (mWidget.showResizeHandles && actionUnderMouse == Action.Scale) - { - SetCursorRect(rect, MouseCursor.ScaleArrow); - } - else SetCursorRect(rect, MouseCursor.Arrow); - } -#endif - - switch (type) - { - case EventType.Repaint: - { - if (mWidget.showResizeHandles) - { - Handles.BeginGUI(); - { - for (int i = 0; i < 8; ++i) - { - DrawKnob(worldPos[i], mWidget.pivot == mPivots[i], id); - } - } - Handles.EndGUI(); - } - } - break; - - case EventType.MouseDown: - { - mStartMouse = e.mousePosition; - mAllowSelection = true; - - if (e.button == 1) - { - if (e.modifiers == 0) - { - GUIUtility.hotControl = GUIUtility.keyboardControl = id; - e.Use(); - } - } - else if (e.button == 0 && actionUnderMouse != Action.None && Raycast(corners, out mStartDrag)) - { - mStartPos = t.position; - mStartRot = t.localRotation.eulerAngles; - mStartDir = mStartDrag - t.position; - mStartScale = t.localScale; - mDragPivot = pivotUnderMouse; - mActionUnderMouse = actionUnderMouse; - GUIUtility.hotControl = GUIUtility.keyboardControl = id; - e.Use(); - } - } - break; - - case EventType.MouseDrag: - { - // Prevent selection once the drag operation begins - bool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f; - if (dragStarted) mAllowSelection = false; - - if (GUIUtility.hotControl == id) - { - e.Use(); - - if (mAction != Action.None || mActionUnderMouse != Action.None) - { - Vector3 pos; - - if (Raycast(corners, out pos)) - { - if (mAction == Action.None && mActionUnderMouse != Action.None) - { - // Wait until the mouse moves by more than a few pixels - if (dragStarted) - { - if (mActionUnderMouse == Action.Move) - { - mStartPos = t.position; - NGUIEditorTools.RegisterUndo("Move widget", t); - } - else if (mActionUnderMouse == Action.Rotate) - { - mStartRot = t.localRotation.eulerAngles; - mStartDir = mStartDrag - t.position; - NGUIEditorTools.RegisterUndo("Rotate widget", t); - } - else if (mActionUnderMouse == Action.Scale) - { - mStartPos = t.localPosition; - mStartScale = t.localScale; - mDragPivot = pivotUnderMouse; - NGUIEditorTools.RegisterUndo("Scale widget", t); - } - mAction = actionUnderMouse; - } - } - - if (mAction != Action.None) - { - if (mAction == Action.Move) - { - t.position = mStartPos + (pos - mStartDrag); - pos = t.localPosition; - pos.x = Mathf.RoundToInt(pos.x); - pos.y = Mathf.RoundToInt(pos.y); - t.localPosition = pos; - } - else if (mAction == Action.Rotate) - { - Vector3 dir = pos - t.position; - float angle = Vector3.Angle(mStartDir, dir); - - if (angle > 0f) - { - float dot = Vector3.Dot(Vector3.Cross(mStartDir, dir), t.forward); - if (dot < 0f) angle = -angle; - angle = mStartRot.z + angle; - if (e.modifiers != EventModifiers.Shift) angle = Mathf.Round(angle / 15f) * 15f; - else angle = Mathf.Round(angle); - t.localRotation = Quaternion.Euler(mStartRot.x, mStartRot.y, angle); - } - } - else if (mAction == Action.Scale) - { - // World-space delta since the drag started - Vector3 delta = pos - mStartDrag; - - // Adjust the widget's position and scale based on the delta, restricted by the pivot - AdjustPosAndScale(mWidget, mStartPos, mStartScale, delta, mDragPivot); - } - } - } - } - } - } - break; - - case EventType.MouseUp: - { - if (GUIUtility.hotControl == id) - { - GUIUtility.hotControl = 0; - GUIUtility.keyboardControl = 0; - - if (e.button < 2) - { - bool handled = false; - - if (e.button == 1) - { - // Right-click: Select the widget below - SelectWidget(mWidget, e.mousePosition, false); - handled = true; - } - else if (mAction == Action.None) - { - if (mAllowSelection) - { - // Left-click: Select the widget above - SelectWidget(mWidget, e.mousePosition, true); - handled = true; - } - } - else - { - // Finished dragging something - mAction = Action.None; - mActionUnderMouse = Action.None; - Vector3 pos = t.localPosition; - Vector3 scale = t.localScale; - - if (mWidget.pixelPerfectAfterResize) - { - t.localPosition = pos; - t.localScale = scale; - - mWidget.MakePixelPerfect(); - } - else - { - pos.x = Mathf.Round(pos.x); - pos.y = Mathf.Round(pos.y); - scale.x = Mathf.Round(scale.x); - scale.y = Mathf.Round(scale.y); - - t.localPosition = pos; - t.localScale = scale; - } - handled = true; - } - - if (handled) - { - mActionUnderMouse = Action.None; - mAction = Action.None; - e.Use(); - } - } - } - else if (mAllowSelection) - { - BetterList widgets = SceneViewRaycast(mWidget.panel, e.mousePosition); - if (widgets.size > 0) Selection.activeGameObject = widgets[0].gameObject; - } - mAllowSelection = true; - } - break; - - case EventType.KeyDown: - { - if (e.keyCode == KeyCode.UpArrow) - { - Vector3 pos = t.localPosition; - pos.y += 1f; - t.localPosition = pos; - e.Use(); - } - else if (e.keyCode == KeyCode.DownArrow) - { - Vector3 pos = t.localPosition; - pos.y -= 1f; - t.localPosition = pos; - e.Use(); - } - else if (e.keyCode == KeyCode.LeftArrow) - { - Vector3 pos = t.localPosition; - pos.x -= 1f; - t.localPosition = pos; - e.Use(); - } - else if (e.keyCode == KeyCode.RightArrow) - { - Vector3 pos = t.localPosition; - pos.x += 1f; - t.localPosition = pos; - e.Use(); - } - else if (e.keyCode == KeyCode.Escape) - { - if (GUIUtility.hotControl == id) - { - if (mAction != Action.None) - { - if (mAction == Action.Move) - { - t.position = mStartPos; - } - else if (mAction == Action.Rotate) - { - t.localRotation = Quaternion.Euler(mStartRot); - } - else if (mAction == Action.Scale) - { - t.position = mStartPos; - t.localScale = mStartScale; - } - } - - GUIUtility.hotControl = 0; - GUIUtility.keyboardControl = 0; - - mActionUnderMouse = Action.None; - mAction = Action.None; - e.Use(); - } - else Selection.activeGameObject = null; - } - } - break; - } - } - - /// - /// Select the next widget in line. - /// - - static public bool SelectWidget (UIWidget start, Vector2 pos, bool inFront) - { - GameObject go = null; - UIPanel p = start.panel; - if (p == null) p = NGUITools.FindInParents(start.gameObject); - BetterList widgets = SceneViewRaycast(p, pos); - - if (inFront) - { - if (widgets.size > 0) - { - for (int i = 0; i < widgets.size; ++i) - { - UIWidget w = widgets[i]; - if (w == start) break; - go = w.gameObject; - } - } - } - else - { - for (int i = widgets.size; i > 0; ) - { - UIWidget w = widgets[--i]; - if (w == start) break; - go = w.gameObject; - } - } - - if (go != null) - { - Selection.activeGameObject = go; - return true; - } - return false; - } - - /// - /// Adjust the transform's position and scale. - /// - - static void AdjustPosAndScale (UIWidget w, Vector3 startLocalPos, Vector3 startLocalScale, Vector3 worldDelta, UIWidget.Pivot dragPivot) - { - Transform t = w.cachedTransform; - Transform parent = t.parent; - Matrix4x4 parentToLocal = (parent != null) ? t.parent.worldToLocalMatrix : Matrix4x4.identity; - Matrix4x4 worldToLocal = parentToLocal; - Quaternion invRot = Quaternion.Inverse(t.localRotation); - worldToLocal = worldToLocal * Matrix4x4.TRS(Vector3.zero, invRot, Vector3.one); - Vector3 localDelta = worldToLocal.MultiplyVector(worldDelta); - - bool canBeSquare = false; - float left = 0f; - float right = 0f; - float top = 0f; - float bottom = 0f; - - switch (dragPivot) - { - case UIWidget.Pivot.TopLeft: - canBeSquare = (w.pivot == UIWidget.Pivot.BottomRight); - left = localDelta.x; - top = localDelta.y; - break; - - case UIWidget.Pivot.Left: - left = localDelta.x; - break; - - case UIWidget.Pivot.BottomLeft: - canBeSquare = (w.pivot == UIWidget.Pivot.TopRight); - left = localDelta.x; - bottom = localDelta.y; - break; - - case UIWidget.Pivot.Top: - top = localDelta.y; - break; - - case UIWidget.Pivot.Bottom: - bottom = localDelta.y; - break; - - case UIWidget.Pivot.TopRight: - canBeSquare = (w.pivot == UIWidget.Pivot.BottomLeft); - right = localDelta.x; - top = localDelta.y; - break; - - case UIWidget.Pivot.Right: - right = localDelta.x; - break; - - case UIWidget.Pivot.BottomRight: - canBeSquare = (w.pivot == UIWidget.Pivot.TopLeft); - right = localDelta.x; - bottom = localDelta.y; - break; - } - - AdjustWidget(w, startLocalPos, startLocalScale, left, top, right, bottom, canBeSquare && Event.current.modifiers == EventModifiers.Shift); - } - - /// - /// Adjust the widget's rectangle based on the specified modifier values. - /// - - static void AdjustWidget (UIWidget w, Vector3 pos, Vector3 scale, float left, float top, float right, float bottom, bool makeSquare) - { - Vector2 offset = w.pivotOffset; - Vector4 padding = w.relativePadding; - Vector2 size = w.relativeSize; - - offset.x -= padding.x; - offset.y -= padding.y; - size.x += padding.x + padding.z; - size.y += padding.y + padding.w; - - scale.Scale(size); - - offset.y = -offset.y; - - Transform t = w.cachedTransform; - Quaternion rot = t.localRotation; - UIWidget.Pivot pivot = w.pivot; - - Vector2 rotatedTL = new Vector2(left, top); - Vector2 rotatedTR = new Vector2(right, top); - Vector2 rotatedBL = new Vector2(left, bottom); - Vector2 rotatedBR = new Vector2(right, bottom); - Vector2 rotatedL = new Vector2(left, 0f); - Vector2 rotatedR = new Vector2(right, 0f); - Vector2 rotatedT = new Vector2(0f, top); - Vector2 rotatedB = new Vector2(0f, bottom); - - rotatedTL = rot * rotatedTL; - rotatedTR = rot * rotatedTR; - rotatedBL = rot * rotatedBL; - rotatedBR = rot * rotatedBR; - rotatedL = rot * rotatedL; - rotatedR = rot * rotatedR; - rotatedT = rot * rotatedT; - rotatedB = rot * rotatedB; - - switch (pivot) - { - case UIWidget.Pivot.TopLeft: - pos.x += rotatedTL.x; - pos.y += rotatedTL.y; - break; - - case UIWidget.Pivot.BottomRight: - pos.x += rotatedBR.x; - pos.y += rotatedBR.y; - break; - - case UIWidget.Pivot.BottomLeft: - pos.x += rotatedBL.x; - pos.y += rotatedBL.y; - break; - - case UIWidget.Pivot.TopRight: - pos.x += rotatedTR.x; - pos.y += rotatedTR.y; - break; - - case UIWidget.Pivot.Left: - pos.x += rotatedL.x + (rotatedT.x + rotatedB.x) * 0.5f; - pos.y += rotatedL.y + (rotatedT.y + rotatedB.y) * 0.5f; - break; - - case UIWidget.Pivot.Right: - pos.x += rotatedR.x + (rotatedT.x + rotatedB.x) * 0.5f; - pos.y += rotatedR.y + (rotatedT.y + rotatedB.y) * 0.5f; - break; - - case UIWidget.Pivot.Top: - pos.x += rotatedT.x + (rotatedL.x + rotatedR.x) * 0.5f; - pos.y += rotatedT.y + (rotatedL.y + rotatedR.y) * 0.5f; - break; - - case UIWidget.Pivot.Bottom: - pos.x += rotatedB.x + (rotatedL.x + rotatedR.x) * 0.5f; - pos.y += rotatedB.y + (rotatedL.y + rotatedR.y) * 0.5f; - break; - - case UIWidget.Pivot.Center: - pos.x += (rotatedL.x + rotatedR.x + rotatedT.x + rotatedB.x) * 0.5f; - pos.y += (rotatedT.y + rotatedB.y + rotatedL.y + rotatedR.y) * 0.5f; - break; - } - - scale.x -= left - right; - scale.y += top - bottom; - - scale.x /= size.x; - scale.y /= size.y; - - Vector4 border = w.border; - float minx = Mathf.Max(2f, padding.x + padding.z + border.x + border.z); - float miny = Mathf.Max(2f, padding.y + padding.w + border.y + border.w); - - if (scale.x < minx) scale.x = minx; - if (scale.y < miny) scale.y = miny; - - // NOTE: This will only work correctly when dragging the corner opposite of the pivot point - if (makeSquare) - { - scale.x = Mathf.Min(scale.x, scale.y); - scale.y = scale.x; - } - - t.localPosition = pos; - t.localScale = scale; - } - - /// - /// Cache the reference. - /// - - protected virtual void OnEnable () - { - mWidget = target as UIWidget; - } - - /// - /// Draw the inspector widget. - /// - - public override void OnInspectorGUI () - { - EditorGUIUtility.LookLikeControls(80f); - EditorGUILayout.Space(); - - // Check to see if we can draw the widget's default properties to begin with - if (DrawProperties()) - { - // Draw all common properties next - DrawCommonProperties(); - DrawExtraProperties(); - } - } - - /// - /// All widgets have depth, color and make pixel-perfect options - /// - - protected void DrawCommonProperties () - { - PrefabType type = PrefabUtility.GetPrefabType(mWidget.gameObject); - NGUIEditorTools.DrawSeparator(); - -#if UNITY_3_5 - // Pivot point -- old school drop-down style - UIWidget.Pivot pivot = (UIWidget.Pivot)EditorGUILayout.EnumPopup("Pivot", mWidget.pivot); - - if (mWidget.pivot != pivot) - { - NGUIEditorTools.RegisterUndo("Pivot Change", mWidget); - mWidget.pivot = pivot; - } -#else - // Pivot point -- the new, more visual style - GUILayout.BeginHorizontal(); - GUILayout.Label("Pivot", GUILayout.Width(76f)); - Toggle("\u25C4", "ButtonLeft", UIWidget.Pivot.Left, true); - Toggle("\u25AC", "ButtonMid", UIWidget.Pivot.Center, true); - Toggle("\u25BA", "ButtonRight", UIWidget.Pivot.Right, true); - Toggle("\u25B2", "ButtonLeft", UIWidget.Pivot.Top, false); - Toggle("\u258C", "ButtonMid", UIWidget.Pivot.Center, false); - Toggle("\u25BC", "ButtonRight", UIWidget.Pivot.Bottom, false); - GUILayout.EndHorizontal(); -#endif - - // Depth navigation - if (type != PrefabType.Prefab) - { - GUILayout.Space(2f); - GUILayout.BeginHorizontal(); - { - EditorGUILayout.PrefixLabel("Depth"); - - int depth = mWidget.depth; - if (GUILayout.Button("Back", GUILayout.Width(60f))) --depth; - depth = EditorGUILayout.IntField(depth); - if (GUILayout.Button("Forward", GUILayout.Width(60f))) ++depth; - - if (mWidget.depth != depth) - { - NGUIEditorTools.RegisterUndo("Depth Change", mWidget); - mWidget.depth = depth; - } - } - GUILayout.EndHorizontal(); - - int matchingDepths = 0; - - for (int i = 0; i < UIWidget.list.size; ++i) - { - UIWidget w = UIWidget.list[i]; - if (w != null && w.depth == mWidget.depth) - ++matchingDepths; - } - - if (matchingDepths > 1) - { - EditorGUILayout.HelpBox(matchingDepths + " widgets are using the depth value of " + mWidget.depth + - ". It may not be clear what should be in front of what.", MessageType.Warning); - } - } - - // Pixel-correctness - if (type != PrefabType.Prefab) - { - GUILayout.BeginHorizontal(); - { - EditorGUILayout.PrefixLabel("Correction"); - - if (GUILayout.Button("Make Pixel-Perfect")) - { - NGUIEditorTools.RegisterUndo("Make Pixel-Perfect", mWidget.transform); - mWidget.MakePixelPerfect(); - } - } - GUILayout.EndHorizontal(); - } - - EditorGUILayout.Space(); - - // Color tint - GUILayout.BeginHorizontal(); - Color color = EditorGUILayout.ColorField("Color Tint", mWidget.color); - if (GUILayout.Button("Copy", GUILayout.Width(50f))) - NGUISettings.color = color; - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - NGUISettings.color = EditorGUILayout.ColorField("Clipboard", NGUISettings.color); - if (GUILayout.Button("Paste", GUILayout.Width(50f))) - color = NGUISettings.color; - GUILayout.EndHorizontal(); - - if (mWidget.color != color) - { - NGUIEditorTools.RegisterUndo("Color Change", mWidget); - mWidget.color = color; - } - } - - /// - /// Draw a toggle button for the pivot point. - /// - - void Toggle (string text, string style, UIWidget.Pivot pivot, bool isHorizontal) - { - bool isActive = false; - - switch (pivot) - { - case UIWidget.Pivot.Left: - isActive = IsLeft(mWidget.pivot); - break; - - case UIWidget.Pivot.Right: - isActive = IsRight(mWidget.pivot); - break; - - case UIWidget.Pivot.Top: - isActive = IsTop(mWidget.pivot); - break; - - case UIWidget.Pivot.Bottom: - isActive = IsBottom(mWidget.pivot); - break; - - case UIWidget.Pivot.Center: - isActive = isHorizontal ? pivot == GetHorizontal(mWidget.pivot) : pivot == GetVertical(mWidget.pivot); - break; - } - - if (GUILayout.Toggle(isActive, text, style) != isActive) - SetPivot(pivot, isHorizontal); - } - - static bool IsLeft (UIWidget.Pivot pivot) - { - return pivot == UIWidget.Pivot.Left || - pivot == UIWidget.Pivot.TopLeft || - pivot == UIWidget.Pivot.BottomLeft; - } - - static bool IsRight (UIWidget.Pivot pivot) - { - return pivot == UIWidget.Pivot.Right || - pivot == UIWidget.Pivot.TopRight || - pivot == UIWidget.Pivot.BottomRight; - } - - static bool IsTop (UIWidget.Pivot pivot) - { - return pivot == UIWidget.Pivot.Top || - pivot == UIWidget.Pivot.TopLeft || - pivot == UIWidget.Pivot.TopRight; - } - - static bool IsBottom (UIWidget.Pivot pivot) - { - return pivot == UIWidget.Pivot.Bottom || - pivot == UIWidget.Pivot.BottomLeft || - pivot == UIWidget.Pivot.BottomRight; - } - - static UIWidget.Pivot GetHorizontal (UIWidget.Pivot pivot) - { - if (IsLeft(pivot)) return UIWidget.Pivot.Left; - if (IsRight(pivot)) return UIWidget.Pivot.Right; - return UIWidget.Pivot.Center; - } - - static UIWidget.Pivot GetVertical (UIWidget.Pivot pivot) - { - if (IsTop(pivot)) return UIWidget.Pivot.Top; - if (IsBottom(pivot)) return UIWidget.Pivot.Bottom; - return UIWidget.Pivot.Center; - } - - static UIWidget.Pivot Combine (UIWidget.Pivot horizontal, UIWidget.Pivot vertical) - { - if (horizontal == UIWidget.Pivot.Left) - { - if (vertical == UIWidget.Pivot.Top) return UIWidget.Pivot.TopLeft; - if (vertical == UIWidget.Pivot.Bottom) return UIWidget.Pivot.BottomLeft; - return UIWidget.Pivot.Left; - } - - if (horizontal == UIWidget.Pivot.Right) - { - if (vertical == UIWidget.Pivot.Top) return UIWidget.Pivot.TopRight; - if (vertical == UIWidget.Pivot.Bottom) return UIWidget.Pivot.BottomRight; - return UIWidget.Pivot.Right; - } - return vertical; - } - - /// - /// Determine the distance from the mouse position to the world rectangle specified by the 4 points. - /// - - static public float SceneViewDistanceToRectangle (Vector3[] worldPoints, Vector2 mousePos) - { - Vector2[] screenPoints = new Vector2[4]; - for (int i = 0; i < 4; ++i) - screenPoints[i] = HandleUtility.WorldToGUIPoint(worldPoints[i]); - return NGUIMath.DistanceToRectangle(screenPoints, mousePos); - } - - /// - /// Raycast into the specified panel, returning a list of widgets. - /// Just like NGUIMath.Raycast, but doesn't rely on having a camera. - /// - - static public BetterList SceneViewRaycast (UIPanel panel, Vector2 mousePos) - { - BetterList list = new BetterList(); - - for (int i = 0; i < UIWidget.list.size; ++i) - { - UIWidget w = UIWidget.list[i]; - Vector3[] corners = NGUIMath.CalculateWidgetCorners(w); - if (SceneViewDistanceToRectangle(corners, mousePos) == 0f) - list.Add(w); - } - - list.Sort(delegate(UIWidget w1, UIWidget w2) { return w2.depth.CompareTo(w1.depth); }); - return list; - } - - void SetPivot (UIWidget.Pivot pivot, bool isHorizontal) - { - UIWidget.Pivot horizontal = GetHorizontal(mWidget.pivot); - UIWidget.Pivot vertical = GetVertical(mWidget.pivot); - - pivot = isHorizontal ? Combine(pivot, vertical) : Combine(horizontal, pivot); - - if (mWidget.pivot != pivot) - { - NGUIEditorTools.RegisterUndo("Pivot change", mWidget); - mWidget.pivot = pivot; - } - } - - /// - /// Any and all derived functionality. - /// - - protected virtual void OnInit() { } - protected virtual bool DrawProperties () { return true; } - protected virtual void DrawExtraProperties () { } -} diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs.meta deleted file mode 100644 index aa68648..0000000 --- a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d8a786fe017602a438111c9d297ffcac -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction.meta b/Assets/Libraries/NGUI/Scripts/Interaction.meta deleted file mode 100644 index 86dddc3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 45d02d8d61ab82148beaa0e15dead959 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs b/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs deleted file mode 100644 index 898f32e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs +++ /dev/null @@ -1,49 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Turns the popup list it's attached to into a language selection list. -/// - -[RequireComponent(typeof(UIPopupList))] -[AddComponentMenu("NGUI/Interaction/Language Selection")] -public class LanguageSelection : MonoBehaviour -{ - UIPopupList mList; - - void Start () - { - mList = GetComponent(); - UpdateList(); - mList.eventReceiver = gameObject; - mList.functionName = "OnLanguageSelection"; - } - - void UpdateList () - { - if (Localization.instance != null && Localization.instance.languages != null && Localization.instance.languages.Length > 0) - { - mList.items.Clear(); - - for (int i = 0, imax = Localization.instance.languages.Length; i < imax; ++i) - { - TextAsset asset = Localization.instance.languages[i]; - if (asset != null) mList.items.Add(asset.name); - } - mList.selection = Localization.instance.currentLanguage; - } - } - - void OnLanguageSelection (string language) - { - if (Localization.instance != null) - { - Localization.instance.currentLanguage = language; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs.meta deleted file mode 100644 index dc32903..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c70d290e4a4da804eb63c8b0c528a1b7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs deleted file mode 100644 index ef8188e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs +++ /dev/null @@ -1,82 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Similar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not. -/// - -[AddComponentMenu("NGUI/Interaction/Button")] -public class UIButton : UIButtonColor -{ - /// - /// Color that will be applied when the button is disabled. - /// - - public Color disabledColor = Color.grey; - - /// - /// If the collider is disabled, assume the disabled color. - /// - - protected override void OnEnable () - { - if (isEnabled) base.OnEnable(); - else UpdateColor(false, true); - } - - public override void OnHover (bool isOver) { if (isEnabled) base.OnHover(isOver); } - public override void OnPress (bool isPressed) { if (isEnabled) base.OnPress(isPressed); } - - /// - /// Whether the button should be enabled. - /// - - public bool isEnabled - { - get - { - Collider col = collider; - return col && col.enabled; - } - set - { - Collider col = collider; - if (!col) return; - - if (col.enabled != value) - { - col.enabled = value; - UpdateColor(value, false); - } - } - } - - /// - /// Update the button's color to either enabled or disabled state. - /// - - public void UpdateColor (bool shouldBeEnabled, bool immediate) - { - if (tweenTarget) - { - if (!mStarted) - { - mStarted = true; - Init(); - } - - Color c = shouldBeEnabled ? defaultColor : disabledColor; - TweenColor tc = TweenColor.Begin(tweenTarget, 0.15f, c); - - if (immediate) - { - tc.color = c; - tc.enabled = false; - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs.meta deleted file mode 100644 index 9dd064e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1fdca5042b1d12a4890ec1bd4f04290d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs deleted file mode 100644 index 7122a09..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs +++ /dev/null @@ -1,19 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Very basic script that will activate or deactivate an object (and all of its children) when clicked. -/// - -[AddComponentMenu("NGUI/Interaction/Button Activate")] -public class UIButtonActivate : MonoBehaviour -{ - public GameObject target; - public bool state = true; - - void OnClick () { if (target != null) NGUITools.SetActive(target, state); } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta deleted file mode 100644 index bf68221..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2e1a147c24165da4b8936f4a453da17e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs deleted file mode 100644 index fdd92d5..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs +++ /dev/null @@ -1,139 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed. -/// - -[AddComponentMenu("NGUI/Interaction/Button Color")] -public class UIButtonColor : MonoBehaviour -{ - /// - /// Target with a widget, renderer, or light that will have its color tweened. - /// - - public GameObject tweenTarget; - - /// - /// Color to apply on hover event (mouse only). - /// - - public Color hover = new Color(0.6f, 1f, 0.2f, 1f); - - /// - /// Color to apply on the pressed event. - /// - - public Color pressed = Color.grey; - - /// - /// Duration of the tween process. - /// - - public float duration = 0.2f; - - protected Color mColor; - protected bool mStarted = false; - protected bool mHighlighted = false; - - /// - /// UIButtonColor's default (starting) color. It's useful to be able to change it, just in case. - /// - - public Color defaultColor - { - get - { - Start(); - return mColor; - } - set - { - Start(); - mColor = value; - } - } - - void Start () - { - if (!mStarted) - { - Init(); - mStarted = true; - } - } - - protected virtual void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnDisable () - { - if (mStarted && tweenTarget != null) - { - TweenColor tc = tweenTarget.GetComponent(); - - if (tc != null) - { - tc.color = mColor; - tc.enabled = false; - } - } - } - - protected void Init () - { - if (tweenTarget == null) tweenTarget = gameObject; - UIWidget widget = tweenTarget.GetComponent(); - - if (widget != null) - { - mColor = widget.color; - } - else - { - Renderer ren = tweenTarget.renderer; - - if (ren != null) - { - mColor = ren.material.color; - } - else - { - Light lt = tweenTarget.light; - - if (lt != null) - { - mColor = lt.color; - } - else - { - Debug.LogWarning(NGUITools.GetHierarchy(gameObject) + " has nothing for UIButtonColor to color", this); - enabled = false; - } - } - } - OnEnable(); - } - - public virtual void OnPress (bool isPressed) - { - if (enabled) - { - if (!mStarted) Start(); - TweenColor.Begin(tweenTarget, duration, isPressed ? pressed : (UICamera.IsHighlighted(gameObject) ? hover : mColor)); - } - } - - public virtual void OnHover (bool isOver) - { - if (enabled) - { - if (!mStarted) Start(); - TweenColor.Begin(tweenTarget, duration, isOver ? hover : mColor); - mHighlighted = isOver; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs.meta deleted file mode 100644 index a6bbfb3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 15cc9c62605319f4a9b20b15918913fa -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeyBinding.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeyBinding.cs deleted file mode 100644 index 7cdf39d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeyBinding.cs +++ /dev/null @@ -1,35 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This class makes it possible to activate a button by pressing a key (such as space bar for example). -/// - -[AddComponentMenu("Game/UI/Button Key Binding")] -public class UIButtonKeyBinding : MonoBehaviour -{ - public KeyCode keyCode = KeyCode.None; - - void Update () - { - if (!UICamera.inputHasFocus) - { - if (keyCode == KeyCode.None) return; - - if (Input.GetKeyDown(keyCode)) - { - SendMessage("OnPress", true, SendMessageOptions.DontRequireReceiver); - } - - if (Input.GetKeyUp(keyCode)) - { - SendMessage("OnPress", false, SendMessageOptions.DontRequireReceiver); - SendMessage("OnClick", SendMessageOptions.DontRequireReceiver); - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeyBinding.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeyBinding.cs.meta deleted file mode 100644 index a6f7cf0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeyBinding.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 049a2bcd8df653c4d9cb9d39404363a9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeys.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeys.cs deleted file mode 100644 index f08aab3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeys.cs +++ /dev/null @@ -1,84 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Attaching this script to a widget makes it react to key events such as tab, up, down, etc. -/// - -[RequireComponent(typeof(Collider))] -[AddComponentMenu("NGUI/Interaction/Button Keys")] -public class UIButtonKeys : MonoBehaviour -{ - public bool startsSelected = false; - public UIButtonKeys selectOnClick; - public UIButtonKeys selectOnUp; - public UIButtonKeys selectOnDown; - public UIButtonKeys selectOnLeft; - public UIButtonKeys selectOnRight; - - void OnEnable () - { - if (startsSelected && UICamera.selectedObject == null) - { - if (!NGUITools.GetActive(UICamera.selectedObject)) - { - UICamera.selectedObject = gameObject; - } - else - { - UICamera.Notify(gameObject, "OnHover", true); - } - } - } - - void OnKey (KeyCode key) - { - if (enabled && NGUITools.GetActive(gameObject)) - { - switch (key) - { - case KeyCode.LeftArrow: - if (selectOnLeft != null) UICamera.selectedObject = selectOnLeft.gameObject; - break; - case KeyCode.RightArrow: - if (selectOnRight != null) UICamera.selectedObject = selectOnRight.gameObject; - break; - case KeyCode.UpArrow: - if (selectOnUp != null) UICamera.selectedObject = selectOnUp.gameObject; - break; - case KeyCode.DownArrow: - if (selectOnDown != null) UICamera.selectedObject = selectOnDown.gameObject; - break; - case KeyCode.Tab: - if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) - { - if (selectOnLeft != null) UICamera.selectedObject = selectOnLeft.gameObject; - else if (selectOnUp != null) UICamera.selectedObject = selectOnUp.gameObject; - else if (selectOnDown != null) UICamera.selectedObject = selectOnDown.gameObject; - else if (selectOnRight != null) UICamera.selectedObject = selectOnRight.gameObject; - } - else - { - if (selectOnRight != null) UICamera.selectedObject = selectOnRight.gameObject; - else if (selectOnDown != null) UICamera.selectedObject = selectOnDown.gameObject; - else if (selectOnUp != null) UICamera.selectedObject = selectOnUp.gameObject; - else if (selectOnLeft != null) UICamera.selectedObject = selectOnLeft.gameObject; - } - break; - } - } - } - - void OnClick () - { - if (enabled && selectOnClick != null) - { - UICamera.selectedObject = selectOnClick.gameObject; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeys.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeys.cs.meta deleted file mode 100644 index 685c12c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonKeys.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 35a096bcfb49b9c409c3875999a2cda9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonMessage.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonMessage.cs deleted file mode 100644 index 138599b..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonMessage.cs +++ /dev/null @@ -1,80 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Sends a message to the remote object when something happens. -/// - -[AddComponentMenu("NGUI/Interaction/Button Message")] -public class UIButtonMessage : MonoBehaviour -{ - public enum Trigger - { - OnClick, - OnMouseOver, - OnMouseOut, - OnPress, - OnRelease, - OnDoubleClick, - } - - public GameObject target; - public string functionName; - public Trigger trigger = Trigger.OnClick; - public bool includeChildren = false; - - bool mStarted = false; - bool mHighlighted = false; - - void Start () { mStarted = true; } - - void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnHover (bool isOver) - { - if (enabled) - { - if (((isOver && trigger == Trigger.OnMouseOver) || - (!isOver && trigger == Trigger.OnMouseOut))) Send(); - mHighlighted = isOver; - } - } - - void OnPress (bool isPressed) - { - if (enabled) - { - if (((isPressed && trigger == Trigger.OnPress) || - (!isPressed && trigger == Trigger.OnRelease))) Send(); - } - } - - void OnClick () { if (enabled && trigger == Trigger.OnClick) Send(); } - - void OnDoubleClick () { if (enabled && trigger == Trigger.OnDoubleClick) Send(); } - - void Send () - { - if (string.IsNullOrEmpty(functionName)) return; - if (target == null) target = gameObject; - - if (includeChildren) - { - Transform[] transforms = target.GetComponentsInChildren(); - - for (int i = 0, imax = transforms.Length; i < imax; ++i) - { - Transform t = transforms[i]; - t.gameObject.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver); - } - } - else - { - target.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonMessage.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonMessage.cs.meta deleted file mode 100644 index 3fda8df..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonMessage.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e4c4ff40739c7904ca26c14ffbdc4176 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonOffset.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonOffset.cs deleted file mode 100644 index 1bce1e4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonOffset.cs +++ /dev/null @@ -1,69 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed. -/// - -[AddComponentMenu("NGUI/Interaction/Button Offset")] -public class UIButtonOffset : MonoBehaviour -{ - public Transform tweenTarget; - public Vector3 hover = Vector3.zero; - public Vector3 pressed = new Vector3(2f, -2f); - public float duration = 0.2f; - - Vector3 mPos; - bool mStarted = false; - bool mHighlighted = false; - - void Start () - { - if (!mStarted) - { - mStarted = true; - if (tweenTarget == null) tweenTarget = transform; - mPos = tweenTarget.localPosition; - } - } - - void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnDisable () - { - if (mStarted && tweenTarget != null) - { - TweenPosition tc = tweenTarget.GetComponent(); - - if (tc != null) - { - tc.position = mPos; - tc.enabled = false; - } - } - } - - void OnPress (bool isPressed) - { - if (enabled) - { - if (!mStarted) Start(); - TweenPosition.Begin(tweenTarget.gameObject, duration, isPressed ? mPos + pressed : - (UICamera.IsHighlighted(gameObject) ? mPos + hover : mPos)).method = UITweener.Method.EaseInOut; - } - } - - void OnHover (bool isOver) - { - if (enabled) - { - if (!mStarted) Start(); - TweenPosition.Begin(tweenTarget.gameObject, duration, isOver ? mPos + hover : mPos).method = UITweener.Method.EaseInOut; - mHighlighted = isOver; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonOffset.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonOffset.cs.meta deleted file mode 100644 index 96ad087..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonOffset.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 10616d4ce51c5994086c006a7c1189e3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonPlayAnimation.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonPlayAnimation.cs deleted file mode 100644 index e310089..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonPlayAnimation.cs +++ /dev/null @@ -1,185 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using AnimationOrTween; - -/// -/// Play the specified animation on click. -/// Sends out the "OnAnimationFinished()" notification to the target when the animation finishes. -/// - -[AddComponentMenu("NGUI/Interaction/Button Play Animation")] -public class UIButtonPlayAnimation : MonoBehaviour -{ - /// - /// Target animation to activate. - /// - - public Animation target; - - /// - /// Optional clip name, if the animation has more than one clip. - /// - - public string clipName; - - /// - /// Which event will trigger the animation. - /// - - public Trigger trigger = Trigger.OnClick; - - /// - /// Which direction to animate in. - /// - - public Direction playDirection = Direction.Forward; - - /// - /// Whether the animation's position will be reset on play or will continue from where it left off. - /// - - public bool resetOnPlay = false; - - /// - /// Whether the selected object (this button) will be cleared when the animation gets activated. - /// - - public bool clearSelection = false; - - /// - /// What to do if the target game object is currently disabled. - /// - - public EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing; - - /// - /// What to do with the target when the animation finishes. - /// - - public DisableCondition disableWhenFinished = DisableCondition.DoNotDisable; - - /// - /// Event receiver to trigger the callback on when the animation finishes. - /// - - public GameObject eventReceiver; - - /// - /// Function to call on the event receiver when the animation finishes. - /// - - public string callWhenFinished; - - /// - /// Delegate to call. Faster than using 'eventReceiver', and allows for multiple receivers. - /// - - public ActiveAnimation.OnFinished onFinished; - - bool mStarted = false; - bool mHighlighted = false; - - void Start () { mStarted = true; } - - void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnHover (bool isOver) - { - if (enabled) - { - if ( trigger == Trigger.OnHover || - (trigger == Trigger.OnHoverTrue && isOver) || - (trigger == Trigger.OnHoverFalse && !isOver)) - { - Play(isOver); - } - mHighlighted = isOver; - } - } - - void OnPress (bool isPressed) - { - if (enabled) - { - if ( trigger == Trigger.OnPress || - (trigger == Trigger.OnPressTrue && isPressed) || - (trigger == Trigger.OnPressFalse && !isPressed)) - { - Play(isPressed); - } - } - } - - void OnClick () - { - if (enabled && trigger == Trigger.OnClick) - { - Play(true); - } - } - - void OnDoubleClick () - { - if (enabled && trigger == Trigger.OnDoubleClick) - { - Play(true); - } - } - - void OnSelect (bool isSelected) - { - if (enabled) - { - if (trigger == Trigger.OnSelect || - (trigger == Trigger.OnSelectTrue && isSelected) || - (trigger == Trigger.OnSelectFalse && !isSelected)) - { - Play(true); - } - } - } - - void OnActivate (bool isActive) - { - if (enabled) - { - if (trigger == Trigger.OnActivate || - (trigger == Trigger.OnActivateTrue && isActive) || - (trigger == Trigger.OnActivateFalse && !isActive)) - { - Play(isActive); - } - } - } - - void Play (bool forward) - { - if (target == null) target = GetComponentInChildren(); - - if (target != null) - { - if (clearSelection && UICamera.selectedObject == gameObject) UICamera.selectedObject = null; - - int pd = -(int)playDirection; - Direction dir = forward ? playDirection : ((Direction)pd); - ActiveAnimation anim = ActiveAnimation.Play(target, clipName, dir, ifDisabledOnPlay, disableWhenFinished); - if (anim == null) return; - if (resetOnPlay) anim.Reset(); - - // Set the delegate - anim.onFinished = onFinished; - - // Copy the event receiver - if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) - { - anim.eventReceiver = eventReceiver; - anim.callWhenFinished = callWhenFinished; - } - else anim.eventReceiver = null; - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonPlayAnimation.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonPlayAnimation.cs.meta deleted file mode 100644 index d62c9ae..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonPlayAnimation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 3f093ad5830afe44aba6efa8b8a5d5b9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonRotation.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonRotation.cs deleted file mode 100644 index a0012f8..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonRotation.cs +++ /dev/null @@ -1,69 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed. -/// - -[AddComponentMenu("NGUI/Interaction/Button Rotation")] -public class UIButtonRotation : MonoBehaviour -{ - public Transform tweenTarget; - public Vector3 hover = Vector3.zero; - public Vector3 pressed = Vector3.zero; - public float duration = 0.2f; - - Quaternion mRot; - bool mStarted = false; - bool mHighlighted = false; - - void Start () - { - if (!mStarted) - { - mStarted = true; - if (tweenTarget == null) tweenTarget = transform; - mRot = tweenTarget.localRotation; - } - } - - void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnDisable () - { - if (mStarted && tweenTarget != null) - { - TweenRotation tc = tweenTarget.GetComponent(); - - if (tc != null) - { - tc.rotation = mRot; - tc.enabled = false; - } - } - } - - void OnPress (bool isPressed) - { - if (enabled) - { - if (!mStarted) Start(); - TweenRotation.Begin(tweenTarget.gameObject, duration, isPressed ? mRot * Quaternion.Euler(pressed) : - (UICamera.IsHighlighted(gameObject) ? mRot * Quaternion.Euler(hover) : mRot)).method = UITweener.Method.EaseInOut; - } - } - - void OnHover (bool isOver) - { - if (enabled) - { - if (!mStarted) Start(); - TweenRotation.Begin(tweenTarget.gameObject, duration, isOver ? mRot * Quaternion.Euler(hover) : mRot).method = UITweener.Method.EaseInOut; - mHighlighted = isOver; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonRotation.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonRotation.cs.meta deleted file mode 100644 index 3b0be52..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonRotation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 3f23d9cb4e13584439c9f9ddeed5e512 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonScale.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonScale.cs deleted file mode 100644 index e00c930..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonScale.cs +++ /dev/null @@ -1,69 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed. -/// - -[AddComponentMenu("NGUI/Interaction/Button Scale")] -public class UIButtonScale : MonoBehaviour -{ - public Transform tweenTarget; - public Vector3 hover = new Vector3(1.1f, 1.1f, 1.1f); - public Vector3 pressed = new Vector3(1.05f, 1.05f, 1.05f); - public float duration = 0.2f; - - Vector3 mScale; - bool mStarted = false; - bool mHighlighted = false; - - void Start () - { - if (!mStarted) - { - mStarted = true; - if (tweenTarget == null) tweenTarget = transform; - mScale = tweenTarget.localScale; - } - } - - void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnDisable () - { - if (mStarted && tweenTarget != null) - { - TweenScale tc = tweenTarget.GetComponent(); - - if (tc != null) - { - tc.scale = mScale; - tc.enabled = false; - } - } - } - - void OnPress (bool isPressed) - { - if (enabled) - { - if (!mStarted) Start(); - TweenScale.Begin(tweenTarget.gameObject, duration, isPressed ? Vector3.Scale(mScale, pressed) : - (UICamera.IsHighlighted(gameObject) ? Vector3.Scale(mScale, hover) : mScale)).method = UITweener.Method.EaseInOut; - } - } - - void OnHover (bool isOver) - { - if (enabled) - { - if (!mStarted) Start(); - TweenScale.Begin(tweenTarget.gameObject, duration, isOver ? Vector3.Scale(mScale, hover) : mScale).method = UITweener.Method.EaseInOut; - mHighlighted = isOver; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonScale.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonScale.cs.meta deleted file mode 100644 index 2f8d52b..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonScale.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5c041f61e4a9fbf4e830210f5d933ece -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonSound.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonSound.cs deleted file mode 100644 index 06c0945..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonSound.cs +++ /dev/null @@ -1,52 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Plays the specified sound. -/// - -[AddComponentMenu("NGUI/Interaction/Button Sound")] -public class UIButtonSound : MonoBehaviour -{ - public enum Trigger - { - OnClick, - OnMouseOver, - OnMouseOut, - OnPress, - OnRelease, - } - - public AudioClip audioClip; - public Trigger trigger = Trigger.OnClick; - public float volume = 1f; - public float pitch = 1f; - - void OnHover (bool isOver) - { - if (enabled && ((isOver && trigger == Trigger.OnMouseOver) || (!isOver && trigger == Trigger.OnMouseOut))) - { - NGUITools.PlaySound(audioClip, volume, pitch); - } - } - - void OnPress (bool isPressed) - { - if (enabled && ((isPressed && trigger == Trigger.OnPress) || (!isPressed && trigger == Trigger.OnRelease))) - { - NGUITools.PlaySound(audioClip, volume, pitch); - } - } - - void OnClick () - { - if (enabled && trigger == Trigger.OnClick) - { - NGUITools.PlaySound(audioClip, volume, pitch); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonSound.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonSound.cs.meta deleted file mode 100644 index 03b5cd0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonSound.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7d44bc69c2ca5f943b845318866dc1bd -MonoImporter: - serializedVersion: 2 - defaultReferences: - - audioClip: {fileID: 8300000, guid: 76218f99e7130334bbabc49674f288bd, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonTween.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonTween.cs deleted file mode 100644 index 8aaccf8..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonTween.cs +++ /dev/null @@ -1,253 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using AnimationOrTween; - -/// -/// Attaching this to an object lets you activate tweener components on other objects. -/// - -[AddComponentMenu("NGUI/Interaction/Button Tween")] -public class UIButtonTween : MonoBehaviour -{ - /// - /// Target on which there is one or more tween. - /// - - public GameObject tweenTarget; - - /// - /// If there are multiple tweens, you can choose which ones get activated by changing their group. - /// - - public int tweenGroup = 0; - - /// - /// Which event will trigger the tween. - /// - - public Trigger trigger = Trigger.OnClick; - - /// - /// Direction to tween in. - /// - - public Direction playDirection = Direction.Forward; - - /// - /// Whether the tween will be reset to the start or end when activated. If not, it will continue from where it currently is. - /// - - public bool resetOnPlay = false; - - /// - /// What to do if the tweenTarget game object is currently disabled. - /// - - public EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing; - - /// - /// What to do with the tweenTarget after the tween finishes. - /// - - public DisableCondition disableWhenFinished = DisableCondition.DoNotDisable; - - /// - /// Whether the tweens on the child game objects will be considered. - /// - - public bool includeChildren = false; - - /// - /// Target used with 'callWhenFinished', or this game object if none was specified. - /// - - public GameObject eventReceiver; - - /// - /// Name of the function to call when the tween finishes. - /// - - public string callWhenFinished; - - /// - /// Delegate to call. Faster than using 'eventReceiver', and allows for multiple receivers. - /// - - public UITweener.OnFinished onFinished; - - UITweener[] mTweens; - bool mStarted = false; - bool mHighlighted = false; - - void Start () { mStarted = true; if (tweenTarget == null) tweenTarget = gameObject; } - - void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } - - void OnHover (bool isOver) - { - if (enabled) - { - if (trigger == Trigger.OnHover || - (trigger == Trigger.OnHoverTrue && isOver) || - (trigger == Trigger.OnHoverFalse && !isOver)) - { - Play(isOver); - } - mHighlighted = isOver; - } - } - - void OnPress (bool isPressed) - { - if (enabled) - { - if (trigger == Trigger.OnPress || - (trigger == Trigger.OnPressTrue && isPressed) || - (trigger == Trigger.OnPressFalse && !isPressed)) - { - Play(isPressed); - } - } - } - - void OnClick () - { - if (enabled && trigger == Trigger.OnClick) - { - Play(true); - } - } - - void OnDoubleClick () - { - if (enabled && trigger == Trigger.OnDoubleClick) - { - Play(true); - } - } - - void OnSelect (bool isSelected) - { - if (enabled) - { - if (trigger == Trigger.OnSelect || - (trigger == Trigger.OnSelectTrue && isSelected) || - (trigger == Trigger.OnSelectFalse && !isSelected)) - { - Play(true); - } - } - } - - void OnActivate (bool isActive) - { - if (enabled) - { - if (trigger == Trigger.OnActivate || - (trigger == Trigger.OnActivateTrue && isActive) || - (trigger == Trigger.OnActivateFalse && !isActive)) - { - Play(isActive); - } - } - } - - void Update () - { - if (disableWhenFinished != DisableCondition.DoNotDisable && mTweens != null) - { - bool isFinished = true; - bool properDirection = true; - - for (int i = 0, imax = mTweens.Length; i < imax; ++i) - { - UITweener tw = mTweens[i]; - if (tw.tweenGroup != tweenGroup) continue; - - if (tw.enabled) - { - isFinished = false; - break; - } - else if ((int)tw.direction != (int)disableWhenFinished) - { - properDirection = false; - } - } - - if (isFinished) - { - if (properDirection) NGUITools.SetActive(tweenTarget, false); - mTweens = null; - } - } - } - - /// - /// Activate the tweeners. - /// - - public void Play (bool forward) - { - GameObject go = (tweenTarget == null) ? gameObject : tweenTarget; - - if (!NGUITools.GetActive(go)) - { - // If the object is disabled, don't do anything - if (ifDisabledOnPlay != EnableCondition.EnableThenPlay) return; - - // Enable the game object before tweening it - NGUITools.SetActive(go, true); - } - - // Gather the tweening components - mTweens = includeChildren ? go.GetComponentsInChildren() : go.GetComponents(); - - if (mTweens.Length == 0) - { - // No tweeners found -- should we disable the object? - if (disableWhenFinished != DisableCondition.DoNotDisable) NGUITools.SetActive(tweenTarget, false); - } - else - { - bool activated = false; - if (playDirection == Direction.Reverse) forward = !forward; - - // Run through all located tween components - for (int i = 0, imax = mTweens.Length; i < imax; ++i) - { - UITweener tw = mTweens[i]; - - // If the tweener's group matches, we can work with it - if (tw.tweenGroup == tweenGroup) - { - // Ensure that the game objects are enabled - if (!activated && !NGUITools.GetActive(go)) - { - activated = true; - NGUITools.SetActive(go, true); - } - - // Toggle or activate the tween component - if (playDirection == Direction.Toggle) tw.Toggle(); - else tw.Play(forward); - if (resetOnPlay) tw.Reset(); - - // Set the delegate - tw.onFinished = onFinished; - - // Copy the event receiver - if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) - { - tw.eventReceiver = eventReceiver; - tw.callWhenFinished = callWhenFinished; - } - } - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonTween.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonTween.cs.meta deleted file mode 100644 index 8964d15..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonTween.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: eaee0fa3c7a782f43ac65b3fea68c1d6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICenterOnChild.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UICenterOnChild.cs deleted file mode 100644 index c980798..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICenterOnChild.cs +++ /dev/null @@ -1,112 +0,0 @@ -using UnityEngine; - -/// -/// Ever wanted to be able to auto-center on an object within a draggable panel? -/// Attach this script to the container that has the objects to center on as its children. -/// - -[AddComponentMenu("NGUI/Interaction/Center On Child")] -public class UICenterOnChild : MonoBehaviour -{ - /// - /// The strength of the spring. - /// - - public float springStrength = 8f; - - /// - /// Callback to be triggered when the centering operation completes. - /// - - public SpringPanel.OnFinished onFinished; - - UIDraggablePanel mDrag; - GameObject mCenteredObject; - - /// - /// Game object that the draggable panel is currently centered on. - /// - - public GameObject centeredObject { get { return mCenteredObject; } } - - void OnEnable () { Recenter(); } - void OnDragFinished () { if (enabled) Recenter(); } - - /// - /// Recenter the draggable list on the center-most child. - /// - - public void Recenter () - { - if (mDrag == null) - { - mDrag = NGUITools.FindInParents(gameObject); - - if (mDrag == null) - { - Debug.LogWarning(GetType() + " requires " + typeof(UIDraggablePanel) + " on a parent object in order to work", this); - enabled = false; - return; - } - else - { - mDrag.onDragFinished = OnDragFinished; - - if (mDrag.horizontalScrollBar != null) - mDrag.horizontalScrollBar.onDragFinished = OnDragFinished; - - if (mDrag.verticalScrollBar != null) - mDrag.verticalScrollBar.onDragFinished = OnDragFinished; - } - } - if (mDrag.panel == null) return; - - // Calculate the panel's center in world coordinates - Vector4 clip = mDrag.panel.clipRange; - Transform dt = mDrag.panel.cachedTransform; - Vector3 center = dt.localPosition; - center.x += clip.x; - center.y += clip.y; - center = dt.parent.TransformPoint(center); - - // Offset this value by the momentum - Vector3 offsetCenter = center - mDrag.currentMomentum * (mDrag.momentumAmount * 0.1f); - mDrag.currentMomentum = Vector3.zero; - - float min = float.MaxValue; - Transform closest = null; - Transform trans = transform; - - // Determine the closest child - for (int i = 0, imax = trans.childCount; i < imax; ++i) - { - Transform t = trans.GetChild(i); - float sqrDist = Vector3.SqrMagnitude(t.position - offsetCenter); - - if (sqrDist < min) - { - min = sqrDist; - closest = t; - } - } - - if (closest != null) - { - mCenteredObject = closest.gameObject; - - // Figure out the difference between the chosen child and the panel's center in local coordinates - Vector3 cp = dt.InverseTransformPoint(closest.position); - Vector3 cc = dt.InverseTransformPoint(center); - Vector3 offset = cp - cc; - - // Offset shouldn't occur if blocked by a zeroed-out scale - if (mDrag.scale.x == 0f) offset.x = 0f; - if (mDrag.scale.y == 0f) offset.y = 0f; - if (mDrag.scale.z == 0f) offset.z = 0f; - - // Spring the panel to this calculated position - SpringPanel.Begin(mDrag.gameObject, dt.localPosition - offset, springStrength).onFinished = onFinished; - } - else mCenteredObject = null; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICenterOnChild.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UICenterOnChild.cs.meta deleted file mode 100644 index 8df5c6d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICenterOnChild.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d35d721694fa0ee48a2d14bddfcbf4a4 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckbox.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UICheckbox.cs deleted file mode 100644 index 45073b5..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckbox.cs +++ /dev/null @@ -1,186 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using AnimationOrTween; - -/// -/// Simple checkbox functionality. If 'option' is enabled, checking this checkbox will uncheck all other checkboxes with the same parent. -/// - -[AddComponentMenu("NGUI/Interaction/Checkbox")] -public class UICheckbox : MonoBehaviour -{ - static public UICheckbox current; - public delegate void OnStateChange (bool state); - - /// - /// Sprite that's visible when the 'isChecked' status is 'true'. - /// - - public UISprite checkSprite; - - /// - /// Animation to play on the checkmark sprite, if any. - /// - - public Animation checkAnimation; - - /// - /// If checked, tween-based transition will be instant instead. - /// - - public bool instantTween = false; - - /// - /// Whether the checkbox starts checked. - /// - - public bool startsChecked = true; - - /// - /// If the checkbox is part of a radio button group, specify the root object to use that all checkboxes are parented to. - /// - - public Transform radioButtonRoot; - - /// - /// Can the radio button option be 'none'? - /// - - public bool optionCanBeNone = false; - - /// - /// Generic event receiver that will be notified when the state changes. - /// - - public GameObject eventReceiver; - - /// - /// Function that will be called on the event receiver when the state changes. - /// - - public string functionName = "OnActivate"; - - /// - /// Delegate that will be called when the checkbox's state changes. Faster than using 'eventReceiver'. - /// - - public OnStateChange onStateChange; - - // Prior to 1.90 'option' was used to toggle the radio button group functionality - [HideInInspector][SerializeField] bool option = false; - - bool mChecked = true; - bool mStarted = false; - Transform mTrans; - - /// - /// Whether the checkbox is checked. - /// - - public bool isChecked - { - get { return mChecked; } - set { if (radioButtonRoot == null || value || optionCanBeNone || !mStarted) Set(value); } - } - - /// - /// Legacy functionality support -- set the radio button root if the 'option' value was 'true'. - /// - - void Awake () - { - mTrans = transform; - - if (checkSprite != null) checkSprite.alpha = startsChecked ? 1f : 0f; - - if (option) - { - option = false; - if (radioButtonRoot == null) radioButtonRoot = mTrans.parent; - } - } - - /// - /// Activate the initial state. - /// - - void Start () - { - if (eventReceiver == null) eventReceiver = gameObject; - mChecked = !startsChecked; - mStarted = true; - Set(startsChecked); - } - - /// - /// Check or uncheck on click. - /// - - void OnClick () { if (enabled) isChecked = !isChecked; } - - /// - /// Fade out or fade in the checkmark and notify the target of OnChecked event. - /// - - void Set (bool state) - { - if (!mStarted) - { - mChecked = state; - startsChecked = state; - if (checkSprite != null) checkSprite.alpha = state ? 1f : 0f; - } - else if (mChecked != state) - { - // Uncheck all other checkboxes - if (radioButtonRoot != null && state) - { - UICheckbox[] cbs = radioButtonRoot.GetComponentsInChildren(true); - - for (int i = 0, imax = cbs.Length; i < imax; ++i) - { - UICheckbox cb = cbs[i]; - if (cb != this && cb.radioButtonRoot == radioButtonRoot) cb.Set(false); - } - } - - // Remember the state - mChecked = state; - - // Tween the color of the checkmark - if (checkSprite != null) - { - if (instantTween) - { - checkSprite.alpha = mChecked ? 1f : 0f; - } - else - { - TweenAlpha.Begin(checkSprite.gameObject, 0.15f, mChecked ? 1f : 0f); - } - } - - current = this; - - // Notify the delegate - if (onStateChange != null) onStateChange(mChecked); - - // Send out the event notification - if (eventReceiver != null && !string.IsNullOrEmpty(functionName)) - { - eventReceiver.SendMessage(functionName, mChecked, SendMessageOptions.DontRequireReceiver); - } - current = null; - - // Play the checkmark animation - if (checkAnimation != null) - { - ActiveAnimation.Play(checkAnimation, state ? Direction.Forward : Direction.Reverse); - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckbox.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UICheckbox.cs.meta deleted file mode 100644 index 3dace3e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckbox.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 446d504799d99174383957fca80713c8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs deleted file mode 100644 index 76419a2..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs +++ /dev/null @@ -1,42 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Example script showing how to activate or deactivate a MonoBehaviour when OnActivate event is received. -/// OnActivate event is sent out by the UICheckbox script. -/// - -[AddComponentMenu("NGUI/Interaction/Checkbox Controlled Component")] -public class UICheckboxControlledComponent : MonoBehaviour -{ - public MonoBehaviour target; - public bool inverse = false; - - bool mUsingDelegates = false; - - void Start () - { - UICheckbox chk = GetComponent(); - - if (chk != null) - { - mUsingDelegates = true; - chk.onStateChange += OnActivateDelegate; - } - } - - void OnActivateDelegate (bool isActive) - { - if (enabled && target != null) target.enabled = inverse ? !isActive : isActive; - } - - /// - /// Legacy functionality -- keeping it for backwards compatibility. - /// - - void OnActivate (bool isActive) { if (!mUsingDelegates) OnActivateDelegate(isActive); } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs.meta deleted file mode 100644 index 8b8981e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0480f64170b8ebe45812d18656dcfc44 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs deleted file mode 100644 index 64561e5..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs +++ /dev/null @@ -1,34 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Example script showing how to activate or deactivate a game object when OnActivate event is received. -/// OnActivate event is sent out by the UICheckbox script. -/// - -[AddComponentMenu("NGUI/Interaction/Checkbox Controlled Object")] -public class UICheckboxControlledObject : MonoBehaviour -{ - public GameObject target; - public bool inverse = false; - - void OnEnable () - { - UICheckbox chk = GetComponent(); - if (chk != null) OnActivate(chk.isChecked); - } - - void OnActivate (bool isActive) - { - if (target != null) - { - NGUITools.SetActive(target, inverse ? !isActive : isActive); - UIPanel panel = NGUITools.FindInParents(target); - if (panel != null) panel.Refresh(); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs.meta deleted file mode 100644 index a7b4dab..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b5f48ecc218d2db49baa9ac1bfe73ba9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragCamera.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIDragCamera.cs deleted file mode 100644 index bb40a20..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragCamera.cs +++ /dev/null @@ -1,86 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Allows dragging of the camera object and restricts camera's movement to be within bounds of the area created by the rootForBounds colliders. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Interaction/Drag Camera")] -public class UIDragCamera : IgnoreTimeScale -{ - /// - /// Target object that will be dragged. - /// - - public UIDraggableCamera draggableCamera; - - // Version 1.92 and earlier referenced the target and had properties specified on every drag script. - [HideInInspector][SerializeField] Component target; - - /// - /// Automatically find the draggable camera if possible. - /// - - void Awake () - { - // Legacy functionality support for backwards compatibility - if (target != null) - { - if (draggableCamera == null) - { - draggableCamera = target.GetComponent(); - - if (draggableCamera == null) - { - draggableCamera = target.gameObject.AddComponent(); - } - } - target = null; - } - else if (draggableCamera == null) - { - draggableCamera = NGUITools.FindInParents(gameObject); - } - } - - /// - /// Forward the press event to the draggable camera. - /// - - void OnPress (bool isPressed) - { - if (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null) - { - draggableCamera.Press(isPressed); - } - } - - /// - /// Forward the drag event to the draggable camera. - /// - - void OnDrag (Vector2 delta) - { - if (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null) - { - draggableCamera.Drag(delta); - } - } - - /// - /// Forward the scroll event to the draggable camera. - /// - - void OnScroll (float delta) - { - if (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null) - { - draggableCamera.Scroll(delta); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragCamera.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIDragCamera.cs.meta deleted file mode 100644 index c84e5ea..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragCamera.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6be1c23e94a0ec847bf5784666c3432d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragObject.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIDragObject.cs deleted file mode 100644 index d744c56..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragObject.cs +++ /dev/null @@ -1,241 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections; - -/// -/// Allows dragging of the specified target object by mouse or touch, optionally limiting it to be within the UIPanel's clipped rectangle. -/// - -[AddComponentMenu("NGUI/Interaction/Drag Object")] -public class UIDragObject : IgnoreTimeScale -{ - public enum DragEffect - { - None, - Momentum, - MomentumAndSpring, - } - - /// - /// Target object that will be dragged. - /// - - public Transform target; - - /// - /// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction. - /// - - public Vector3 scale = Vector3.one; - - /// - /// Effect the scroll wheel will have on the momentum. - /// - - public float scrollWheelFactor = 0f; - - /// - /// Whether the dragging will be restricted to be within the parent panel's bounds. - /// - - public bool restrictWithinPanel = false; - - /// - /// Effect to apply when dragging. - /// - - public DragEffect dragEffect = DragEffect.MomentumAndSpring; - - /// - /// How much momentum gets applied when the press is released after dragging. - /// - - public float momentumAmount = 35f; - - Plane mPlane; - Vector3 mLastPos; - UIPanel mPanel; - bool mPressed = false; - Vector3 mMomentum = Vector3.zero; - float mScroll = 0f; - Bounds mBounds; - int mTouchID = 0; - bool mStarted = false; - - /// - /// Find the panel responsible for this object. - /// - - void FindPanel () - { - mPanel = (target != null) ? UIPanel.Find(target.transform, false) : null; - if (mPanel == null) restrictWithinPanel = false; - } - - /// - /// Create a plane on which we will be performing the dragging. - /// - - void OnPress (bool pressed) - { - if (enabled && NGUITools.GetActive(gameObject) && target != null) - { - if (pressed) - { - if (!mPressed) - { - // Remove all momentum on press - mTouchID = UICamera.currentTouchID; - mMomentum = Vector3.zero; - mPressed = true; - mStarted = false; - mScroll = 0f; - - if (restrictWithinPanel && mPanel == null) FindPanel(); - if (restrictWithinPanel) mBounds = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, target); - - // Disable the spring movement - SpringPosition sp = target.GetComponent(); - if (sp != null) sp.enabled = false; - - // Create the plane to drag along - Transform trans = UICamera.currentCamera.transform; - mPlane = new Plane((mPanel != null ? mPanel.cachedTransform.rotation : trans.rotation) * Vector3.back, UICamera.lastHit.point); - } - } - else if (mPressed && mTouchID == UICamera.currentTouchID) - { - mPressed = false; - if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None && dragEffect == DragEffect.MomentumAndSpring) - mPanel.ConstrainTargetToBounds(target, ref mBounds, false); - } - } - } - - /// - /// Drag the object along the plane. - /// - - void OnDrag (Vector2 delta) - { - if (mPressed && mTouchID == UICamera.currentTouchID && enabled && NGUITools.GetActive(gameObject) && target != null) - { - UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; - - Ray ray = UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos); - float dist = 0f; - - if (mPlane.Raycast(ray, out dist)) - { - Vector3 currentPos = ray.GetPoint(dist); - Vector3 offset = currentPos - mLastPos; - mLastPos = currentPos; - - if (!mStarted) - { - mStarted = true; - offset = Vector3.zero; - } - - if (offset.x != 0f || offset.y != 0f) - { - offset = target.InverseTransformDirection(offset); - offset.Scale(scale); - offset = target.TransformDirection(offset); - } - - // Adjust the momentum - if (dragEffect != DragEffect.None) mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); - - // We want to constrain the UI to be within bounds - if (restrictWithinPanel) - { - // Adjust the position and bounds - Vector3 localPos = target.localPosition; - target.position += offset; - mBounds.center = mBounds.center + (target.localPosition - localPos); - - // Constrain the UI to the bounds, and if done so, eliminate the momentum - if (dragEffect != DragEffect.MomentumAndSpring && mPanel.clipping != UIDrawCall.Clipping.None && - mPanel.ConstrainTargetToBounds(target, ref mBounds, true)) - { - mMomentum = Vector3.zero; - mScroll = 0f; - } - } - else - { - // Adjust the position - target.position += offset; - } - } - } - } - - /// - /// Apply the dragging momentum. - /// - - void LateUpdate () - { - float delta = UpdateRealTimeDelta(); - if (target == null) return; - - if (mPressed) - { - // Disable the spring movement - SpringPosition sp = target.GetComponent(); - if (sp != null) sp.enabled = false; - mScroll = 0f; - } - else - { - mMomentum += scale * (-mScroll * 0.05f); - mScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta); - - if (mMomentum.magnitude > 0.0001f) - { - // Apply the momentum - if (mPanel == null) FindPanel(); - - if (mPanel != null) - { - target.position += NGUIMath.SpringDampen(ref mMomentum, 9f, delta); - - if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None) - { - mBounds = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, target); - - if (!mPanel.ConstrainTargetToBounds(target, ref mBounds, dragEffect == DragEffect.None)) - { - SpringPosition sp = target.GetComponent(); - if (sp != null) sp.enabled = false; - } - } - return; - } - } - else mScroll = 0f; - } - - // Dampen the momentum - NGUIMath.SpringDampen(ref mMomentum, 9f, delta); - } - - /// - /// If the object should support the scroll wheel, do it. - /// - - void OnScroll (float delta) - { - if (enabled && NGUITools.GetActive(gameObject)) - { - if (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f; - mScroll += delta * scrollWheelFactor; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragObject.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIDragObject.cs.meta deleted file mode 100644 index fed0ff0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragObject.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b90fc8427bee38c478f5b2f6f0ae9580 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -200 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragPanelContents.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIDragPanelContents.cs deleted file mode 100644 index cb0d66d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragPanelContents.cs +++ /dev/null @@ -1,95 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections; - -/// -/// Allows dragging of the specified target panel's contents by mouse or touch. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Interaction/Drag Panel Contents")] -public class UIDragPanelContents : MonoBehaviour -{ - /// - /// This panel's contents will be dragged by the script. - /// - - public UIDraggablePanel draggablePanel; - - // Version 1.92 and earlier referenced the panel instead of UIDraggablePanel script. - [HideInInspector][SerializeField] UIPanel panel; - - /// - /// Backwards compatibility. - /// - - void Awake () - { - // Legacy functionality support for backwards compatibility - if (panel != null) - { - if (draggablePanel == null) - { - draggablePanel = panel.GetComponent(); - - if (draggablePanel == null) - { - draggablePanel = panel.gameObject.AddComponent(); - } - } - panel = null; - } - } - - /// - /// Automatically find the draggable panel if possible. - /// - - void Start () - { - if (draggablePanel == null) - { - draggablePanel = NGUITools.FindInParents(gameObject); - } - } - - /// - /// Create a plane on which we will be performing the dragging. - /// - - void OnPress (bool pressed) - { - if (enabled && NGUITools.GetActive(gameObject) && draggablePanel != null) - { - draggablePanel.Press(pressed); - } - } - - /// - /// Drag the object along the plane. - /// - - void OnDrag (Vector2 delta) - { - if (enabled && NGUITools.GetActive(gameObject) && draggablePanel != null) - { - draggablePanel.Drag(); - } - } - - /// - /// If the object should support the scroll wheel, do it. - /// - - void OnScroll (float delta) - { - if (enabled && NGUITools.GetActive(gameObject) && draggablePanel != null) - { - draggablePanel.Scroll(delta); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragPanelContents.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIDragPanelContents.cs.meta deleted file mode 100644 index d78c695..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDragPanelContents.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f02842fa4878db54f9587ff4de7d9f2d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggableCamera.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggableCamera.cs deleted file mode 100644 index f438371..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggableCamera.cs +++ /dev/null @@ -1,251 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Works together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area. -/// - -[RequireComponent(typeof(Camera))] -[AddComponentMenu("NGUI/Interaction/Draggable Camera")] -public class UIDraggableCamera : IgnoreTimeScale -{ - /// - /// Root object that will be used for drag-limiting bounds. - /// - - public Transform rootForBounds; - - /// - /// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction. - /// - - public Vector2 scale = Vector2.one; - - /// - /// Effect the scroll wheel will have on the momentum. - /// - - public float scrollWheelFactor = 0f; - - /// - /// Effect to apply when dragging. - /// - - public UIDragObject.DragEffect dragEffect = UIDragObject.DragEffect.MomentumAndSpring; - - /// - /// Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable "jump"). - /// - - public bool smoothDragStart = true; - - /// - /// How much momentum gets applied when the press is released after dragging. - /// - - public float momentumAmount = 35f; - - Camera mCam; - Transform mTrans; - bool mPressed = false; - Vector2 mMomentum = Vector2.zero; - Bounds mBounds; - float mScroll = 0f; - UIRoot mRoot; - bool mDragStarted = false; - - /// - /// Current momentum, exposed just in case it's needed. - /// - - public Vector2 currentMomentum { get { return mMomentum; } set { mMomentum = value; } } - - /// - /// Cache the common components. - /// - - void Awake () - { - mCam = camera; - mTrans = transform; - - if (rootForBounds == null) - { - Debug.LogError(NGUITools.GetHierarchy(gameObject) + " needs the 'Root For Bounds' parameter to be set", this); - enabled = false; - } - } - - /// - /// Cache the root. - /// - - void Start () { mRoot = NGUITools.FindInParents(gameObject); } - - /// - /// Calculate the offset needed to be constrained within the panel's bounds. - /// - - Vector3 CalculateConstrainOffset () - { - if (rootForBounds == null || rootForBounds.childCount == 0) return Vector3.zero; - - Vector3 bottomLeft = new Vector3(mCam.rect.xMin * Screen.width, mCam.rect.yMin * Screen.height, 0f); - Vector3 topRight = new Vector3(mCam.rect.xMax * Screen.width, mCam.rect.yMax * Screen.height, 0f); - - bottomLeft = mCam.ScreenToWorldPoint(bottomLeft); - topRight = mCam.ScreenToWorldPoint(topRight); - - Vector2 minRect = new Vector2(mBounds.min.x, mBounds.min.y); - Vector2 maxRect = new Vector2(mBounds.max.x, mBounds.max.y); - - return NGUIMath.ConstrainRect(minRect, maxRect, bottomLeft, topRight); - } - - /// - /// Constrain the current camera's position to be within the viewable area's bounds. - /// - - public bool ConstrainToBounds (bool immediate) - { - if (mTrans != null && rootForBounds != null) - { - Vector3 offset = CalculateConstrainOffset(); - - if (offset.magnitude > 0f) - { - if (immediate) - { - mTrans.position -= offset; - } - else - { - SpringPosition sp = SpringPosition.Begin(gameObject, mTrans.position - offset, 13f); - sp.ignoreTimeScale = true; - sp.worldSpace = true; - } - return true; - } - } - return false; - } - - /// - /// Calculate the bounds of all widgets under this game object. - /// - - public void Press (bool isPressed) - { - if (isPressed) mDragStarted = false; - - if (rootForBounds != null) - { - mPressed = isPressed; - - if (isPressed) - { - // Update the bounds - mBounds = NGUIMath.CalculateAbsoluteWidgetBounds(rootForBounds); - - // Remove all momentum on press - mMomentum = Vector2.zero; - mScroll = 0f; - - // Disable the spring movement - SpringPosition sp = GetComponent(); - if (sp != null) sp.enabled = false; - } - else if (dragEffect == UIDragObject.DragEffect.MomentumAndSpring) - { - ConstrainToBounds(false); - } - } - } - - /// - /// Drag event receiver. - /// - - public void Drag (Vector2 delta) - { - // Prevents the initial jump when the drag threshold gets passed - if (smoothDragStart && !mDragStarted) - { - mDragStarted = true; - return; - } - - UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; - if (mRoot != null) delta *= mRoot.pixelSizeAdjustment; - - Vector2 offset = Vector2.Scale(delta, -scale); - mTrans.localPosition += (Vector3)offset; - - // Adjust the momentum - mMomentum = Vector2.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); - - // Constrain the UI to the bounds, and if done so, eliminate the momentum - if (dragEffect != UIDragObject.DragEffect.MomentumAndSpring && ConstrainToBounds(true)) - { - mMomentum = Vector2.zero; - mScroll = 0f; - } - } - - /// - /// If the object should support the scroll wheel, do it. - /// - - public void Scroll (float delta) - { - if (enabled && NGUITools.GetActive(gameObject)) - { - if (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f; - mScroll += delta * scrollWheelFactor; - } - } - - /// - /// Apply the dragging momentum. - /// - - void Update () - { - float delta = UpdateRealTimeDelta(); - - if (mPressed) - { - // Disable the spring movement - SpringPosition sp = GetComponent(); - if (sp != null) sp.enabled = false; - mScroll = 0f; - } - else - { - mMomentum += scale * (mScroll * 20f); - mScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta); - - if (mMomentum.magnitude > 0.01f) - { - // Apply the momentum - mTrans.localPosition += (Vector3)NGUIMath.SpringDampen(ref mMomentum, 9f, delta); - mBounds = NGUIMath.CalculateAbsoluteWidgetBounds(rootForBounds); - - if (!ConstrainToBounds(dragEffect == UIDragObject.DragEffect.None)) - { - SpringPosition sp = GetComponent(); - if (sp != null) sp.enabled = false; - } - return; - } - else mScroll = 0f; - } - - // Dampen the momentum - NGUIMath.SpringDampen(ref mMomentum, 9f, delta); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggableCamera.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggableCamera.cs.meta deleted file mode 100644 index d3257bb..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggableCamera.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9b2b2744de0a2904ca960e2d57e1ef56 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggablePanel.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggablePanel.cs deleted file mode 100644 index 146cff4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggablePanel.cs +++ /dev/null @@ -1,714 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This script, when attached to a panel allows dragging of the said panel's contents efficiently by using UIDragPanelContents. -/// - -[ExecuteInEditMode] -[RequireComponent(typeof(UIPanel))] -[AddComponentMenu("NGUI/Interaction/Draggable Panel")] -public class UIDraggablePanel : IgnoreTimeScale -{ - public enum DragEffect - { - None, - Momentum, - MomentumAndSpring, - } - - public enum ShowCondition - { - Always, - OnlyIfNeeded, - WhenDragging, - } - - public delegate void OnDragFinished (); - - /// - /// Whether the dragging will be restricted to be within the parent panel's bounds. - /// - - public bool restrictWithinPanel = true; - - /// - /// Whether dragging will be disabled if the contents fit. - /// - - public bool disableDragIfFits = false; - - /// - /// Effect to apply when dragging. - /// - - public DragEffect dragEffect = DragEffect.MomentumAndSpring; - - /// - /// Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable "jump"). - /// - - public bool smoothDragStart = true; - - /// - /// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction. - /// - - public Vector3 scale = Vector3.one; - - /// - /// Effect the scroll wheel will have on the momentum. - /// - - public float scrollWheelFactor = 0f; - - /// - /// How much momentum gets applied when the press is released after dragging. - /// - - public float momentumAmount = 35f; - - /// - /// Starting position of the clipped area. (0, 0) means top-left corner, (1, 1) means bottom-right. - /// - - public Vector2 relativePositionOnReset = Vector2.zero; - - /// - /// Whether the position will be reset to the 'startingDragAmount'. Inspector-only value. - /// - - public bool repositionClipping = false; - - /// - /// Whether to use iOS drag emulation, where the content only drags at half the speed of the touch/mouse movement when the content edge is within the clipping area. - /// - - public bool iOSDragEmulation = true; - - /// - /// Horizontal scrollbar used for visualization. - /// - - public UIScrollBar horizontalScrollBar; - - /// - /// Vertical scrollbar used for visualization. - /// - - public UIScrollBar verticalScrollBar; - - /// - /// Condition that must be met for the scroll bars to become visible. - /// - - public ShowCondition showScrollBars = ShowCondition.OnlyIfNeeded; - - /// - /// Event callback to trigger when the drag process finished. Can be used for additional effects, such as centering on some object. - /// - - public OnDragFinished onDragFinished; - - Transform mTrans; - UIPanel mPanel; - Plane mPlane; - Vector3 mLastPos; - bool mPressed = false; - Vector3 mMomentum = Vector3.zero; - float mScroll = 0f; - Bounds mBounds; - bool mCalculatedBounds = false; - bool mShouldMove = false; - bool mIgnoreCallbacks = false; - int mDragID = -10; - Vector2 mDragStartOffset = Vector2.zero; - bool mDragStarted = false; - - /// - /// Panel that's being dragged. - /// - - public UIPanel panel { get { return mPanel; } } - - /// - /// Calculate the bounds used by the widgets. - /// - - public Bounds bounds - { - get - { - if (!mCalculatedBounds) - { - mCalculatedBounds = true; - mBounds = NGUIMath.CalculateRelativeWidgetBounds(mTrans, mTrans); - } - return mBounds; - } - } - - /// - /// Whether the panel should be able to move horizontally (contents don't fit). - /// - - public bool shouldMoveHorizontally - { - get - { - float size = bounds.size.x; - if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.x * 2f; - return size > mPanel.clipRange.z; - } - } - - /// - /// Whether the panel should be able to move vertically (contents don't fit). - /// - - public bool shouldMoveVertically - { - get - { - float size = bounds.size.y; - if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.y * 2f; - return size > mPanel.clipRange.w; - } - } - - /// - /// Whether the contents of the panel should actually be draggable depends on whether they currently fit or not. - /// - - bool shouldMove - { - get - { - if (!disableDragIfFits) return true; - - if (mPanel == null) mPanel = GetComponent(); - Vector4 clip = mPanel.clipRange; - Bounds b = bounds; - - float hx = (clip.z == 0f) ? Screen.width : clip.z * 0.5f; - float hy = (clip.w == 0f) ? Screen.height : clip.w * 0.5f; - - if (!Mathf.Approximately(scale.x, 0f)) - { - if (b.min.x < clip.x - hx) return true; - if (b.max.x > clip.x + hx) return true; - } - - if (!Mathf.Approximately(scale.y, 0f)) - { - if (b.min.y < clip.y - hy) return true; - if (b.max.y > clip.y + hy) return true; - } - return false; - } - } - - /// - /// Current momentum, exposed just in case it's needed. - /// - - public Vector3 currentMomentum { get { return mMomentum; } set { mMomentum = value; mShouldMove = true; } } - - /// - /// Cache the transform and the panel. - /// - - void Awake () - { - mTrans = transform; - mPanel = GetComponent(); - mPanel.onChange += OnPanelChange; - } - - void OnDestroy () - { - if (mPanel != null) - mPanel.onChange -= OnPanelChange; - } - - void OnPanelChange () { UpdateScrollbars(true); } - - /// - /// Set the initial drag value and register the listener delegates. - /// - - void Start () - { - UpdateScrollbars(true); - - if (horizontalScrollBar != null) - { - horizontalScrollBar.onChange += OnHorizontalBar; - horizontalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveHorizontally) ? 1f : 0f; - } - - if (verticalScrollBar != null) - { - verticalScrollBar.onChange += OnVerticalBar; - verticalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveVertically) ? 1f : 0f; - } - } - - /// - /// Restrict the panel's contents to be within the panel's bounds. - /// - - public bool RestrictWithinBounds (bool instant) - { - Vector3 constraint = mPanel.CalculateConstrainOffset(bounds.min, bounds.max); - - if (constraint.magnitude > 0.001f) - { - if (!instant && dragEffect == DragEffect.MomentumAndSpring) - { - // Spring back into place - SpringPanel.Begin(mPanel.gameObject, mTrans.localPosition + constraint, 13f); - } - else - { - // Jump back into place - MoveRelative(constraint); - mMomentum = Vector3.zero; - mScroll = 0f; - } - return true; - } - return false; - } - - /// - /// Disable the spring movement. - /// - - public void DisableSpring () - { - SpringPanel sp = GetComponent(); - if (sp != null) sp.enabled = false; - } - - /// - /// Update the values of the associated scroll bars. - /// - - public void UpdateScrollbars (bool recalculateBounds) - { - if (mPanel == null) return; - - if (horizontalScrollBar != null || verticalScrollBar != null) - { - if (recalculateBounds) - { - mCalculatedBounds = false; - mShouldMove = shouldMove; - } - - Bounds b = bounds; - Vector2 bmin = b.min; - Vector2 bmax = b.max; - - if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) - { - Vector2 soft = mPanel.clipSoftness; - bmin -= soft; - bmax += soft; - } - - if (horizontalScrollBar != null && bmax.x > bmin.x) - { - Vector4 clip = mPanel.clipRange; - float extents = clip.z * 0.5f; - float min = clip.x - extents - b.min.x; - float max = b.max.x - extents - clip.x; - - float width = bmax.x - bmin.x; - min = Mathf.Clamp01(min / width); - max = Mathf.Clamp01(max / width); - - float sum = min + max; - mIgnoreCallbacks = true; - horizontalScrollBar.barSize = 1f - sum; - horizontalScrollBar.scrollValue = (sum > 0.001f) ? min / sum : 0f; - mIgnoreCallbacks = false; - } - - if (verticalScrollBar != null && bmax.y > bmin.y) - { - Vector4 clip = mPanel.clipRange; - float extents = clip.w * 0.5f; - float min = clip.y - extents - bmin.y; - float max = bmax.y - extents - clip.y; - - float height = bmax.y - bmin.y; - min = Mathf.Clamp01(min / height); - max = Mathf.Clamp01(max / height); - float sum = min + max; - - mIgnoreCallbacks = true; - verticalScrollBar.barSize = 1f - sum; - verticalScrollBar.scrollValue = (sum > 0.001f) ? 1f - min / sum : 0f; - mIgnoreCallbacks = false; - } - } - else if (recalculateBounds) - { - mCalculatedBounds = false; - } - } - - /// - /// Changes the drag amount of the panel to the specified 0-1 range values. - /// (0, 0) is the top-left corner, (1, 1) is the bottom-right. - /// - - public void SetDragAmount (float x, float y, bool updateScrollbars) - { - DisableSpring(); - - Bounds b = bounds; - if (b.min.x == b.max.x || b.min.y == b.max.y) return; - Vector4 cr = mPanel.clipRange; - - float hx = cr.z * 0.5f; - float hy = cr.w * 0.5f; - float left = b.min.x + hx; - float right = b.max.x - hx; - float bottom = b.min.y + hy; - float top = b.max.y - hy; - - if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) - { - left -= mPanel.clipSoftness.x; - right += mPanel.clipSoftness.x; - bottom -= mPanel.clipSoftness.y; - top += mPanel.clipSoftness.y; - } - - // Calculate the offset based on the scroll value - float ox = Mathf.Lerp(left, right, x); - float oy = Mathf.Lerp(top, bottom, y); - - // Update the position - if (!updateScrollbars) - { - Vector3 pos = mTrans.localPosition; - if (scale.x != 0f) pos.x += cr.x - ox; - if (scale.y != 0f) pos.y += cr.y - oy; - mTrans.localPosition = pos; - } - - // Update the clipping offset - cr.x = ox; - cr.y = oy; - mPanel.clipRange = cr; - - // Update the scrollbars, reflecting this change - if (updateScrollbars) UpdateScrollbars(false); - } - - /// - /// Reset the panel's position to the top-left corner. - /// It's recommended to call this function before AND after you re-populate the panel's contents (ex: switching window tabs). - /// Another option is to populate the panel's contents, reset its position, then call this function to reposition the clipping. - /// - - public void ResetPosition() - { - // Invalidate the bounds - mCalculatedBounds = false; - - // First move the position back to where it would be if the scroll bars got reset to zero - SetDragAmount(relativePositionOnReset.x, relativePositionOnReset.y, false); - - // Next move the clipping area back and update the scroll bars - SetDragAmount(relativePositionOnReset.x, relativePositionOnReset.y, true); - } - - /// - /// Triggered by the horizontal scroll bar when it changes. - /// - - void OnHorizontalBar (UIScrollBar sb) - { - if (!mIgnoreCallbacks) - { - float x = (horizontalScrollBar != null) ? horizontalScrollBar.scrollValue : 0f; - float y = (verticalScrollBar != null) ? verticalScrollBar.scrollValue : 0f; - SetDragAmount(x, y, false); - } - } - - /// - /// Triggered by the vertical scroll bar when it changes. - /// - - void OnVerticalBar (UIScrollBar sb) - { - if (!mIgnoreCallbacks) - { - float x = (horizontalScrollBar != null) ? horizontalScrollBar.scrollValue : 0f; - float y = (verticalScrollBar != null) ? verticalScrollBar.scrollValue : 0f; - SetDragAmount(x, y, false); - } - } - - /// - /// Move the panel by the specified amount. - /// - - public void MoveRelative (Vector3 relative) - { - mTrans.localPosition += relative; - Vector4 cr = mPanel.clipRange; - cr.x -= relative.x; - cr.y -= relative.y; - mPanel.clipRange = cr; - UpdateScrollbars(false); - } - - /// - /// Move the panel by the specified amount. - /// - - public void MoveAbsolute (Vector3 absolute) - { - Vector3 a = mTrans.InverseTransformPoint(absolute); - Vector3 b = mTrans.InverseTransformPoint(Vector3.zero); - MoveRelative(a - b); - } - - /// - /// Create a plane on which we will be performing the dragging. - /// - - public void Press (bool pressed) - { - if (smoothDragStart && pressed) - { - mDragStarted = false; - mDragStartOffset = Vector2.zero; - } - - if (enabled && NGUITools.GetActive(gameObject)) - { - if (!pressed && mDragID == UICamera.currentTouchID) mDragID = -10; - - mCalculatedBounds = false; - mShouldMove = shouldMove; - if (!mShouldMove) return; - mPressed = pressed; - - if (pressed) - { - // Remove all momentum on press - mMomentum = Vector3.zero; - mScroll = 0f; - - // Disable the spring movement - DisableSpring(); - - // Remember the hit position - mLastPos = UICamera.lastHit.point; - - // Create the plane to drag along - mPlane = new Plane(mTrans.rotation * Vector3.back, mLastPos); - } - else - { - if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None && dragEffect == DragEffect.MomentumAndSpring) - { - RestrictWithinBounds(false); - } - if (onDragFinished != null) onDragFinished(); - } - } - } - - /// - /// Drag the object along the plane. - /// - - public void Drag () - { - if (enabled && NGUITools.GetActive(gameObject) && mShouldMove) - { - if (mDragID == -10) mDragID = UICamera.currentTouchID; - UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; - - // Prevents the drag "jump". Contributed by 'mixd' from the Tasharen forums. - if (smoothDragStart && !mDragStarted) - { - mDragStarted = true; - mDragStartOffset = UICamera.currentTouch.totalDelta; - } - - Ray ray = smoothDragStart ? - UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos - mDragStartOffset) : - UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos); - - float dist = 0f; - - if (mPlane.Raycast(ray, out dist)) - { - Vector3 currentPos = ray.GetPoint(dist); - Vector3 offset = currentPos - mLastPos; - mLastPos = currentPos; - - if (offset.x != 0f || offset.y != 0f) - { - offset = mTrans.InverseTransformDirection(offset); - offset.Scale(scale); - offset = mTrans.TransformDirection(offset); - } - - // Adjust the momentum - mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); - - // Move the panel - if (!iOSDragEmulation) - { - MoveAbsolute(offset); - } - else - { - Vector3 constraint = mPanel.CalculateConstrainOffset(bounds.min, bounds.max); - - if (constraint.magnitude > 0.001f) - { - MoveAbsolute(offset * 0.5f); - mMomentum *= 0.5f; - } - else - { - MoveAbsolute(offset); - } - } - - // We want to constrain the UI to be within bounds - if (restrictWithinPanel && - mPanel.clipping != UIDrawCall.Clipping.None && - dragEffect != DragEffect.MomentumAndSpring) - { - RestrictWithinBounds(true); - } - } - } - } - - /// - /// If the object should support the scroll wheel, do it. - /// - - public void Scroll (float delta) - { - if (enabled && NGUITools.GetActive(gameObject) && scrollWheelFactor != 0f) - { - DisableSpring(); - mShouldMove = shouldMove; - if (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f; - mScroll += delta * scrollWheelFactor; - } - } - - /// - /// Apply the dragging momentum. - /// - - void LateUpdate () - { - // Inspector functionality - if (repositionClipping) - { - repositionClipping = false; - mCalculatedBounds = false; - SetDragAmount(relativePositionOnReset.x, relativePositionOnReset.y, true); - } - - if (!Application.isPlaying) return; - float delta = UpdateRealTimeDelta(); - - // Fade the scroll bars if needed - if (showScrollBars != ShowCondition.Always) - { - bool vertical = false; - bool horizontal = false; - - if (showScrollBars != ShowCondition.WhenDragging || mDragID != -10 || mMomentum.magnitude > 0.01f) - { - vertical = shouldMoveVertically; - horizontal = shouldMoveHorizontally; - } - - if (verticalScrollBar) - { - float alpha = verticalScrollBar.alpha; - alpha += vertical ? delta * 6f : -delta * 3f; - alpha = Mathf.Clamp01(alpha); - if (verticalScrollBar.alpha != alpha) verticalScrollBar.alpha = alpha; - } - - if (horizontalScrollBar) - { - float alpha = horizontalScrollBar.alpha; - alpha += horizontal ? delta * 6f : -delta * 3f; - alpha = Mathf.Clamp01(alpha); - if (horizontalScrollBar.alpha != alpha) horizontalScrollBar.alpha = alpha; - } - } - - // Apply momentum - if (mShouldMove && !mPressed) - { - mMomentum -= scale * (mScroll * 0.05f); - - if (mMomentum.magnitude > 0.0001f) - { - mScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta); - - // Move the panel - Vector3 offset = NGUIMath.SpringDampen(ref mMomentum, 9f, delta); - MoveAbsolute(offset); - - // Restrict the contents to be within the panel's bounds - if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None) RestrictWithinBounds(false); - if (mMomentum.magnitude < 0.0001f && onDragFinished != null) onDragFinished(); - return; - } - else - { - mScroll = 0f; - mMomentum = Vector3.zero; - } - } - else mScroll = 0f; - - // Dampen the momentum - NGUIMath.SpringDampen(ref mMomentum, 9f, delta); - } - -#if UNITY_EDITOR - - /// - /// Draw a visible orange outline of the bounds. - /// - - void OnDrawGizmos () - { - if (mPanel != null && mPanel.debugInfo == UIPanel.DebugInfo.Gizmos) - { - Bounds b = bounds; - Gizmos.matrix = transform.localToWorldMatrix; - Gizmos.color = new Color(1f, 0.4f, 0f); - Gizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f)); - } - } -#endif -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggablePanel.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggablePanel.cs.meta deleted file mode 100644 index 260871c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIDraggablePanel.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d81807633ea807d4c8e3fff7e10c6000 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIForwardEvents.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIForwardEvents.cs deleted file mode 100644 index d19d44e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIForwardEvents.cs +++ /dev/null @@ -1,108 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This script can be used to forward events from one object to another. -/// In most cases you should use UIEventListener script instead. For example: -/// UIEventListener.Get(gameObject).onClick += MyClickFunction; -/// - -[AddComponentMenu("NGUI/Interaction/Forward Events")] -public class UIForwardEvents : MonoBehaviour -{ - public GameObject target; - public bool onHover = false; - public bool onPress = false; - public bool onClick = false; - public bool onDoubleClick = false; - public bool onSelect = false; - public bool onDrag = false; - public bool onDrop = false; - public bool onInput = false; - public bool onSubmit = false; - public bool onScroll = false; - - void OnHover (bool isOver) - { - if (onHover && target != null) - { - target.SendMessage("OnHover", isOver, SendMessageOptions.DontRequireReceiver); - } - } - - void OnPress (bool pressed) - { - if (onPress && target != null) - { - target.SendMessage("OnPress", pressed, SendMessageOptions.DontRequireReceiver); - } - } - - void OnClick () - { - if (onClick && target != null) - { - target.SendMessage("OnClick", SendMessageOptions.DontRequireReceiver); - } - } - - void OnDoubleClick () - { - if (onDoubleClick && target != null) - { - target.SendMessage("OnDoubleClick", SendMessageOptions.DontRequireReceiver); - } - } - - void OnSelect (bool selected) - { - if (onSelect && target != null) - { - target.SendMessage("OnSelect", selected, SendMessageOptions.DontRequireReceiver); - } - } - - void OnDrag (Vector2 delta) - { - if (onDrag && target != null) - { - target.SendMessage("OnDrag", delta, SendMessageOptions.DontRequireReceiver); - } - } - - void OnDrop (GameObject go) - { - if (onDrop && target != null) - { - target.SendMessage("OnDrop", go, SendMessageOptions.DontRequireReceiver); - } - } - - void OnInput (string text) - { - if (onInput && target != null) - { - target.SendMessage("OnInput", text, SendMessageOptions.DontRequireReceiver); - } - } - - void OnSubmit () - { - if (onSubmit && target != null) - { - target.SendMessage("OnSubmit", SendMessageOptions.DontRequireReceiver); - } - } - - void OnScroll (float delta) - { - if (onScroll && target != null) - { - target.SendMessage("OnScroll", delta, SendMessageOptions.DontRequireReceiver); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIForwardEvents.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIForwardEvents.cs.meta deleted file mode 100644 index 17f28ca..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIForwardEvents.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 48ae3b1123bedc6429fcbcd3f1548030 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIGrid.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIGrid.cs deleted file mode 100644 index 5e24936..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIGrid.cs +++ /dev/null @@ -1,121 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// All children added to the game object with this script will be repositioned to be on a grid of specified dimensions. -/// If you want the cells to automatically set their scale based on the dimensions of their content, take a look at UITable. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Interaction/Grid")] -public class UIGrid : MonoBehaviour -{ - public enum Arrangement - { - Horizontal, - Vertical, - } - - public Arrangement arrangement = Arrangement.Horizontal; - public int maxPerLine = 0; - public float cellWidth = 200f; - public float cellHeight = 200f; - public bool repositionNow = false; - public bool sorted = false; - public bool hideInactive = true; - - bool mStarted = false; - - void Start () - { - mStarted = true; - Reposition(); - } - - void Update () - { - if (repositionNow) - { - repositionNow = false; - Reposition(); - } - } - - static public int SortByName (Transform a, Transform b) { return string.Compare(a.name, b.name); } - - /// - /// Recalculate the position of all elements within the grid, sorting them alphabetically if necessary. - /// - - public void Reposition () - { - if (!mStarted) - { - repositionNow = true; - return; - } - - Transform myTrans = transform; - - int x = 0; - int y = 0; - - if (sorted) - { - List list = new List(); - - for (int i = 0; i < myTrans.childCount; ++i) - { - Transform t = myTrans.GetChild(i); - if (t && (!hideInactive || NGUITools.GetActive(t.gameObject))) list.Add(t); - } - list.Sort(SortByName); - - for (int i = 0, imax = list.Count; i < imax; ++i) - { - Transform t = list[i]; - - if (!NGUITools.GetActive(t.gameObject) && hideInactive) continue; - - float depth = t.localPosition.z; - t.localPosition = (arrangement == Arrangement.Horizontal) ? - new Vector3(cellWidth * x, -cellHeight * y, depth) : - new Vector3(cellWidth * y, -cellHeight * x, depth); - - if (++x >= maxPerLine && maxPerLine > 0) - { - x = 0; - ++y; - } - } - } - else - { - for (int i = 0; i < myTrans.childCount; ++i) - { - Transform t = myTrans.GetChild(i); - - if (!NGUITools.GetActive(t.gameObject) && hideInactive) continue; - - float depth = t.localPosition.z; - t.localPosition = (arrangement == Arrangement.Horizontal) ? - new Vector3(cellWidth * x, -cellHeight * y, depth) : - new Vector3(cellWidth * y, -cellHeight * x, depth); - - if (++x >= maxPerLine && maxPerLine > 0) - { - x = 0; - ++y; - } - } - } - - UIDraggablePanel drag = NGUITools.FindInParents(gameObject); - if (drag != null) drag.UpdateScrollbars(true); - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIGrid.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIGrid.cs.meta deleted file mode 100644 index 7bcaf3f..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIGrid.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 07c4de3b4b6fe9045b059ee627c100df -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIImageButton.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIImageButton.cs deleted file mode 100644 index e0c2812..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIImageButton.cs +++ /dev/null @@ -1,81 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Sample script showing how easy it is to implement a standard button that swaps sprites. -/// - -[AddComponentMenu("NGUI/UI/Image Button")] -public class UIImageButton : MonoBehaviour -{ - public UISprite target; - public string normalSprite; - public string hoverSprite; - public string pressedSprite; - public string disabledSprite; - - public bool isEnabled - { - get - { - Collider col = collider; - return col && col.enabled; - } - set - { - Collider col = collider; - if (!col) return; - - if (col.enabled != value) - { - col.enabled = value; - UpdateImage(); - } - } - } - - void OnEnable () - { - if (target == null) target = GetComponentInChildren(); - UpdateImage(); - } - - void UpdateImage() - { - if (target != null) - { - if (isEnabled) - { - target.spriteName = UICamera.IsHighlighted(gameObject) ? hoverSprite : normalSprite; - } - else - { - target.spriteName = disabledSprite; - } - target.MakePixelPerfect(); - } - } - - void OnHover (bool isOver) - { - if (isEnabled && target != null) - { - target.spriteName = isOver ? hoverSprite : normalSprite; - target.MakePixelPerfect(); - } - } - - void OnPress (bool pressed) - { - if (pressed) - { - target.spriteName = pressedSprite; - target.MakePixelPerfect(); - } - else UpdateImage(); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIImageButton.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIImageButton.cs.meta deleted file mode 100644 index c609662..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIImageButton.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4271d0dec29cc9845a75627e88f762af -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIInputValidator.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIInputValidator.cs deleted file mode 100644 index dfa976d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIInputValidator.cs +++ /dev/null @@ -1,98 +0,0 @@ -using UnityEngine; - -/// -/// Basic input validator with a few presets. I suggest making your own validator if you need new functionality. -/// - -[RequireComponent(typeof(UIInput))] -[AddComponentMenu("NGUI/Interaction/Input Validator")] -public class UIInputValidator : MonoBehaviour -{ - public enum Validation - { - None, - Integer, - Float, - Alphanumeric, - Username, - Name, - } - - /// - /// Validation logic, choose one of the presets. - /// - - public Validation logic; - - /// - /// Assign the validator. - /// - - void Start () { GetComponent().validator = Validate; } - - /// - /// Validate the specified input. - /// - - char Validate (string text, char ch) - { - // Validation is disabled - if (logic == Validation.None || !enabled) return ch; - - if (logic == Validation.Integer) - { - // Integer number validation - if (ch >= '0' && ch <= '9') return ch; - if (ch == '-' && text.Length == 0) return ch; - } - else if (logic == Validation.Float) - { - // Floating-point number - if (ch >= '0' && ch <= '9') return ch; - if (ch == '-' && text.Length == 0) return ch; - if (ch == '.' && !text.Contains(".")) return ch; - } - else if (logic == Validation.Alphanumeric) - { - // All alphanumeric characters - if (ch >= 'A' && ch <= 'Z') return ch; - if (ch >= 'a' && ch <= 'z') return ch; - if (ch >= '0' && ch <= '9') return ch; - } - else if (logic == Validation.Username) - { - // Lowercase and numbers - if (ch >= 'A' && ch <= 'Z') return (char)(ch - 'A' + 'a'); - if (ch >= 'a' && ch <= 'z') return ch; - if (ch >= '0' && ch <= '9') return ch; - } - else if (logic == Validation.Name) - { - char lastChar = (text.Length > 0) ? text[text.Length - 1] : ' '; - - if (ch >= 'a' && ch <= 'z') - { - // Space followed by a letter -- make sure it's capitalized - if (lastChar == ' ') return (char)(ch - 'a' + 'A'); - return ch; - } - else if (ch >= 'A' && ch <= 'Z') - { - // Uppercase letters are only allowed after spaces (and apostrophes) - if (lastChar != ' ' && lastChar != '\'') return (char)(ch - 'A' + 'a'); - return ch; - } - else if (ch == '\'') - { - // Don't allow more than one apostrophe - if (lastChar != ' ' && lastChar != '\'' && !text.Contains("'")) return ch; - } - else if (ch == ' ') - { - // Don't allow more than one space in a row - if (lastChar != ' ' && lastChar != '\'') return ch; - } - } - return (char)0; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIInputValidator.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIInputValidator.cs.meta deleted file mode 100644 index b27ed70..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIInputValidator.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 396530a0e33debf4cbf0fb836d77eb01 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIPopupList.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIPopupList.cs deleted file mode 100644 index 48130d5..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIPopupList.cs +++ /dev/null @@ -1,598 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Popup list can be used to display pop-up menus and drop-down lists. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Interaction/Popup List")] -public class UIPopupList : MonoBehaviour -{ - /// - /// Current popup list. Only available during the OnSelectionChange event callback. - /// - - static public UIPopupList current; - - const float animSpeed = 0.15f; - - public enum Position - { - Auto, - Above, - Below, - } - - public delegate void OnSelectionChange (string item); - - /// - /// Atlas used by the sprites. - /// - - public UIAtlas atlas; - - /// - /// Font used by the labels. - /// - - public UIFont font; - - /// - /// Label with text to auto-update, if any. - /// - - public UILabel textLabel; - - /// - /// Name of the sprite used to create the popup's background. - /// - - public string backgroundSprite; - - /// - /// Name of the sprite used to highlight items. - /// - - public string highlightSprite; - - /// - /// Popup list's display style. - /// - - public Position position = Position.Auto; - - /// - /// New line-delimited list of items. - /// - - public List items = new List(); - - /// - /// Amount of padding added to labels. - /// - - public Vector2 padding = new Vector3(4f, 4f); - - /// - /// Scaling factor applied to labels within the drop-down menu. - /// - - public float textScale = 1f; - - /// - /// Color tint applied to labels inside the list. - /// - - public Color textColor = Color.white; - - /// - /// Color tint applied to the background. - /// - - public Color backgroundColor = Color.white; - - /// - /// Color tint applied to the highlighter. - /// - - public Color highlightColor = new Color(152f / 255f, 1f, 51f / 255f, 1f); - - /// - /// Whether the popup list is animated or not. Disable for better performance. - /// - - public bool isAnimated = true; - - /// - /// Whether the popup list's values will be localized. - /// - - public bool isLocalized = false; - - /// - /// Target game object that will be notified when selection changes. - /// - - public GameObject eventReceiver; - - /// - /// Function to call when the selection changes. Function prototype: void OnSelectionChange (string selectedItemName); - /// - - public string functionName = "OnSelectionChange"; - - /// - /// Delegate that will be called when the selection changes. Faster than using the 'eventReceiver'. - /// - - public OnSelectionChange onSelectionChange; - - [HideInInspector][SerializeField] string mSelectedItem; - UIPanel mPanel; - GameObject mChild; - UISprite mBackground; - UISprite mHighlight; - UILabel mHighlightedLabel = null; - List mLabelList = new List(); - float mBgBorder = 0f; - - /// - /// Whether the popup list is currently open. - /// - - public bool isOpen { get { return mChild != null; } } - - /// - /// Current selection. - /// - - public string selection - { - get - { - return mSelectedItem; - } - set - { - bool trigger = false; - - if (mSelectedItem != value) - { - mSelectedItem = value; - if (mSelectedItem == null) return; - - if (textLabel != null) - { - textLabel.text = (isLocalized) ? Localization.Localize(value) : value; -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(textLabel.gameObject); -#endif - } - trigger = true; - } - - if (mSelectedItem != null && (trigger || textLabel == null)) - { - current = this; - if (onSelectionChange != null) onSelectionChange(mSelectedItem); - - if (eventReceiver != null && !string.IsNullOrEmpty(functionName) && Application.isPlaying) - { - eventReceiver.SendMessage(functionName, mSelectedItem, SendMessageOptions.DontRequireReceiver); - } - current = null; - } - } - } - - /// - /// Whether the popup list will be handling keyboard, joystick and controller events. - /// - - bool handleEvents - { - get - { - UIButtonKeys keys = GetComponent(); - return (keys == null || !keys.enabled); - } - set - { - UIButtonKeys keys = GetComponent(); - if (keys != null) keys.enabled = !value; - } - } - - /// - /// Send out the selection message on start. - /// - - void Start () - { - // Automatically choose the first item - if (string.IsNullOrEmpty(mSelectedItem)) - { - if (items.Count > 0) selection = items[0]; - } - else - { - string s = mSelectedItem; - mSelectedItem = null; - selection = s; - } - } - - /// - /// Localize the text label. - /// - - void OnLocalize (Localization loc) - { - if (isLocalized && textLabel != null) - { - textLabel.text = loc.Get(mSelectedItem); - } - } - - /// - /// Visibly highlight the specified transform by moving the highlight sprite to be over it. - /// - - void Highlight (UILabel lbl, bool instant) - { - if (mHighlight != null) - { - // Don't allow highlighting while the label is animating to its intended position - TweenPosition tp = lbl.GetComponent(); - if (tp != null && tp.enabled) return; - - mHighlightedLabel = lbl; - - UIAtlas.Sprite sp = mHighlight.GetAtlasSprite(); - if (sp == null) return; - - float scaleFactor = atlas.pixelSize; - float offsetX = (sp.inner.xMin - sp.outer.xMin) * scaleFactor; - float offsetY = (sp.inner.yMin - sp.outer.yMin) * scaleFactor; - - Vector3 pos = lbl.cachedTransform.localPosition + new Vector3(-offsetX, offsetY, 1f); - - if (instant || !isAnimated) - { - mHighlight.cachedTransform.localPosition = pos; - } - else - { - TweenPosition.Begin(mHighlight.gameObject, 0.1f, pos).method = UITweener.Method.EaseOut; - } - } - } - - /// - /// Event function triggered when the mouse hovers over an item. - /// - - void OnItemHover (GameObject go, bool isOver) - { - if (isOver) - { - UILabel lbl = go.GetComponent(); - Highlight(lbl, false); - } - } - - /// - /// Select the specified label. - /// - - void Select (UILabel lbl, bool instant) - { - Highlight(lbl, instant); - - UIEventListener listener = lbl.gameObject.GetComponent(); - selection = listener.parameter as string; - - UIButtonSound[] sounds = GetComponents(); - - for (int i = 0, imax = sounds.Length; i < imax; ++i) - { - UIButtonSound snd = sounds[i]; - - if (snd.trigger == UIButtonSound.Trigger.OnClick) - { - NGUITools.PlaySound(snd.audioClip, snd.volume, 1f); - } - } - } - - /// - /// Event function triggered when the drop-down list item gets clicked on. - /// - - void OnItemPress (GameObject go, bool isPressed) { if (isPressed) Select(go.GetComponent(), true); } - - /// - /// React to key-based input. - /// - - void OnKey (KeyCode key) - { - if (enabled && NGUITools.GetActive(gameObject) && handleEvents) - { - int index = mLabelList.IndexOf(mHighlightedLabel); - - if (key == KeyCode.UpArrow) - { - if (index > 0) - { - Select(mLabelList[--index], false); - } - } - else if (key == KeyCode.DownArrow) - { - if (index + 1 < mLabelList.Count) - { - Select(mLabelList[++index], false); - } - } - else if (key == KeyCode.Escape) - { - OnSelect(false); - } - } - } - - /// - /// Get rid of the popup dialog when the selection gets lost. - /// - - void OnSelect (bool isSelected) - { - if (!isSelected && mChild != null) - { - mLabelList.Clear(); - handleEvents = false; - - if (isAnimated) - { - UIWidget[] widgets = mChild.GetComponentsInChildren(); - - for (int i = 0, imax = widgets.Length; i < imax; ++i) - { - UIWidget w = widgets[i]; - Color c = w.color; - c.a = 0f; - TweenColor.Begin(w.gameObject, animSpeed, c).method = UITweener.Method.EaseOut; - } - - Collider[] cols = mChild.GetComponentsInChildren(); - for (int i = 0, imax = cols.Length; i < imax; ++i) cols[i].enabled = false; - Destroy(mChild, animSpeed); - } - else - { - Destroy(mChild); - } - - mBackground = null; - mHighlight = null; - mChild = null; - } - } - - /// - /// Helper function that causes the widget to smoothly fade in. - /// - - void AnimateColor (UIWidget widget) - { - Color c = widget.color; - widget.color = new Color(c.r, c.g, c.b, 0f); - TweenColor.Begin(widget.gameObject, animSpeed, c).method = UITweener.Method.EaseOut; - } - - /// - /// Helper function that causes the widget to smoothly move into position. - /// - - void AnimatePosition (UIWidget widget, bool placeAbove, float bottom) - { - Vector3 target = widget.cachedTransform.localPosition; - Vector3 start = placeAbove ? new Vector3(target.x, bottom, target.z) : new Vector3(target.x, 0f, target.z); - - widget.cachedTransform.localPosition = start; - - GameObject go = widget.gameObject; - TweenPosition.Begin(go, animSpeed, target).method = UITweener.Method.EaseOut; - } - - /// - /// Helper function that causes the widget to smoothly grow until it reaches its original size. - /// - - void AnimateScale (UIWidget widget, bool placeAbove, float bottom) - { - GameObject go = widget.gameObject; - Transform t = widget.cachedTransform; - float minSize = font.size * textScale + mBgBorder * 2f; - - Vector3 scale = t.localScale; - t.localScale = new Vector3(scale.x, minSize, scale.z); - TweenScale.Begin(go, animSpeed, scale).method = UITweener.Method.EaseOut; - - if (placeAbove) - { - Vector3 pos = t.localPosition; - t.localPosition = new Vector3(pos.x, pos.y - scale.y + minSize, pos.z); - TweenPosition.Begin(go, animSpeed, pos).method = UITweener.Method.EaseOut; - } - } - - /// - /// Helper function used to animate widgets. - /// - - void Animate (UIWidget widget, bool placeAbove, float bottom) - { - AnimateColor(widget); - AnimatePosition(widget, placeAbove, bottom); - } - - /// - /// Display the drop-down list when the game object gets clicked on. - /// - - void OnClick() - { - if (enabled && NGUITools.GetActive(gameObject) && mChild == null && atlas != null && font != null && items.Count > 0) - { - mLabelList.Clear(); - - // Disable the navigation script - handleEvents = true; - - // Automatically locate the panel responsible for this object - if (mPanel == null) mPanel = UIPanel.Find(transform, true); - - // Calculate the dimensions of the object triggering the popup list so we can position it below it - Transform myTrans = transform; - Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(myTrans.parent, myTrans); - - // Create the root object for the list - mChild = new GameObject("Drop-down List"); - mChild.layer = gameObject.layer; - - Transform t = mChild.transform; - t.parent = myTrans.parent; - t.localPosition = bounds.min; - t.localRotation = Quaternion.identity; - t.localScale = Vector3.one; - - // Add a sprite for the background - mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite); - mBackground.pivot = UIWidget.Pivot.TopLeft; - mBackground.depth = NGUITools.CalculateNextDepth(mPanel.gameObject); - mBackground.color = backgroundColor; - - // We need to know the size of the background sprite for padding purposes - Vector4 bgPadding = mBackground.border; - mBgBorder = bgPadding.y; - - mBackground.cachedTransform.localPosition = new Vector3(0f, bgPadding.y, 0f); - - // Add a sprite used for the selection - mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite); - mHighlight.pivot = UIWidget.Pivot.TopLeft; - mHighlight.color = highlightColor; - - UIAtlas.Sprite hlsp = mHighlight.GetAtlasSprite(); - if (hlsp == null) return; - - float hlspHeight = hlsp.inner.yMin - hlsp.outer.yMin; - float fontScale = font.size * font.pixelSize * textScale; - float x = 0f, y = -padding.y; - List labels = new List(); - - // Run through all items and create labels for each one - for (int i = 0, imax = items.Count; i < imax; ++i) - { - string s = items[i]; - - UILabel lbl = NGUITools.AddWidget(mChild); - lbl.pivot = UIWidget.Pivot.TopLeft; - lbl.font = font; - lbl.text = (isLocalized && Localization.instance != null) ? Localization.instance.Get(s) : s; - lbl.color = textColor; - lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x, y, -1f); - lbl.MakePixelPerfect(); - - if (textScale != 1f) - { - Vector3 scale = lbl.cachedTransform.localScale; - lbl.cachedTransform.localScale = scale * textScale; - } - labels.Add(lbl); - - y -= fontScale; - y -= padding.y; - x = Mathf.Max(x, lbl.relativeSize.x * fontScale); - - // Add an event listener - UIEventListener listener = UIEventListener.Get(lbl.gameObject); - listener.onHover = OnItemHover; - listener.onPress = OnItemPress; - listener.parameter = s; - - // Move the selection here if this is the right label - if (mSelectedItem == s) Highlight(lbl, true); - - // Add this label to the list - mLabelList.Add(lbl); - } - - // The triggering widget's width should be the minimum allowed width - x = Mathf.Max(x, bounds.size.x - (bgPadding.x + padding.x) * 2f); - - Vector3 bcCenter = new Vector3((x * 0.5f) / fontScale, -0.5f, 0f); - Vector3 bcSize = new Vector3(x / fontScale, (fontScale + padding.y) / fontScale, 1f); - - // Run through all labels and add colliders - for (int i = 0, imax = labels.Count; i < imax; ++i) - { - UILabel lbl = labels[i]; - BoxCollider bc = NGUITools.AddWidgetCollider(lbl.gameObject); - bcCenter.z = bc.center.z; - bc.center = bcCenter; - bc.size = bcSize; - } - - x += (bgPadding.x + padding.x) * 2f; - y -= bgPadding.y; - - // Scale the background sprite to envelop the entire set of items - mBackground.cachedTransform.localScale = new Vector3(x, -y + bgPadding.y, 1f); - - // Scale the highlight sprite to envelop a single item - float scaleFactor = 2f * atlas.pixelSize; - mHighlight.cachedTransform.localScale = new Vector3( - x - (bgPadding.x + padding.x) * 2f + (hlsp.inner.xMin - hlsp.outer.xMin) * scaleFactor, - fontScale + hlspHeight * scaleFactor, 1f); - - bool placeAbove = (position == Position.Above); - - if (position == Position.Auto) - { - UICamera cam = UICamera.FindCameraForLayer(gameObject.layer); - - if (cam != null) - { - Vector3 viewPos = cam.cachedCamera.WorldToViewportPoint(myTrans.position); - placeAbove = (viewPos.y < 0.5f); - } - } - - // If the list should be animated, let's animate it by expanding it - if (isAnimated) - { - float bottom = y + fontScale; - Animate(mHighlight, placeAbove, bottom); - for (int i = 0, imax = labels.Count; i < imax; ++i) Animate(labels[i], placeAbove, bottom); - AnimateColor(mBackground); - AnimateScale(mBackground, placeAbove, bottom); - } - - // If we need to place the popup list above the item, we need to reposition everything by the size of the list - if (placeAbove) - { - t.localPosition = new Vector3(bounds.min.x, bounds.max.y - y - bgPadding.y, bounds.min.z); - } - } - else OnSelect(false); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIPopupList.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIPopupList.cs.meta deleted file mode 100644 index 9c943a0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIPopupList.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 57e428c9b6087304da439ec665b56a2d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISavedOption.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UISavedOption.cs deleted file mode 100644 index feb203a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISavedOption.cs +++ /dev/null @@ -1,112 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Attach this script to a popup list, the parent of a group of checkboxes, or to a checkbox itself to save its state. -/// - -[AddComponentMenu("NGUI/Interaction/Saved Option")] -public class UISavedOption : MonoBehaviour -{ - /// - /// PlayerPrefs-stored key for this option. - /// - - public string keyName; - - string key { get { return (string.IsNullOrEmpty(keyName)) ? "NGUI State: " + name : keyName; } } - - UIPopupList mList; - UICheckbox mCheck; - - /// - /// Cache the components and register a listener callback. - /// - - void Awake () - { - mList = GetComponent(); - mCheck = GetComponent(); - if (mList != null) mList.onSelectionChange += SaveSelection; - if (mCheck != null) mCheck.onStateChange += SaveState; - } - - /// - /// Remove the callback. - /// - - void OnDestroy () - { - if (mCheck != null) mCheck.onStateChange -= SaveState; - if (mList != null) mList.onSelectionChange -= SaveSelection; - } - - /// - /// Load and set the state of the checkboxes. - /// - - void OnEnable () - { - if (mList != null) - { - string s = PlayerPrefs.GetString(key); - if (!string.IsNullOrEmpty(s)) mList.selection = s; - return; - } - - if (mCheck != null) - { - mCheck.isChecked = (PlayerPrefs.GetInt(key, 1) != 0); - } - else - { - string s = PlayerPrefs.GetString(key); - UICheckbox[] checkboxes = GetComponentsInChildren(true); - - for (int i = 0, imax = checkboxes.Length; i < imax; ++i) - { - UICheckbox ch = checkboxes[i]; - ch.isChecked = (ch.name == s); - } - } - } - - /// - /// Save the state on destroy. - /// - - void OnDisable () - { - if (mCheck == null && mList == null) - { - UICheckbox[] checkboxes = GetComponentsInChildren(true); - - for (int i = 0, imax = checkboxes.Length; i < imax; ++i) - { - UICheckbox ch = checkboxes[i]; - - if (ch.isChecked) - { - SaveSelection(ch.name); - break; - } - } - } - } - - /// - /// Save the selection. - /// - - void SaveSelection (string selection) { PlayerPrefs.SetString(key, selection); } - - /// - /// Save the state. - /// - - void SaveState (bool state) { PlayerPrefs.SetInt(key, state ? 1 : 0); } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISavedOption.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UISavedOption.cs.meta deleted file mode 100644 index 409e9e4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISavedOption.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b7fee06681a472243a6427c8b9847475 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIScrollBar.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIScrollBar.cs deleted file mode 100644 index bd67fca..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIScrollBar.cs +++ /dev/null @@ -1,365 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Scroll bar functionality. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Interaction/Scroll Bar")] -public class UIScrollBar : MonoBehaviour -{ - public enum Direction - { - Horizontal, - Vertical, - }; - - public delegate void OnScrollBarChange (UIScrollBar sb); - public delegate void OnDragFinished (); - - [HideInInspector][SerializeField] UISprite mBG; - [HideInInspector][SerializeField] UISprite mFG; - [HideInInspector][SerializeField] Direction mDir = Direction.Horizontal; - [HideInInspector][SerializeField] bool mInverted = false; - [HideInInspector][SerializeField] float mScroll = 0f; - [HideInInspector][SerializeField] float mSize = 1f; - - Transform mTrans; - bool mIsDirty = false; - Camera mCam; - Vector2 mScreenPos = Vector2.zero; - - /// - /// Delegate triggered when the scroll bar has changed visibly. - /// - - public OnScrollBarChange onChange; - - /// - /// Delegate triggered when the scroll bar stops being dragged. - /// Useful for things like centering on the closest valid object, for example. - /// - - public OnDragFinished onDragFinished; - - /// - /// Cached for speed. - /// - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - - /// - /// Camera used to draw the scroll bar. - /// - - public Camera cachedCamera { get { if (mCam == null) mCam = NGUITools.FindCameraForLayer(gameObject.layer); return mCam; } } - - /// - /// Sprite used for the background. - /// - - public UISprite background { get { return mBG; } set { if (mBG != value) { mBG = value; mIsDirty = true; } } } - - /// - /// Sprite used for the foreground. - /// - - public UISprite foreground { get { return mFG; } set { if (mFG != value) { mFG = value; mIsDirty = true; } } } - - /// - /// The scroll bar's direction. - /// - - public Direction direction - { - get - { - return mDir; - } - set - { - if (mDir != value) - { - mDir = value; - mIsDirty = true; - - // Since the direction is changing, see if we need to swap width with height (for convenience) - if (mBG != null) - { - Transform t = mBG.cachedTransform; - Vector3 scale = t.localScale; - - if ((mDir == Direction.Vertical && scale.x > scale.y) || - (mDir == Direction.Horizontal && scale.x < scale.y)) - { - float x = scale.x; - scale.x = scale.y; - scale.y = x; - t.localScale = scale; - ForceUpdate(); - - // Update the colliders as well - if (mBG.collider != null) NGUITools.AddWidgetCollider(mBG.gameObject); - if (mFG.collider != null) NGUITools.AddWidgetCollider(mFG.gameObject); - } - } - } - } - } - - /// - /// Whether the movement direction is flipped. - /// - - public bool inverted { get { return mInverted; } set { if (mInverted != value) { mInverted = value; mIsDirty = true; } } } - - /// - /// Modifiable value for the scroll bar, 0-1 range. - /// - - public float scrollValue - { - get - { - return mScroll; - } - set - { - float val = Mathf.Clamp01(value); - - if (mScroll != val) - { - mScroll = val; - mIsDirty = true; - if (onChange != null) onChange(this); - } - } - } - - /// - /// The size of the foreground bar in percent (0-1 range). - /// - - public float barSize - { - get - { - return mSize; - } - set - { - float val = Mathf.Clamp01(value); - - if (mSize != val) - { - mSize = val; - mIsDirty = true; - if (onChange != null) onChange(this); - } - } - } - - /// - /// Allows to easily change the scroll bar's alpha, affecting both the foreground and the background sprite at once. - /// - - public float alpha - { - get - { - if (mFG != null) return mFG.alpha; - if (mBG != null) return mBG.alpha; - return 0f; - } - set - { - if (mFG != null) - { - mFG.alpha = value; - NGUITools.SetActiveSelf(mFG.gameObject, (mFG.alpha > 0.001f)); - } - - if (mBG != null) - { - mBG.alpha = value; - NGUITools.SetActiveSelf(mBG.gameObject, (mBG.alpha > 0.001f)); - } - } - } - - /// - /// Move the scroll bar to be centered on the specified position. - /// - - void CenterOnPos (Vector2 localPos) - { - if (mBG == null || mFG == null) return; - - // Background's bounds - Bounds bg = NGUIMath.CalculateRelativeInnerBounds(cachedTransform, mBG); - Bounds fg = NGUIMath.CalculateRelativeInnerBounds(cachedTransform, mFG); - - if (mDir == Direction.Horizontal) - { - float size = bg.size.x - fg.size.x; - float offset = size * 0.5f; - float min = bg.center.x - offset; - float val = (size > 0f) ? (localPos.x - min) / size : 0f; - scrollValue = mInverted ? 1f - val : val; - } - else - { - float size = bg.size.y - fg.size.y; - float offset = size * 0.5f; - float min = bg.center.y - offset; - float val = (size > 0f) ? 1f - (localPos.y - min) / size : 0f; - scrollValue = mInverted ? 1f - val : val; - } - } - - /// - /// Drag the scroll bar by the specified on-screen amount. - /// - - void Reposition (Vector2 screenPos) - { - // Create a plane - Transform trans = cachedTransform; - Plane plane = new Plane(trans.rotation * Vector3.back, trans.position); - - // If the ray doesn't hit the plane, do nothing - float dist; - Ray ray = cachedCamera.ScreenPointToRay(screenPos); - if (!plane.Raycast(ray, out dist)) return; - - // Transform the point from world space to local space - CenterOnPos(trans.InverseTransformPoint(ray.GetPoint(dist))); - } - - /// - /// Position the scroll bar to be under the current touch. - /// - - void OnPressBackground (GameObject go, bool isPressed) - { - mCam = UICamera.currentCamera; - Reposition(UICamera.lastTouchPosition); - if (!isPressed && onDragFinished != null) onDragFinished(); - } - - /// - /// Position the scroll bar to be under the current touch. - /// - - void OnDragBackground (GameObject go, Vector2 delta) - { - mCam = UICamera.currentCamera; - Reposition(UICamera.lastTouchPosition); - } - - /// - /// Save the position of the foreground on press. - /// - - void OnPressForeground (GameObject go, bool isPressed) - { - if (isPressed) - { - mCam = UICamera.currentCamera; - Bounds b = NGUIMath.CalculateAbsoluteWidgetBounds(mFG.cachedTransform); - mScreenPos = mCam.WorldToScreenPoint(b.center); - } - else if (onDragFinished != null) onDragFinished(); - } - - /// - /// Drag the scroll bar in the specified direction. - /// - - void OnDragForeground (GameObject go, Vector2 delta) - { - mCam = UICamera.currentCamera; - Reposition(mScreenPos + UICamera.currentTouch.totalDelta); - } - - /// - /// Register the event listeners. - /// - - void Start () - { - if (background != null && background.collider != null) - { - UIEventListener listener = UIEventListener.Get(background.gameObject); - listener.onPress += OnPressBackground; - listener.onDrag += OnDragBackground; - } - - if (foreground != null && foreground.collider != null) - { - UIEventListener listener = UIEventListener.Get(foreground.gameObject); - listener.onPress += OnPressForeground; - listener.onDrag += OnDragForeground; - } - ForceUpdate(); - } - - /// - /// Update the value of the scroll bar if necessary. - /// - - void Update() { if (mIsDirty) ForceUpdate(); } - - /// - /// Update the value of the scroll bar. - /// - - public void ForceUpdate () - { - mIsDirty = false; - - if (mBG != null && mFG != null) - { - mSize = Mathf.Clamp01(mSize); - mScroll = Mathf.Clamp01(mScroll); - - Vector4 bg = mBG.border; - Vector4 fg = mFG.border; - - // Space available for the background - Vector2 bgs = new Vector2( - Mathf.Max(0f, mBG.cachedTransform.localScale.x - bg.x - bg.z), - Mathf.Max(0f, mBG.cachedTransform.localScale.y - bg.y - bg.w)); - - float val = mInverted ? 1f - mScroll : mScroll; - - if (mDir == Direction.Horizontal) - { - Vector2 fgs = new Vector2(bgs.x * mSize, bgs.y); - - mFG.pivot = UIWidget.Pivot.Left; - mBG.pivot = UIWidget.Pivot.Left; - mBG.cachedTransform.localPosition = Vector3.zero; - mFG.cachedTransform.localPosition = new Vector3(bg.x - fg.x + (bgs.x - fgs.x) * val, 0f, 0f); - mFG.cachedTransform.localScale = new Vector3(fgs.x + fg.x + fg.z, fgs.y + fg.y + fg.w, 1f); - if (val < 0.999f && val > 0.001f) mFG.MakePixelPerfect(); - } - else - { - Vector2 fgs = new Vector2(bgs.x, bgs.y * mSize); - - mFG.pivot = UIWidget.Pivot.Top; - mBG.pivot = UIWidget.Pivot.Top; - mBG.cachedTransform.localPosition = Vector3.zero; - mFG.cachedTransform.localPosition = new Vector3(0f, -bg.y + fg.y - (bgs.y - fgs.y) * val, 0f); - mFG.cachedTransform.localScale = new Vector3(fgs.x + fg.x + fg.z, fgs.y + fg.y + fg.w, 1f); - if (val < 0.999f && val > 0.001f) mFG.MakePixelPerfect(); - } - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIScrollBar.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIScrollBar.cs.meta deleted file mode 100644 index f73d1b1..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UIScrollBar.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 3c8d596c16f05d949922ef16347e4cc9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISlider.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UISlider.cs deleted file mode 100644 index 4aac5c0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISlider.cs +++ /dev/null @@ -1,349 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple slider functionality. -/// - -[AddComponentMenu("NGUI/Interaction/Slider")] -public class UISlider : IgnoreTimeScale -{ - public enum Direction - { - Horizontal, - Vertical, - } - - public delegate void OnValueChange (float val); - - /// - /// Current slider. This value is set prior to the callback function being triggered. - /// - - static public UISlider current; - - /// - /// Object used for the foreground. - /// - - public Transform foreground; - - /// - /// Object that acts as a thumb. - /// - - public Transform thumb; - - /// - /// Direction the slider will expand in. - /// - - public Direction direction = Direction.Horizontal; - - /// - /// Event receiver that will be notified of the value changes. - /// - - public GameObject eventReceiver; - - /// - /// Function on the event receiver that will receive the value changes. - /// - - public string functionName = "OnSliderChange"; - - /// - /// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers. - /// - - public OnValueChange onValueChange; - - /// - /// Number of steps the slider should be divided into. For example 5 means possible values of 0, 0.25, 0.5, 0.75, and 1.0. - /// - - public int numberOfSteps = 0; - - // Used to be public prior to 1.87 - [HideInInspector][SerializeField] float rawValue = 1f; - - BoxCollider mCol; - Transform mTrans; - Transform mFGTrans; - UIWidget mFGWidget; - UISprite mFGFilled; - bool mInitDone = false; - Vector2 mSize = Vector2.zero; - Vector2 mCenter = Vector3.zero; - - /// - /// Value of the slider. - /// - - public float sliderValue - { - get - { - float val = rawValue; - if (numberOfSteps > 1) val = Mathf.Round(val * (numberOfSteps - 1)) / (numberOfSteps - 1); - return val; - } - set - { - Set(value, false); - } - } - - /// - /// Change the full size of the slider, in case you need to. - /// - - public Vector2 fullSize { get { return mSize; } set { if (mSize != value) { mSize = value; ForceUpdate(); } } } - - /// - /// Initialize the cached values. - /// - - void Init () - { - mInitDone = true; - - if (foreground != null) - { - mFGWidget = foreground.GetComponent(); - mFGFilled = (mFGWidget != null) ? mFGWidget as UISprite : null; - mFGTrans = foreground.transform; - if (mSize == Vector2.zero) mSize = foreground.localScale; - if (mCenter == Vector2.zero) mCenter = foreground.localPosition + foreground.localScale * 0.5f; - } - else if (mCol != null) - { - if (mSize == Vector2.zero) mSize = mCol.size; - if (mCenter == Vector2.zero) mCenter = mCol.center; - } - else - { - Debug.LogWarning("UISlider expected to find a foreground object or a box collider to work with", this); - } - } - - /// - /// Ensure that we have a background and a foreground object to work with. - /// - - void Awake () - { - mTrans = transform; - mCol = collider as BoxCollider; - } - - /// - /// We want to receive drag events from the thumb. - /// - - void Start () - { - Init(); - - if (Application.isPlaying && thumb != null && thumb.collider != null) - { - UIEventListener listener = UIEventListener.Get(thumb.gameObject); - listener.onPress += OnPressThumb; - listener.onDrag += OnDragThumb; - } - Set(rawValue, true); - } - - /// - /// Update the slider's position on press. - /// - - void OnPress (bool pressed) { if (enabled && pressed && UICamera.currentTouchID != -100) UpdateDrag(); } - - /// - /// When dragged, figure out where the mouse is and calculate the updated value of the slider. - /// - - void OnDrag (Vector2 delta) { if (enabled) UpdateDrag(); } - - /// - /// Callback from the thumb. - /// - - void OnPressThumb (GameObject go, bool pressed) { if (enabled && pressed) UpdateDrag(); } - - /// - /// Callback from the thumb. - /// - - void OnDragThumb (GameObject go, Vector2 delta) { if (enabled) UpdateDrag(); } - - /// - /// Watch for key events and adjust the value accordingly. - /// - - void OnKey (KeyCode key) - { - if (enabled) - { - float step = (numberOfSteps > 1f) ? 1f / (numberOfSteps - 1) : 0.125f; - - if (direction == Direction.Horizontal) - { - if (key == KeyCode.LeftArrow) Set(rawValue - step, false); - else if (key == KeyCode.RightArrow) Set(rawValue + step, false); - } - else - { - if (key == KeyCode.DownArrow) Set(rawValue - step, false); - else if (key == KeyCode.UpArrow) Set(rawValue + step, false); - } - } - } - - /// - /// Update the slider's position based on the mouse. - /// - - void UpdateDrag () - { - // Create a plane for the slider - if (mCol == null || UICamera.currentCamera == null || UICamera.currentTouch == null) return; - - // Don't consider the slider for click events - UICamera.currentTouch.clickNotification = UICamera.ClickNotification.None; - - // Create a ray and a plane - Ray ray = UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos); - Plane plane = new Plane(mTrans.rotation * Vector3.back, mTrans.position); - - // If the ray doesn't hit the plane, do nothing - float dist; - if (!plane.Raycast(ray, out dist)) return; - - // Collider's bottom-left corner in local space - Vector3 localOrigin = mTrans.localPosition + (Vector3)(mCenter - mSize * 0.5f); - Vector3 localOffset = mTrans.localPosition - localOrigin; - - // Direction to the point on the plane in scaled local space - Vector3 localCursor = mTrans.InverseTransformPoint(ray.GetPoint(dist)); - Vector3 dir = localCursor + localOffset; - - // Update the slider - Set((direction == Direction.Horizontal) ? dir.x / mSize.x : dir.y / mSize.y, false); - } - - /// - /// Update the visible slider. - /// - - void Set (float input, bool force) - { - if (!mInitDone) Init(); - - // Clamp the input - float val = Mathf.Clamp01(input); - if (val < 0.001f) val = 0f; - - float prevStep = sliderValue; - - // Save the raw value - rawValue = val; - - // Take steps into account - float stepValue = sliderValue; - - // If the stepped value doesn't match the last one, it's time to update - if (force || prevStep != stepValue) - { - Vector3 scale = mSize; - -#if UNITY_EDITOR - if (Application.isPlaying) - { - if (direction == Direction.Horizontal) scale.x *= stepValue; - else scale.y *= stepValue; - } -#else - if (direction == Direction.Horizontal) scale.x *= stepValue; - else scale.y *= stepValue; -#endif - -#if UNITY_EDITOR - if (Application.isPlaying) -#endif - { - if (mFGFilled != null && mFGFilled.type == UISprite.Type.Filled) - { - mFGFilled.fillAmount = stepValue; - } - else if (foreground != null) - { - mFGTrans.localScale = scale; - - if (mFGWidget != null) - { - if (stepValue > 0.001f) - { - mFGWidget.enabled = true; - mFGWidget.MarkAsChanged(); - } - else - { - mFGWidget.enabled = false; - } - } - } - } - - if (thumb != null) - { - Vector3 pos = thumb.localPosition; - - if (mFGFilled != null && mFGFilled.type == UISprite.Type.Filled) - { - if (mFGFilled.fillDirection == UISprite.FillDirection.Horizontal) - { - pos.x = mFGFilled.invert ? mSize.x - scale.x : scale.x; - } - else if (mFGFilled.fillDirection == UISprite.FillDirection.Vertical) - { - pos.y = mFGFilled.invert ? mSize.y - scale.y : scale.y; - } - else - { - Debug.LogWarning("Slider thumb is only supported with Horizontal or Vertical fill direction", this); - } - } - else if (direction == Direction.Horizontal) - { - pos.x = scale.x; - } - else - { - pos.y = scale.y; - } - thumb.localPosition = pos; - } - - current = this; - - if (eventReceiver != null && !string.IsNullOrEmpty(functionName) && Application.isPlaying) - { - eventReceiver.SendMessage(functionName, stepValue, SendMessageOptions.DontRequireReceiver); - } - if (onValueChange != null) onValueChange(stepValue); - current = null; - } - } - - /// - /// Force-update the slider. Useful if you've changed the properties and want it to update visually. - /// - - public void ForceUpdate () { Set(rawValue, true); } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISlider.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UISlider.cs.meta deleted file mode 100644 index 2122a60..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISlider.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6c20815eb3063c24290a61b7020a1836 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISliderColors.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UISliderColors.cs deleted file mode 100644 index b623962..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISliderColors.cs +++ /dev/null @@ -1,52 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This script automatically changes the color of the specified sprite based on the value of the slider. -/// - -[ExecuteInEditMode] -[RequireComponent(typeof(UISlider))] -[AddComponentMenu("NGUI/Examples/Slider Colors")] -public class UISliderColors : MonoBehaviour -{ - public UISprite sprite; - - public Color[] colors = new Color[] { Color.red, Color.yellow, Color.green }; - - UISlider mSlider; - - void Start () { mSlider = GetComponent(); Update(); } - - void Update () - { - if (sprite == null || colors.Length == 0) return; - - float val = mSlider.sliderValue; - val *= (colors.Length - 1); - int startIndex = Mathf.FloorToInt(val); - - Color c = colors[0]; - - if (startIndex >= 0) - { - if (startIndex + 1 < colors.Length) - { - float factor = (val - startIndex); - c = Color.Lerp(colors[startIndex], colors[startIndex + 1], factor); - } - else if (startIndex < colors.Length) - { - c = colors[startIndex]; - } - else c = colors[colors.Length - 1]; - } - - c.a = sprite.color.a; - sprite.color = c; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISliderColors.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UISliderColors.cs.meta deleted file mode 100644 index 493ab67..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISliderColors.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0d15ff9fd80670345b53fd7be4f2f295 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISoundVolume.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UISoundVolume.cs deleted file mode 100644 index c203a69..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISoundVolume.cs +++ /dev/null @@ -1,30 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Very simple script that can be attached to a slider and will control the volume of all sounds played via NGUITools.PlaySound, -/// which includes all of UI's sounds. -/// - -[RequireComponent(typeof(UISlider))] -[AddComponentMenu("NGUI/Interaction/Sound Volume")] -public class UISoundVolume : MonoBehaviour -{ - UISlider mSlider; - - void Awake () - { - mSlider = GetComponent(); - mSlider.sliderValue = NGUITools.soundVolume; - mSlider.eventReceiver = gameObject; - } - - void OnSliderChange (float val) - { - NGUITools.soundVolume = val; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UISoundVolume.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UISoundVolume.cs.meta deleted file mode 100644 index dc4d7bd..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UISoundVolume.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f0ca5f9597ed3ff48aab27234e363f92 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UITable.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UITable.cs deleted file mode 100644 index 33d3acf..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UITable.cs +++ /dev/null @@ -1,206 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// All children added to the game object with this script will be arranged into a table -/// with rows and columns automatically adjusting their size to fit their content -/// (think "table" tag in HTML). -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Interaction/Table")] -public class UITable : MonoBehaviour -{ - public delegate void OnReposition (); - - public enum Direction - { - Down, - Up, - } - - public int columns = 0; - public Direction direction = Direction.Down; - public Vector2 padding = Vector2.zero; - public bool sorted = false; - public bool hideInactive = true; - public bool repositionNow = false; - public bool keepWithinPanel = false; - public OnReposition onReposition; - - UIPanel mPanel; - UIDraggablePanel mDrag; - bool mStarted = false; - List mChildren = new List(); - - /// - /// Function that sorts items by name. - /// - - static public int SortByName (Transform a, Transform b) { return string.Compare(a.name, b.name); } - - /// - /// Returns the list of table's children, sorted alphabetically if necessary. - /// - - public List children - { - get - { - if (mChildren.Count == 0) - { - Transform myTrans = transform; - mChildren.Clear(); - - for (int i = 0; i < myTrans.childCount; ++i) - { - Transform child = myTrans.GetChild(i); - - if (child && child.gameObject && (!hideInactive || NGUITools.GetActive(child.gameObject))) mChildren.Add(child); - } - if (sorted) mChildren.Sort(SortByName); - } - return mChildren; - } - } - - /// - /// Positions the grid items, taking their own size into consideration. - /// - - void RepositionVariableSize (List children) - { - float xOffset = 0; - float yOffset = 0; - - int cols = columns > 0 ? children.Count / columns + 1 : 1; - int rows = columns > 0 ? columns : children.Count; - - Bounds[,] bounds = new Bounds[cols, rows]; - Bounds[] boundsRows = new Bounds[rows]; - Bounds[] boundsCols = new Bounds[cols]; - - int x = 0; - int y = 0; - - for (int i = 0, imax = children.Count; i < imax; ++i) - { - Transform t = children[i]; - Bounds b = NGUIMath.CalculateRelativeWidgetBounds(t); - - Vector3 scale = t.localScale; - b.min = Vector3.Scale(b.min, scale); - b.max = Vector3.Scale(b.max, scale); - bounds[y, x] = b; - - boundsRows[x].Encapsulate(b); - boundsCols[y].Encapsulate(b); - - if (++x >= columns && columns > 0) - { - x = 0; - ++y; - } - } - - x = 0; - y = 0; - - for (int i = 0, imax = children.Count; i < imax; ++i) - { - Transform t = children[i]; - Bounds b = bounds[y, x]; - Bounds br = boundsRows[x]; - Bounds bc = boundsCols[y]; - - Vector3 pos = t.localPosition; - pos.x = xOffset + b.extents.x - b.center.x; - pos.x += b.min.x - br.min.x + padding.x; - - if (direction == Direction.Down) - { - pos.y = -yOffset - b.extents.y - b.center.y; - pos.y += (b.max.y - b.min.y - bc.max.y + bc.min.y) * 0.5f - padding.y; - } - else - { - pos.y = yOffset + b.extents.y - b.center.y; - pos.y += (b.max.y - b.min.y - bc.max.y + bc.min.y) * 0.5f - padding.y; - } - - xOffset += br.max.x - br.min.x + padding.x * 2f; - - t.localPosition = pos; - - if (++x >= columns && columns > 0) - { - x = 0; - ++y; - - xOffset = 0f; - yOffset += bc.size.y + padding.y * 2f; - } - } - } - - /// - /// Recalculate the position of all elements within the table, sorting them alphabetically if necessary. - /// - - public void Reposition () - { - if (mStarted) - { - Transform myTrans = transform; - mChildren.Clear(); - List ch = children; - if (ch.Count > 0) RepositionVariableSize(ch); - - if (mDrag != null) - { - mDrag.UpdateScrollbars(true); - mDrag.RestrictWithinBounds(true); - } - else if (mPanel != null) - { - mPanel.ConstrainTargetToBounds(myTrans, true); - } - if (onReposition != null) onReposition(); - } - else repositionNow = true; - } - - /// - /// Position the grid's contents when the script starts. - /// - - void Start () - { - mStarted = true; - - if (keepWithinPanel) - { - mPanel = NGUITools.FindInParents(gameObject); - mDrag = NGUITools.FindInParents(gameObject); - } - Reposition(); - } - - /// - /// Is it time to reposition? Do so now. - /// - - void LateUpdate () - { - if (repositionNow) - { - repositionNow = false; - Reposition(); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UITable.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UITable.cs.meta deleted file mode 100644 index 94eadbd..0000000 --- a/Assets/Libraries/NGUI/Scripts/Interaction/UITable.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 66ca9c6e5cbd4544ab22016a27d817a4 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal.meta b/Assets/Libraries/NGUI/Scripts/Internal.meta deleted file mode 100644 index 72bd518..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: fce4680d39b38ae4fb4aa6a03f8f3b67 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/ActiveAnimation.cs b/Assets/Libraries/NGUI/Scripts/Internal/ActiveAnimation.cs deleted file mode 100644 index 594c4b3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/ActiveAnimation.cs +++ /dev/null @@ -1,243 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using AnimationOrTween; - -/// -/// Mainly an internal script used by UIButtonPlayAnimation, but can also be used to call -/// the specified function on the game object after it finishes animating. -/// - -[RequireComponent(typeof(Animation))] -[AddComponentMenu("NGUI/Internal/Active Animation")] -public class ActiveAnimation : IgnoreTimeScale -{ - public delegate void OnFinished (ActiveAnimation anim); - - /// - /// Delegate for subscriptions. Faster than using the 'eventReceiver' and allows for multiple receivers. - /// - - public OnFinished onFinished; - - /// - /// Game object on which to call the callback function. - /// - - public GameObject eventReceiver; - - /// - /// Function to call when the animation finishes playing. - /// - - public string callWhenFinished; - - Animation mAnim; - Direction mLastDirection = Direction.Toggle; - Direction mDisableDirection = Direction.Toggle; - bool mNotify = false; - - /// - /// Whether the animation is currently playing. - /// - - public bool isPlaying - { - get - { - if (mAnim == null) return false; - - foreach (AnimationState state in mAnim) - { - if (!mAnim.IsPlaying(state.name)) continue; - - if (mLastDirection == Direction.Forward) - { - if (state.time < state.length) return true; - } - else if (mLastDirection == Direction.Reverse) - { - if (state.time > 0f) return true; - } - else return true; - } - return false; - } - } - - /// - /// Manually reset the active animation to the beginning. - /// - - public void Reset () - { - if (mAnim != null) - { - foreach (AnimationState state in mAnim) - { - if (mLastDirection == Direction.Reverse) state.time = state.length; - else if (mLastDirection == Direction.Forward) state.time = 0f; - } - } - } - - /// - /// Notify the target when the animation finishes playing. - /// - - void Update () - { - float delta = UpdateRealTimeDelta(); - if (delta == 0f) return; - - if (mAnim != null) - { - bool isPlaying = false; - - foreach (AnimationState state in mAnim) - { - if (!mAnim.IsPlaying(state.name)) continue; - float movement = state.speed * delta; - state.time += movement; - - if (movement < 0f) - { - if (state.time > 0f) isPlaying = true; - else state.time = 0f; - } - else - { - if (state.time < state.length) isPlaying = true; - else state.time = state.length; - } - } - - mAnim.Sample(); - if (isPlaying) return; - enabled = false; - - if (mNotify) - { - mNotify = false; - - // Notify the delegate - if (onFinished != null) onFinished(this); - - // Notify the event listener - if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) - { - eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver); - } - - if (mDisableDirection != Direction.Toggle && mLastDirection == mDisableDirection) - { - NGUITools.SetActive(gameObject, false); - } - } - } - else enabled = false; - } - - /// - /// Play the specified animation. - /// - - void Play (string clipName, Direction playDirection) - { - if (mAnim != null) - { - // We will sample the animation manually so that it works when the time is paused - enabled = true; - mAnim.enabled = false; - - // Determine the play direction - if (playDirection == Direction.Toggle) - { - playDirection = (mLastDirection != Direction.Forward) ? Direction.Forward : Direction.Reverse; - } - - bool noName = string.IsNullOrEmpty(clipName); - - // Play the animation if it's not playing already - if (noName) - { - if (!mAnim.isPlaying) mAnim.Play(); - } - else if (!mAnim.IsPlaying(clipName)) - { - mAnim.Play(clipName); - } - - // Update the animation speed based on direction -- forward or back - foreach (AnimationState state in mAnim) - { - if (string.IsNullOrEmpty(clipName) || state.name == clipName) - { - float speed = Mathf.Abs(state.speed); - state.speed = speed * (int)playDirection; - - // Automatically start the animation from the end if it's playing in reverse - if (playDirection == Direction.Reverse && state.time == 0f) state.time = state.length; - else if (playDirection == Direction.Forward && state.time == state.length) state.time = 0f; - } - } - - // Remember the direction for disable checks in Update() - mLastDirection = playDirection; - mNotify = true; - mAnim.Sample(); - } - } - - /// - /// Play the specified animation on the specified object. - /// - - static public ActiveAnimation Play (Animation anim, string clipName, Direction playDirection, - EnableCondition enableBeforePlay, DisableCondition disableCondition) - { - if (!NGUITools.GetActive(anim.gameObject)) - { - // If the object is disabled, don't do anything - if (enableBeforePlay != EnableCondition.EnableThenPlay) return null; - - // Enable the game object before animating it - NGUITools.SetActive(anim.gameObject, true); - - // Refresh all panels right away so that there is no one frame delay - UIPanel[] panels = anim.gameObject.GetComponentsInChildren(); - for (int i = 0, imax = panels.Length; i < imax; ++i) panels[i].Refresh(); - } - - ActiveAnimation aa = anim.GetComponent(); - if (aa == null) aa = anim.gameObject.AddComponent(); - aa.mAnim = anim; - aa.mDisableDirection = (Direction)(int)disableCondition; - aa.eventReceiver = null; - aa.callWhenFinished = null; - aa.onFinished = null; - aa.Play(clipName, playDirection); - return aa; - } - - /// - /// Play the specified animation. - /// - - static public ActiveAnimation Play (Animation anim, string clipName, Direction playDirection) - { - return Play(anim, clipName, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable); - } - - /// - /// Play the specified animation. - /// - - static public ActiveAnimation Play (Animation anim, Direction playDirection) - { - return Play(anim, null, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/ActiveAnimation.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/ActiveAnimation.cs.meta deleted file mode 100644 index e83e760..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/ActiveAnimation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 65ee607e1177db1479c3cbf94cac327e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/AnimationOrTween.cs b/Assets/Libraries/NGUI/Scripts/Internal/AnimationOrTween.cs deleted file mode 100644 index 8fe1994..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/AnimationOrTween.cs +++ /dev/null @@ -1,47 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -namespace AnimationOrTween -{ - public enum Trigger - { - OnClick, - OnHover, - OnPress, - OnHoverTrue, - OnHoverFalse, - OnPressTrue, - OnPressFalse, - OnActivate, - OnActivateTrue, - OnActivateFalse, - OnDoubleClick, - OnSelect, - OnSelectTrue, - OnSelectFalse, - } - - public enum Direction - { - Reverse = -1, - Toggle = 0, - Forward = 1, - } - - public enum EnableCondition - { - DoNothing = 0, - EnableThenPlay, - } - - public enum DisableCondition - { - DisableAfterReverse = -1, - DoNotDisable = 0, - DisableAfterForward = 1, - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Internal/AnimationOrTween.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/AnimationOrTween.cs.meta deleted file mode 100644 index 2d82e69..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/AnimationOrTween.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0249dc991b57a1f4fa6f192e9f4a3883 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BMFont.cs b/Assets/Libraries/NGUI/Scripts/Internal/BMFont.cs deleted file mode 100644 index 9f338da..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BMFont.cs +++ /dev/null @@ -1,131 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ -/// - -[System.Serializable] -public class BMFont -{ - [HideInInspector][SerializeField] int mSize = 0; // How much to move the cursor when moving to the next line - [HideInInspector][SerializeField] int mBase = 0; // Offset from the top of the line to the base of each character - [HideInInspector][SerializeField] int mWidth = 0; // Original width of the texture - [HideInInspector][SerializeField] int mHeight = 0; // Original height of the texture - [HideInInspector][SerializeField] string mSpriteName; - - // List of serialized glyphs - [HideInInspector][SerializeField] List mSaved = new List(); - - // Actual glyphs that we'll be working with are stored in a dictionary, making the lookup faster - Dictionary mDict = new Dictionary(); - - /// - /// Whether the font can be used. - /// - - public bool isValid { get { return (mSaved.Count > 0); } } - - /// - /// Size of this font (for example 32 means 32 pixels). - /// - - public int charSize { get { return mSize; } set { mSize = value; } } - - /// - /// Base offset applied to characters. - /// - - public int baseOffset { get { return mBase; } set { mBase = value; } } - - /// - /// Original width of the texture. - /// - - public int texWidth { get { return mWidth; } set { mWidth = value; } } - - /// - /// Original height of the texture. - /// - - public int texHeight { get { return mHeight; } set { mHeight = value; } } - - /// - /// Number of valid glyphs. - /// - - public int glyphCount { get { return isValid ? mSaved.Count : 0; } } - - /// - /// Original name of the sprite that the font is expecting to find (usually the name of the texture). - /// - - public string spriteName { get { return mSpriteName; } set { mSpriteName = value; } } - - /// - /// Helper function that retrieves the specified glyph, creating it if necessary. - /// - - public BMGlyph GetGlyph (int index, bool createIfMissing) - { - // Get the requested glyph - BMGlyph glyph = null; - - if (mDict.Count == 0) - { - // Populate the dictionary for faster access - for (int i = 0, imax = mSaved.Count; i < imax; ++i) - { - BMGlyph bmg = mSaved[i]; - mDict.Add(bmg.index, bmg); - } - } - - // Saved check is here so that the function call is not needed if it's true - if (!mDict.TryGetValue(index, out glyph) && createIfMissing) - { - glyph = new BMGlyph(); - glyph.index = index; - mSaved.Add(glyph); - mDict.Add(index, glyph); - } - return glyph; - } - - /// - /// Retrieve the specified glyph, if it's present. - /// - - public BMGlyph GetGlyph (int index) { return GetGlyph(index, false); } - - /// - /// Clear the glyphs. - /// - - public void Clear () - { - mDict.Clear(); - mSaved.Clear(); - } - - /// - /// Trim the glyphs, ensuring that they will never go past the specified bounds. - /// - - public void Trim (int xMin, int yMin, int xMax, int yMax) - { - if (isValid) - { - for (int i = 0, imax = mSaved.Count; i < imax; ++i) - { - BMGlyph glyph = mSaved[i]; - if (glyph != null) glyph.Trim(xMin, yMin, xMax, yMax); - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BMFont.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/BMFont.cs.meta deleted file mode 100644 index 3ec610e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BMFont.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9254a456c0f8d064a9f8c8596ce772c3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BMGlyph.cs b/Assets/Libraries/NGUI/Scripts/Internal/BMGlyph.cs deleted file mode 100644 index ed12e70..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BMGlyph.cs +++ /dev/null @@ -1,91 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Glyph structure used by BMFont. For more information see http://www.angelcode.com/products/bmfont/ -/// - -[System.Serializable] -public class BMGlyph -{ - public int index; // Index of this glyph (used by BMFont) - public int x; // Offset from the left side of the texture to the left side of the glyph - public int y; // Offset from the top of the texture to the top of the glyph - public int width; // Glyph's width in pixels - public int height; // Glyph's height in pixels - public int offsetX; // Offset to apply to the cursor's left position before drawing this glyph - public int offsetY; // Offset to apply to the cursor's top position before drawing this glyph - public int advance; // How much to move the cursor after printing this character - public int channel; // Channel mask (in most cases this will be 15 (RGBA, 1+2+4+8) - public List kerning; - - /// - /// Retrieves the special amount by which to adjust the cursor position, given the specified previous character. - /// - - public int GetKerning (int previousChar) - { - if (kerning != null) - { - for (int i = 0, imax = kerning.Count; i < imax; i += 2) - if (kerning[i] == previousChar) - return kerning[i+1]; - } - return 0; - } - - /// - /// Add a new kerning entry to the character (or adjust an existing one). - /// - - public void SetKerning (int previousChar, int amount) - { - if (kerning == null) kerning = new List(); - - for (int i = 0; i < kerning.Count; i += 2) - { - if (kerning[i] == previousChar) - { - kerning[i+1] = amount; - return; - } - } - - kerning.Add(previousChar); - kerning.Add(amount); - } - - /// - /// Trim the glyph, given the specified minimum and maximum dimensions in pixels. - /// - - public void Trim (int xMin, int yMin, int xMax, int yMax) - { - int x1 = x + width; - int y1 = y + height; - - if (x < xMin) - { - int offset = xMin - x; - x += offset; - width -= offset; - offsetX += offset; - } - - if (y < yMin) - { - int offset = yMin - y; - y += offset; - height -= offset; - offsetY += offset; - } - - if (x1 > xMax) width -= x1 - xMax; - if (y1 > yMax) height -= y1 - yMax; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BMGlyph.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/BMGlyph.cs.meta deleted file mode 100644 index 2157ee1..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BMGlyph.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 43133e037305160469507743bfeb73fa -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BMSymbol.cs b/Assets/Libraries/NGUI/Scripts/Internal/BMSymbol.cs deleted file mode 100644 index 36fe35b..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BMSymbol.cs +++ /dev/null @@ -1,94 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Symbols are a sequence of characters such as ":)" that get replaced with a sprite, such as the smiley face. -/// - -[System.Serializable] -public class BMSymbol -{ - public string sequence; - public string spriteName; - - UIAtlas.Sprite mSprite = null; - bool mIsValid = false; - int mLength = 0; - int mOffsetX = 0; // (outer - inner) in pixels - int mOffsetY = 0; // (outer - inner) in pixels - int mWidth = 0; // Symbol's width in pixels (sprite.outer.width) - int mHeight = 0; // Symbol's height in pixels (sprite.outer.height) - int mAdvance = 0; // Symbol's inner width in pixels (sprite.inner.width) - Rect mUV; - - public int length { get { if (mLength == 0) mLength = sequence.Length; return mLength; } } - public int offsetX { get { return mOffsetX; } } - public int offsetY { get { return mOffsetY; } } - public int width { get { return mWidth; } } - public int height { get { return mHeight; } } - public int advance { get { return mAdvance; } } - public Rect uvRect { get { return mUV; } } - - /// - /// Mark this symbol as dirty, clearing the sprite reference. - /// - - public void MarkAsDirty () { mIsValid = false; } - - /// - /// Validate this symbol, given the specified atlas. - /// - - public bool Validate (UIAtlas atlas) - { - if (atlas == null) return false; - -#if UNITY_EDITOR - if (!Application.isPlaying || !mIsValid) -#else - if (!mIsValid) -#endif - { - if (string.IsNullOrEmpty(spriteName)) return false; - - mSprite = (atlas != null) ? atlas.GetSprite(spriteName) : null; - - if (mSprite != null) - { - Texture tex = atlas.texture; - - if (tex == null) - { - mSprite = null; - } - else - { - Rect outer = mSprite.outer; - mUV = outer; - - if (atlas.coordinates == UIAtlas.Coordinates.Pixels) - { - mUV = NGUIMath.ConvertToTexCoords(mUV, tex.width, tex.height); - } - else - { - outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true); - } - - mOffsetX = Mathf.RoundToInt(mSprite.paddingLeft * outer.width); - mOffsetY = Mathf.RoundToInt(mSprite.paddingTop * outer.width); - mWidth = Mathf.RoundToInt(outer.width); - mHeight = Mathf.RoundToInt(outer.height); - mAdvance = Mathf.RoundToInt(outer.width + (mSprite.paddingRight + mSprite.paddingLeft) * outer.width); - mIsValid = true; - } - } - } - return (mSprite != null); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BMSymbol.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/BMSymbol.cs.meta deleted file mode 100644 index 0b8ef28..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BMSymbol.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: bf11dfea9b50b5745b17e71aaccde1c7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BetterList.cs b/Assets/Libraries/NGUI/Scripts/Internal/BetterList.cs deleted file mode 100644 index 80fff6d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BetterList.cs +++ /dev/null @@ -1,304 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// This improved version of the System.Collections.Generic.List that doesn't release the buffer on Clear(), resulting in better performance and less garbage collection. -/// - -public class BetterList -{ -#if UNITY_FLASH - - List mList = new List(); - - /// - /// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size. - /// - - public T this[int i] - { - get { return mList[i]; } - set { mList[i] = value; } - } - - /// - /// Compatibility with the non-flash syntax. - /// - - public List buffer { get { return mList; } } - - /// - /// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it. - /// - - public int size { get { return mList.Count; } } - - /// - /// For 'foreach' functionality. - /// - - public IEnumerator GetEnumerator () { return mList.GetEnumerator(); } - - /// - /// Clear the array by resetting its size to zero. Note that the memory is not actually released. - /// - - public void Clear () { mList.Clear(); } - - /// - /// Clear the array and release the used memory. - /// - - public void Release () { mList.Clear(); } - - /// - /// Add the specified item to the end of the list. - /// - - public void Add (T item) { mList.Add(item); } - - /// - /// Insert an item at the specified index, pushing the entries back. - /// - - public void Insert (int index, T item) { mList.Insert(index, item); } - - /// - /// Returns 'true' if the specified item is within the list. - /// - - public bool Contains (T item) { return mList.Contains(item); } - - /// - /// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index. - /// - - public bool Remove (T item) { return mList.Remove(item); } - - /// - /// Remove an item at the specified index. - /// - - public void RemoveAt (int index) { mList.RemoveAt(index); } - - /// - /// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size. - /// - - public T[] ToArray () { return mList.ToArray(); } - - /// - /// List.Sort equivalent. - /// - - public void Sort (System.Comparison comparer) { mList.Sort(comparer); } - -#else - - /// - /// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size. - /// - - public T[] buffer; - - /// - /// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it. - /// - - public int size = 0; - - /// - /// For 'foreach' functionality. - /// - - public IEnumerator GetEnumerator () - { - if (buffer != null) - { - for (int i = 0; i < size; ++i) - { - yield return buffer[i]; - } - } - } - - /// - /// Convenience function. I recommend using .buffer instead. - /// - - public T this[int i] - { - get { return buffer[i]; } - set { buffer[i] = value; } - } - - /// - /// Helper function that expands the size of the array, maintaining the content. - /// - - void AllocateMore () - { - T[] newList = (buffer != null) ? new T[Mathf.Max(buffer.Length << 1, 32)] : new T[32]; - if (buffer != null && size > 0) buffer.CopyTo(newList, 0); - buffer = newList; - } - - /// - /// Trim the unnecessary memory, resizing the buffer to be of 'Length' size. - /// Call this function only if you are sure that the buffer won't need to resize anytime soon. - /// - - void Trim () - { - if (size > 0) - { - if (size < buffer.Length) - { - T[] newList = new T[size]; - for (int i = 0; i < size; ++i) newList[i] = buffer[i]; - buffer = newList; - } - } - else buffer = null; - } - - /// - /// Clear the array by resetting its size to zero. Note that the memory is not actually released. - /// - - public void Clear () { size = 0; } - - /// - /// Clear the array and release the used memory. - /// - - public void Release () { size = 0; buffer = null; } - - /// - /// Add the specified item to the end of the list. - /// - - public void Add (T item) - { - if (buffer == null || size == buffer.Length) AllocateMore(); - buffer[size++] = item; - } - - /// - /// Insert an item at the specified index, pushing the entries back. - /// - - public void Insert (int index, T item) - { - if (buffer == null || size == buffer.Length) AllocateMore(); - - if (index < size) - { - for (int i = size; i > index; --i) buffer[i] = buffer[i - 1]; - buffer[index] = item; - ++size; - } - else Add(item); - } - - /// - /// Returns 'true' if the specified item is within the list. - /// - - public bool Contains (T item) - { - if (buffer == null) return false; - for (int i = 0; i < size; ++i) if (buffer[i].Equals(item)) return true; - return false; - } - - /// - /// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index. - /// - - public bool Remove (T item) - { - if (buffer != null) - { - EqualityComparer comp = EqualityComparer.Default; - - for (int i = 0; i < size; ++i) - { - if (comp.Equals(buffer[i], item)) - { - --size; - buffer[i] = default(T); - for (int b = i; b < size; ++b) buffer[b] = buffer[b + 1]; - return true; - } - } - } - return false; - } - - /// - /// Remove an item at the specified index. - /// - - public void RemoveAt (int index) - { - if (buffer != null && index < size) - { - --size; - buffer[index] = default(T); - for (int b = index; b < size; ++b) buffer[b] = buffer[b + 1]; - } - } - - /// - /// Remove an item from the end. - /// - - public T Pop () - { - if (buffer != null && size != 0) - { - T val = buffer[--size]; - buffer[size] = default(T); - return val; - } - return default(T); - } - - /// - /// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size. - /// - - public T[] ToArray () { Trim(); return buffer; } - - /// - /// List.Sort equivalent. - /// - - public void Sort (System.Comparison comparer) - { - bool changed = true; - - while (changed) - { - changed = false; - - for (int i = 1; i < size; ++i) - { - if (comparer.Invoke(buffer[i - 1], buffer[i]) > 0) - { - T temp = buffer[i]; - buffer[i] = buffer[i - 1]; - buffer[i - 1] = temp; - changed = true; - } - } - } - } -#endif -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/BetterList.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/BetterList.cs.meta deleted file mode 100644 index 4530eba..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/BetterList.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 06647390effa1ca49a5b31219b23963c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/ByteReader.cs b/Assets/Libraries/NGUI/Scripts/Internal/ByteReader.cs deleted file mode 100644 index e2e502f..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/ByteReader.cs +++ /dev/null @@ -1,166 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Text; -using System.Collections.Generic; - -/// -/// MemoryStream.ReadLine has an interesting oddity: it doesn't always advance the stream's position by the correct amount: -/// http://social.msdn.microsoft.com/Forums/en-AU/Vsexpressvcs/thread/b8f7837b-e396-494e-88e1-30547fcf385f -/// Solution? Custom line reader with the added benefit of not having to use streams at all. -/// - -public class ByteReader -{ - byte[] mBuffer; - int mOffset = 0; - - public ByteReader (byte[] bytes) { mBuffer = bytes; } - public ByteReader (TextAsset asset) { mBuffer = asset.bytes; } - - /// - /// Whether the buffer is readable. - /// - - public bool canRead { get { return (mBuffer != null && mOffset < mBuffer.Length); } } - - /// - /// Read a single line from the buffer. - /// - - static string ReadLine (byte[] buffer, int start, int count) - { -#if UNITY_FLASH - // Encoding.UTF8 is not supported in Flash :( - StringBuilder sb = new StringBuilder(); - - int max = start + count; - - for (int i = start; i < max; ++i) - { - byte byte0 = buffer[i]; - - if ((byte0 & 128) == 0) - { - // If an UCS fits 7 bits, its coded as 0xxxxxxx. This makes ASCII character represented by themselves - sb.Append((char)byte0); - } - else if ((byte0 & 224) == 192) - { - // If an UCS fits 11 bits, it is coded as 110xxxxx 10xxxxxx - if (++i == count) break; - byte byte1 = buffer[i]; - int ch = (byte0 & 31) << 6; - ch |= (byte1 & 63); - sb.Append((char)ch); - } - else if ((byte0 & 240) == 224) - { - // If an UCS fits 16 bits, it is coded as 1110xxxx 10xxxxxx 10xxxxxx - if (++i == count) break; - byte byte1 = buffer[i]; - if (++i == count) break; - byte byte2 = buffer[i]; - - if (byte0 == 0xEF && byte1 == 0xBB && byte2 == 0xBF) - { - // Byte Order Mark -- generally the first 3 bytes in a Windows-saved UTF-8 file. Skip it. - } - else - { - int ch = (byte0 & 15) << 12; - ch |= (byte1 & 63) << 6; - ch |= (byte2 & 63); - sb.Append((char)ch); - } - } - else if ((byte0 & 248) == 240) - { - // If an UCS fits 21 bits, it is coded as 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx - if (++i == count) break; - byte byte1 = buffer[i]; - if (++i == count) break; - byte byte2 = buffer[i]; - if (++i == count) break; - byte byte3 = buffer[i]; - - int ch = (byte0 & 7) << 18; - ch |= (byte1 & 63) << 12; - ch |= (byte2 & 63) << 6; - ch |= (byte3 & 63); - sb.Append((char)ch); - } - } - return sb.ToString(); -#else - return Encoding.UTF8.GetString(buffer, start, count); -#endif - } - - /// - /// Read a single line from the buffer. - /// - - public string ReadLine () - { - int max = mBuffer.Length; - - // Skip empty characters - while (mOffset < max && mBuffer[mOffset] < 32) ++mOffset; - - int end = mOffset; - - if (end < max) - { - for (; ; ) - { - if (end < max) - { - int ch = mBuffer[end++]; - if (ch != '\n' && ch != '\r') continue; - } - else ++end; - - string line = ReadLine(mBuffer, mOffset, end - mOffset - 1); - mOffset = end; - return line; - } - } - mOffset = max; - return null; - } - - /// - /// Assume that the entire file is a collection of key/value pairs. - /// - - public Dictionary ReadDictionary () - { - Dictionary dict = new Dictionary(); - char[] separator = new char[] { '=' }; - - while (canRead) - { - string line = ReadLine(); - if (line == null) break; - if (line.StartsWith("//")) continue; - -#if UNITY_FLASH - string[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries); -#else - string[] split = line.Split(separator, 2, System.StringSplitOptions.RemoveEmptyEntries); -#endif - - if (split.Length == 2) - { - string key = split[0].Trim(); - string val = split[1].Trim().Replace("\\n", "\n"); - dict[key] = val; - } - } - return dict; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/ByteReader.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/ByteReader.cs.meta deleted file mode 100644 index 957d2f5..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/ByteReader.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 69381003764fe1547ae1574f92908a15 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/IgnoreTimeScale.cs b/Assets/Libraries/NGUI/Scripts/Internal/IgnoreTimeScale.cs deleted file mode 100644 index 0fce6af..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/IgnoreTimeScale.cs +++ /dev/null @@ -1,69 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Implements common functionality for monobehaviours that wish to have a timeScale-independent deltaTime. -/// - -[AddComponentMenu("NGUI/Internal/Ignore TimeScale Behaviour")] -public class IgnoreTimeScale : MonoBehaviour -{ - float mRt = 0f; - float mTimeStart = 0f; - float mTimeDelta = 0f; - float mActual = 0f; - bool mTimeStarted = false; - - /// - /// Real time of the last time UpdateRealTimeDelta() was called. - /// - - public float realTime { get { return mRt; } } - - /// - /// Equivalent of Time.deltaTime not affected by timeScale, provided that UpdateRealTimeDelta() was called in the Update(). - /// - - public float realTimeDelta { get { return mTimeDelta; } } - - /// - /// Clear the started flag; - /// - - protected virtual void OnEnable () - { - mTimeStarted = true; - mTimeDelta = 0f; - mTimeStart = Time.realtimeSinceStartup; - } - - /// - /// Update the 'realTimeDelta' parameter. Should be called once per frame. - /// - - protected float UpdateRealTimeDelta () - { - mRt = Time.realtimeSinceStartup; - - if (mTimeStarted) - { - float delta = mRt - mTimeStart; - mActual += Mathf.Max(0f, delta); - mTimeDelta = 0.001f * Mathf.Round(mActual * 1000f); - mActual -= mTimeDelta; - if (mTimeDelta > 1f) mTimeDelta = 1f; - mTimeStart = mRt; - } - else - { - mTimeStarted = true; - mTimeStart = mRt; - mTimeDelta = 0f; - } - return mTimeDelta; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Internal/IgnoreTimeScale.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/IgnoreTimeScale.cs.meta deleted file mode 100644 index 623373c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/IgnoreTimeScale.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7a9b13574e3950e4d94d49ee7a8e2d15 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/Localization.cs b/Assets/Libraries/NGUI/Scripts/Internal/Localization.cs deleted file mode 100644 index dc39190..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/Localization.cs +++ /dev/null @@ -1,234 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -//#define SHOW_REPORT - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Localization manager is able to parse localization information from text assets. -/// Using it is simple: text = Localization.Localize(key), or just add a UILocalize script to your labels. -/// You can switch the language by using Localization.instance.currentLanguage = "French", for example. -/// This will attempt to load the file called "French.txt" in the Resources folder. -/// The localization file should contain key = value pairs, one pair per line. -/// - -[AddComponentMenu("NGUI/Internal/Localization")] -public class Localization : MonoBehaviour -{ - static Localization mInstance; - - /// - /// Whether there is an instance of the localization class present. - /// - - static public bool isActive { get { return mInstance != null; } } - - /// - /// The instance of the localization class. Will create it if one isn't already around. - /// - - static public Localization instance - { - get - { - if (mInstance == null) - { - mInstance = Object.FindObjectOfType(typeof(Localization)) as Localization; - - if (mInstance == null) - { - GameObject go = new GameObject("_Localization"); - DontDestroyOnLoad(go); - mInstance = go.AddComponent(); - } - } - return mInstance; - } - } - - /// - /// Language the localization manager will start with. - /// - - public string startingLanguage = "English"; - - /// - /// Available list of languages. - /// - - public TextAsset[] languages; - - Dictionary mDictionary = new Dictionary(); - string mLanguage; - -#if SHOW_REPORT - BetterList mUsed = new BetterList(); -#endif - - /// - /// Name of the currently active language. - /// - - public string currentLanguage - { - get - { - return mLanguage; - } - set - { - if (mLanguage != value) - { - startingLanguage = value; - - if (!string.IsNullOrEmpty(value)) - { - // Check the referenced assets first - if (languages != null) - { - for (int i = 0, imax = languages.Length; i < imax; ++i) - { - TextAsset asset = languages[i]; - - if (asset != null && asset.name == value) - { - Load(asset); - return; - } - } - } - - // Not a referenced asset -- try to load it dynamically - TextAsset txt = Resources.Load(value, typeof(TextAsset)) as TextAsset; - - if (txt != null) - { - Load(txt); - return; - } - } - - // Either the language is null, or it wasn't found - mDictionary.Clear(); - PlayerPrefs.DeleteKey("Language"); - } - } - } - - /// - /// Determine the starting language. - /// - - void Awake () - { - if (mInstance == null) - { - mInstance = this; - DontDestroyOnLoad(gameObject); - - currentLanguage = PlayerPrefs.GetString("Language", startingLanguage); - - if (string.IsNullOrEmpty(mLanguage) && (languages != null && languages.Length > 0)) - { - currentLanguage = languages[0].name; - } - } - else Destroy(gameObject); - } - - /// - /// Oddly enough... sometimes if there is no OnEnable function in Localization, it can get the Awake call after UILocalize's OnEnable. - /// - - void OnEnable () { if (mInstance == null) mInstance = this; } - -#if SHOW_REPORT - /// - /// It's often useful to be able to tell which keys are used in localization, and which are not. - /// For this to work properly it's advised to play through the entire game and view all localized content before hitting the Stop button. - /// - - void OnDisable () - { - string final = ""; - BetterList full = new BetterList(); - - // Create a list of all the known keys - foreach (KeyValuePair pair in mDictionary) full.Add(pair.Key); - - // Sort the full list - full.Sort(delegate(string s1, string s2) { return s1.CompareTo(s2); }); - - // Create the final string with the localization keys - for (int i = 0; i < full.size; ++i) - { - string key = full[i]; - string val = mDictionary[key].Replace("\n", "\\n"); - if (mUsed.Contains(key)) final += key + " = " + val + "\n"; - else final += "//" + key + " = " + val + "\n"; - } - - // Show the final report in a format that makes it easy to copy/paste into the original localization file - if (!string.IsNullOrEmpty(final)) - Debug.Log("// Localization Report\n\n" + final); - } -#endif - - /// - /// Remove the instance reference. - /// - - void OnDestroy () { if (mInstance == this) mInstance = null; } - - /// - /// Load the specified asset and activate the localization. - /// - - void Load (TextAsset asset) - { -#if SHOW_REPORT - mUsed.Clear(); -#endif - mLanguage = asset.name; - PlayerPrefs.SetString("Language", mLanguage); - ByteReader reader = new ByteReader(asset); - mDictionary = reader.ReadDictionary(); - UIRoot.Broadcast("OnLocalize", this); - } - - /// - /// Localize the specified value. - /// - - public string Get (string key) - { -#if UNITY_EDITOR - if (!Application.isPlaying) return key; -#endif -#if SHOW_REPORT - if (!mUsed.Contains(key)) mUsed.Add(key); -#endif - string val; -#if UNITY_IPHONE || UNITY_ANDROID - if (mDictionary.TryGetValue(key + " Mobile", out val)) return val; -#endif - -#if UNITY_EDITOR - if (mDictionary.TryGetValue(key, out val)) return val; - Debug.LogWarning("Localization key not found: '" + key + "'"); - return key; -#else - return (mDictionary.TryGetValue(key, out val)) ? val : key; -#endif - } - - /// - /// Localize the specified value. - /// - - static public string Localize (string key) { return (instance != null) ? instance.Get(key) : key; } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/Localization.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/Localization.cs.meta deleted file mode 100644 index 30abbb0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/Localization.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c4850261060aea044ae098e8e9979e62 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -300 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/NGUIDebug.cs b/Assets/Libraries/NGUI/Scripts/Internal/NGUIDebug.cs deleted file mode 100644 index 0b08121..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/NGUIDebug.cs +++ /dev/null @@ -1,59 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// This class is meant to be used only internally. It's like Debug.Log, but prints using OnGUI to screen instead. -/// - -[AddComponentMenu("NGUI/Internal/Debug")] -public class NGUIDebug : MonoBehaviour -{ - static List mLines = new List(); - static NGUIDebug mInstance = null; - - static public void Log (string text) - { - if (Application.isPlaying) - { - //Debug.Log(text); - - if (mLines.Count > 20) mLines.RemoveAt(0); - mLines.Add(text); - - if (mInstance == null) - { - GameObject go = new GameObject("_NGUI Debug"); - mInstance = go.AddComponent(); - DontDestroyOnLoad(go); - } - } - else - { - Debug.Log(text); - } - } - - static public void DrawBounds (Bounds b) - { - Vector3 c = b.center; - Vector3 v0 = b.center - b.extents; - Vector3 v1 = b.center + b.extents; - Debug.DrawLine(new Vector3(v0.x, v0.y, c.z), new Vector3(v1.x, v0.y, c.z), Color.red); - Debug.DrawLine(new Vector3(v0.x, v0.y, c.z), new Vector3(v0.x, v1.y, c.z), Color.red); - Debug.DrawLine(new Vector3(v1.x, v0.y, c.z), new Vector3(v1.x, v1.y, c.z), Color.red); - Debug.DrawLine(new Vector3(v0.x, v1.y, c.z), new Vector3(v1.x, v1.y, c.z), Color.red); - } - - void OnGUI() - { - for (int i = 0, imax = mLines.Count; i < imax; ++i) - { - GUILayout.Label(mLines[i]); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Internal/NGUIDebug.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/NGUIDebug.cs.meta deleted file mode 100644 index e40c46a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/NGUIDebug.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ecb9547bf2766f645b5e6046483a6c72 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/NGUIMath.cs b/Assets/Libraries/NGUI/Scripts/Internal/NGUIMath.cs deleted file mode 100644 index 937d0e6..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/NGUIMath.cs +++ /dev/null @@ -1,726 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System; -using System.Collections.Generic; -using System.Text; - -/// -/// Helper class containing generic functions used throughout the UI library. -/// - -static public class NGUIMath -{ - /// - /// Lerp function that doesn't clamp the 'factor' in 0-1 range. - /// - - static public float Lerp (float from, float to, float factor) { return from * (1f - factor) + to * factor; } - - /// - /// Clamp the specified integer to be between 0 and below 'max'. - /// - - static public int ClampIndex (int val, int max) { return (val < 0) ? 0 : (val < max ? val : max - 1); } - - /// - /// Wrap the index using repeating logic, so that for example +1 past the end means index of '1'. - /// - - static public int RepeatIndex (int val, int max) - { - if (max < 1) return 0; - while (val < 0) val += max; - while (val >= max) val -= max; - return val; - } - - /// - /// Ensure that the angle is within -180 to 180 range. - /// - - static public float WrapAngle (float angle) - { - while (angle > 180f) angle -= 360f; - while (angle < -180f) angle += 360f; - return angle; - } - - /// - /// In the shader, equivalent function would be 'fract' - /// - - static public float Wrap01 (float val) { return val - Mathf.FloorToInt(val); } - - /// - /// Convert a hexadecimal character to its decimal value. - /// - - static public int HexToDecimal (char ch) - { - switch (ch) - { - case '0': return 0x0; - case '1': return 0x1; - case '2': return 0x2; - case '3': return 0x3; - case '4': return 0x4; - case '5': return 0x5; - case '6': return 0x6; - case '7': return 0x7; - case '8': return 0x8; - case '9': return 0x9; - case 'a': - case 'A': return 0xA; - case 'b': - case 'B': return 0xB; - case 'c': - case 'C': return 0xC; - case 'd': - case 'D': return 0xD; - case 'e': - case 'E': return 0xE; - case 'f': - case 'F': return 0xF; - } - return 0xF; - } - - /// - /// Convert a single 0-15 value into its hex representation. - /// It's coded because int.ToString(format) syntax doesn't seem to be supported by Unity's Flash. It just silently crashes. - /// - - static public char DecimalToHexChar (int num) - { - if (num > 15) return 'F'; - if (num < 10) return (char)('0' + num); - return (char)('A' + num - 10); - } - - /// - /// Convert a decimal value to its hex representation. - /// It's coded because num.ToString("X6") syntax doesn't seem to be supported by Unity's Flash. It just silently crashes. - /// string.Format("{0,6:X}", num).Replace(' ', '0') doesn't work either. It returns the format string, not the formatted value. - /// - - static public string DecimalToHex (int num) - { - num &= 0xFFFFFF; -#if UNITY_FLASH - StringBuilder sb = new StringBuilder(); - sb.Append(DecimalToHexChar((num >> 20) & 0xF)); - sb.Append(DecimalToHexChar((num >> 16) & 0xF)); - sb.Append(DecimalToHexChar((num >> 12) & 0xF)); - sb.Append(DecimalToHexChar((num >> 8) & 0xF)); - sb.Append(DecimalToHexChar((num >> 4) & 0xF)); - sb.Append(DecimalToHexChar(num & 0xF)); - return sb.ToString(); -#else - return num.ToString("X6"); -#endif - } - - /// - /// Convert the specified color to RGBA32 integer format. - /// - - static public int ColorToInt (Color c) - { - int retVal = 0; - retVal |= Mathf.RoundToInt(c.r * 255f) << 24; - retVal |= Mathf.RoundToInt(c.g * 255f) << 16; - retVal |= Mathf.RoundToInt(c.b * 255f) << 8; - retVal |= Mathf.RoundToInt(c.a * 255f); - return retVal; - } - - /// - /// Convert the specified RGBA32 integer to Color. - /// - - static public Color IntToColor (int val) - { - float inv = 1f / 255f; - Color c = Color.black; - c.r = inv * ((val >> 24) & 0xFF); - c.g = inv * ((val >> 16) & 0xFF); - c.b = inv * ((val >> 8) & 0xFF); - c.a = inv * (val & 0xFF); - return c; - } - - /// - /// Convert the specified integer to a human-readable string representing the binary value. Useful for debugging bytes. - /// - - static public string IntToBinary (int val, int bits) - { - string final = ""; - - for (int i = bits; i > 0; ) - { - if (i == 8 || i == 16 || i == 24) final += " "; - final += ((val & (1 << --i)) != 0) ? '1' : '0'; - } - return final; - } - - /// - /// Convenience conversion function, allowing hex format (0xRrGgBbAa). - /// - - static public Color HexToColor (uint val) - { - return IntToColor((int)val); - } - - /// - /// Convert from top-left based pixel coordinates to bottom-left based UV coordinates. - /// - - static public Rect ConvertToTexCoords (Rect rect, int width, int height) - { - Rect final = rect; - - if (width != 0f && height != 0f) - { - final.xMin = rect.xMin / width; - final.xMax = rect.xMax / width; - final.yMin = 1f - rect.yMax / height; - final.yMax = 1f - rect.yMin / height; - } - return final; - } - - /// - /// Convert from bottom-left based UV coordinates to top-left based pixel coordinates. - /// - - static public Rect ConvertToPixels (Rect rect, int width, int height, bool round) - { - Rect final = rect; - - if (round) - { - final.xMin = Mathf.RoundToInt(rect.xMin * width); - final.xMax = Mathf.RoundToInt(rect.xMax * width); - final.yMin = Mathf.RoundToInt((1f - rect.yMax) * height); - final.yMax = Mathf.RoundToInt((1f - rect.yMin) * height); - } - else - { - final.xMin = rect.xMin * width; - final.xMax = rect.xMax * width; - final.yMin = (1f - rect.yMax) * height; - final.yMax = (1f - rect.yMin) * height; - } - return final; - } - - /// - /// Round the pixel rectangle's dimensions. - /// - - static public Rect MakePixelPerfect (Rect rect) - { - rect.xMin = Mathf.RoundToInt(rect.xMin); - rect.yMin = Mathf.RoundToInt(rect.yMin); - rect.xMax = Mathf.RoundToInt(rect.xMax); - rect.yMax = Mathf.RoundToInt(rect.yMax); - return rect; - } - - /// - /// Round the texture coordinate rectangle's dimensions. - /// - - static public Rect MakePixelPerfect (Rect rect, int width, int height) - { - rect = ConvertToPixels(rect, width, height, true); - rect.xMin = Mathf.RoundToInt(rect.xMin); - rect.yMin = Mathf.RoundToInt(rect.yMin); - rect.xMax = Mathf.RoundToInt(rect.xMax); - rect.yMax = Mathf.RoundToInt(rect.yMax); - return ConvertToTexCoords(rect, width, height); - } - - /// - /// The much-dreaded half-pixel offset of DirectX9: - /// http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/ - /// - - static public Vector3 ApplyHalfPixelOffset (Vector3 pos) - { - RuntimePlatform platform = Application.platform; - - if (platform == RuntimePlatform.WindowsPlayer || - platform == RuntimePlatform.WindowsWebPlayer || - platform == RuntimePlatform.WindowsEditor || - platform == RuntimePlatform.XBOX360) - { - pos.x = pos.x - 0.5f; - pos.y = pos.y + 0.5f; - } - return pos; - } - - /// - /// Per-pixel offset taking scale into consideration. - /// If the scale dimension is an odd number, it won't apply the offset. - /// This is useful for centered sprites. - /// - - static public Vector3 ApplyHalfPixelOffset (Vector3 pos, Vector3 scale) - { - RuntimePlatform platform = Application.platform; - - if (platform == RuntimePlatform.WindowsPlayer || - platform == RuntimePlatform.WindowsWebPlayer || - platform == RuntimePlatform.WindowsEditor || - platform == RuntimePlatform.XBOX360) - { - if (Mathf.RoundToInt(scale.x) == (Mathf.RoundToInt(scale.x * 0.5f) * 2)) pos.x = pos.x - 0.5f; - if (Mathf.RoundToInt(scale.y) == (Mathf.RoundToInt(scale.y * 0.5f) * 2)) pos.y = pos.y + 0.5f; - } - return pos; - } - - /// - /// Constrain 'rect' to be within 'area' as much as possible, returning the Vector2 offset necessary for this to happen. - /// This function is useful when trying to restrict one area (window) to always be within another (viewport). - /// - - static public Vector2 ConstrainRect (Vector2 minRect, Vector2 maxRect, Vector2 minArea, Vector2 maxArea) - { - Vector2 offset = Vector2.zero; - - float contentX = maxRect.x - minRect.x; - float contentY = maxRect.y - minRect.y; - - float areaX = maxArea.x - minArea.x; - float areaY = maxArea.y - minArea.y; - - if (contentX > areaX) - { - float diff = contentX - areaX; - minArea.x -= diff; - maxArea.x += diff; - } - - if (contentY > areaY) - { - float diff = contentY - areaY; - minArea.y -= diff; - maxArea.y += diff; - } - - if (minRect.x < minArea.x) offset.x += minArea.x - minRect.x; - if (maxRect.x > maxArea.x) offset.x -= maxRect.x - maxArea.x; - if (minRect.y < minArea.y) offset.y += minArea.y - minRect.y; - if (maxRect.y > maxArea.y) offset.y -= maxRect.y - maxArea.y; - - return offset; - } - - /// - /// Calculate the 4 corners of a widget taking padding into consideration. - /// - - static public Vector3[] CalculateWidgetCorners (UIWidget w) - { - Vector2 size = w.relativeSize; - Vector2 offset = w.pivotOffset; - Vector4 padding = w.relativePadding; - - float x0 = offset.x * size.x - padding.x; - float y0 = offset.y * size.y + padding.y; - - float x1 = x0 + size.x + padding.x + padding.z; - float y1 = y0 - size.y - padding.y - padding.w; - - Transform wt = w.cachedTransform; - - return new Vector3[] - { - wt.TransformPoint(x0, y0, 0f), - wt.TransformPoint(x0, y1, 0f), - wt.TransformPoint(x1, y1, 0f), - wt.TransformPoint(x1, y0, 0f) - }; - } - - /// - /// Calculate the combined bounds of all widgets attached to the specified game object or its children (in world space). - /// - - static public Bounds CalculateAbsoluteWidgetBounds (Transform trans) - { - UIWidget[] widgets = trans.GetComponentsInChildren() as UIWidget[]; - if (widgets.Length == 0) return new Bounds(trans.position, Vector3.zero); - - Vector3 vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); - Vector3 vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue); - Vector3 v; - - for (int i = 0, imax = widgets.Length; i < imax; ++i) - { - UIWidget w = widgets[i]; - if (!w.enabled) continue; - - Vector2 size = w.relativeSize; - Vector2 offset = w.pivotOffset; - float x = (offset.x + 0.5f) * size.x; - float y = (offset.y - 0.5f) * size.y; - size *= 0.5f; - - Transform wt = w.cachedTransform; - - v = wt.TransformPoint(new Vector3(x - size.x, y - size.y, 0f)); - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - - v = wt.TransformPoint(new Vector3(x - size.x, y + size.y, 0f)); - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - - v = wt.TransformPoint(new Vector3(x + size.x, y - size.y, 0f)); - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - - v = wt.TransformPoint(new Vector3(x + size.x, y + size.y, 0f)); - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - } - - Bounds b = new Bounds(vMin, Vector3.zero); - b.Encapsulate(vMax); - return b; - } - - /// - /// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space). - /// - - static public Bounds CalculateRelativeWidgetBounds (Transform root, Transform child) - { - UIWidget[] widgets = child.GetComponentsInChildren() as UIWidget[]; - - if (widgets.Length > 0) - { - Vector3 vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); - Vector3 vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue); - - Matrix4x4 toLocal = root.worldToLocalMatrix; - bool isSet = false; - - for (int i = 0, imax = widgets.Length; i < imax; ++i) - { - UIWidget w = widgets[i]; - if (!w.enabled) continue; - - Vector2 size = w.relativeSize; - Vector2 offset = w.pivotOffset; - Transform toWorld = w.cachedTransform; - - float x = (offset.x + 0.5f) * size.x; - float y = (offset.y - 0.5f) * size.y; - size *= 0.5f; - - // Start with the corner of the widget - Vector3 v = new Vector3(x - size.x, y - size.y, 0f); - - // Transform the coordinate from relative-to-widget to world space - v = toWorld.TransformPoint(v); - - // Now transform from world space to relative-to-parent space - v = toLocal.MultiplyPoint3x4(v); - - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - - // Repeat for the other 3 corners - v = new Vector3(x - size.x, y + size.y, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - - v = new Vector3(x + size.x, y - size.y, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - - v = new Vector3(x + size.x, y + size.y, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - - vMax = Vector3.Max(v, vMax); - vMin = Vector3.Min(v, vMin); - isSet = true; - } - - if (isSet) - { - Bounds b = new Bounds(vMin, Vector3.zero); - b.Encapsulate(vMax); - return b; - } - } - return new Bounds(Vector3.zero, Vector3.zero); - } - - /// - /// Convenience function. - /// - - static public Bounds CalculateRelativeInnerBounds (Transform root, UISprite sprite) - { - if (sprite.type == UISprite.Type.Sliced) - { - Matrix4x4 toLocal = root.worldToLocalMatrix; - Vector2 size = sprite.relativeSize; - Vector2 offset = sprite.pivotOffset; - Transform toWorld = sprite.cachedTransform; - - float x = (offset.x + 0.5f) * size.x; - float y = (offset.y - 0.5f) * size.y; - size *= 0.5f; - - float sx = toWorld.localScale.x; - float sy = toWorld.localScale.y; - - // Get the border in pixels - Vector4 border = sprite.border; - - // Convert pixels to relative coordinates - if (sx != 0f) - { - border.x /= sx; - border.z /= sx; - } - - if (sy != 0f) - { - border.y /= sy; - border.w /= sy; - } - - // Calculate the relative dimensions - float left = x - size.x + border.x; - float right = x + size.x - border.z; - float top = y - size.y + border.y; - float bottom = y + size.y - border.w; - - // Start with the corner of the widget - Vector3 v = new Vector3(left, top, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - Bounds b = new Bounds(v, Vector3.zero); - - // Repeat for the other 3 corners - v = new Vector3(left, bottom, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - b.Encapsulate(v); - - v = new Vector3(right, bottom, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - b.Encapsulate(v); - - v = new Vector3(right, top, 0f); - v = toWorld.TransformPoint(v); - v = toLocal.MultiplyPoint3x4(v); - b.Encapsulate(v); - return b; - } - return CalculateRelativeWidgetBounds(root, sprite.cachedTransform); - } - - /// - /// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space). - /// - - static public Bounds CalculateRelativeWidgetBounds (Transform trans) - { - return CalculateRelativeWidgetBounds(trans, trans); - } - - /// - /// This code is not framerate-independent: - /// - /// target.position += velocity; - /// velocity = Vector3.Lerp(velocity, Vector3.zero, Time.deltaTime * 9f); - /// - /// But this code is: - /// - /// target.position += NGUIMath.SpringDampen(ref velocity, 9f, Time.deltaTime); - /// - - static public Vector3 SpringDampen (ref Vector3 velocity, float strength, float deltaTime) - { - if (deltaTime > 1f) deltaTime = 1f; - float dampeningFactor = 1f - strength * 0.001f; - int ms = Mathf.RoundToInt(deltaTime * 1000f); - float totalDampening = Mathf.Pow(dampeningFactor, ms); - Vector3 vTotal = velocity * ((totalDampening - 1f) / Mathf.Log(dampeningFactor)); - velocity = velocity * totalDampening; - return vTotal * 0.06f; - } - - /// - /// Same as the Vector3 version, it's a framerate-independent Lerp. - /// - - static public Vector2 SpringDampen (ref Vector2 velocity, float strength, float deltaTime) - { - if (deltaTime > 1f) deltaTime = 1f; - float dampeningFactor = 1f - strength * 0.001f; - int ms = Mathf.RoundToInt(deltaTime * 1000f); - float totalDampening = Mathf.Pow(dampeningFactor, ms); - Vector2 vTotal = velocity * ((totalDampening - 1f) / Mathf.Log(dampeningFactor)); - velocity = velocity * totalDampening; - return vTotal * 0.06f; - } - - /// - /// Calculate how much to interpolate by. - /// - - static public float SpringLerp (float strength, float deltaTime) - { - if (deltaTime > 1f) deltaTime = 1f; - int ms = Mathf.RoundToInt(deltaTime * 1000f); - deltaTime = 0.001f * strength; - float cumulative = 0f; - for (int i = 0; i < ms; ++i) cumulative = Mathf.Lerp(cumulative, 1f, deltaTime); - return cumulative; - } - - /// - /// Mathf.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is. - /// - - static public float SpringLerp (float from, float to, float strength, float deltaTime) - { - if (deltaTime > 1f) deltaTime = 1f; - int ms = Mathf.RoundToInt(deltaTime * 1000f); - deltaTime = 0.001f * strength; - for (int i = 0; i < ms; ++i) from = Mathf.Lerp(from, to, deltaTime); - return from; - } - - /// - /// Vector2.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is. - /// - - static public Vector2 SpringLerp (Vector2 from, Vector2 to, float strength, float deltaTime) - { - return Vector2.Lerp(from, to, SpringLerp(strength, deltaTime)); - } - - /// - /// Vector3.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is. - /// - - static public Vector3 SpringLerp (Vector3 from, Vector3 to, float strength, float deltaTime) - { - return Vector3.Lerp(from, to, SpringLerp(strength, deltaTime)); - } - - /// - /// Quaternion.Slerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is. - /// - - static public Quaternion SpringLerp (Quaternion from, Quaternion to, float strength, float deltaTime) - { - return Quaternion.Slerp(from, to, SpringLerp(strength, deltaTime)); - } - - /// - /// Since there is no Mathf.RotateTowards... - /// - - static public float RotateTowards (float from, float to, float maxAngle) - { - float diff = WrapAngle(to - from); - if (Mathf.Abs(diff) > maxAngle) diff = maxAngle * Mathf.Sign(diff); - return from + diff; - } - - /// - /// Determine the distance from the specified point to the line segment. - /// - - static float DistancePointToLineSegment (Vector2 point, Vector2 a, Vector2 b) - { - float l2 = (b - a).sqrMagnitude; - if (l2 == 0f) return (point - a).magnitude; - float t = Vector2.Dot(point - a, b - a) / l2; - if (t < 0f) return (point - a).magnitude; - else if (t > 1f) return (point - b).magnitude; - Vector2 projection = a + t * (b - a); - return (point - projection).magnitude; - } - - /// - /// Determine the distance from the mouse position to the screen space rectangle specified by the 4 points. - /// - - static public float DistanceToRectangle (Vector2[] screenPoints, Vector2 mousePos) - { - bool oddNodes = false; - int j = 4; - - for (int i = 0; i < 5; i++) - { - Vector3 v0 = screenPoints[NGUIMath.RepeatIndex(i, 4)]; - Vector3 v1 = screenPoints[NGUIMath.RepeatIndex(j, 4)]; - - if ((v0.y > mousePos.y) != (v1.y > mousePos.y)) - { - if (mousePos.x < (v1.x - v0.x) * (mousePos.y - v0.y) / (v1.y - v0.y) + v0.x) - { - oddNodes = !oddNodes; - } - } - j = i; - } - - if (!oddNodes) - { - float dist, closestDist = -1f; - - for (int i = 0; i < 4; i++) - { - Vector3 v0 = screenPoints[i]; - Vector3 v1 = screenPoints[NGUIMath.RepeatIndex(i + 1, 4)]; - - dist = DistancePointToLineSegment(mousePos, v0, v1); - - if (dist < closestDist || closestDist < 0f) closestDist = dist; - } - return closestDist; - } - else return 0f; - } - - /// - /// Determine the distance from the mouse position to the world rectangle specified by the 4 points. - /// - - static public float DistanceToRectangle (Vector3[] worldPoints, Vector2 mousePos, Camera cam) - { - Vector2[] screenPoints = new Vector2[4]; - for (int i = 0; i < 4; ++i) - screenPoints[i] = cam.WorldToScreenPoint(worldPoints[i]); - return DistanceToRectangle(screenPoints, mousePos); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/NGUIMath.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/NGUIMath.cs.meta deleted file mode 100644 index 8d07451..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/NGUIMath.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 24438193675d223439c8b044419aab8c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/NGUITools.cs b/Assets/Libraries/NGUI/Scripts/Internal/NGUITools.cs deleted file mode 100644 index eec7b5d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/NGUITools.cs +++ /dev/null @@ -1,855 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System; -using System.Collections.Generic; -using System.IO; -using System.Reflection; - -/// -/// Helper class containing generic functions used throughout the UI library. -/// - -static public class NGUITools -{ - static AudioListener mListener; - - static bool mLoaded = false; - static float mGlobalVolume = 1f; - - /// - /// Globally accessible volume affecting all sounds played via NGUITools.PlaySound(). - /// - - static public float soundVolume - { - get - { - if (!mLoaded) - { - mLoaded = true; - mGlobalVolume = PlayerPrefs.GetFloat("Sound", 1f); - } - return mGlobalVolume; - } - set - { - if (mGlobalVolume != value) - { - mLoaded = true; - mGlobalVolume = value; - PlayerPrefs.SetFloat("Sound", value); - } - } - } - - /// - /// Helper function -- whether the disk access is allowed. - /// - - static public bool fileAccess - { - get - { - return Application.platform != RuntimePlatform.WindowsWebPlayer && - Application.platform != RuntimePlatform.OSXWebPlayer; - } - } - - /// - /// Play the specified audio clip. - /// - - static public AudioSource PlaySound (AudioClip clip) { return PlaySound(clip, 1f, 1f); } - - /// - /// Play the specified audio clip with the specified volume. - /// - - static public AudioSource PlaySound (AudioClip clip, float volume) { return PlaySound(clip, volume, 1f); } - - /// - /// Play the specified audio clip with the specified volume and pitch. - /// - - static public AudioSource PlaySound (AudioClip clip, float volume, float pitch) - { - volume *= soundVolume; - - if (clip != null && volume > 0.01f) - { - if (mListener == null) - { - mListener = GameObject.FindObjectOfType(typeof(AudioListener)) as AudioListener; - - if (mListener == null) - { - Camera cam = Camera.main; - if (cam == null) cam = GameObject.FindObjectOfType(typeof(Camera)) as Camera; - if (cam != null) mListener = cam.gameObject.AddComponent(); - } - } - - if (mListener != null && mListener.enabled && NGUITools.GetActive(mListener.gameObject)) - { - AudioSource source = mListener.audio; - if (source == null) source = mListener.gameObject.AddComponent(); - source.pitch = pitch; - source.PlayOneShot(clip, volume); - return source; - } - } - return null; - } - - /// - /// New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead. - /// - - static public WWW OpenURL (string url) - { -#if UNITY_FLASH - Debug.LogError("WWW is not yet implemented in Flash"); - return null; -#else - WWW www = null; - try { www = new WWW(url); } - catch (System.Exception ex) { Debug.LogError(ex.Message); } - return www; -#endif - } - - /// - /// New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead. - /// - - static public WWW OpenURL (string url, WWWForm form) - { - if (form == null) return OpenURL(url); -#if UNITY_FLASH - Debug.LogError("WWW is not yet implemented in Flash"); - return null; -#else - WWW www = null; - try { www = new WWW(url, form); } - catch (System.Exception ex) { Debug.LogError(ex != null ? ex.Message : ""); } - return www; -#endif - } - - /// - /// Same as Random.Range, but the returned value is between min and max, inclusive. - /// Unity's Random.Range is less than max instead, unless min == max. - /// This means Range(0,1) produces 0 instead of 0 or 1. That's unacceptable. - /// - - static public int RandomRange (int min, int max) - { - if (min == max) return min; - return UnityEngine.Random.Range(min, max + 1); - } - - /// - /// Returns the hierarchy of the object in a human-readable format. - /// - - static public string GetHierarchy (GameObject obj) - { - string path = obj.name; - - while (obj.transform.parent != null) - { - obj = obj.transform.parent.gameObject; - path = obj.name + "/" + path; - } - return "\"" + path + "\""; - } - - /// - /// Parse a RrGgBb color encoded in the string. - /// - - static public Color ParseColor (string text, int offset) - { - int r = (NGUIMath.HexToDecimal(text[offset]) << 4) | NGUIMath.HexToDecimal(text[offset + 1]); - int g = (NGUIMath.HexToDecimal(text[offset + 2]) << 4) | NGUIMath.HexToDecimal(text[offset + 3]); - int b = (NGUIMath.HexToDecimal(text[offset + 4]) << 4) | NGUIMath.HexToDecimal(text[offset + 5]); - float f = 1f / 255f; - return new Color(f * r, f * g, f * b); - } - - /// - /// The reverse of ParseColor -- encodes a color in RrGgBb format. - /// - - static public string EncodeColor (Color c) - { - int i = 0xFFFFFF & (NGUIMath.ColorToInt(c) >> 8); - return NGUIMath.DecimalToHex(i); - } - - static Color mInvisible = new Color(0f, 0f, 0f, 0f); - - /// - /// Parse an embedded symbol, such as [FFAA00] (set color) or [-] (undo color change) - /// - - static public int ParseSymbol (string text, int index, List colors, bool premultiply) - { - int length = text.Length; - - if (index + 2 < length) - { - if (text[index + 1] == '-') - { - if (text[index + 2] == ']') - { - if (colors != null && colors.Count > 1) colors.RemoveAt(colors.Count - 1); - return 3; - } - } - else if (index + 7 < length) - { - if (text[index + 7] == ']') - { - if (colors != null) - { - Color c = ParseColor(text, index + 1); - - if (EncodeColor(c) != text.Substring(index + 1, 6).ToUpper()) - return 0; - - c.a = colors[colors.Count - 1].a; - if (premultiply && c.a != 1f) - c = Color.Lerp(mInvisible, c, c.a); - - colors.Add(c); - } - return 8; - } - } - } - return 0; - } - - /// - /// Runs through the specified string and removes all color-encoding symbols. - /// - - static public string StripSymbols (string text) - { - if (text != null) - { - for (int i = 0, imax = text.Length; i < imax; ) - { - char c = text[i]; - - if (c == '[') - { - int retVal = ParseSymbol(text, i, null, false); - - if (retVal > 0) - { - text = text.Remove(i, retVal); - imax = text.Length; - continue; - } - } - ++i; - } - } - return text; - } - - /// - /// Find all active objects of specified type. - /// - - static public T[] FindActive () where T : Component - { -#if UNITY_3_5 || UNITY_4_0 - return GameObject.FindSceneObjectsOfType(typeof(T)) as T[]; -#else - return GameObject.FindObjectsOfType(typeof(T)) as T[]; -#endif - } - - /// - /// Find the camera responsible for drawing the objects on the specified layer. - /// - - static public Camera FindCameraForLayer (int layer) - { - int layerMask = 1 << layer; - - Camera[] cameras = NGUITools.FindActive(); - - for (int i = 0, imax = cameras.Length; i < imax; ++i) - { - Camera cam = cameras[i]; - - if ((cam.cullingMask & layerMask) != 0) - { - return cam; - } - } - return null; - } - - /// - /// Add a collider to the game object containing one or more widgets. - /// - - static public BoxCollider AddWidgetCollider (GameObject go) - { - if (go != null) - { - Collider col = go.GetComponent(); - BoxCollider box = col as BoxCollider; - - if (box == null) - { - if (col != null) - { - if (Application.isPlaying) GameObject.Destroy(col); - else GameObject.DestroyImmediate(col); - } - box = go.AddComponent(); - } - - int depth = NGUITools.CalculateNextDepth(go); - - Bounds b = NGUIMath.CalculateRelativeWidgetBounds(go.transform); - box.isTrigger = true; - box.center = b.center + Vector3.back * (depth * 0.25f); - box.size = new Vector3(b.size.x, b.size.y, 0f); - return box; - } - return null; - } - - /// - /// Helper function that returns the string name of the type. - /// - - static public string GetName () where T : Component - { - string s = typeof(T).ToString(); - if (s.StartsWith("UI")) s = s.Substring(2); - else if (s.StartsWith("UnityEngine.")) s = s.Substring(12); - return s; - } - - /// - /// Add a new child game object. - /// - - static public GameObject AddChild (GameObject parent) - { - GameObject go = new GameObject(); - - if (parent != null) - { - Transform t = go.transform; - t.parent = parent.transform; - t.localPosition = Vector3.zero; - t.localRotation = Quaternion.identity; - t.localScale = Vector3.one; - go.layer = parent.layer; - } - return go; - } - - /// - /// Instantiate an object and add it to the specified parent. - /// - - static public GameObject AddChild (GameObject parent, GameObject prefab) - { - GameObject go = GameObject.Instantiate(prefab) as GameObject; - - if (go != null && parent != null) - { - Transform t = go.transform; - t.parent = parent.transform; - t.localPosition = Vector3.zero; - t.localRotation = Quaternion.identity; - t.localScale = Vector3.one; - go.layer = parent.layer; - } - return go; - } - - /// - /// Gathers all widgets and calculates the depth for the next widget. - /// - - static public int CalculateNextDepth (GameObject go) - { - int depth = -1; - UIWidget[] widgets = go.GetComponentsInChildren(); - for (int i = 0, imax = widgets.Length; i < imax; ++i) depth = Mathf.Max(depth, widgets[i].depth); - return depth + 1; - } - - /// - /// Add a child object to the specified parent and attaches the specified script to it. - /// - - static public T AddChild (GameObject parent) where T : Component - { - GameObject go = AddChild(parent); - go.name = GetName(); - return go.AddComponent(); - } - - /// - /// Add a new widget of specified type. - /// - - static public T AddWidget (GameObject go) where T : UIWidget - { - int depth = CalculateNextDepth(go); - - // Create the widget and place it above other widgets - T widget = AddChild(go); - widget.depth = depth; - - // Clear the local transform - Transform t = widget.transform; - t.localPosition = Vector3.zero; - t.localRotation = Quaternion.identity; - t.localScale = new Vector3(100f, 100f, 1f); - widget.gameObject.layer = go.layer; - return widget; - } - - /// - /// Add a sprite appropriate for the specified atlas sprite. - /// It will be sliced if the sprite has an inner rect, and a regular sprite otherwise. - /// - - static public UISprite AddSprite (GameObject go, UIAtlas atlas, string spriteName) - { - UIAtlas.Sprite sp = (atlas != null) ? atlas.GetSprite(spriteName) : null; - UISprite sprite = AddWidget(go); - sprite.type = (sp == null || sp.inner == sp.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced; - sprite.atlas = atlas; - sprite.spriteName = spriteName; - return sprite; - } - - /// - /// Get the rootmost object of the specified game object. - /// - - static public GameObject GetRoot (GameObject go) - { - Transform t = go.transform; - - for (; ; ) - { - Transform parent = t.parent; - if (parent == null) break; - t = parent; - } - return t.gameObject; - } - - /// - /// Finds the specified component on the game object or one of its parents. - /// - - static public T FindInParents (GameObject go) where T : Component - { - if (go == null) return null; - object comp = go.GetComponent(); - - if (comp == null) - { - Transform t = go.transform.parent; - - while (t != null && comp == null) - { - comp = t.gameObject.GetComponent(); - t = t.parent; - } - } - return (T)comp; - } - - /// - /// Destroy the specified object, immediately if in edit mode. - /// - - static public void Destroy (UnityEngine.Object obj) - { - if (obj != null) - { - if (Application.isPlaying) - { - if (obj is GameObject) - { - GameObject go = obj as GameObject; - go.transform.parent = null; - } - - UnityEngine.Object.Destroy(obj); - } - else UnityEngine.Object.DestroyImmediate(obj); - } - } - - /// - /// Destroy the specified object immediately, unless not in the editor, in which case the regular Destroy is used instead. - /// - - static public void DestroyImmediate (UnityEngine.Object obj) - { - if (obj != null) - { - if (Application.isEditor) UnityEngine.Object.DestroyImmediate(obj); - else UnityEngine.Object.Destroy(obj); - } - } - - /// - /// Call the specified function on all objects in the scene. - /// - - static public void Broadcast (string funcName) - { - GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; - for (int i = 0, imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, SendMessageOptions.DontRequireReceiver); - } - - /// - /// Call the specified function on all objects in the scene. - /// - - static public void Broadcast (string funcName, object param) - { - GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; - for (int i = 0, imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, param, SendMessageOptions.DontRequireReceiver); - } - - /// - /// Determines whether the 'parent' contains a 'child' in its hierarchy. - /// - - static public bool IsChild (Transform parent, Transform child) - { - if (parent == null || child == null) return false; - - while (child != null) - { - if (child == parent) return true; - child = child.parent; - } - return false; - } - - /// - /// Activate the specified object and all of its children. - /// - - static void Activate (Transform t) - { - SetActiveSelf(t.gameObject, true); - - // Prior to Unity 4, active state was not nested. It was possible to have an enabled child of a disabled object. - // Unity 4 onwards made it so that the state is nested, and a disabled parent results in a disabled child. -#if UNITY_3_5 - for (int i = 0, imax = t.GetChildCount(); i < imax; ++i) - { - Transform child = t.GetChild(i); - Activate(child); - } -#else - // If there is even a single enabled child, then we're using a Unity 4.0-based nested active state scheme. - for (int i = 0, imax = t.childCount; i < imax; ++i) - { - Transform child = t.GetChild(i); - if (child.gameObject.activeSelf) return; - } - - // If this point is reached, then all the children are disabled, so we must be using a Unity 3.5-based active state scheme. - for (int i = 0, imax = t.childCount; i < imax; ++i) - { - Transform child = t.GetChild(i); - Activate(child); - } -#endif - } - - /// - /// Deactivate the specified object and all of its children. - /// - - static void Deactivate (Transform t) - { -#if UNITY_3_5 - for (int i = 0, imax = t.GetChildCount(); i < imax; ++i) - { - Transform child = t.GetChild(i); - Deactivate(child); - } -#endif - SetActiveSelf(t.gameObject, false); - } - - /// - /// SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled - /// and it tries to find a panel on its parent. - /// - - static public void SetActive (GameObject go, bool state) - { - if (state) - { - Activate(go.transform); - } - else - { - Deactivate(go.transform); - } - } - - /// - /// Activate or deactivate children of the specified game object without changing the active state of the object itself. - /// - - static public void SetActiveChildren (GameObject go, bool state) - { - Transform t = go.transform; - - if (state) - { - for (int i = 0, imax = t.childCount; i < imax; ++i) - { - Transform child = t.GetChild(i); - Activate(child); - } - } - else - { - for (int i = 0, imax = t.childCount; i < imax; ++i) - { - Transform child = t.GetChild(i); - Deactivate(child); - } - } - } - - /// - /// Unity4 has changed GameObject.active to GameObject.activeself. - /// - - static public bool GetActive(GameObject go) - { -#if UNITY_3_5 - return go && go.active; -#else - return go && go.activeInHierarchy; -#endif - } - - /// - /// Unity4 has changed GameObject.active to GameObject.SetActive. - /// - - static public void SetActiveSelf(GameObject go, bool state) - { -#if UNITY_3_5 - go.active = state; -#else - go.SetActive(state); -#endif - } - - /// - /// Recursively set the game object's layer. - /// - - static public void SetLayer (GameObject go, int layer) - { - go.layer = layer; - - Transform t = go.transform; - - for (int i = 0, imax = t.childCount; i < imax; ++i) - { - Transform child = t.GetChild(i); - SetLayer(child.gameObject, layer); - } - } - - /// - /// Helper function used to make the vector use integer numbers. - /// - - static public Vector3 Round (Vector3 v) - { - v.x = Mathf.Round(v.x); - v.y = Mathf.Round(v.y); - v.z = Mathf.Round(v.z); - return v; - } - - /// - /// Make the specified selection pixel-perfect. - /// - - static public void MakePixelPerfect (Transform t) - { - UIWidget w = t.GetComponent(); - - if (w != null) - { - w.MakePixelPerfect(); - } - else - { - t.localPosition = Round(t.localPosition); - t.localScale = Round(t.localScale); - - for (int i = 0, imax = t.childCount; i < imax; ++i) - { - MakePixelPerfect(t.GetChild(i)); - } - } - } - - /// - /// Save the specified binary data into the specified file. - /// - - static public bool Save (string fileName, byte[] bytes) - { -#if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO - return false; -#else - if (!NGUITools.fileAccess) return false; - - string path = Application.persistentDataPath + "/" + fileName; - - if (bytes == null) - { - if (File.Exists(path)) File.Delete(path); - return true; - } - - FileStream file = null; - - try - { - file = File.Create(path); - } - catch (System.Exception ex) - { - NGUIDebug.Log(ex.Message); - return false; - } - - file.Write(bytes, 0, bytes.Length); - file.Close(); - return true; -#endif - } - - /// - /// Load all binary data from the specified file. - /// - - static public byte[] Load (string fileName) - { -#if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO - return null; -#else - if (!NGUITools.fileAccess) return null; - - string path = Application.persistentDataPath + "/" + fileName; - - if (File.Exists(path)) - { - return File.ReadAllBytes(path); - } - return null; -#endif - } - - /// - /// Pre-multiply shaders result in a black outline if this operation is done in the shader. It's better to do it outside. - /// - - static public Color ApplyPMA (Color c) - { - if (c.a != 1f) - { - c.r *= c.a; - c.g *= c.a; - c.b *= c.a; - } - return c; - } - - /// - /// Inform all widgets underneath the specified object that the parent has changed. - /// - - static public void MarkParentAsChanged (GameObject go) - { - UIWidget[] widgets = go.GetComponentsInChildren(); - for (int i = 0, imax = widgets.Length; i < imax; ++i) - widgets[i].ParentHasChanged(); - } - - /// - /// Clipboard access via reflection. - /// http://answers.unity3d.com/questions/266244/how-can-i-add-copypaste-clipboard-support-to-my-ga.html - /// - -#if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO - /// - /// Access to the clipboard is not supported on this platform. - /// - - public static string clipboard - { - get { return null; } - set { } - } -#else - static PropertyInfo mSystemCopyBuffer = null; - static PropertyInfo GetSystemCopyBufferProperty () - { - if (mSystemCopyBuffer == null) - { - Type gui = typeof(GUIUtility); - mSystemCopyBuffer = gui.GetProperty("systemCopyBuffer", BindingFlags.Static | BindingFlags.NonPublic); - } - return mSystemCopyBuffer; - } - - /// - /// Access to the clipboard via a hacky method of accessing Unity's internals. Won't work in the web player. - /// - - public static string clipboard - { - get - { - PropertyInfo copyBuffer = GetSystemCopyBufferProperty(); - return (copyBuffer != null) ? (string)copyBuffer.GetValue(null, null) : null; - } - set - { - PropertyInfo copyBuffer = GetSystemCopyBufferProperty(); - if (copyBuffer != null) copyBuffer.SetValue(null, value, null); - } - } -#endif -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/NGUITools.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/NGUITools.cs.meta deleted file mode 100644 index 75171b8..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/NGUITools.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f0956b9fe87fb4d43ad76a06b9b0b3a1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/SpringPanel.cs b/Assets/Libraries/NGUI/Scripts/Internal/SpringPanel.cs deleted file mode 100644 index 211fb3e..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/SpringPanel.cs +++ /dev/null @@ -1,89 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Similar to SpringPosition, but also moves the panel's clipping. Works in local coordinates. -/// - -[RequireComponent(typeof(UIPanel))] -[AddComponentMenu("NGUI/Internal/Spring Panel")] -public class SpringPanel : IgnoreTimeScale -{ - public Vector3 target = Vector3.zero; - public float strength = 10f; - - public delegate void OnFinished (); - public OnFinished onFinished; - - UIPanel mPanel; - Transform mTrans; - float mThreshold = 0f; - UIDraggablePanel mDrag; - - /// - /// Cache the transform. - /// - - void Start () - { - mPanel = GetComponent(); - mDrag = GetComponent(); - mTrans = transform; - } - - /// - /// Advance toward the target position. - /// - - void Update () - { - float delta = UpdateRealTimeDelta(); - - if (mThreshold == 0f) - { - mThreshold = (target - mTrans.localPosition).magnitude * 0.005f; - mThreshold = Mathf.Max(mThreshold, 0.00001f); - } - - bool trigger = false; - Vector3 before = mTrans.localPosition; - Vector3 after = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, delta); - - if (mThreshold >= Vector3.Magnitude(after - target)) - { - after = target; - enabled = false; - trigger = true; - } - mTrans.localPosition = after; - - Vector3 offset = after - before; - Vector4 cr = mPanel.clipRange; - cr.x -= offset.x; - cr.y -= offset.y; - mPanel.clipRange = cr; - - if (mDrag != null) mDrag.UpdateScrollbars(false); - if (trigger && onFinished != null) onFinished(); - } - - /// - /// Start the tweening process. - /// - - static public SpringPanel Begin (GameObject go, Vector3 pos, float strength) - { - SpringPanel sp = go.GetComponent(); - if (sp == null) sp = go.AddComponent(); - sp.target = pos; - sp.strength = strength; - sp.onFinished = null; - sp.mThreshold = 0f; - sp.enabled = true; - return sp; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/SpringPanel.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/SpringPanel.cs.meta deleted file mode 100644 index a11acbf..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/SpringPanel.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: be10cbaaf1096094ca8285024d49002e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIDrawCall.cs b/Assets/Libraries/NGUI/Scripts/Internal/UIDrawCall.cs deleted file mode 100644 index 8f4db64..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIDrawCall.cs +++ /dev/null @@ -1,359 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// This is an internally-created script used by the UI system. You shouldn't be attaching it manually. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/Internal/Draw Call")] -public class UIDrawCall : MonoBehaviour -{ - public enum Clipping - { - None, - HardClip, // Obsolete. Used to use clip() but it's not supported by some devices. - AlphaClip, // Adjust the alpha, compatible with all devices - SoftClip, // Alpha-based clipping with a softened edge - } - - Transform mTrans; // Cached transform - Material mSharedMat; // Material used by this screen - Mesh mMesh0; // First generated mesh - Mesh mMesh1; // Second generated mesh - MeshFilter mFilter; // Mesh filter for this draw call - MeshRenderer mRen; // Mesh renderer for this screen - Clipping mClipping; // Clipping mode - Vector4 mClipRange; // Clipping, if used - Vector2 mClipSoft; // Clipping softness - Material mMat; // Instantiated material - Material mDepthMat; // Depth-writing material, created if necessary - int[] mIndices; // Cached indices - - bool mUseDepth = false; - bool mReset = true; - bool mEven = true; - int mDepth = 0; - - /// - /// Whether an additional pass will be created to render the geometry to the depth buffer first. - /// - - public bool depthPass { get { return mUseDepth; } set { if (mUseDepth != value) { mUseDepth = value; mReset = true; } } } - - /// - /// Draw order used by the draw call. - /// - - public int depth - { - get - { - return mDepth; - } - set - { - if (mDepth != value) - { - mDepth = value; - if (mMat != null && mSharedMat != null) - mMat.renderQueue = mSharedMat.renderQueue + value; - } - } - } - - /// - /// Transform is cached for speed and efficiency. - /// - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - - /// - /// Material used by this screen. - /// - - public Material material { get { return mSharedMat; } set { mSharedMat = value; } } - - /// - /// Texture used by the material. - /// - - public Texture mainTexture { get { return mMat.mainTexture; } set { mMat.mainTexture = value; } } - - /// - /// The number of triangles in this draw call. - /// - - public int triangles - { - get - { - Mesh mesh = mEven ? mMesh0 : mMesh1; - return (mesh != null) ? mesh.vertexCount >> 1 : 0; - } - } - - /// - /// Whether the draw call is currently using a clipped shader. - /// - - public bool isClipped { get { return mClipping != Clipping.None; } } - - /// - /// Clipping used by the draw call - /// - - public Clipping clipping { get { return mClipping; } set { if (mClipping != value) { mClipping = value; mReset = true; } } } - - /// - /// Clip range set by the panel -- used with a shader that has the "_ClipRange" property. - /// - - public Vector4 clipRange { get { return mClipRange; } set { mClipRange = value; } } - - /// - /// Clipping softness factor, if soft clipping is used. - /// - - public Vector2 clipSoftness { get { return mClipSoft; } set { mClipSoft = value; } } - - /// - /// Returns a mesh for writing into. The mesh is double-buffered as it gets the best performance on iOS devices. - /// http://forum.unity3d.com/threads/118723-Huge-performance-loss-in-Mesh.CreateVBO-for-dynamic-meshes-IOS - /// - - Mesh GetMesh (ref bool rebuildIndices, int vertexCount) - { - mEven = !mEven; - - if (mEven) - { - if (mMesh0 == null) - { - mMesh0 = new Mesh(); - mMesh0.hideFlags = HideFlags.DontSave; - mMesh0.name = "Mesh0 for " + mSharedMat.name; -#if !UNITY_3_5 - mMesh0.MarkDynamic(); -#endif - rebuildIndices = true; - } - else if (rebuildIndices || mMesh0.vertexCount != vertexCount) - { - rebuildIndices = true; - mMesh0.Clear(); - } - return mMesh0; - } - else if (mMesh1 == null) - { - mMesh1 = new Mesh(); - mMesh1.hideFlags = HideFlags.DontSave; - mMesh1.name = "Mesh1 for " + mSharedMat.name; -#if !UNITY_3_5 - mMesh1.MarkDynamic(); -#endif - rebuildIndices = true; - } - else if (rebuildIndices || mMesh1.vertexCount != vertexCount) - { - rebuildIndices = true; - mMesh1.Clear(); - } - return mMesh1; - } - - /// - /// Update the renderer's materials. - /// - - void UpdateMaterials () - { - bool useClipping = (mClipping != Clipping.None); - - // Create a temporary material - if (mMat == null) - { - mMat = new Material(mSharedMat); - mMat.hideFlags = HideFlags.DontSave; - mMat.CopyPropertiesFromMaterial(mSharedMat); - mMat.renderQueue = mSharedMat.renderQueue + mDepth; - } - - // If clipping should be used, we need to find a replacement shader - if (useClipping && mClipping != Clipping.None) - { - Shader shader = null; - const string alpha = " (AlphaClip)"; - const string soft = " (SoftClip)"; - - // Figure out the normal shader's name - string shaderName = mSharedMat.shader.name; - shaderName = shaderName.Replace(alpha, ""); - shaderName = shaderName.Replace(soft, ""); - - // Try to find the new shader - if (mClipping == Clipping.HardClip || - mClipping == Clipping.AlphaClip) shader = Shader.Find(shaderName + alpha); - else if (mClipping == Clipping.SoftClip) shader = Shader.Find(shaderName + soft); - - // If there is a valid shader, assign it to the custom material - if (shader != null) - { - mMat.shader = shader; - } - else - { - mClipping = Clipping.None; - Debug.LogError(shaderName + " doesn't have a clipped shader version for " + mClipping); - } - } - - // If depth pass should be used, create the depth material - if (mUseDepth) - { - if (mDepthMat == null) - { - Shader shader = Shader.Find("Unlit/Depth Cutout"); - mDepthMat = new Material(shader); - mDepthMat.hideFlags = HideFlags.DontSave; - } - mDepthMat.mainTexture = mSharedMat.mainTexture; - } - else if (mDepthMat != null) - { - NGUITools.Destroy(mDepthMat); - mDepthMat = null; - } - - if (mDepthMat != null) - { - // If we're already using this material, do nothing - if (mRen.sharedMaterials != null && mRen.sharedMaterials.Length == 2 && mRen.sharedMaterials[1] == mMat) return; - - // Set the double material - mRen.sharedMaterials = new Material[] { mDepthMat, mMat }; - } - else if (mRen.sharedMaterial != mMat) - { - mRen.sharedMaterials = new Material[] { mMat }; - } - } - - /// - /// Set the draw call's geometry. - /// - - public void Set (BetterList verts, BetterList norms, BetterList tans, BetterList uvs, BetterList cols) - { - int count = verts.size; - - // Safety check to ensure we get valid values - if (count > 0 && (count == uvs.size && count == cols.size) && (count % 4) == 0) - { - // Cache all components - if (mFilter == null) mFilter = gameObject.GetComponent(); - if (mFilter == null) mFilter = gameObject.AddComponent(); - if (mRen == null) mRen = gameObject.GetComponent(); - - if (mRen == null) - { - mRen = gameObject.AddComponent(); - UpdateMaterials(); - } - else if (mMat != null && mMat.mainTexture != mSharedMat.mainTexture) - { - UpdateMaterials(); - } - - if (verts.size < 65000) - { - int indexCount = (count >> 1) * 3; - bool rebuildIndices = (mIndices == null || mIndices.Length != indexCount); - - // Populate the index buffer - if (rebuildIndices) - { - // It takes 6 indices to draw a quad of 4 vertices - mIndices = new int[indexCount]; - int index = 0; - - for (int i = 0; i < count; i += 4) - { - mIndices[index++] = i; - mIndices[index++] = i + 1; - mIndices[index++] = i + 2; - - mIndices[index++] = i + 2; - mIndices[index++] = i + 3; - mIndices[index++] = i; - } - } - - // Set the mesh values - Mesh mesh = GetMesh(ref rebuildIndices, verts.size); - mesh.vertices = verts.ToArray(); - if (norms != null) mesh.normals = norms.ToArray(); - if (tans != null) mesh.tangents = tans.ToArray(); - mesh.uv = uvs.ToArray(); - mesh.colors32 = cols.ToArray(); - if (rebuildIndices) mesh.triangles = mIndices; - mesh.RecalculateBounds(); - mFilter.mesh = mesh; - } - else - { - if (mFilter.mesh != null) mFilter.mesh.Clear(); - Debug.LogError("Too many vertices on one panel: " + verts.size); - } - } - else - { - if (mFilter.mesh != null) mFilter.mesh.Clear(); - Debug.LogError("UIWidgets must fill the buffer with 4 vertices per quad. Found " + count); - } - } - - /// - /// This function is called when it's clear that the object will be rendered. - /// We want to set the shader used by the material, creating a copy of the material in the process. - /// We also want to update the material's properties before it's actually used. - /// - - void OnWillRenderObject () - { - if (mReset) - { - mReset = false; - UpdateMaterials(); - } - - if (mMat != null && isClipped) - { - mMat.mainTextureOffset = new Vector2(-mClipRange.x / mClipRange.z, -mClipRange.y / mClipRange.w); - mMat.mainTextureScale = new Vector2(1f / mClipRange.z, 1f / mClipRange.w); - - Vector2 sharpness = new Vector2(1000.0f, 1000.0f); - if (mClipSoft.x > 0f) sharpness.x = mClipRange.z / mClipSoft.x; - if (mClipSoft.y > 0f) sharpness.y = mClipRange.w / mClipSoft.y; - mMat.SetVector("_ClipSharpness", sharpness); - } - } - - /// - /// Cleanup. - /// - - void OnDestroy () - { - NGUITools.DestroyImmediate(mMesh0); - NGUITools.DestroyImmediate(mMesh1); - NGUITools.DestroyImmediate(mMat); - NGUITools.DestroyImmediate(mDepthMat); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIDrawCall.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/UIDrawCall.cs.meta deleted file mode 100644 index 6ccbc94..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIDrawCall.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1f5158b7acfccaf4ca4a8a581255b653 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIEventListener.cs b/Assets/Libraries/NGUI/Scripts/Internal/UIEventListener.cs deleted file mode 100644 index d2033a4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIEventListener.cs +++ /dev/null @@ -1,60 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Event Hook class lets you easily add remote event listener functions to an object. -/// Example usage: UIEventListener.Get(gameObject).onClick += MyClickFunction; -/// - -[AddComponentMenu("NGUI/Internal/Event Listener")] -public class UIEventListener : MonoBehaviour -{ - public delegate void VoidDelegate (GameObject go); - public delegate void BoolDelegate (GameObject go, bool state); - public delegate void FloatDelegate (GameObject go, float delta); - public delegate void VectorDelegate (GameObject go, Vector2 delta); - public delegate void StringDelegate (GameObject go, string text); - public delegate void ObjectDelegate (GameObject go, GameObject draggedObject); - public delegate void KeyCodeDelegate (GameObject go, KeyCode key); - - public object parameter; - - public VoidDelegate onSubmit; - public VoidDelegate onClick; - public VoidDelegate onDoubleClick; - public BoolDelegate onHover; - public BoolDelegate onPress; - public BoolDelegate onSelect; - public FloatDelegate onScroll; - public VectorDelegate onDrag; - public ObjectDelegate onDrop; - public StringDelegate onInput; - public KeyCodeDelegate onKey; - - void OnSubmit () { if (onSubmit != null) onSubmit(gameObject); } - void OnClick () { if (onClick != null) onClick(gameObject); } - void OnDoubleClick () { if (onDoubleClick != null) onDoubleClick(gameObject); } - void OnHover (bool isOver) { if (onHover != null) onHover(gameObject, isOver); } - void OnPress (bool isPressed) { if (onPress != null) onPress(gameObject, isPressed); } - void OnSelect (bool selected) { if (onSelect != null) onSelect(gameObject, selected); } - void OnScroll (float delta) { if (onScroll != null) onScroll(gameObject, delta); } - void OnDrag (Vector2 delta) { if (onDrag != null) onDrag(gameObject, delta); } - void OnDrop (GameObject go) { if (onDrop != null) onDrop(gameObject, go); } - void OnInput (string text) { if (onInput != null) onInput(gameObject, text); } - void OnKey (KeyCode key) { if (onKey != null) onKey(gameObject, key); } - - /// - /// Get or add an event listener to the specified game object. - /// - - static public UIEventListener Get (GameObject go) - { - UIEventListener listener = go.GetComponent(); - if (listener == null) listener = go.AddComponent(); - return listener; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIEventListener.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/UIEventListener.cs.meta deleted file mode 100644 index 947aea9..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIEventListener.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b1bd99dcf43f97d48bb6215c70f0cd40 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIGeometry.cs b/Assets/Libraries/NGUI/Scripts/Internal/UIGeometry.cs deleted file mode 100644 index 3caed6f..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIGeometry.cs +++ /dev/null @@ -1,127 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Generated geometry class. All widgets have one. -/// This class separates the geometry creation into several steps, making it possible to perform -/// actions selectively depending on what has changed. For example, the widget doesn't need to be -/// rebuilt unless something actually changes, so its geometry can be cached. Likewise, the widget's -/// transformed coordinates only change if the widget's transform moves relative to the panel, -/// so that can be cached as well. In the end, using this class means using more memory, but at -/// the same time it allows for significant performance gains, especially when using widgets that -/// spit out a lot of vertices, such as UILabels. -/// - -public class UIGeometry -{ - /// - /// Widget's vertices (before they get transformed). - /// - - public BetterList verts = new BetterList(); - - /// - /// Widget's texture coordinates for the geometry's vertices. - /// - - public BetterList uvs = new BetterList(); - - /// - /// Array of colors for the geometry's vertices. - /// - - public BetterList cols = new BetterList(); - - // Relative-to-panel vertices, normal, and tangent - BetterList mRtpVerts = new BetterList(); - Vector3 mRtpNormal; - Vector4 mRtpTan; - - /// - /// Whether the geometry contains usable vertices. - /// - - public bool hasVertices { get { return (verts.size > 0); } } - - /// - /// Whether the geometry has usable transformed vertex data. - /// - - public bool hasTransformed { get { return (mRtpVerts != null) && (mRtpVerts.size > 0) && (mRtpVerts.size == verts.size); } } - - /// - /// Step 1: Prepare to fill the buffers -- make them clean and valid. - /// - - public void Clear () - { - verts.Clear(); - uvs.Clear(); - cols.Clear(); - mRtpVerts.Clear(); - } - - /// - /// Step 2: After the buffers have been filled, apply the specified pivot offset to the generated geometry. - /// - - public void ApplyOffset (Vector3 pivotOffset) - { - for (int i = 0; i < verts.size; ++i) verts.buffer[i] += pivotOffset; - } - - /// - /// Step 3: Transform the vertices by the provided matrix. - /// - - public void ApplyTransform (Matrix4x4 widgetToPanel) - { - if (verts.size > 0) - { - mRtpVerts.Clear(); - for (int i = 0, imax = verts.size; i < imax; ++i) mRtpVerts.Add(widgetToPanel.MultiplyPoint3x4(verts[i])); - - // Calculate the widget's normal and tangent - mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized; - Vector3 tangent = widgetToPanel.MultiplyVector(Vector3.right).normalized; - mRtpTan = new Vector4(tangent.x, tangent.y, tangent.z, -1f); - } - else mRtpVerts.Clear(); - } - - /// - /// Step 4: Fill the specified buffer using the transformed values. - /// - - public void WriteToBuffers (BetterList v, BetterList u, BetterList c, BetterList n, BetterList t) - { - if (mRtpVerts != null && mRtpVerts.size > 0) - { - if (n == null) - { - for (int i = 0; i < mRtpVerts.size; ++i) - { - v.Add(mRtpVerts.buffer[i]); - u.Add(uvs.buffer[i]); - c.Add(cols.buffer[i]); - } - } - else - { - for (int i = 0; i < mRtpVerts.size; ++i) - { - v.Add(mRtpVerts.buffer[i]); - u.Add(uvs.buffer[i]); - c.Add(cols.buffer[i]); - n.Add(mRtpNormal); - t.Add(mRtpTan); - } - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIGeometry.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/UIGeometry.cs.meta deleted file mode 100644 index ddb9b62..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIGeometry.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4033f00d093b3164a9ab789dcce5a78c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UINode.cs b/Assets/Libraries/NGUI/Scripts/Internal/UINode.cs deleted file mode 100644 index 157d809..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UINode.cs +++ /dev/null @@ -1,97 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -#if UNITY_3_5 || UNITY_4_0 - -using UnityEngine; -using System.Collections.Generic; - -/// -/// UIPanel creates one of these records for each child transform under it. -/// This makes it possible to watch for transform changes, and if something does -/// change -- rebuild the buffer as necessary. -/// - -public class UINode -{ - int mVisibleFlag = -1; - - public Transform trans; // Managed transform - public UIWidget widget; // Widget on this transform, if any - public int changeFlag = -1; // -1 = not checked, 0 = not changed, 1 = changed - - bool mLastActive = false; // Last active state - Vector3 mLastPos; // Last local position, used to see if it has changed - Quaternion mLastRot; // Last local rotation - Vector3 mLastScale; // Last local scale - - GameObject mGo; - float mLastAlpha = 0f; - - /// - /// -1 = not initialized, 0 = not visible, 1 = visible. - /// - - public int visibleFlag - { - get - { - return (widget != null) ? widget.visibleFlag : mVisibleFlag; - } - set - { - if (widget != null) widget.visibleFlag = value; - else mVisibleFlag = value; - } - } - - /// - /// Must always have a transform. - /// - - public UINode (Transform t) - { - trans = t; - mLastPos = trans.localPosition; - mLastRot = trans.localRotation; - mLastScale = trans.localScale; - mGo = t.gameObject; - } - - /// - /// Check to see if the local transform has changed since the last time this function was called. - /// - - public bool HasChanged () - { - bool isActive = NGUITools.GetActive(mGo) && (widget == null || (widget.enabled && widget.isVisible)); - bool changed = (mLastActive != isActive); - - if (widget != null) - { - float alpha = widget.finalAlpha; - - if (alpha != mLastAlpha) - { - mLastAlpha = alpha; - changed = true; - } - } - - if (changed || (isActive && - (mLastPos != trans.localPosition || - mLastRot != trans.localRotation || - mLastScale != trans.localScale))) - { - mLastActive = isActive; - mLastPos = trans.localPosition; - mLastRot = trans.localRotation; - mLastScale = trans.localScale; - return true; - } - return changed; - } -} -#endif diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UINode.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/UINode.cs.meta deleted file mode 100644 index 9b2e254..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UINode.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: adc37ed6aacf32a4d9aca7dadadae0a8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIWidget.cs b/Assets/Libraries/NGUI/Scripts/Internal/UIWidget.cs deleted file mode 100644 index d4addb4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIWidget.cs +++ /dev/null @@ -1,784 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -#if UNITY_3_5 || UNITY_4_0 -#define OLD_UNITY -#endif - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Base class for all UI components that should be derived from when creating new widget types. -/// - -public abstract class UIWidget : MonoBehaviour -{ - /// - /// List of all the active widgets currently present in the scene. - /// - - static public BetterList list = new BetterList(); - - public enum Pivot - { - TopLeft, - Top, - TopRight, - Left, - Center, - Right, - BottomLeft, - Bottom, - BottomRight, - } - - // Cached and saved values - [HideInInspector][SerializeField] Color mColor = Color.white; - [HideInInspector][SerializeField] Pivot mPivot = Pivot.Center; - [HideInInspector][SerializeField] int mDepth = 0; - - protected GameObject mGo; - protected Transform mTrans; - protected UIPanel mPanel; - - protected bool mChanged = true; - protected bool mPlayMode = true; - - bool mStarted = false; - Vector3 mDiffPos; - Quaternion mDiffRot; - Vector3 mDiffScale; - Matrix4x4 mLocalToPanel; -#if OLD_UNITY - int mVisibleFlag = -1; -#else - bool mVisibleByPanel = true; - float mLastAlpha = 0f; -#endif - // Widget's generated geometry - UIGeometry mGeom = new UIGeometry(); - - /// - /// Whether the widget is visible. - /// - -#if OLD_UNITY - public bool isVisible { get { return finalAlpha > 0.001f; } } -#else - public bool isVisible { get { return mVisibleByPanel && finalAlpha > 0.001f; } } -#endif - - /// - /// Color used by the widget. - /// - - public Color color { get { return mColor; } set { if (!mColor.Equals(value)) { mColor = value; mChanged = true; } } } - - /// - /// Widget's alpha -- a convenience method. - /// - - public float alpha { get { return mColor.a; } set { Color c = mColor; c.a = value; color = c; } } - - /// - /// Widget's final alpha, after taking the panel's alpha into account. - /// - - public float finalAlpha { get { if (mPanel == null) CreatePanel(); return (mPanel != null) ? mColor.a * mPanel.alpha : mColor.a; } } - - /// - /// Set or get the value that specifies where the widget's pivot point should be. - /// - - public Pivot pivot - { - get - { - return mPivot; - } - set - { - if (mPivot != value) - { - Vector3 before = NGUIMath.CalculateWidgetCorners(this)[0]; - - mPivot = value; - mChanged = true; - - Vector3 after = NGUIMath.CalculateWidgetCorners(this)[0]; - - Transform t = cachedTransform; - Vector3 pos = t.position; - float z = t.localPosition.z; - pos.x += (before.x - after.x); - pos.y += (before.y - after.y); - cachedTransform.position = pos; - - pos = cachedTransform.localPosition; - pos.x = Mathf.Round(pos.x); - pos.y = Mathf.Round(pos.y); - pos.z = z; - cachedTransform.localPosition = pos; - } - } - } - - /// - /// Depth controls the rendering order -- lowest to highest. - /// - - public int depth - { - get - { - return mDepth; - } - set - { - if (mDepth != value) - { - mDepth = value; - if (mPanel != null) mPanel.MarkMaterialAsChanged(material, true); - } - } - } - - /// - /// Helper function that calculates the relative offset based on the current pivot. - /// - - public Vector2 pivotOffset - { - get - { - Vector2 v = Vector2.zero; - Vector4 p = relativePadding; - - Pivot pv = pivot; - - if (pv == Pivot.Top || pv == Pivot.Center || pv == Pivot.Bottom) v.x = (p.x - p.z - 1f) * 0.5f; - else if (pv == Pivot.TopRight || pv == Pivot.Right || pv == Pivot.BottomRight) v.x = -1f - p.z; - else v.x = p.x; - - if (pv == Pivot.Left || pv == Pivot.Center || pv == Pivot.Right) v.y = (p.w - p.y + 1f) * 0.5f; - else if (pv == Pivot.BottomLeft || pv == Pivot.Bottom || pv == Pivot.BottomRight) v.y = 1f + p.w; - else v.y = -p.y; - - return v; - } - } - - /// - /// Game object gets cached for speed. Can't simply return 'mGo' set in Awake because this function may be called on a prefab. - /// - - public GameObject cachedGameObject { get { if (mGo == null) mGo = gameObject; return mGo; } } - - /// - /// Transform gets cached for speed. Can't simply return 'mTrans' set in Awake because this function may be called on a prefab. - /// - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - - /// - /// Material used by the widget. - /// - - public virtual Material material - { - get - { - return null; - } - set - { - throw new System.NotImplementedException(GetType() + " has no material setter"); - } - } - - /// - /// Texture used by the widget. - /// - - public virtual Texture mainTexture - { - get - { - Material mat = material; - return (mat != null) ? mat.mainTexture : null; - } - set - { - throw new System.NotImplementedException(GetType() + " has no mainTexture setter"); - } - } - - /// - /// Returns the UI panel responsible for this widget. - /// - - public UIPanel panel { get { if (mPanel == null) CreatePanel(); return mPanel; } set { mPanel = value; } } - -#if OLD_UNITY - /// - /// Flag set by the UIPanel and used in optimization checks. - /// - - public int visibleFlag { get { return mVisibleFlag; } set { mVisibleFlag = value; } } -#endif - - /// - /// Raycast into the screen and return a list of widgets in order from closest to farthest away. - /// This is a slow operation and will consider ALL widgets underneath the specified game object. - /// - - static public BetterList Raycast (GameObject root, Vector2 mousePos) - { - BetterList list = new BetterList(); - UICamera uiCam = UICamera.FindCameraForLayer(root.layer); - - if (uiCam != null) - { - Camera cam = uiCam.cachedCamera; - UIWidget[] widgets = root.GetComponentsInChildren(); - - for (int i = 0; i < widgets.Length; ++i) - { - UIWidget w = widgets[i]; - - Vector3[] corners = NGUIMath.CalculateWidgetCorners(w); - if (NGUIMath.DistanceToRectangle(corners, mousePos, cam) == 0f) - list.Add(w); - } - - list.Sort(delegate(UIWidget w1, UIWidget w2) { return w2.mDepth.CompareTo(w1.mDepth); }); - } - return list; - } - - /// - /// Static widget comparison function used for Z-sorting. - /// - - static public int CompareFunc (UIWidget left, UIWidget right) - { - if (left.mDepth > right.mDepth) return 1; - if (left.mDepth < right.mDepth) return -1; - return 0; - } - - /// - /// Remove this widget from the panel. - /// - - protected void RemoveFromPanel () - { - if (mPanel != null) - { - mPanel.RemoveWidget(this); - mPanel = null; - } - } - - /// - /// Only sets the local flag, does not notify the panel. - /// In most cases you will want to use MarkAsChanged() instead. - /// - - public void MarkAsChangedLite () { mChanged = true; } - - /// - /// Tell the panel responsible for the widget that something has changed and the buffers need to be rebuilt. - /// - - public virtual void MarkAsChanged () - { - mChanged = true; - - // If we're in the editor, update the panel right away so its geometry gets updated. - if (mPanel != null && enabled && NGUITools.GetActive(gameObject) && !Application.isPlaying && material != null) - { - mPanel.AddWidget(this); - CheckLayer(); -#if UNITY_EDITOR - // Mark the panel as dirty so it gets updated - UnityEditor.EditorUtility.SetDirty(mPanel.gameObject); -#endif - } - } - - /// - /// Ensure we have a panel referencing this widget. - /// - - public void CreatePanel () - { - if (mPanel == null && enabled && NGUITools.GetActive(gameObject) && material != null) - { - mPanel = UIPanel.Find(cachedTransform, mStarted); - - if (mPanel != null) - { - CheckLayer(); - mPanel.AddWidget(this); - mChanged = true; - } - } - } - - /// - /// Check to ensure that the widget resides on the same layer as its panel. - /// - - public void CheckLayer () - { - if (mPanel != null && mPanel.gameObject.layer != gameObject.layer) - { - Debug.LogWarning("You can't place widgets on a layer different than the UIPanel that manages them.\n" + - "If you want to move widgets to a different layer, parent them to a new panel instead.", this); - gameObject.layer = mPanel.gameObject.layer; - } - } - - /// - /// For backwards compatibility. Use ParentHasChanged() instead. - /// - - [System.Obsolete("Use ParentHasChanged() instead")] - public void CheckParent () { ParentHasChanged(); } - - /// - /// Checks to ensure that the widget is still parented to the right panel. - /// - - public void ParentHasChanged () - { - if (mPanel != null) - { -#if OLD_UNITY - // This code allows drag & dropping of widgets onto different panels in the editor. - bool valid = true; - Transform t = cachedTransform.parent; - - // Run through the parents and see if this widget is still parented to the transform - while (t != null) - { - if (t == mPanel.cachedTransform) break; - if (!mPanel.WatchesTransform(t)) { valid = false; break; } - t = t.parent; - } - - // This widget is no longer parented to the same panel. Remove it and re-add it to a new one. - if (!valid) - { - RemoveFromPanel(); - CreatePanel(); - } -#else - UIPanel p = UIPanel.Find(cachedTransform); - - if (mPanel != p) - { - RemoveFromPanel(); - CreatePanel(); - } -#endif - } - } - - /// - /// Remember whether we're in play mode. - /// - - protected virtual void Awake () - { - mGo = gameObject; - mPlayMode = Application.isPlaying; - } - - /// - /// Mark the widget and the panel as having been changed. - /// - - protected virtual void OnEnable () - { -#if UNITY_EDITOR - if (GetComponents().Length > 1) - { - Debug.LogError("Can't have more than one widget on the same game object!", this); - enabled = false; - } - else -#endif - { - list.Add(this); - mChanged = true; - mPanel = null; - } - } - - /// - /// Set the depth, call the virtual start function, and sure we have a panel to work with. - /// - - void Start () - { - mStarted = true; - OnStart(); - CreatePanel(); - } - - /// - /// Ensure that we have a panel to work with. The reason the panel isn't added in OnEnable() - /// is because OnEnable() is called right after Awake(), which is a problem when the widget - /// is brought in on a prefab object as it happens before it gets parented. - /// - - public virtual void Update () - { - // Ensure we have a panel to work with by now - if (mPanel == null) CreatePanel(); -#if UNITY_EDITOR - else if (!Application.isPlaying) ParentHasChanged(); -#endif - } - - /// - /// Clear references. - /// - - protected virtual void OnDisable () - { - list.Remove(this); - RemoveFromPanel(); - } - - /// - /// Unregister this widget. - /// - - void OnDestroy () { RemoveFromPanel(); } - -#if UNITY_EDITOR - - static int mHandles = -1; - - /// - /// Whether widgets will show handles with the Move Tool, or just the View Tool. - /// - - static public bool showHandlesWithMoveTool - { - get - { - if (mHandles == -1) - { - mHandles = UnityEditor.EditorPrefs.GetInt("NGUI Handles", 1); - } - return (mHandles == 1); - } - set - { - int val = value ? 1 : 0; - - if (mHandles != val) - { - mHandles = val; - UnityEditor.EditorPrefs.SetInt("NGUI Handles", mHandles); - } - } - } - - /// - /// Whether the widget should have some form of handles shown. - /// - - static public bool showHandles - { - get - { - if (showHandlesWithMoveTool) - { - return UnityEditor.Tools.current == UnityEditor.Tool.Move; - } - return UnityEditor.Tools.current == UnityEditor.Tool.View; - } - } - - /// - /// Whether handles should be shown around the widget for easy scaling and resizing. - /// - - public virtual bool showResizeHandles { get { return true; } } - - /// - /// Draw some selectable gizmos. - /// - - void OnDrawGizmos () - { -#if OLD_UNITY - if (mVisibleFlag != 0 && mPanel != null && mPanel.debugInfo == UIPanel.DebugInfo.Gizmos) -#else - if (isVisible && mPanel != null && mPanel.debugInfo == UIPanel.DebugInfo.Gizmos) -#endif - { - if (UnityEditor.Selection.activeGameObject == gameObject && showHandles) return; - - Color outline = new Color(1f, 1f, 1f, 0.2f); - - // Position should be offset by depth so that the selection works properly - Vector3 pos = Vector3.zero; - pos.z -= mDepth * 0.25f; - - Vector3 size = relativeSize; - Vector2 offset = pivotOffset; - Vector4 padding = relativePadding; - - float x0 = offset.x * size.x - padding.x; - float y0 = offset.y * size.y + padding.y; - - float x1 = x0 + size.x + padding.x + padding.z; - float y1 = y0 - size.y - padding.y - padding.w; - - pos.x = (x0 + x1) * 0.5f; - pos.y = (y0 + y1) * 0.5f; - - size.x = (x1 - x0); - size.y = (y1 - y0); - - // Draw the gizmo - Gizmos.matrix = cachedTransform.localToWorldMatrix; - Gizmos.color = (UnityEditor.Selection.activeGameObject == gameObject) ? Color.green : outline; - Gizmos.DrawWireCube(pos, size); - - // Make the widget selectable - size.z = 0.01f; - Gizmos.color = Color.clear; - Gizmos.DrawCube(pos, size); - } - } -#endif - -#if OLD_UNITY - /// - /// Update the widget and fill its geometry if necessary. Returns whether something was changed. - /// - - public bool UpdateGeometry (UIPanel p, ref Matrix4x4 worldToPanel, bool parentMoved, bool generateNormals) -#else - bool mForceVisible = false; - Vector3 mOldV0; - Vector3 mOldV1; - - /// - /// Update the widget and fill its geometry if necessary. Returns whether something was changed. - /// - - public bool UpdateGeometry (UIPanel p, bool forceVisible) -#endif - { - if (material != null && p != null) - { - mPanel = p; - bool hasMatrix = false; -#if !OLD_UNITY - float final = finalAlpha; - bool visibleByAlpha = (final > 0.001f); - bool visibleByPanel = forceVisible || mVisibleByPanel; - - // Has transform moved? - if (cachedTransform.hasChanged) - { - mTrans.hasChanged = false; - - // Check to see if the widget has moved relative to the panel that manages it -#if UNITY_EDITOR - if (!mPanel.widgetsAreStatic || !Application.isPlaying) -#else - if (!mPanel.widgetsAreStatic) -#endif - { - Vector2 size = relativeSize; - Vector2 offset = pivotOffset; - Vector4 padding = relativePadding; - - float x0 = offset.x * size.x - padding.x; - float y0 = offset.y * size.y + padding.y; - - float x1 = x0 + size.x + padding.x + padding.z; - float y1 = y0 - size.y - padding.y - padding.w; - - mLocalToPanel = p.worldToLocal * cachedTransform.localToWorldMatrix; - hasMatrix = true; - - Vector3 v0 = new Vector3(x0, y0, 0f); - Vector3 v1 = new Vector3(x1, y1, 0f); - - v0 = mLocalToPanel.MultiplyPoint3x4(v0); - v1 = mLocalToPanel.MultiplyPoint3x4(v1); - - if (Vector3.SqrMagnitude(mOldV0 - v0) > 0.000001f || Vector3.SqrMagnitude(mOldV1 - v1) > 0.000001f) - { - mChanged = true; - mOldV0 = v0; - mOldV1 = v1; - } - } - - // Is the widget visible by the panel? - if (visibleByAlpha || mForceVisible != forceVisible) - { - mForceVisible = forceVisible; - visibleByPanel = forceVisible || mPanel.IsVisible(this); - } - } - else if (visibleByAlpha && mForceVisible != forceVisible) - { - mForceVisible = forceVisible; - visibleByPanel = mPanel.IsVisible(this); - } - - // Is the visibility changing? - if (mVisibleByPanel != visibleByPanel) - { - mVisibleByPanel = visibleByPanel; - mChanged = true; - } - - // Has the alpha changed? - if (mVisibleByPanel && mLastAlpha != final) mChanged = true; - mLastAlpha = final; -#endif - if (mChanged) - { - mChanged = false; - - if (isVisible) - { - mGeom.Clear(); - OnFill(mGeom.verts, mGeom.uvs, mGeom.cols); - - // Want to see what's being filled? Uncomment this line. - //Debug.Log("Fill " + name + " (" + Time.time + ")"); - - if (mGeom.hasVertices) - { - Vector3 offset = pivotOffset; - Vector2 scale = relativeSize; - - offset.x *= scale.x; - offset.y *= scale.y; - - if (!hasMatrix) mLocalToPanel = p.worldToLocal * cachedTransform.localToWorldMatrix; - - mGeom.ApplyOffset(offset); - mGeom.ApplyTransform(mLocalToPanel); - } - return true; - } - else if (mGeom.hasVertices) - { - mGeom.Clear(); - return true; - } - } -#if OLD_UNITY - else if (parentMoved && mGeom.hasVertices) - { - mGeom.ApplyTransform(p.worldToLocal * cachedTransform.localToWorldMatrix); - } -#endif - } - return false; - } - - /// - /// Append the local geometry buffers to the specified ones. - /// - - public void WriteToBuffers (BetterList v, BetterList u, BetterList c, BetterList n, BetterList t) - { - mGeom.WriteToBuffers(v, u, c, n, t); - } - - /// - /// Make the widget pixel-perfect. - /// - - virtual public void MakePixelPerfect () - { - Vector3 scale = cachedTransform.localScale; - - int width = Mathf.RoundToInt(scale.x); - int height = Mathf.RoundToInt(scale.y); - - scale.x = width; - scale.y = height; - scale.z = 1f; - - Vector3 pos = cachedTransform.localPosition; - pos.z = Mathf.RoundToInt(pos.z); - - if (width % 2 == 1 && (pivot == Pivot.Top || pivot == Pivot.Center || pivot == Pivot.Bottom)) - { - pos.x = Mathf.Floor(pos.x) + 0.5f; - } - else - { - pos.x = Mathf.Round(pos.x); - } - - if (height % 2 == 1 && (pivot == Pivot.Left || pivot == Pivot.Center || pivot == Pivot.Right)) - { - pos.y = Mathf.Ceil(pos.y) - 0.5f; - } - else - { - pos.y = Mathf.Round(pos.y); - } - - cachedTransform.localPosition = pos; - cachedTransform.localScale = scale; - } - - /// - /// Visible size of the widget in relative coordinates. In most cases this can remain at (1, 1). - /// If you want to figure out the widget's size in pixels, scale this value by cachedTransform.localScale. - /// - - virtual public Vector2 relativeSize { get { return Vector2.one; } } - - /// - /// Extra padding around the sprite, in pixels. - /// - - virtual public Vector4 relativePadding { get { return Vector4.zero; } } - - /// - /// Dimensions of the sprite's border, if any. - /// - - virtual public Vector4 border { get { return Vector4.zero; } } - - /// - /// Whether this widget will automatically become pixel-perfect after resize operation finishes. - /// - - virtual public bool pixelPerfectAfterResize { get { return false; } } - - /// - /// Virtual Start() functionality for widgets. - /// - - virtual protected void OnStart () { } - - /// - /// Virtual function called by the UIPanel that fills the buffers. - /// - - virtual public void OnFill(BetterList verts, BetterList uvs, BetterList cols) { } -} diff --git a/Assets/Libraries/NGUI/Scripts/Internal/UIWidget.cs.meta b/Assets/Libraries/NGUI/Scripts/Internal/UIWidget.cs.meta deleted file mode 100644 index 2506dc8..0000000 --- a/Assets/Libraries/NGUI/Scripts/Internal/UIWidget.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 858a20c1b21a3f94bb5b2d3b901c9aaf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening.meta b/Assets/Libraries/NGUI/Scripts/Tweening.meta deleted file mode 100644 index 9aecb39..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: a6bdd27938945f0449bc8fe7947f2bf2 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedAlpha.cs b/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedAlpha.cs deleted file mode 100644 index 00fc7e0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedAlpha.cs +++ /dev/null @@ -1,31 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Makes it possible to animate alpha of the widget or a panel. -/// - -public class AnimatedAlpha : MonoBehaviour -{ - public float alpha = 1f; - - UIWidget mWidget; - UIPanel mPanel; - - void Awake () - { - mWidget = GetComponent(); - mPanel = GetComponent(); - Update(); - } - - void Update () - { - if (mWidget != null) mWidget.alpha = alpha; - if (mPanel != null) mPanel.alpha = alpha; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedAlpha.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedAlpha.cs.meta deleted file mode 100644 index ae51b0f..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedAlpha.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6f9aef6d5962d8849aa830ef46c7c993 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedColor.cs b/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedColor.cs deleted file mode 100644 index 6d10a8c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedColor.cs +++ /dev/null @@ -1,22 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Makes it possible to animate a color of the widget. -/// - -[ExecuteInEditMode] -[RequireComponent(typeof(UIWidget))] -public class AnimatedColor : MonoBehaviour -{ - public Color color = Color.white; - - UIWidget mWidget; - - void Awake () { mWidget = GetComponent(); } - void Update () { mWidget.color = color; } -} diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedColor.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedColor.cs.meta deleted file mode 100644 index 5abaf83..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/AnimatedColor.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d2278f9af1633ae43a759ad6cdb74608 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/SpringPosition.cs b/Assets/Libraries/NGUI/Scripts/Tweening/SpringPosition.cs deleted file mode 100644 index f1e9dfe..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/SpringPosition.cs +++ /dev/null @@ -1,133 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Spring-like motion -- the farther away the object is from the target, the stronger the pull. -/// - -[AddComponentMenu("NGUI/Tween/Spring Position")] -public class SpringPosition : IgnoreTimeScale -{ - public delegate void OnFinished (SpringPosition spring); - - /// - /// Target position to tween to. - /// - - public Vector3 target = Vector3.zero; - - /// - /// How strong is the pull of the spring. Higher value means it gets to the target faster. - /// - - public float strength = 10f; - - /// - /// Is the calculation done in world space or local space? - /// - - public bool worldSpace = false; - - /// - /// Whether the time scale will be ignored. Generally UI components should set it to 'true'. - /// - - public bool ignoreTimeScale = false; - - /// - /// Game object on which to call the callback function. - /// - - public GameObject eventReceiver; - - /// - /// Function to call when the spring finishes moving. - /// - - public string callWhenFinished; - - /// - /// Delegate to trigger when the spring finishes. - /// - - public OnFinished onFinished; - - Transform mTrans; - float mThreshold = 0f; - - /// - /// Cache the transform. - /// - - void Start () { mTrans = transform; } - - /// - /// Advance toward the target position. - /// - - void Update () - { - float delta = ignoreTimeScale ? UpdateRealTimeDelta() : Time.deltaTime; - - if (worldSpace) - { - if (mThreshold == 0f) mThreshold = (target - mTrans.position).magnitude * 0.001f; - mTrans.position = NGUIMath.SpringLerp(mTrans.position, target, strength, delta); - - if (mThreshold >= (target - mTrans.position).magnitude) - { - mTrans.position = target; - - if (onFinished != null) onFinished(this); - - if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) - { - eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver); - } - enabled = false; - } - } - else - { - if (mThreshold == 0f) mThreshold = (target - mTrans.localPosition).magnitude * 0.001f; - mTrans.localPosition = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, delta); - - if (mThreshold >= (target - mTrans.localPosition).magnitude) - { - mTrans.localPosition = target; - - if (onFinished != null) onFinished(this); - - if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) - { - eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver); - } - enabled = false; - } - } - } - - /// - /// Start the tweening process. - /// - - static public SpringPosition Begin (GameObject go, Vector3 pos, float strength) - { - SpringPosition sp = go.GetComponent(); - if (sp == null) sp = go.AddComponent(); - sp.target = pos; - sp.strength = strength; - sp.onFinished = null; - - if (!sp.enabled) - { - sp.mThreshold = 0f; - sp.enabled = true; - } - return sp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/SpringPosition.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/SpringPosition.cs.meta deleted file mode 100644 index d6d7d60..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/SpringPosition.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9b07b9d136934c04b965f9adb7054484 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenAlpha.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenAlpha.cs deleted file mode 100644 index d9b270d..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenAlpha.cs +++ /dev/null @@ -1,74 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the object's alpha. -/// - -[AddComponentMenu("NGUI/Tween/Alpha")] -public class TweenAlpha : UITweener -{ - public float from = 1f; - public float to = 1f; - - Transform mTrans; - UIWidget mWidget; - UIPanel mPanel; - - /// - /// Current alpha. - /// - - public float alpha - { - get - { - if (mWidget != null) return mWidget.alpha; - if (mPanel != null) return mPanel.alpha; - return 0f; - } - set - { - if (mWidget != null) mWidget.alpha = value; - else if (mPanel != null) mPanel.alpha = value; - } - } - - /// - /// Find all needed components. - /// - - void Awake () - { - mPanel = GetComponent(); - if (mPanel == null) mWidget = GetComponentInChildren(); - } - - /// - /// Interpolate and update the alpha. - /// - - protected override void OnUpdate (float factor, bool isFinished) { alpha = Mathf.Lerp(from, to, factor); } - - /// - /// Start the tweening operation. - /// - - static public TweenAlpha Begin (GameObject go, float duration, float alpha) - { - TweenAlpha comp = UITweener.Begin(go, duration); - comp.from = comp.alpha; - comp.to = alpha; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenAlpha.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenAlpha.cs.meta deleted file mode 100644 index d7ff72a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenAlpha.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9e2747e3775af504da1a4d5a46c5a1ce -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenColor.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenColor.cs deleted file mode 100644 index 873903c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenColor.cs +++ /dev/null @@ -1,84 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the object's color. -/// - -[AddComponentMenu("NGUI/Tween/Color")] -public class TweenColor : UITweener -{ - public Color from = Color.white; - public Color to = Color.white; - - Transform mTrans; - UIWidget mWidget; - Material mMat; - Light mLight; - - /// - /// Current color. - /// - - public Color color - { - get - { - if (mWidget != null) return mWidget.color; - if (mLight != null) return mLight.color; - if (mMat != null) return mMat.color; - return Color.black; - } - set - { - if (mWidget != null) mWidget.color = value; - if (mMat != null) mMat.color = value; - - if (mLight != null) - { - mLight.color = value; - mLight.enabled = (value.r + value.g + value.b) > 0.01f; - } - } - } - - /// - /// Find all needed components. - /// - - void Awake () - { - mWidget = GetComponentInChildren(); - Renderer ren = renderer; - if (ren != null) mMat = ren.material; - mLight = light; - } - - /// - /// Interpolate and update the color. - /// - - protected override void OnUpdate(float factor, bool isFinished) { color = Color.Lerp(from, to, factor); } - - /// - /// Start the tweening operation. - /// - - static public TweenColor Begin (GameObject go, float duration, Color color) - { - TweenColor comp = UITweener.Begin(go, duration); - comp.from = comp.color; - comp.to = color; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenColor.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenColor.cs.meta deleted file mode 100644 index 264091f..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenColor.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cfa4a4a103e4fed43a7e9e9df4a6915c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenFOV.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenFOV.cs deleted file mode 100644 index 8594311..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenFOV.cs +++ /dev/null @@ -1,59 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the camera's field of view. -/// - -[RequireComponent(typeof(Camera))] -[AddComponentMenu("NGUI/Tween/Field of View")] -public class TweenFOV : UITweener -{ - public float from; - public float to; - - Camera mCam; - - /// - /// Camera that's being tweened. - /// - - public Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } } - - /// - /// Current field of view value. - /// - - public float fov { get { return cachedCamera.fieldOfView; } set { cachedCamera.fieldOfView = value; } } - - /// - /// Perform the tween. - /// - - protected override void OnUpdate (float factor, bool isFinished) - { - cachedCamera.fieldOfView = from * (1f - factor) + to * factor; - } - - /// - /// Start the tweening operation. - /// - - static public TweenFOV Begin (GameObject go, float duration, float to) - { - TweenFOV comp = UITweener.Begin(go, duration); - comp.from = comp.fov; - comp.to = to; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenFOV.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenFOV.cs.meta deleted file mode 100644 index 4db0d43..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenFOV.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0153adb55685cee4d97c4ee2d52124e5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenOrthoSize.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenOrthoSize.cs deleted file mode 100644 index 7674c41..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenOrthoSize.cs +++ /dev/null @@ -1,63 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the camera's orthographic size. -/// - -[RequireComponent(typeof(Camera))] -[AddComponentMenu("NGUI/Tween/Orthographic Size")] -public class TweenOrthoSize : UITweener -{ - public float from; - public float to; - - Camera mCam; - - /// - /// Camera that's being tweened. - /// - - public Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } } - - /// - /// Current field of view value. - /// - - public float orthoSize - { - get { return cachedCamera.orthographicSize; } - set { cachedCamera.orthographicSize = value; } - } - - /// - /// Perform the tween. - /// - - protected override void OnUpdate (float factor, bool isFinished) - { - cachedCamera.orthographicSize = from * (1f - factor) + to * factor; - } - - /// - /// Start the tweening operation. - /// - - static public TweenOrthoSize Begin (GameObject go, float duration, float to) - { - TweenOrthoSize comp = UITweener.Begin(go, duration); - comp.from = comp.orthoSize; - comp.to = to; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenOrthoSize.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenOrthoSize.cs.meta deleted file mode 100644 index 4398ce3..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenOrthoSize.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 365827806a6dd8b4583deeefe6e483c9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenPosition.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenPosition.cs deleted file mode 100644 index 03178a0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenPosition.cs +++ /dev/null @@ -1,42 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the object's position. -/// - -[AddComponentMenu("NGUI/Tween/Position")] -public class TweenPosition : UITweener -{ - public Vector3 from; - public Vector3 to; - - Transform mTrans; - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - public Vector3 position { get { return cachedTransform.localPosition; } set { cachedTransform.localPosition = value; } } - - protected override void OnUpdate (float factor, bool isFinished) { cachedTransform.localPosition = from * (1f - factor) + to * factor; } - - /// - /// Start the tweening operation. - /// - - static public TweenPosition Begin (GameObject go, float duration, Vector3 pos) - { - TweenPosition comp = UITweener.Begin(go, duration); - comp.from = comp.position; - comp.to = pos; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenPosition.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenPosition.cs.meta deleted file mode 100644 index 5eec47b..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenPosition.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 3d166255cacf07b4292b8402b3ddefc5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenRotation.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenRotation.cs deleted file mode 100644 index ac989f0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenRotation.cs +++ /dev/null @@ -1,45 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the object's rotation. -/// - -[AddComponentMenu("NGUI/Tween/Rotation")] -public class TweenRotation : UITweener -{ - public Vector3 from; - public Vector3 to; - - Transform mTrans; - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - public Quaternion rotation { get { return cachedTransform.localRotation; } set { cachedTransform.localRotation = value; } } - - protected override void OnUpdate (float factor, bool isFinished) - { - cachedTransform.localRotation = Quaternion.Slerp(Quaternion.Euler(from), Quaternion.Euler(to), factor); - } - - /// - /// Start the tweening operation. - /// - - static public TweenRotation Begin (GameObject go, float duration, Quaternion rot) - { - TweenRotation comp = UITweener.Begin(go, duration); - comp.from = comp.rotation.eulerAngles; - comp.to = rot.eulerAngles; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenRotation.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenRotation.cs.meta deleted file mode 100644 index 46b23b0..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenRotation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 04d1b7c9e9a19a24ab67123a43c6544b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenScale.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenScale.cs deleted file mode 100644 index 3123c6f..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenScale.cs +++ /dev/null @@ -1,58 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the object's local scale. -/// - -[AddComponentMenu("NGUI/Tween/Scale")] -public class TweenScale : UITweener -{ - public Vector3 from = Vector3.one; - public Vector3 to = Vector3.one; - public bool updateTable = false; - - Transform mTrans; - UITable mTable; - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - - public Vector3 scale { get { return cachedTransform.localScale; } set { cachedTransform.localScale = value; } } - - protected override void OnUpdate (float factor, bool isFinished) - { - cachedTransform.localScale = from * (1f - factor) + to * factor; - - if (updateTable) - { - if (mTable == null) - { - mTable = NGUITools.FindInParents(gameObject); - if (mTable == null) { updateTable = false; return; } - } - mTable.repositionNow = true; - } - } - - /// - /// Start the tweening operation. - /// - - static public TweenScale Begin (GameObject go, float duration, Vector3 scale) - { - TweenScale comp = UITweener.Begin(go, duration); - comp.from = comp.scale; - comp.to = scale; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenScale.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenScale.cs.meta deleted file mode 100644 index f9e3a60..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenScale.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 75e7459110b9666449485c40f25362a5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenTransform.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenTransform.cs deleted file mode 100644 index 28da2e4..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenTransform.cs +++ /dev/null @@ -1,81 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the object's position, rotation and scale. -/// - -[AddComponentMenu("NGUI/Tween/Transform")] -public class TweenTransform : UITweener -{ - public Transform from; - public Transform to; - public bool parentWhenFinished = false; - - Transform mTrans; - Vector3 mPos; - Quaternion mRot; - Vector3 mScale; - - /// - /// Interpolate the position, scale, and rotation. - /// - - protected override void OnUpdate (float factor, bool isFinished) - { - if (to != null) - { - if (mTrans == null) - { - mTrans = transform; - mPos = mTrans.position; - mRot = mTrans.rotation; - mScale = mTrans.localScale; - } - - if (from != null) - { - mTrans.position = from.position * (1f - factor) + to.position * factor; - mTrans.localScale = from.localScale * (1f - factor) + to.localScale * factor; - mTrans.rotation = Quaternion.Slerp(from.rotation, to.rotation, factor); - } - else - { - mTrans.position = mPos * (1f - factor) + to.position * factor; - mTrans.localScale = mScale * (1f - factor) + to.localScale * factor; - mTrans.rotation = Quaternion.Slerp(mRot, to.rotation, factor); - } - - // Change the parent when finished, if requested - if (parentWhenFinished && isFinished) mTrans.parent = to; - } - } - - /// - /// Start the tweening operation from the current position/rotation/scale to the target transform. - /// - - static public TweenTransform Begin (GameObject go, float duration, Transform to) { return Begin(go, duration, null, to); } - - /// - /// Start the tweening operation. - /// - - static public TweenTransform Begin (GameObject go, float duration, Transform from, Transform to) - { - TweenTransform comp = UITweener.Begin(go, duration); - comp.from = from; - comp.to = to; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenTransform.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenTransform.cs.meta deleted file mode 100644 index adcd59c..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenTransform.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1d805c79a1ab11643bfd9d91e10c195a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenVolume.cs b/Assets/Libraries/NGUI/Scripts/Tweening/TweenVolume.cs deleted file mode 100644 index 473c035..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenVolume.cs +++ /dev/null @@ -1,80 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tween the audio source's volume. -/// - -[AddComponentMenu("NGUI/Tween/Volume")] -public class TweenVolume : UITweener -{ - public float from = 0f; - public float to = 1f; - - AudioSource mSource; - - /// - /// Cached version of 'audio', as it's always faster to cache. - /// - - public AudioSource audioSource - { - get - { - if (mSource == null) - { - mSource = audio; - - if (mSource == null) - { - mSource = GetComponentInChildren(); - - if (mSource == null) - { - Debug.LogError("TweenVolume needs an AudioSource to work with", this); - enabled = false; - } - } - } - return mSource; - } - } - - /// - /// Audio source's current volume. - /// - - public float volume { get { return audioSource.volume; } set { audioSource.volume = value; } } - - /// - /// Tween update function. - /// - - protected override void OnUpdate (float factor, bool isFinished) - { - volume = from * (1f - factor) + to * factor; - mSource.enabled = (mSource.volume > 0.01f); - } - - /// - /// Start the tweening operation. - /// - - static public TweenVolume Begin (GameObject go, float duration, float targetVolume) - { - TweenVolume comp = UITweener.Begin(go, duration); - comp.from = comp.volume; - comp.to = targetVolume; - - if (duration <= 0f) - { - comp.Sample(1f, true); - comp.enabled = false; - } - return comp; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/TweenVolume.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/TweenVolume.cs.meta deleted file mode 100644 index 037a624..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/TweenVolume.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 17aeef7ce6c142344959e650cab20151 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/UITweener.cs b/Assets/Libraries/NGUI/Scripts/Tweening/UITweener.cs deleted file mode 100644 index e176cbd..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/UITweener.cs +++ /dev/null @@ -1,361 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections; - -/// -/// Base class for all tweening operations. -/// - -public abstract class UITweener : IgnoreTimeScale -{ - public enum Method - { - Linear, - EaseIn, - EaseOut, - EaseInOut, - BounceIn, - BounceOut, - } - - public enum Style - { - Once, - Loop, - PingPong, - } - - public delegate void OnFinished (UITweener tween); - - /// - /// Delegate for subscriptions. Faster than using the 'eventReceiver' and allows for multiple receivers. - /// - - public OnFinished onFinished; - - /// - /// Tweening method used. - /// - - public Method method = Method.Linear; - - /// - /// Does it play once? Does it loop? - /// - - public Style style = Style.Once; - - /// - /// Optional curve to apply to the tween's time factor value. - /// - - public AnimationCurve animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f)); - - /// - /// Whether the tween will ignore the timescale, making it work while the game is paused. - /// - - public bool ignoreTimeScale = true; - - /// - /// How long will the tweener wait before starting the tween? - /// - - public float delay = 0f; - - /// - /// How long is the duration of the tween? - /// - - public float duration = 1f; - - /// - /// Whether the tweener will use steeper curves for ease in / out style interpolation. - /// - - public bool steeperCurves = false; - - /// - /// Used by buttons and tween sequences. Group of '0' means not in a sequence. - /// - - public int tweenGroup = 0; - - /// - /// Target used with 'callWhenFinished', or this game object if none was specified. - /// - - public GameObject eventReceiver; - - /// - /// Name of the function to call when the tween finishes. - /// - - public string callWhenFinished; - - bool mStarted = false; - float mStartTime = 0f; - float mDuration = 0f; - float mAmountPerDelta = 1f; - float mFactor = 0f; - - /// - /// Amount advanced per delta time. - /// - - public float amountPerDelta - { - get - { - if (mDuration != duration) - { - mDuration = duration; - mAmountPerDelta = Mathf.Abs((duration > 0f) ? 1f / duration : 1000f); - } - return mAmountPerDelta; - } - } - - /// - /// Tween factor, 0-1 range. - /// - - public float tweenFactor { get { return mFactor; } } - - /// - /// Direction that the tween is currently playing in. - /// - - public AnimationOrTween.Direction direction { get { return mAmountPerDelta < 0f ? AnimationOrTween.Direction.Reverse : AnimationOrTween.Direction.Forward; } } - - /// - /// Update as soon as it's started so that there is no delay. - /// - - void Start () { Update(); } - - /// - /// Update the tweening factor and call the virtual update function. - /// - - void Update () - { - float delta = ignoreTimeScale ? UpdateRealTimeDelta() : Time.deltaTime; - float time = ignoreTimeScale ? realTime : Time.time; - - if (!mStarted) - { - mStarted = true; - mStartTime = time + delay; - } - - if (time < mStartTime) return; - - // Advance the sampling factor - mFactor += amountPerDelta * delta; - - // Loop style simply resets the play factor after it exceeds 1. - if (style == Style.Loop) - { - if (mFactor > 1f) - { - mFactor -= Mathf.Floor(mFactor); - } - } - else if (style == Style.PingPong) - { - // Ping-pong style reverses the direction - if (mFactor > 1f) - { - mFactor = 1f - (mFactor - Mathf.Floor(mFactor)); - mAmountPerDelta = -mAmountPerDelta; - } - else if (mFactor < 0f) - { - mFactor = -mFactor; - mFactor -= Mathf.Floor(mFactor); - mAmountPerDelta = -mAmountPerDelta; - } - } - - // If the factor goes out of range and this is a one-time tweening operation, disable the script - if ((style == Style.Once) && (mFactor > 1f || mFactor < 0f)) - { - mFactor = Mathf.Clamp01(mFactor); - Sample(mFactor, true); - - // Notify the listener delegate - if (onFinished != null) onFinished(this); - - // Notify the event listener target - if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)) - { - eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver); - } - - // Disable this script unless the function calls above changed something - if (mFactor == 1f && mAmountPerDelta > 0f || mFactor == 0f && mAmountPerDelta < 0f) - { - enabled = false; - } - } - else Sample(mFactor, false); - } - - /// - /// Mark as not started when finished to enable delay on next play. - /// - - void OnDisable () { mStarted = false; } - - /// - /// Sample the tween at the specified factor. - /// - - public void Sample (float factor, bool isFinished) - { - // Calculate the sampling value - float val = Mathf.Clamp01(factor); - - if (method == Method.EaseIn) - { - val = 1f - Mathf.Sin(0.5f * Mathf.PI * (1f - val)); - if (steeperCurves) val *= val; - } - else if (method == Method.EaseOut) - { - val = Mathf.Sin(0.5f * Mathf.PI * val); - - if (steeperCurves) - { - val = 1f - val; - val = 1f - val * val; - } - } - else if (method == Method.EaseInOut) - { - const float pi2 = Mathf.PI * 2f; - val = val - Mathf.Sin(val * pi2) / pi2; - - if (steeperCurves) - { - val = val * 2f - 1f; - float sign = Mathf.Sign(val); - val = 1f - Mathf.Abs(val); - val = 1f - val * val; - val = sign * val * 0.5f + 0.5f; - } - } - else if (method == Method.BounceIn) - { - val = BounceLogic(val); - } - else if (method == Method.BounceOut) - { - val = 1f - BounceLogic(1f - val); - } - - // Call the virtual update - OnUpdate((animationCurve != null) ? animationCurve.Evaluate(val) : val, isFinished); - } - - /// - /// Main Bounce logic to simplify the Sample function - /// - - float BounceLogic (float val) - { - if (val < 0.363636f) // 0.363636 = (1/ 2.75) - { - val = 7.5685f * val * val; - } - else if (val < 0.727272f) // 0.727272 = (2 / 2.75) - { - val = 7.5625f * (val -= 0.545454f) * val + 0.75f; // 0.545454f = (1.5 / 2.75) - } - else if (val < 0.909090f) // 0.909090 = (2.5 / 2.75) - { - val = 7.5625f * (val -= 0.818181f) * val + 0.9375f; // 0.818181 = (2.25 / 2.75) - } - else - { - val = 7.5625f * (val -= 0.9545454f) * val + 0.984375f; // 0.9545454 = (2.625 / 2.75) - } - return val; - } - - /// - /// Manually activate the tweening process, reversing it if necessary. - /// - - public void Play (bool forward) - { - mAmountPerDelta = Mathf.Abs(amountPerDelta); - if (!forward) mAmountPerDelta = -mAmountPerDelta; - enabled = true; - Update(); - } - - /// - /// Manually reset the tweener's state to the beginning. - /// - - public void Reset () - { - mStarted = false; - mFactor = (mAmountPerDelta < 0f) ? 1f : 0f; - Sample(mFactor, false); - } - - /// - /// Manually start the tweening process, reversing its direction. - /// - - public void Toggle () - { - if (mFactor > 0f) - { - mAmountPerDelta = -amountPerDelta; - } - else - { - mAmountPerDelta = Mathf.Abs(amountPerDelta); - } - enabled = true; - } - - /// - /// Actual tweening logic should go here. - /// - - abstract protected void OnUpdate (float factor, bool isFinished); - - /// - /// Starts the tweening operation. - /// - - static public T Begin (GameObject go, float duration) where T : UITweener - { - T comp = go.GetComponent(); -#if UNITY_FLASH - if ((object)comp == null) comp = (T)go.AddComponent(); -#else - if (comp == null) comp = go.AddComponent(); -#endif - comp.mStarted = false; - comp.duration = duration; - comp.mFactor = 0f; - comp.mAmountPerDelta = Mathf.Abs(comp.mAmountPerDelta); - comp.style = Style.Once; - comp.animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f)); - comp.eventReceiver = null; - comp.callWhenFinished = null; - comp.onFinished = null; - comp.enabled = true; - return comp; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/Tweening/UITweener.cs.meta b/Assets/Libraries/NGUI/Scripts/Tweening/UITweener.cs.meta deleted file mode 100644 index d5dd79a..0000000 --- a/Assets/Libraries/NGUI/Scripts/Tweening/UITweener.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c96860f5597f2494abb42d29cdca0bcc -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI.meta b/Assets/Libraries/NGUI/Scripts/UI.meta deleted file mode 100644 index cd3e421..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: f5949771cb7bf2144b457d1226aaa7b5 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIAnchor.cs b/Assets/Libraries/NGUI/Scripts/UI/UIAnchor.cs deleted file mode 100644 index cbe8f0e..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIAnchor.cs +++ /dev/null @@ -1,233 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This script can be used to anchor an object to the side or corner of the screen, panel, or a widget. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Anchor")] -public class UIAnchor : MonoBehaviour -{ - public enum Side - { - BottomLeft, - Left, - TopLeft, - Top, - TopRight, - Right, - BottomRight, - Bottom, - Center, - } - - bool mNeedsHalfPixelOffset = false; - - /// - /// Camera used to determine the anchor bounds. Set automatically if none was specified. - /// - - public Camera uiCamera = null; - - /// - /// Widget used to determine the container's bounds. Overwrites the camera-based anchoring if the value was specified. - /// - - public UIWidget widgetContainer = null; - - /// - /// Panel used to determine the container's bounds. Overwrites the widget-based anchoring if the value was specified. - /// - - public UIPanel panelContainer = null; - - /// - /// Side or corner to anchor to. - /// - - public Side side = Side.Center; - - /// - /// Whether a half-pixel offset will be applied on windows machines. Most of the time you'll want to leave this as 'true'. - /// This value is only used if the widget and panel containers were not specified. - /// - - public bool halfPixelOffset = true; - - /// - /// If set to 'true', UIAnchor will execute once, then will be removed. Useful if your screen resolution never changes. - /// - - public bool runOnlyOnce = false; - - /// - /// Relative offset value, if any. For example "0.25" with 'side' set to Left, means 25% from the left side. - /// - - public Vector2 relativeOffset = Vector2.zero; - - /// - /// Pixel offset value if any. For example "10" in x will move the widget 10 pixels to the right - /// while "-10" in x is 10 pixels to the left based on the pixel values set in UIRoot. - /// - - public Vector2 pixelOffset = Vector2.zero; - - Transform mTrans; - Animation mAnim; - Rect mRect = new Rect(); - UIRoot mRoot; - - void Awake () - { - mTrans = transform; - mAnim = animation; - } - - /// - /// Automatically find the camera responsible for drawing the widgets under this object. - /// - - void Start () - { - mRoot = NGUITools.FindInParents(gameObject); - mNeedsHalfPixelOffset = (Application.platform == RuntimePlatform.WindowsPlayer || - Application.platform == RuntimePlatform.XBOX360 || - Application.platform == RuntimePlatform.WindowsWebPlayer || - Application.platform == RuntimePlatform.WindowsEditor); - - // Only DirectX 9 needs the half-pixel offset - if (mNeedsHalfPixelOffset) mNeedsHalfPixelOffset = (SystemInfo.graphicsShaderLevel < 40); - - if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); - Update(); - } - - /// - /// Anchor the object to the appropriate point. - /// - - void Update () - { - if (mAnim != null && mAnim.enabled && mAnim.isPlaying) return; - - bool useCamera = false; - - if (panelContainer != null) - { - if (panelContainer.clipping == UIDrawCall.Clipping.None) - { - // Panel has no clipping -- just use the screen's dimensions - float ratio = (mRoot != null) ? (float)mRoot.activeHeight / Screen.height * 0.5f : 0.5f; - mRect.xMin = -Screen.width * ratio; - mRect.yMin = -Screen.height * ratio; - mRect.xMax = -mRect.xMin; - mRect.yMax = -mRect.yMin; - } - else - { - // Panel has clipping -- use it as the mRect - Vector4 pos = panelContainer.clipRange; - mRect.x = pos.x - (pos.z * 0.5f); - mRect.y = pos.y - (pos.w * 0.5f); - mRect.width = pos.z; - mRect.height = pos.w; - } - } - else if (widgetContainer != null) - { - // Widget is used -- use its bounds as the container's bounds - Transform t = widgetContainer.cachedTransform; - Vector3 ls = t.localScale; - Vector3 lp = t.localPosition; - - Vector3 size = widgetContainer.relativeSize; - Vector3 offset = widgetContainer.pivotOffset; - offset.y -= 1f; - - offset.x *= (widgetContainer.relativeSize.x * ls.x); - offset.y *= (widgetContainer.relativeSize.y * ls.y); - - mRect.x = lp.x + offset.x; - mRect.y = lp.y + offset.y; - - mRect.width = size.x * ls.x; - mRect.height = size.y * ls.y; - } - else if (uiCamera != null) - { - useCamera = true; - mRect = uiCamera.pixelRect; - } - else return; - - float cx = (mRect.xMin + mRect.xMax) * 0.5f; - float cy = (mRect.yMin + mRect.yMax) * 0.5f; - Vector3 v = new Vector3(cx, cy, 0f); - - if (side != Side.Center) - { - if (side == Side.Right || side == Side.TopRight || side == Side.BottomRight) v.x = mRect.xMax; - else if (side == Side.Top || side == Side.Center || side == Side.Bottom) v.x = cx; - else v.x = mRect.xMin; - - if (side == Side.Top || side == Side.TopRight || side == Side.TopLeft) v.y = mRect.yMax; - else if (side == Side.Left || side == Side.Center || side == Side.Right) v.y = cy; - else v.y = mRect.yMin; - } - - float width = mRect.width; - float height = mRect.height; - - v.x += relativeOffset.x * width; - v.y += relativeOffset.y * height; - - if (useCamera) - { - if (uiCamera.orthographic) - { - v.x = Mathf.Round(v.x); - v.y = Mathf.Round(v.y); - - v.x += pixelOffset.x; - v.y += pixelOffset.y; - - if (halfPixelOffset && mNeedsHalfPixelOffset) - { - v.x -= 0.5f; - v.y += 0.5f; - } - } - v.z = uiCamera.WorldToScreenPoint(mTrans.position).z; - v = uiCamera.ScreenToWorldPoint(v); - } - else - { - v.x = Mathf.Round(v.x); - v.y = Mathf.Round(v.y); - - v.x += pixelOffset.x; - v.y += pixelOffset.y; - - if (panelContainer != null) - { - v = panelContainer.cachedTransform.TransformPoint(v); - } - else if (widgetContainer != null) - { - Transform t = widgetContainer.cachedTransform.parent; - if (t != null) v = t.TransformPoint(v); - } - v.z = mTrans.position.z; - } - - // Wrapped in an 'if' so the scene doesn't get marked as 'edited' every frame - if (mTrans.position != v) mTrans.position = v; - if (runOnlyOnce && Application.isPlaying) Destroy(this); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIAnchor.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIAnchor.cs.meta deleted file mode 100644 index 2c3795c..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIAnchor.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c8077b76001d36d489868d20d28bddb9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIAtlas.cs b/Assets/Libraries/NGUI/Scripts/UI/UIAtlas.cs deleted file mode 100644 index c56d0fc..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIAtlas.cs +++ /dev/null @@ -1,428 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; -using System; - -/// -/// UI Atlas contains a collection of sprites inside one large texture atlas. -/// - -[AddComponentMenu("NGUI/UI/Atlas")] -public class UIAtlas : MonoBehaviour -{ - // Ideally this class should be called UISpriteData and should be separate from UIAtlas... - // But unfortunately I can't rename it or move it out as it will break backwards compatibility. - - [System.Serializable] - public class Sprite - { - public string name = "Unity Bug"; - public Rect outer = new Rect(0f, 0f, 1f, 1f); - public Rect inner = new Rect(0f, 0f, 1f, 1f); - public bool rotated = false; - - // Padding is needed for trimmed sprites and is relative to sprite width and height - public float paddingLeft = 0f; - public float paddingRight = 0f; - public float paddingTop = 0f; - public float paddingBottom = 0f; - - public bool hasPadding { get { return paddingLeft != 0f || paddingRight != 0f || paddingTop != 0f || paddingBottom != 0f; } } - } - - /// - /// Pixels coordinates are values within the texture specified in pixels. They are more intuitive, - /// but will likely change if the texture gets resized. TexCoord coordinates range from 0 to 1, - /// and won't change if the texture is resized. You can switch freely from one to the other prior - /// to modifying the texture used by the atlas. - /// - - public enum Coordinates - { - Pixels, - TexCoords, - } - - // Material used by this atlas. Name is kept only for backwards compatibility, it used to be public. - [HideInInspector][SerializeField] Material material; - - // List of all sprites inside the atlas. Name is kept only for backwards compatibility, it used to be public. - [HideInInspector][SerializeField] List sprites = new List(); - - // Currently active set of coordinates - [HideInInspector][SerializeField] Coordinates mCoordinates = Coordinates.Pixels; - - // Size in pixels for the sake of MakePixelPerfect functions. - [HideInInspector][SerializeField] float mPixelSize = 1f; - - // Replacement atlas can be used to completely bypass this atlas, pulling the data from another one instead. - [HideInInspector][SerializeField] UIAtlas mReplacement; - - // Whether the atlas is using a pre-multiplied alpha material. -1 = not checked. 0 = no. 1 = yes. - int mPMA = -1; - - /// - /// Material used by the atlas. - /// - - public Material spriteMaterial - { - get - { - return (mReplacement != null) ? mReplacement.spriteMaterial : material; - } - set - { - if (mReplacement != null) - { - mReplacement.spriteMaterial = value; - } - else - { - if (material == null) - { - mPMA = 0; - material = value; - } - else - { - MarkAsDirty(); - mPMA = -1; - material = value; - MarkAsDirty(); - } - } - } - } - - /// - /// Whether the atlas is using a premultiplied alpha material. - /// - - public bool premultipliedAlpha - { - get - { - if (mReplacement != null) return mReplacement.premultipliedAlpha; - - if (mPMA == -1) - { - Material mat = spriteMaterial; - mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0; - } - return (mPMA == 1); - } - } - - /// - /// List of sprites within the atlas. - /// - - public List spriteList - { - get - { - return (mReplacement != null) ? mReplacement.spriteList : sprites; - } - set - { - if (mReplacement != null) mReplacement.spriteList = value; - else sprites = value; - } - } - - /// - /// Texture used by the atlas. - /// - - public Texture texture { get { return (mReplacement != null) ? mReplacement.texture : (material != null ? material.mainTexture as Texture : null); } } - - /// - /// Allows switching of the coordinate system from pixel coordinates to texture coordinates. - /// - - public Coordinates coordinates - { - get - { - return (mReplacement != null) ? mReplacement.coordinates : mCoordinates; - } - set - { - if (mReplacement != null) - { - mReplacement.coordinates = value; - } - else if (mCoordinates != value) - { - if (material == null || material.mainTexture == null) - { - Debug.LogError("Can't switch coordinates until the atlas material has a valid texture"); - return; - } - - mCoordinates = value; - Texture tex = material.mainTexture; - - for (int i = 0, imax = sprites.Count; i < imax; ++i) - { - Sprite s = sprites[i]; - - if (mCoordinates == Coordinates.TexCoords) - { - s.outer = NGUIMath.ConvertToTexCoords(s.outer, tex.width, tex.height); - s.inner = NGUIMath.ConvertToTexCoords(s.inner, tex.width, tex.height); - } - else - { - s.outer = NGUIMath.ConvertToPixels(s.outer, tex.width, tex.height, true); - s.inner = NGUIMath.ConvertToPixels(s.inner, tex.width, tex.height, true); - } - } - } - } - } - - /// - /// Pixel size is a multiplier applied to widgets dimensions when performing MakePixelPerfect() pixel correction. - /// Most obvious use would be on retina screen displays. The resolution doubles, but with UIRoot staying the same - /// for layout purposes, you can still get extra sharpness by switching to an HD atlas that has pixel size set to 0.5. - /// - - public float pixelSize - { - get - { - return (mReplacement != null) ? mReplacement.pixelSize : mPixelSize; - } - set - { - if (mReplacement != null) - { - mReplacement.pixelSize = value; - } - else - { - float val = Mathf.Clamp(value, 0.25f, 4f); - - if (mPixelSize != val) - { - mPixelSize = val; - MarkAsDirty(); - } - } - } - } - - /// - /// Setting a replacement atlas value will cause everything using this atlas to use the replacement atlas instead. - /// Suggested use: set up all your widgets to use a dummy atlas that points to the real atlas. Switching that atlas - /// to another one (for example an HD atlas) is then a simple matter of setting this field on your dummy atlas. - /// - - public UIAtlas replacement - { - get - { - return mReplacement; - } - set - { - UIAtlas rep = value; - if (rep == this) rep = null; - - if (mReplacement != rep) - { - if (rep != null && rep.replacement == this) rep.replacement = null; - if (mReplacement != null) MarkAsDirty(); - mReplacement = rep; - MarkAsDirty(); - } - } - } - - /// - /// Convenience function that retrieves a sprite by name. - /// - - public Sprite GetSprite (string name) - { - if (mReplacement != null) - { - return mReplacement.GetSprite(name); - } - else if (!string.IsNullOrEmpty(name)) - { - for (int i = 0, imax = sprites.Count; i < imax; ++i) - { - Sprite s = sprites[i]; - - // string.Equals doesn't seem to work with Flash export - if (!string.IsNullOrEmpty(s.name) && name == s.name) - { - return s; - } - } - } - return null; - } - - /// - /// Function used for sorting in the GetListOfSprites() function below. - /// - - static int CompareString (string a, string b) { return a.CompareTo(b); } - - /// - /// Convenience function that retrieves a list of all sprite names. - /// - - public BetterList GetListOfSprites () - { - if (mReplacement != null) return mReplacement.GetListOfSprites(); - BetterList list = new BetterList(); - - for (int i = 0, imax = sprites.Count; i < imax; ++i) - { - Sprite s = sprites[i]; - if (s != null && !string.IsNullOrEmpty(s.name)) list.Add(s.name); - } - //list.Sort(CompareString); - return list; - } - - /// - /// Convenience function that retrieves a list of all sprite names that contain the specified phrase - /// - - public BetterList GetListOfSprites (string match) - { - if (mReplacement != null) return mReplacement.GetListOfSprites(match); - if (string.IsNullOrEmpty(match)) return GetListOfSprites(); - BetterList list = new BetterList(); - - // First try to find an exact match - for (int i = 0, imax = sprites.Count; i < imax; ++i) - { - Sprite s = sprites[i]; - - if (s != null && !string.IsNullOrEmpty(s.name) && string.Equals(match, s.name, StringComparison.OrdinalIgnoreCase)) - { - list.Add(s.name); - return list; - } - } - - // No exact match found? Split up the search into space-separated components. - string[] keywords = match.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); - for (int i = 0; i < keywords.Length; ++i) keywords[i] = keywords[i].ToLower(); - - // Try to find all sprites where all keywords are present - for (int i = 0, imax = sprites.Count; i < imax; ++i) - { - Sprite s = sprites[i]; - - if (s != null && !string.IsNullOrEmpty(s.name)) - { - string tl = s.name.ToLower(); - int matches = 0; - - for (int b = 0; b < keywords.Length; ++b) - { - if (tl.Contains(keywords[b])) ++matches; - } - if (matches == keywords.Length) list.Add(s.name); - } - } - //list.Sort(CompareString); - return list; - } - - /// - /// Helper function that determines whether the atlas uses the specified one, taking replacements into account. - /// - - bool References (UIAtlas atlas) - { - if (atlas == null) return false; - if (atlas == this) return true; - return (mReplacement != null) ? mReplacement.References(atlas) : false; - } - - /// - /// Helper function that determines whether the two atlases are related. - /// - - static public bool CheckIfRelated (UIAtlas a, UIAtlas b) - { - if (a == null || b == null) return false; - return a == b || a.References(b) || b.References(a); - } - - /// - /// Mark all widgets associated with this atlas as having changed. - /// - - public void MarkAsDirty () - { -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(gameObject); -#endif - if (mReplacement != null) mReplacement.MarkAsDirty(); - - UISprite[] list = NGUITools.FindActive(); - - for (int i = 0, imax = list.Length; i < imax; ++i) - { - UISprite sp = list[i]; - - if (CheckIfRelated(this, sp.atlas)) - { - UIAtlas atl = sp.atlas; - sp.atlas = null; - sp.atlas = atl; -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(sp); -#endif - } - } - - UIFont[] fonts = Resources.FindObjectsOfTypeAll(typeof(UIFont)) as UIFont[]; - - for (int i = 0, imax = fonts.Length; i < imax; ++i) - { - UIFont font = fonts[i]; - - if (CheckIfRelated(this, font.atlas)) - { - UIAtlas atl = font.atlas; - font.atlas = null; - font.atlas = atl; -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(font); -#endif - } - } - - UILabel[] labels = NGUITools.FindActive(); - - for (int i = 0, imax = labels.Length; i < imax; ++i) - { - UILabel lbl = labels[i]; - - if (lbl.font != null && CheckIfRelated(this, lbl.font.atlas)) - { - UIFont font = lbl.font; - lbl.font = null; - lbl.font = font; -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(lbl); -#endif - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIAtlas.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIAtlas.cs.meta deleted file mode 100644 index f85cf2d..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIAtlas.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4d0c51bb0b6e93049af5e88f93826e3b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UICamera.cs b/Assets/Libraries/NGUI/Scripts/UI/UICamera.cs deleted file mode 100644 index 1a44d7a..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UICamera.cs +++ /dev/null @@ -1,1235 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// This script should be attached to each camera that's used to draw the objects with -/// UI components on them. This may mean only one camera (main camera or your UI camera), -/// or multiple cameras if you happen to have multiple viewports. Failing to attach this -/// script simply means that objects drawn by this camera won't receive UI notifications: -/// -/// - OnHover (isOver) is sent when the mouse hovers over a collider or moves away. -/// - OnPress (isDown) is sent when a mouse button gets pressed on the collider. -/// - OnSelect (selected) is sent when a mouse button is released on the same object as it was pressed on. -/// - OnClick () is sent with the same conditions as OnSelect, with the added check to see if the mouse has not moved much. UICamera.currentTouchID tells you which button was clicked. -/// - OnDoubleClick () is sent when the click happens twice within a fourth of a second. UICamera.currentTouchID tells you which button was clicked. -/// - OnDrag (delta) is sent when a mouse or touch gets pressed on a collider and starts dragging it. -/// - OnDrop (gameObject) is sent when the mouse or touch get released on a different collider than the one that was being dragged. -/// - OnInput (text) is sent when typing (after selecting a collider by clicking on it). -/// - OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving. -/// - OnScroll (float delta) is sent out when the mouse scroll wheel is moved. -/// - OnKey (KeyCode key) is sent when keyboard or controller input is used. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Camera")] -[RequireComponent(typeof(Camera))] -public class UICamera : MonoBehaviour -{ - /// - /// Whether the touch event will be sending out the OnClick notification at the end. - /// - - public enum ClickNotification - { - None, - Always, - BasedOnDelta, - } - - /// - /// Ambiguous mouse, touch, or controller event. - /// - - public class MouseOrTouch - { - public Vector2 pos; // Current position of the mouse or touch event - public Vector2 delta; // Delta since last update - public Vector2 totalDelta; // Delta since the event started being tracked - - public Camera pressedCam; // Camera that the OnPress(true) was fired with - - public GameObject current; // The current game object under the touch or mouse - public GameObject pressed; // The last game object to receive OnPress - public GameObject dragged; // The last game object to receive OnDrag - - public float clickTime = 0f; // The last time a click event was sent out - - public ClickNotification clickNotification = ClickNotification.Always; - public bool touchBegan = true; - public bool pressStarted = false; - public bool dragStarted = false; - } - - class Highlighted - { - public GameObject go; - public int counter = 0; - } - - /// - /// If 'true', currently hovered object will be shown in the top left corner. - /// - - public bool debug = false; - - /// - /// Whether the mouse input is used. - /// - - public bool useMouse = true; - - /// - /// Whether the touch-based input is used. - /// - - public bool useTouch = true; - - /// - /// Whether multi-touch is allowed. - /// - - public bool allowMultiTouch = true; - - /// - /// Whether the keyboard events will be processed. - /// - - public bool useKeyboard = true; - - /// - /// Whether the joystick and controller events will be processed. - /// - - public bool useController = true; - - /// - /// If 'true', once a press event is started on some object, that object will be the only one that will be - /// receiving future events until the press event is finally released, regardless of where that happens. - /// If 'false', the press event won't be locked to the original object, and other objects will be receiving - /// OnPress(true) and OnPress(false) events as the touch enters and leaves their area. - /// - - public bool stickyPress = true; - - /// - /// Which layers will receive events. - /// - - public LayerMask eventReceiverMask = -1; - - /// - /// Whether raycast events will be clipped just like widgets. This essentially means that clicking on a collider that - /// happens to have been clipped will not produce a hit. Note that having this enabled will slightly reduce performance. - /// - - public bool clipRaycasts = true; - - /// - /// How long of a delay to expect before showing the tooltip. - /// - - public float tooltipDelay = 1f; - - /// - /// Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true). - /// - - public bool stickyTooltip = true; - - /// - /// How much the mouse has to be moved after pressing a button before it starts to send out drag events. - /// - - public float mouseDragThreshold = 4f; - - /// - /// How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. - /// - - public float mouseClickThreshold = 10f; - - /// - /// How much the mouse has to be moved after pressing a button before it starts to send out drag events. - /// - - public float touchDragThreshold = 40f; - - /// - /// How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. - /// - - public float touchClickThreshold = 40f; - - /// - /// Raycast range distance. By default it's as far as the camera can see. - /// - - public float rangeDistance = -1f; - - /// - /// Name of the axis used for scrolling. - /// - - public string scrollAxisName = "Mouse ScrollWheel"; - - /// - /// Name of the axis used to send up and down key events. - /// - - public string verticalAxisName = "Vertical"; - - /// - /// Name of the axis used to send left and right key events. - /// - - public string horizontalAxisName = "Horizontal"; - - /// - /// Various keys used by the camera. - /// - - public KeyCode submitKey0 = KeyCode.Return; - public KeyCode submitKey1 = KeyCode.JoystickButton0; - public KeyCode cancelKey0 = KeyCode.Escape; - public KeyCode cancelKey1 = KeyCode.JoystickButton1; - - public delegate void OnCustomInput (); - - /// - /// Custom input processing logic, if desired. For example: WP7 touches. - /// Use UICamera.current to get the current camera. - /// - - static public OnCustomInput onCustomInput; - - /// - /// Whether tooltips will be shown or not. - /// - - static public bool showTooltips = true; - - /// - /// Position of the last touch (or mouse) event. - /// - - static public Vector2 lastTouchPosition = Vector2.zero; - - /// - /// Last raycast hit prior to sending out the event. This is useful if you want detailed information - /// about what was actually hit in your OnClick, OnHover, and other event functions. - /// - - static public RaycastHit lastHit; - - /// - /// UICamera that sent out the event. - /// - - static public UICamera current = null; - - /// - /// Last camera active prior to sending out the event. This will always be the camera that actually sent out the event. - /// - - static public Camera currentCamera = null; - - /// - /// ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle. - /// - - static public int currentTouchID = -1; - - /// - /// Current touch, set before any event function gets called. - /// - - static public MouseOrTouch currentTouch = null; - - /// - /// Whether an input field currently has focus. - /// - - static public bool inputHasFocus = false; - - /// - /// If set, this game object will receive all events regardless of whether they were handled or not. - /// - - static public GameObject genericEventHandler; - - /// - /// If events don't get handled, they will be forwarded to this game object. - /// - - static public GameObject fallThrough; - - // List of all active cameras in the scene - static List mList = new List(); - - // List of currently highlighted items - static List mHighlighted = new List(); - - // Selected widget (for input) - static GameObject mSel = null; - - // Mouse events - static MouseOrTouch[] mMouse = new MouseOrTouch[] { new MouseOrTouch(), new MouseOrTouch(), new MouseOrTouch() }; - - // The last object to receive OnHover - static GameObject mHover; - - // Joystick/controller/keyboard event - static MouseOrTouch mController = new MouseOrTouch(); - - // Used to ensure that joystick-based controls don't trigger that often - static float mNextEvent = 0f; - - // List of currently active touches - static Dictionary mTouches = new Dictionary(); - - // Tooltip widget (mouse only) - GameObject mTooltip = null; - - // Mouse input is turned off on iOS - Camera mCam = null; - LayerMask mLayerMask; - float mTooltipTime = 0f; - bool mIsEditor = false; - - /// - /// Helper function that determines if this script should be handling the events. - /// - - bool handlesEvents { get { return eventHandler == this; } } - - /// - /// Caching is always preferable for performance. - /// - - public Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } } - - /// - /// Set to 'true' just before OnDrag-related events are sent (this includes OnPress events that resulted from dragging). - /// - - static public bool isDragging = false; - - /// - /// The object hit by the last Raycast that was the result of a mouse or touch event. - /// - - static public GameObject hoveredObject; - - /// - /// Option to manually set the selected game object. - /// - - static public GameObject selectedObject - { - get - { - return mSel; - } - set - { - if (mSel != value) - { - if (mSel != null) - { - UICamera uicam = FindCameraForLayer(mSel.layer); - - if (uicam != null) - { - current = uicam; - currentCamera = uicam.mCam; - Notify(mSel, "OnSelect", false); - if (uicam.useController || uicam.useKeyboard) Highlight(mSel, false); - current = null; - } - } - - mSel = value; - - if (mSel != null) - { - UICamera uicam = FindCameraForLayer(mSel.layer); - - if (uicam != null) - { - current = uicam; - currentCamera = uicam.mCam; - if (uicam.useController || uicam.useKeyboard) Highlight(mSel, true); - Notify(mSel, "OnSelect", true); - current = null; - } - } - } - } - } - - /// - /// Number of active touches from all sources. - /// - - static public int touchCount - { - get - { - int count = 0; - - foreach (KeyValuePair touch in mTouches) - if (touch.Value.pressed != null) - ++count; - - for (int i = 0; i < mMouse.Length; ++i) - if (mMouse[i].pressed != null) - ++count; - - if (mController.pressed != null) - ++count; - - return count; - } - } - - /// - /// Number of active drag events from all sources. - /// - - static public int dragCount - { - get - { - int count = 0; - - foreach (KeyValuePair touch in mTouches) - if (touch.Value.dragged != null) - ++count; - - for (int i = 0; i < mMouse.Length; ++i) - if (mMouse[i].dragged != null) - ++count; - - if (mController.dragged != null) - ++count; - - return count; - } - } - - /// - /// Clear the list on application quit (also when Play mode is exited) - /// - - void OnApplicationQuit () { mHighlighted.Clear(); } - - /// - /// Convenience function that returns the main HUD camera. - /// - - static public Camera mainCamera - { - get - { - UICamera mouse = eventHandler; - return (mouse != null) ? mouse.cachedCamera : null; - } - } - - /// - /// Event handler for all types of events. - /// - - static public UICamera eventHandler - { - get - { - for (int i = 0; i < mList.Count; ++i) - { - // Invalid or inactive entry -- keep going - UICamera cam = mList[i]; - if (cam == null || !cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue; - return cam; - } - return null; - } - } - - /// - /// Static comparison function used for sorting. - /// - - static int CompareFunc (UICamera a, UICamera b) - { - if (a.cachedCamera.depth < b.cachedCamera.depth) return 1; - if (a.cachedCamera.depth > b.cachedCamera.depth) return -1; - return 0; - } - - static RaycastHit mEmpty = new RaycastHit(); - - /// - /// Returns the object under the specified position. - /// - - static public bool Raycast (Vector3 inPos, out RaycastHit hit) - { - for (int i = 0; i < mList.Count; ++i) - { - UICamera cam = mList[i]; - - // Skip inactive scripts - if (!cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue; - - // Convert to view space - currentCamera = cam.cachedCamera; - Vector3 pos = currentCamera.ScreenToViewportPoint(inPos); - if (float.IsNaN(pos.x) || float.IsNaN(pos.y)) continue; - - // If it's outside the camera's viewport, do nothing - if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) continue; - - // Cast a ray into the screen - Ray ray = currentCamera.ScreenPointToRay(inPos); - - // Raycast into the screen - int mask = currentCamera.cullingMask & (int)cam.eventReceiverMask; - float dist = (cam.rangeDistance > 0f) ? cam.rangeDistance : currentCamera.farClipPlane - currentCamera.nearClipPlane; - - // If raycasts should be clipped by panels, we need to find a panel for each hit - if (cam.clipRaycasts) - { - RaycastHit[] hits = Physics.RaycastAll(ray, dist, mask); - - if (hits.Length > 1) - { - System.Array.Sort(hits, delegate(RaycastHit r1, RaycastHit r2) { return r1.distance.CompareTo(r2.distance); }); - - for (int b = 0, bmax = hits.Length; b < bmax; ++b) - { - if (IsVisible(ref hits[b])) - { - hit = hits[b]; - return true; - } - } - } - else if (hits.Length == 1 && IsVisible(ref hits[0])) - { - hit = hits[0]; - return true; - } - continue; - } - if (Physics.Raycast(ray, out hit, dist, mask)) return true; - } - hit = mEmpty; - return false; - } - - /// - /// Helper function to check if the specified hit is visible by the panel. - /// - - static bool IsVisible (ref RaycastHit hit) - { - UIPanel panel = NGUITools.FindInParents(hit.collider.gameObject); - - if (panel == null || panel.IsVisible(hit.point)) - { - return true; - } - return false; - } - - /// - /// Find the camera responsible for handling events on objects of the specified layer. - /// - - static public UICamera FindCameraForLayer (int layer) - { - int layerMask = 1 << layer; - - for (int i = 0; i < mList.Count; ++i) - { - UICamera cam = mList[i]; - Camera uc = cam.cachedCamera; - if ((uc != null) && (uc.cullingMask & layerMask) != 0) return cam; - } - return null; - } - - /// - /// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed. - /// - - static int GetDirection (KeyCode up, KeyCode down) - { - if (Input.GetKeyDown(up)) return 1; - if (Input.GetKeyDown(down)) return -1; - return 0; - } - - /// - /// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed. - /// - - static int GetDirection (KeyCode up0, KeyCode up1, KeyCode down0, KeyCode down1) - { - if (Input.GetKeyDown(up0) || Input.GetKeyDown(up1)) return 1; - if (Input.GetKeyDown(down0) || Input.GetKeyDown(down1)) return -1; - return 0; - } - - /// - /// Using the joystick to move the UI results in 1 or -1 if the threshold has been passed, mimicking up/down keys. - /// - - static int GetDirection (string axis) - { - float time = Time.realtimeSinceStartup; - - if (mNextEvent < time) - { - float val = Input.GetAxis(axis); - - if (val > 0.75f) - { - mNextEvent = time + 0.25f; - return 1; - } - - if (val < -0.75f) - { - mNextEvent = time + 0.25f; - return -1; - } - } - return 0; - } - - /// - /// Returns whether the widget should be currently highlighted as far as the UICamera knows. - /// - - static public bool IsHighlighted (GameObject go) - { - for (int i = mHighlighted.Count; i > 0; ) - { - Highlighted hl = mHighlighted[--i]; - if (hl.go == go) return true; - } - return false; - } - - /// - /// Apply or remove highlighted (hovered) state from the specified object. - /// - - static void Highlight (GameObject go, bool highlighted) - { - if (go != null) - { - for (int i = mHighlighted.Count; i > 0; ) - { - Highlighted hl = mHighlighted[--i]; - - if (hl == null || hl.go == null) - { - mHighlighted.RemoveAt(i); - } - else if (hl.go == go) - { - if (highlighted) - { - ++hl.counter; - } - else if (--hl.counter < 1) - { - mHighlighted.Remove(hl); - Notify(go, "OnHover", false); - } - return; - } - } - - if (highlighted) - { - Highlighted hl = new Highlighted(); - hl.go = go; - hl.counter = 1; - mHighlighted.Add(hl); - Notify(go, "OnHover", true); - } - } - } - - /// - /// Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver. - /// - - static public void Notify (GameObject go, string funcName, object obj) - { - if (go != null) - { - go.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver); - - if (genericEventHandler != null && genericEventHandler != go) - { - genericEventHandler.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver); - } - } - } - - /// - /// Get or create a touch event. - /// - - static public MouseOrTouch GetTouch (int id) - { - MouseOrTouch touch = null; - - if (!mTouches.TryGetValue(id, out touch)) - { - touch = new MouseOrTouch(); - touch.touchBegan = true; - mTouches.Add(id, touch); - } - return touch; - } - - /// - /// Remove a touch event from the list. - /// - - static public void RemoveTouch (int id) { mTouches.Remove(id); } - - /// - /// Add this camera to the list. - /// - - void Awake () - { - mList.Add(this); - -#if !UNITY_3_5 && !UNITY_4_0 - // We don't want the camera to send out any kind of mouse events - cachedCamera.eventMask = 0; -#endif - - if (Application.platform == RuntimePlatform.Android || - Application.platform == RuntimePlatform.IPhonePlayer -#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 - || Application.platform == RuntimePlatform.WP8Player - || Application.platform == RuntimePlatform.BB10Player -#endif - ) - { - useMouse = false; - useTouch = true; - - if (Application.platform == RuntimePlatform.IPhonePlayer) - { - useKeyboard = false; - useController = false; - } - } - else if (Application.platform == RuntimePlatform.PS3 || - Application.platform == RuntimePlatform.XBOX360) - { - useMouse = false; - useTouch = false; - useKeyboard = false; - useController = true; - } - else if (Application.platform == RuntimePlatform.WindowsEditor || - Application.platform == RuntimePlatform.OSXEditor) - { - mIsEditor = true; - } - - // Save the starting mouse position - mMouse[0].pos.x = Input.mousePosition.x; - mMouse[0].pos.y = Input.mousePosition.y; - lastTouchPosition = mMouse[0].pos; - - // If no event receiver mask was specified, use the camera's mask - if (eventReceiverMask == -1) eventReceiverMask = cachedCamera.cullingMask; - } - - /// - /// Remove this camera from the list. - /// - - void OnDestroy () { mList.Remove(this); } - - /// - /// Sort the list when enabled. - /// - - void OnEnable () { mList.Sort(CompareFunc); } - - /// - /// Update the object under the mouse if we're not using touch-based input. - /// - - void FixedUpdate () - { - if (useMouse && Application.isPlaying && handlesEvents) - { - hoveredObject = Raycast(Input.mousePosition, out lastHit) ? lastHit.collider.gameObject : fallThrough; - if (hoveredObject == null) hoveredObject = genericEventHandler; - for (int i = 0; i < 3; ++i) mMouse[i].current = hoveredObject; - } - } - - /// - /// Check the input and send out appropriate events. - /// - - void Update () - { - // Only the first UI layer should be processing events - if (!Application.isPlaying || !handlesEvents) return; - - current = this; - - // Update mouse input - if (useMouse || (useTouch && mIsEditor)) ProcessMouse(); - - // Process touch input - if (useTouch) ProcessTouches(); - - // Custom input processing - if (onCustomInput != null) onCustomInput(); - - // Clear the selection on the cancel key, but only if mouse input is allowed - if (useMouse && mSel != null && ((cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0)) || - (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1)))) selectedObject = null; - - // Forward the input to the selected object - if (mSel != null) - { - string input = Input.inputString; - - // Adding support for some macs only having the "Delete" key instead of "Backspace" - if (useKeyboard && Input.GetKeyDown(KeyCode.Delete)) input += "\b"; - - if (input.Length > 0) - { - if (!stickyTooltip && mTooltip != null) ShowTooltip(false); - Notify(mSel, "OnInput", input); - } - } - else inputHasFocus = false; - - // Update the keyboard and joystick events - if (mSel != null) ProcessOthers(); - - // If it's time to show a tooltip, inform the object we're hovering over - if (useMouse && mHover != null) - { - float scroll = Input.GetAxis(scrollAxisName); - if (scroll != 0f) Notify(mHover, "OnScroll", scroll); - - if (showTooltips && mTooltipTime != 0f && (mTooltipTime < Time.realtimeSinceStartup || - Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) - { - mTooltip = mHover; - ShowTooltip(true); - } - } - current = null; - } - - /// - /// Update mouse input. - /// - - public void ProcessMouse () - { - bool updateRaycast = (useMouse && Time.timeScale < 0.9f); - - if (!updateRaycast) - { - for (int i = 0; i < 3; ++i) - { - if (Input.GetMouseButton(i) || Input.GetMouseButtonUp(i)) - { - updateRaycast = true; - break; - } - } - } - - // Update the position and delta - mMouse[0].pos = Input.mousePosition; - mMouse[0].delta = mMouse[0].pos - lastTouchPosition; - - bool posChanged = (mMouse[0].pos != lastTouchPosition); - lastTouchPosition = mMouse[0].pos; - - // Update the object under the mouse - if (updateRaycast) - { - hoveredObject = Raycast(Input.mousePosition, out lastHit) ? lastHit.collider.gameObject : fallThrough; - if (hoveredObject == null) hoveredObject = genericEventHandler; - mMouse[0].current = hoveredObject; - } - - // Propagate the updates to the other mouse buttons - for (int i = 1; i < 3; ++i) - { - mMouse[i].pos = mMouse[0].pos; - mMouse[i].delta = mMouse[0].delta; - mMouse[i].current = mMouse[0].current; - } - - // Is any button currently pressed? - bool isPressed = false; - - for (int i = 0; i < 3; ++i) - { - if (Input.GetMouseButton(i)) - { - isPressed = true; - break; - } - } - - if (isPressed) - { - // A button was pressed -- cancel the tooltip - mTooltipTime = 0f; - } - else if (useMouse && posChanged && (!stickyTooltip || mHover != mMouse[0].current)) - { - if (mTooltipTime != 0f) - { - // Delay the tooltip - mTooltipTime = Time.realtimeSinceStartup + tooltipDelay; - } - else if (mTooltip != null) - { - // Hide the tooltip - ShowTooltip(false); - } - } - - // The button was released over a different object -- remove the highlight from the previous - if (useMouse && !isPressed && mHover != null && mHover != mMouse[0].current) - { - if (mTooltip != null) ShowTooltip(false); - Highlight(mHover, false); - mHover = null; - } - - // Process all 3 mouse buttons as individual touches - if (useMouse) - { - for (int i = 0; i < 3; ++i) - { - bool pressed = Input.GetMouseButtonDown(i); - bool unpressed = Input.GetMouseButtonUp(i); - - currentTouch = mMouse[i]; - currentTouchID = -1 - i; - - // We don't want to update the last camera while there is a touch happening - if (pressed) currentTouch.pressedCam = currentCamera; - else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam; - - // Process the mouse events - ProcessTouch(pressed, unpressed); - } - currentTouch = null; - } - - // If nothing is pressed and there is an object under the touch, highlight it - if (useMouse && !isPressed && mHover != mMouse[0].current) - { - mTooltipTime = Time.realtimeSinceStartup + tooltipDelay; - mHover = mMouse[0].current; - Highlight(mHover, true); - } - } - - /// - /// Update touch-based events. - /// - - public void ProcessTouches () - { - for (int i = 0; i < Input.touchCount; ++i) - { - Touch input = Input.GetTouch(i); - - currentTouchID = allowMultiTouch ? input.fingerId : 1; - currentTouch = GetTouch(currentTouchID); - - bool pressed = (input.phase == TouchPhase.Began) || currentTouch.touchBegan; - bool unpressed = (input.phase == TouchPhase.Canceled) || (input.phase == TouchPhase.Ended); - currentTouch.touchBegan = false; - - if (pressed) - { - currentTouch.delta = Vector2.zero; - } - else - { - // Although input.deltaPosition can be used, calculating it manually is safer (just in case) - currentTouch.delta = input.position - currentTouch.pos; - } - - currentTouch.pos = input.position; - hoveredObject = Raycast(currentTouch.pos, out lastHit) ? lastHit.collider.gameObject : fallThrough; - if (hoveredObject == null) hoveredObject = genericEventHandler; - currentTouch.current = hoveredObject; - lastTouchPosition = currentTouch.pos; - - // We don't want to update the last camera while there is a touch happening - if (pressed) currentTouch.pressedCam = currentCamera; - else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam; - - // Double-tap support - if (input.tapCount > 1) currentTouch.clickTime = Time.realtimeSinceStartup; - - // Process the events from this touch - ProcessTouch(pressed, unpressed); - - // If the touch has ended, remove it from the list - if (unpressed) RemoveTouch(currentTouchID); - currentTouch = null; - - // Don't consider other touches - if (!allowMultiTouch) break; - } - } - - /// - /// Process keyboard and joystick events. - /// - - public void ProcessOthers () - { - currentTouchID = -100; - currentTouch = mController; - - // If this is an input field, ignore WASD and Space key presses - inputHasFocus = (mSel != null && mSel.GetComponent() != null); - - bool submitKeyDown = (submitKey0 != KeyCode.None && Input.GetKeyDown(submitKey0)) || (submitKey1 != KeyCode.None && Input.GetKeyDown(submitKey1)); - bool submitKeyUp = (submitKey0 != KeyCode.None && Input.GetKeyUp(submitKey0)) || (submitKey1 != KeyCode.None && Input.GetKeyUp(submitKey1)); - - if (submitKeyDown || submitKeyUp) - { - currentTouch.current = mSel; - ProcessTouch(submitKeyDown, submitKeyUp); - currentTouch.current = null; - } - - int vertical = 0; - int horizontal = 0; - - if (useKeyboard) - { - if (inputHasFocus) - { - vertical += GetDirection(KeyCode.UpArrow, KeyCode.DownArrow); - horizontal += GetDirection(KeyCode.RightArrow, KeyCode.LeftArrow); - } - else - { - vertical += GetDirection(KeyCode.W, KeyCode.UpArrow, KeyCode.S, KeyCode.DownArrow); - horizontal += GetDirection(KeyCode.D, KeyCode.RightArrow, KeyCode.A, KeyCode.LeftArrow); - } - } - - if (useController) - { - if (!string.IsNullOrEmpty(verticalAxisName)) vertical += GetDirection(verticalAxisName); - if (!string.IsNullOrEmpty(horizontalAxisName)) horizontal += GetDirection(horizontalAxisName); - } - - // Send out key notifications - if (vertical != 0) Notify(mSel, "OnKey", vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow); - if (horizontal != 0) Notify(mSel, "OnKey", horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow); - if (useKeyboard && Input.GetKeyDown(KeyCode.Tab)) Notify(mSel, "OnKey", KeyCode.Tab); - - // Send out the cancel key notification - if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0)) Notify(mSel, "OnKey", KeyCode.Escape); - if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1)) Notify(mSel, "OnKey", KeyCode.Escape); - - currentTouch = null; - } - - /// - /// Process the events of the specified touch. - /// - - public void ProcessTouch (bool pressed, bool unpressed) - { - // Whether we're using the mouse - bool isMouse = (currentTouch == mMouse[0] || currentTouch == mMouse[1] || currentTouch == mMouse[2]); - float drag = isMouse ? mouseDragThreshold : touchDragThreshold; - float click = isMouse ? mouseClickThreshold : touchClickThreshold; - - // Send out the press message - if (pressed) - { - if (mTooltip != null) ShowTooltip(false); - - currentTouch.pressStarted = true; - Notify(currentTouch.pressed, "OnPress", false); - currentTouch.pressed = currentTouch.current; - currentTouch.dragged = currentTouch.current; - currentTouch.clickNotification = isMouse ? ClickNotification.BasedOnDelta : ClickNotification.Always; - currentTouch.totalDelta = Vector2.zero; - currentTouch.dragStarted = false; - Notify(currentTouch.pressed, "OnPress", true); - - // Clear the selection - if (currentTouch.pressed != mSel) - { - if (mTooltip != null) ShowTooltip(false); - selectedObject = null; - } - } - else - { - // If the user is pressing down and has dragged the touch away from the original object, - // unpress the original object and notify the new object that it is now being pressed on. - if (!stickyPress && !unpressed && currentTouch.pressStarted && currentTouch.pressed != hoveredObject) - { - isDragging = true; - Notify(currentTouch.pressed, "OnPress", false); - currentTouch.pressed = hoveredObject; - Notify(currentTouch.pressed, "OnPress", true); - isDragging = false; - } - - if (currentTouch.pressed != null) - { - float mag = currentTouch.delta.magnitude; - - if (mag != 0f) - { - // Keep track of the total movement - currentTouch.totalDelta += currentTouch.delta; - mag = currentTouch.totalDelta.magnitude; - - // If the drag event has not yet started, see if we've dragged the touch far enough to start it - if (!currentTouch.dragStarted && drag < mag) - { - currentTouch.dragStarted = true; - currentTouch.delta = currentTouch.totalDelta; - } - - // If we're dragging the touch, send out drag events - if (currentTouch.dragStarted) - { - if (mTooltip != null) ShowTooltip(false); - - isDragging = true; - bool isDisabled = (currentTouch.clickNotification == ClickNotification.None); - Notify(currentTouch.dragged, "OnDrag", currentTouch.delta); - isDragging = false; - - if (isDisabled) - { - // If the notification status has already been disabled, keep it as such - currentTouch.clickNotification = ClickNotification.None; - } - else if (currentTouch.clickNotification == ClickNotification.BasedOnDelta && click < mag) - { - // We've dragged far enough to cancel the click - currentTouch.clickNotification = ClickNotification.None; - } - } - } - } - } - - // Send out the unpress message - if (unpressed) - { - currentTouch.pressStarted = false; - if (mTooltip != null) ShowTooltip(false); - - if (currentTouch.pressed != null) - { - Notify(currentTouch.pressed, "OnPress", false); - - // Send a hover message to the object, but don't add it to the list of hovered items - // as it's already present. This happens when the mouse is released over the same button - // it was pressed on, and since it already had its 'OnHover' event, it never got - // Highlight(false), so we simply re-notify it so it can update the visible state. - if (useMouse && currentTouch.pressed == mHover) Notify(currentTouch.pressed, "OnHover", true); - - // If the button/touch was released on the same object, consider it a click and select it - if (currentTouch.dragged == currentTouch.current || - (currentTouch.clickNotification != ClickNotification.None && - currentTouch.totalDelta.magnitude < drag)) - { - if (currentTouch.pressed != mSel) - { - mSel = currentTouch.pressed; - Notify(currentTouch.pressed, "OnSelect", true); - } - else - { - mSel = currentTouch.pressed; - } - - // If the touch should consider clicks, send out an OnClick notification - if (currentTouch.clickNotification != ClickNotification.None) - { - float time = Time.realtimeSinceStartup; - - Notify(currentTouch.pressed, "OnClick", null); - - if (currentTouch.clickTime + 0.35f > time) - { - Notify(currentTouch.pressed, "OnDoubleClick", null); - } - currentTouch.clickTime = time; - } - } - else // The button/touch was released on a different object - { - // Send a drop notification (for drag & drop) - Notify(currentTouch.current, "OnDrop", currentTouch.dragged); - } - } - currentTouch.dragStarted = false; - currentTouch.pressed = null; - currentTouch.dragged = null; - } - } - - /// - /// Show or hide the tooltip. - /// - - public void ShowTooltip (bool val) - { - mTooltipTime = 0f; - Notify(mTooltip, "OnTooltip", val); - if (!val) mTooltip = null; - } - -#if UNITY_EDITOR - void OnGUI () - { - if (debug && lastHit.collider != null) - { - GUILayout.Label("Last Hit: " + NGUITools.GetHierarchy(lastHit.collider.gameObject).Replace("\"", "")); - } - } -#endif -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UICamera.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UICamera.cs.meta deleted file mode 100644 index ae75126..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UICamera.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2a92b5d748695fd44aac9feef17ba415 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -5 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIFilledSprite.cs b/Assets/Libraries/NGUI/Scripts/UI/UIFilledSprite.cs deleted file mode 100644 index ce9c5f1..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIFilledSprite.cs +++ /dev/null @@ -1,16 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Filled Sprite is obsolete. This script is kept only for backwards compatibility. -/// - -[ExecuteInEditMode] -public class UIFilledSprite : UISprite -{ - public override Type type { get { return UISprite.Type.Filled; } } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIFilledSprite.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIFilledSprite.cs.meta deleted file mode 100644 index fc97822..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIFilledSprite.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4b12228fcbd9f7c4ab404413a6be97f2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIFont.cs b/Assets/Libraries/NGUI/Scripts/UI/UIFont.cs deleted file mode 100644 index c828bea..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIFont.cs +++ /dev/null @@ -1,1446 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -// Dynamic font support contributed by the NGUI community members: -// Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK. - -#if !UNITY_3_5 && !UNITY_FLASH -#define DYNAMIC_FONT -#endif - -using UnityEngine; -using System.Collections.Generic; -using System.Text; - -/// -/// UIFont contains everything needed to be able to print text. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Font")] -public class UIFont : MonoBehaviour -{ - public enum Alignment - { - Left, - Center, - Right, - } - - public enum SymbolStyle - { - None, - Uncolored, - Colored, - } - - [HideInInspector][SerializeField] Material mMat; - [HideInInspector][SerializeField] Rect mUVRect = new Rect(0f, 0f, 1f, 1f); - [HideInInspector][SerializeField] BMFont mFont = new BMFont(); - [HideInInspector][SerializeField] int mSpacingX = 0; - [HideInInspector][SerializeField] int mSpacingY = 0; - [HideInInspector][SerializeField] UIAtlas mAtlas; - [HideInInspector][SerializeField] UIFont mReplacement; - [HideInInspector][SerializeField] float mPixelSize = 1f; - - // List of symbols, such as emoticons like ":)", ":(", etc - [HideInInspector][SerializeField] List mSymbols = new List(); - - // Used for dynamic fonts - [HideInInspector][SerializeField] Font mDynamicFont; - [HideInInspector][SerializeField] int mDynamicFontSize = 16; - [HideInInspector][SerializeField] FontStyle mDynamicFontStyle = FontStyle.Normal; -#if DYNAMIC_FONT - [HideInInspector][SerializeField] float mDynamicFontOffset = 0f; -#endif - - // Cached value - UIAtlas.Sprite mSprite = null; - int mPMA = -1; - bool mSpriteSet = false; - - // I'd use a Stack here, but then Flash export wouldn't work as it doesn't support it - List mColors = new List(); - - /// - /// Access to the BMFont class directly. - /// - - public BMFont bmFont { get { return (mReplacement != null) ? mReplacement.bmFont : mFont; } } - - /// - /// Original width of the font's texture in pixels. - /// - - public int texWidth { get { return (mReplacement != null) ? mReplacement.texWidth : ((mFont != null) ? mFont.texWidth : 1); } } - - /// - /// Original height of the font's texture in pixels. - /// - - public int texHeight { get { return (mReplacement != null) ? mReplacement.texHeight : ((mFont != null) ? mFont.texHeight : 1); } } - - /// - /// Whether the font has any symbols defined. - /// - - public bool hasSymbols { get { return (mReplacement != null) ? mReplacement.hasSymbols : mSymbols.Count != 0; } } - - /// - /// List of symbols within the font. - /// - - public List symbols { get { return (mReplacement != null) ? mReplacement.symbols : mSymbols; } } - - /// - /// Atlas used by the font, if any. - /// - - public UIAtlas atlas - { - get - { - return (mReplacement != null) ? mReplacement.atlas : mAtlas; - } - set - { - if (mReplacement != null) - { - mReplacement.atlas = value; - } - else if (mAtlas != value) - { - if (value == null) - { - if (mAtlas != null) mMat = mAtlas.spriteMaterial; - if (sprite != null) mUVRect = uvRect; - } - - mPMA = -1; - mAtlas = value; - MarkAsDirty(); - } - } - } - - /// - /// Get or set the material used by this font. - /// - - public Material material - { - get - { - if (mReplacement != null) return mReplacement.material; - - if (mAtlas != null) return mAtlas.spriteMaterial; - - if (mMat != null) - { - if (mDynamicFont != null && mMat != mDynamicFont.material) - { - mMat.mainTexture = mDynamicFont.material.mainTexture; - } - return mMat; - } - - if (mDynamicFont != null) - { - return mDynamicFont.material; - } - return null; - } - set - { - if (mReplacement != null) - { - mReplacement.material = value; - } - else if (mMat != value) - { - mPMA = -1; - mMat = value; - MarkAsDirty(); - } - } - } - - /// - /// Pixel size is a multiplier applied to label dimensions when performing MakePixelPerfect() pixel correction. - /// Most obvious use would be on retina screen displays. The resolution doubles, but with UIRoot staying the same - /// for layout purposes, you can still get extra sharpness by switching to an HD font that has pixel size set to 0.5. - /// - - public float pixelSize - { - get - { - if (mReplacement != null) return mReplacement.pixelSize; - if (mAtlas != null) return mAtlas.pixelSize; - return mPixelSize; - } - set - { - if (mReplacement != null) - { - mReplacement.pixelSize = value; - } - else if (mAtlas != null) - { - mAtlas.pixelSize = value; - } - else - { - float val = Mathf.Clamp(value, 0.25f, 4f); - - if (mPixelSize != val) - { - mPixelSize = val; - MarkAsDirty(); - } - } - } - } - - /// - /// Whether the font is using a premultiplied alpha material. - /// - - public bool premultipliedAlpha - { - get - { - if (mReplacement != null) return mReplacement.premultipliedAlpha; - - if (mAtlas != null) return mAtlas.premultipliedAlpha; - - if (mPMA == -1) - { - Material mat = material; - mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0; - } - return (mPMA == 1); - } - } - - /// - /// Convenience function that returns the texture used by the font. - /// - - public Texture2D texture - { - get - { - if (mReplacement != null) return mReplacement.texture; - Material mat = material; - return (mat != null) ? mat.mainTexture as Texture2D : null; - } - } - - /// - /// Offset and scale applied to all UV coordinates. - /// - - public Rect uvRect - { - get - { - if (mReplacement != null) return mReplacement.uvRect; - - if (mAtlas != null && (mSprite == null && sprite != null)) - { - Texture tex = mAtlas.texture; - - if (tex != null) - { - mUVRect = mSprite.outer; - - if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels) - { - mUVRect = NGUIMath.ConvertToTexCoords(mUVRect, tex.width, tex.height); - } - - // Account for trimmed sprites - if (mSprite.hasPadding) - { - Rect rect = mUVRect; - mUVRect.xMin = rect.xMin - mSprite.paddingLeft * rect.width; - mUVRect.yMin = rect.yMin - mSprite.paddingBottom * rect.height; - mUVRect.xMax = rect.xMax + mSprite.paddingRight * rect.width; - mUVRect.yMax = rect.yMax + mSprite.paddingTop * rect.height; - } -#if UNITY_EDITOR - // The font should always use the original texture size - if (mFont != null) - { - float tw = (float)mFont.texWidth / tex.width; - float th = (float)mFont.texHeight / tex.height; - - if (tw != mUVRect.width || th != mUVRect.height) - { - //Debug.LogWarning("Font sprite size doesn't match the expected font texture size.\n" + - // "Did you use the 'inner padding' setting on the Texture Packer? It must remain at '0'.", this); - mUVRect.width = tw; - mUVRect.height = th; - } - } -#endif - // Trimmed sprite? Trim the glyphs - if (mSprite.hasPadding) Trim(); - } - } - return mUVRect; - } - set - { - if (mReplacement != null) - { - mReplacement.uvRect = value; - } - else if (sprite == null && mUVRect != value) - { - mUVRect = value; - MarkAsDirty(); - } - } - } - - /// - /// Sprite used by the font, if any. - /// - - public string spriteName - { - get - { - return (mReplacement != null) ? mReplacement.spriteName : mFont.spriteName; - } - set - { - if (mReplacement != null) - { - mReplacement.spriteName = value; - } - else if (mFont.spriteName != value) - { - mFont.spriteName = value; - MarkAsDirty(); - } - } - } - - /// - /// Horizontal spacing applies to characters. If positive, it will add extra spacing between characters. If negative, it will make them be closer together. - /// - - public int horizontalSpacing - { - get - { - return (mReplacement != null) ? mReplacement.horizontalSpacing : mSpacingX; - } - set - { - if (mReplacement != null) - { - mReplacement.horizontalSpacing = value; - } - else if (mSpacingX != value) - { - mSpacingX = value; - MarkAsDirty(); - } - } - } - - /// - /// Vertical spacing applies to lines. If positive, it will add extra spacing between lines. If negative, it will make them be closer together. - /// - - public int verticalSpacing - { - get - { - return (mReplacement != null) ? mReplacement.verticalSpacing : mSpacingY; - } - set - { - if (mReplacement != null) - { - mReplacement.verticalSpacing = value; - } - else if (mSpacingY != value) - { - mSpacingY = value; - MarkAsDirty(); - } - } - } - - /// - /// Whether this is a valid font. - /// - -#if DYNAMIC_FONT - public bool isValid { get { return mDynamicFont != null || mFont.isValid; } } -#else - public bool isValid { get { return mFont.isValid; } } -#endif - - /// - /// Pixel-perfect size of this font. - /// - - public int size { get { return (mReplacement != null) ? mReplacement.size : (isDynamic ? mDynamicFontSize : mFont.charSize); } } - - /// - /// Retrieves the sprite used by the font, if any. - /// - - public UIAtlas.Sprite sprite - { - get - { - if (mReplacement != null) return mReplacement.sprite; - - if (!mSpriteSet) mSprite = null; - - if (mSprite == null) - { - if (mAtlas != null && !string.IsNullOrEmpty(mFont.spriteName)) - { - mSprite = mAtlas.GetSprite(mFont.spriteName); - - if (mSprite == null) mSprite = mAtlas.GetSprite(name); - - mSpriteSet = true; - - if (mSprite == null) mFont.spriteName = null; - } - - for (int i = 0, imax = mSymbols.Count; i < imax; ++i) - symbols[i].MarkAsDirty(); - } - return mSprite; - } - } - - /// - /// Setting a replacement atlas value will cause everything using this font to use the replacement font instead. - /// Suggested use: set up all your widgets to use a dummy font that points to the real font. Switching that font to - /// another one (for example an eastern language one) is then a simple matter of setting this field on your dummy font. - /// - - public UIFont replacement - { - get - { - return mReplacement; - } - set - { - UIFont rep = value; - if (rep == this) rep = null; - - if (mReplacement != rep) - { - if (rep != null && rep.replacement == this) rep.replacement = null; - if (mReplacement != null) MarkAsDirty(); - mReplacement = rep; - MarkAsDirty(); - } - } - } - - /// - /// Whether the font is dynamic. - /// - - public bool isDynamic { get { return (mDynamicFont != null); } } - - /// - /// Get or set the dynamic font source. - /// - - public Font dynamicFont - { - get - { - return (mReplacement != null) ? mReplacement.dynamicFont : mDynamicFont; - } - set - { - if (mReplacement != null) - { - mReplacement.dynamicFont = value; - } - else if (mDynamicFont != value) - { - if (mDynamicFont != null) material = null; - mDynamicFont = value; - MarkAsDirty(); - } - } - } - - /// - /// Get or set the default size of the dynamic font. - /// - - public int dynamicFontSize - { - get - { - return (mReplacement != null) ? mReplacement.dynamicFontSize : mDynamicFontSize; - } - set - { - if (mReplacement != null) - { - mReplacement.dynamicFontSize = value; - } - else - { - value = Mathf.Clamp(value, 4, 128); - - if (mDynamicFontSize != value) - { - mDynamicFontSize = value; - MarkAsDirty(); - } - } - } - } - - /// - /// Get or set the dynamic font's style. - /// - - public FontStyle dynamicFontStyle - { - get - { - return (mReplacement != null) ? mReplacement.dynamicFontStyle : mDynamicFontStyle; - } - set - { - if (mReplacement != null) - { - mReplacement.dynamicFontStyle = value; - } - else if (mDynamicFontStyle != value) - { - mDynamicFontStyle = value; - MarkAsDirty(); - } - } - } - - /// - /// Trim the glyphs, making sure they never go past the trimmed texture bounds. - /// - - void Trim () - { - Texture tex = mAtlas.texture; - - if (tex != null && mSprite != null) - { - Rect full = NGUIMath.ConvertToPixels(mUVRect, texture.width, texture.height, true); - Rect trimmed = (mAtlas.coordinates == UIAtlas.Coordinates.TexCoords) ? - NGUIMath.ConvertToPixels(mSprite.outer, tex.width, tex.height, true) : mSprite.outer; - - int xMin = Mathf.RoundToInt(trimmed.xMin - full.xMin); - int yMin = Mathf.RoundToInt(trimmed.yMin - full.yMin); - int xMax = Mathf.RoundToInt(trimmed.xMax - full.xMin); - int yMax = Mathf.RoundToInt(trimmed.yMax - full.yMin); - - mFont.Trim(xMin, yMin, xMax, yMax); - } - } - - /// - /// Helper function that determines whether the font uses the specified one, taking replacements into account. - /// - - bool References (UIFont font) - { - if (font == null) return false; - if (font == this) return true; - return (mReplacement != null) ? mReplacement.References(font) : false; - } - - /// - /// Helper function that determines whether the two atlases are related. - /// - - static public bool CheckIfRelated (UIFont a, UIFont b) - { - if (a == null || b == null) return false; -#if DYNAMIC_FONT - if (a.isDynamic && b.isDynamic && a.dynamicFont.fontNames[0] == b.dynamicFont.fontNames[0]) return true; -#endif - return a == b || a.References(b) || b.References(a); - } - - Texture dynamicTexture - { - get - { - if (mReplacement) return mReplacement.dynamicTexture; - if (isDynamic) return mDynamicFont.material.mainTexture; - return null; - } - } - - /// - /// Refresh all labels that use this font. - /// - - public void MarkAsDirty () - { -#if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(gameObject); -#endif - if (mReplacement != null) mReplacement.MarkAsDirty(); - - mSprite = null; - UILabel[] labels = NGUITools.FindActive(); - - for (int i = 0, imax = labels.Length; i < imax; ++i) - { - UILabel lbl = labels[i]; - - if (lbl.enabled && NGUITools.GetActive(lbl.gameObject) && CheckIfRelated(this, lbl.font)) - { - UIFont fnt = lbl.font; - lbl.font = null; - lbl.font = fnt; - } - } - - // Clear all symbols - for (int i = 0, imax = mSymbols.Count; i < imax; ++i) - symbols[i].MarkAsDirty(); - } - -#if DYNAMIC_FONT - static CharacterInfo mTemp; - - /// - /// Requests the following text to be present in the font's texture. Returns whether the texture has changed. - /// - - public void Request (string text) - { - if (!string.IsNullOrEmpty(text)) - { - if (mReplacement != null) - { - mReplacement.Request(text); - } - else if (mDynamicFont != null) - { - mDynamicFont.RequestCharactersInTexture("j", mDynamicFontSize, mDynamicFontStyle); - mDynamicFont.GetCharacterInfo('j', out mTemp, mDynamicFontSize, mDynamicFontStyle); - mDynamicFontOffset = (mDynamicFontSize + mTemp.vert.yMax); - mDynamicFont.RequestCharactersInTexture(text, mDynamicFontSize, mDynamicFontStyle); - } - } - } -#endif - - /// - /// Get the printed size of the specified string. The returned value is in local coordinates. Multiply by transform's scale to get pixels. - /// - - public Vector2 CalculatePrintedSize (string text, bool encoding, SymbolStyle symbolStyle) - { - if (mReplacement != null) return mReplacement.CalculatePrintedSize(text, encoding, symbolStyle); - - Vector2 v = Vector2.zero; - bool dynamic = isDynamic; - -#if DYNAMIC_FONT - if (dynamic || (mFont != null && mFont.isValid && !string.IsNullOrEmpty(text))) -#else - if (mFont != null && mFont.isValid && !string.IsNullOrEmpty(text)) -#endif - { - if (encoding) text = NGUITools.StripSymbols(text); -#if DYNAMIC_FONT - if (mDynamicFont != null) mDynamicFont.RequestCharactersInTexture(text, mDynamicFontSize); -#endif - int length = text.Length; - int maxX = 0; - int x = 0; - int y = 0; - int prev = 0; - int fs = size; - int lineHeight = (fs + mSpacingY); - bool useSymbols = encoding && symbolStyle != SymbolStyle.None && hasSymbols; - - for (int i = 0; i < length; ++i) - { - char c = text[i]; - - // Start a new line - if (c == '\n') - { - if (x > maxX) maxX = x; - x = 0; - y += lineHeight; - prev = 0; - continue; - } - - // Skip invalid characters - if (c < ' ') { prev = 0; continue; } - - if (!dynamic) - { - // See if there is a symbol matching this text - BMSymbol symbol = useSymbols ? MatchSymbol(text, i, length) : null; - - if (symbol == null) - { - // Get the glyph for this character - BMGlyph glyph = mFont.GetGlyph(c); - - if (glyph != null) - { - x += mSpacingX + ((prev != 0) ? glyph.advance + glyph.GetKerning(prev) : glyph.advance); - prev = c; - } - } - else - { - // Symbol found -- use it - x += mSpacingX + symbol.width; - i += symbol.length - 1; - prev = 0; - } - } -#if DYNAMIC_FONT - else - { - if (mDynamicFont.GetCharacterInfo(c, out mChar, mDynamicFontSize, mDynamicFontStyle)) - x += (int)(mSpacingX + mChar.width); - } -#endif - } - - // Convert from pixel coordinates to local coordinates - float scale = (fs > 0) ? 1f / fs : 1f; - v.x = scale * ((x > maxX) ? x : maxX); - v.y = scale * (y + lineHeight); - } - return v; - } - - /// - /// Convenience function that ends the line by either appending a new line character or replacing a space with one. - /// - - static void EndLine (ref StringBuilder s) - { - int i = s.Length - 1; - if (i > 0 && s[i] == ' ') s[i] = '\n'; - else s.Append('\n'); - } - - /// - /// Different line wrapping functionality -- contributed by MightyM. - /// http://www.tasharen.com/forum/index.php?topic=1049.0 - /// - - public string GetEndOfLineThatFits (string text, float maxWidth, bool encoding, SymbolStyle symbolStyle) - { - if (mReplacement != null) return mReplacement.GetEndOfLineThatFits(text, maxWidth, encoding, symbolStyle); - - int lineWidth = Mathf.RoundToInt(maxWidth * size); - if (lineWidth < 1) return text; - -#if DYNAMIC_FONT - if (mDynamicFont != null) mDynamicFont.RequestCharactersInTexture(text, mDynamicFontSize); -#endif - int textLength = text.Length; - int remainingWidth = lineWidth; - BMGlyph followingGlyph = null; - int currentCharacterIndex = textLength; - bool useSymbols = encoding && symbolStyle != SymbolStyle.None && hasSymbols; - bool dynamic = isDynamic; - - while (currentCharacterIndex > 0 && remainingWidth > 0) - { - char currentCharacter = text[--currentCharacterIndex]; - - // See if there is a symbol matching this text - BMSymbol symbol = useSymbols ? MatchSymbol(text, currentCharacterIndex, textLength) : null; - - // Calculate how wide this symbol or character is going to be - int glyphWidth = mSpacingX; - - if (!dynamic) - { - if (symbol != null) - { - glyphWidth += symbol.advance; - } - else - { - // Find the glyph for this character - BMGlyph glyph = mFont.GetGlyph(currentCharacter); - - if (glyph != null) - { - glyphWidth += glyph.advance + ((followingGlyph == null) ? 0 : followingGlyph.GetKerning(currentCharacter)); - followingGlyph = glyph; - } - else - { - followingGlyph = null; - continue; - } - } - } -#if DYNAMIC_FONT - else - { - if (mDynamicFont.GetCharacterInfo(currentCharacter, out mChar, mDynamicFontSize, mDynamicFontStyle)) - glyphWidth += (int)mChar.width; - } -#endif - // Remaining width after this glyph gets printed - remainingWidth -= glyphWidth; - } - if (remainingWidth < 0) ++currentCharacterIndex; - return text.Substring(currentCharacterIndex, textLength - currentCharacterIndex); - } - -#if DYNAMIC_FONT - // Used for dynamic fonts - static CharacterInfo mChar; -#endif - - /// - /// Text wrapping functionality. The 'maxWidth' should be in local coordinates (take pixels and divide them by transform's scale). - /// - - public bool WrapText (string text, out string finalText, float width, float height, int lines, bool encoding, SymbolStyle symbolStyle) - { - if (mReplacement != null) - { - return mReplacement.WrapText(text, out finalText, width, height, lines, encoding, symbolStyle); - } - - // Zero means unlimited - if (width == 0f) width = 100000f; - if (height == 0f) height = 100000f; - - // Width and height of the line in pixels - int lineWidth = Mathf.FloorToInt(width * size); - int lineHeight = Mathf.FloorToInt(height * size); - - if (lineWidth < 1 || lineHeight < 1) - { - finalText = ""; - return false; - } - - int maxLineCount = (lines > 0) ? lines : 999999; - - if (height != 0f) - { - maxLineCount = Mathf.Min(maxLineCount, Mathf.FloorToInt(height)); - - if (maxLineCount == 0) - { - finalText = ""; - return false; - } - } - -#if DYNAMIC_FONT - if (mDynamicFont != null) mDynamicFont.RequestCharactersInTexture(text, mDynamicFontSize); -#endif - StringBuilder sb = new StringBuilder(); - int textLength = text.Length; - int remainingWidth = lineWidth; - int previousChar = 0; - int start = 0; - int offset = 0; - bool lineIsEmpty = true; - bool multiline = (lines != 1); - int lineCount = 1; - bool useSymbols = encoding && symbolStyle != SymbolStyle.None && hasSymbols; - bool dynamic = isDynamic; - - // Run through all characters - for (; offset < textLength; ++offset) - { - char ch = text[offset]; - - // New line character -- start a new line - if (ch == '\n') - { - if (!multiline || lineCount == maxLineCount) break; - remainingWidth = lineWidth; - - // Add the previous word to the final string - if (start < offset) sb.Append(text.Substring(start, offset - start + 1)); - else sb.Append(ch); - - lineIsEmpty = true; - ++lineCount; - start = offset + 1; - previousChar = 0; - continue; - } - - // If this marks the end of a word, add it to the final string. - if (ch == ' ' && previousChar != ' ' && start < offset) - { - sb.Append(text.Substring(start, offset - start + 1)); - lineIsEmpty = false; - start = offset + 1; - previousChar = ch; - } - - // When encoded symbols such as [RrGgBb] or [-] are encountered, skip past them - if (encoding && ch == '[') - { - if (offset + 2 < textLength) - { - if (text[offset + 1] == '-' && text[offset + 2] == ']') - { - offset += 2; - continue; - } - else if (offset + 7 < textLength && text[offset + 7] == ']') - { - if (NGUITools.EncodeColor(NGUITools.ParseColor(text, offset + 1)) == text.Substring(offset + 1, 6).ToUpper()) - { - offset += 7; - continue; - } - } - } - } - - // See if there is a symbol matching this text - BMSymbol symbol = useSymbols ? MatchSymbol(text, offset, textLength) : null; - - // Calculate how wide this symbol or character is going to be - int glyphWidth = mSpacingX; - - if (!dynamic) - { - if (symbol != null) - { - glyphWidth += symbol.advance; - } - else - { - // Find the glyph for this character - BMGlyph glyph = (symbol == null) ? mFont.GetGlyph(ch) : null; - - if (glyph != null) - { - glyphWidth += (previousChar != 0) ? glyph.advance + glyph.GetKerning(previousChar) : glyph.advance; - } - else continue; - } - } -#if DYNAMIC_FONT - else - { - if (mDynamicFont.GetCharacterInfo(ch, out mChar, mDynamicFontSize, mDynamicFontStyle)) - glyphWidth += Mathf.RoundToInt(mChar.width); - } -#endif - // Remaining width after this glyph gets printed - remainingWidth -= glyphWidth; - - // Doesn't fit? - if (remainingWidth < 0) - { - // Can't start a new line - if (lineIsEmpty || !multiline || lineCount == maxLineCount) - { - // This is the first word on the line -- add it up to the character that fits - sb.Append(text.Substring(start, Mathf.Max(0, offset - start))); - - if (!multiline || lineCount == maxLineCount) - { - start = offset; - break; - } - EndLine(ref sb); - - // Start a brand-new line - lineIsEmpty = true; - ++lineCount; - - if (ch == ' ') - { - start = offset + 1; - remainingWidth = lineWidth; - } - else - { - start = offset; - remainingWidth = lineWidth - glyphWidth; - } - previousChar = 0; - } - else - { - // Skip all spaces before the word - while (start < textLength && text[start] == ' ') ++start; - - // Revert the position to the beginning of the word and reset the line - lineIsEmpty = true; - remainingWidth = lineWidth; - offset = start - 1; - previousChar = 0; - - if (!multiline || lineCount == maxLineCount) break; - ++lineCount; - EndLine(ref sb); - continue; - } - } - else previousChar = ch; - - // Advance the offset past the symbol - if (!dynamic && symbol != null) - { - offset += symbol.length - 1; - previousChar = 0; - } - } - - if (start < offset) sb.Append(text.Substring(start, offset - start)); - finalText = sb.ToString(); - return (!multiline || offset == textLength || (lines > 0 && lineCount <= lines)); - } - - /// - /// Text wrapping functionality. Legacy compatibility function. - /// - - public bool WrapText (string text, out string finalText, float maxWidth, float maxHeight, int maxLineCount, bool encoding) - { - return WrapText(text, out finalText, maxWidth, maxHeight, maxLineCount, encoding, SymbolStyle.None); - } - - /// - /// Text wrapping functionality. Legacy compatibility function. - /// - - public bool WrapText (string text, out string finalText, float maxWidth, float maxHeight, int maxLineCount) - { - return WrapText(text, out finalText, maxWidth, maxHeight, maxLineCount, false, SymbolStyle.None); - } - - /// - /// Align the vertices to be right or center-aligned given the specified line width. - /// - - void Align (BetterList verts, int indexOffset, Alignment alignment, int x, int lineWidth) - { - if (alignment != Alignment.Left) - { - int fs = size; - - if (fs > 0) - { - float offset = 0f; - - if (alignment == Alignment.Right) - { - offset = Mathf.RoundToInt(lineWidth - x); - if (offset < 0f) offset = 0f; - offset /= size; - } - else - { - // Centered alignment - offset = Mathf.RoundToInt((lineWidth - x) * 0.5f); - if (offset < 0f) offset = 0f; - offset /= size; - - // Keep it pixel-perfect - if ((lineWidth & 1) == 1) offset += 0.5f / fs; - } - - Vector3 temp; - - for (int i = indexOffset; i < verts.size; ++i) - { - temp = verts.buffer[i]; - temp.x += offset; - verts.buffer[i] = temp; - } - } - } - } - - /// - /// Print the specified text into the buffers. - /// Note: 'lineWidth' parameter should be in pixels. - /// - - public void Print (string text, Color32 color, BetterList verts, BetterList uvs, BetterList cols, - bool encoding, SymbolStyle symbolStyle, Alignment alignment, int lineWidth, bool premultiply) - { - if (mReplacement != null) - { - mReplacement.Print(text, color, verts, uvs, cols, encoding, symbolStyle, alignment, lineWidth, premultiply); - } - else if (text != null) - { - if (!isValid) - { - Debug.LogError("Attempting to print using an invalid font!"); - return; - } - -#if DYNAMIC_FONT - if (mDynamicFont != null) mDynamicFont.RequestCharactersInTexture(text, mDynamicFontSize); -#endif - // Make sure the characters are present in the dynamic font before printing them - bool dynamic = isDynamic; - - mColors.Clear(); - mColors.Add(color); - - int fs = size; - Vector2 invSize = fs > 0 ? new Vector2(1f / fs, 1f / fs) : Vector2.one; - - int indexOffset = verts.size; - int maxX = 0; - int x = 0; - int y = 0; - int prev = 0; - int lineHeight = (fs + mSpacingY); - Vector3 v0 = Vector3.zero, v1 = Vector3.zero; - Vector2 u0 = Vector2.zero, u1 = Vector2.zero; - float invX = uvRect.width / mFont.texWidth; - float invY = mUVRect.height / mFont.texHeight; - int textLength = text.Length; - bool useSymbols = encoding && symbolStyle != SymbolStyle.None && hasSymbols && sprite != null; - - for (int i = 0; i < textLength; ++i) - { - char c = text[i]; - - if (c == '\n') - { - if (x > maxX) maxX = x; - - if (alignment != Alignment.Left) - { - Align(verts, indexOffset, alignment, x, lineWidth); - indexOffset = verts.size; - } - - x = 0; - y += lineHeight; - prev = 0; - continue; - } - - if (c < ' ') - { - prev = 0; - continue; - } - - if (encoding && c == '[') - { - int retVal = NGUITools.ParseSymbol(text, i, mColors, premultiply); - - if (retVal > 0) - { - color = mColors[mColors.Count - 1]; - i += retVal - 1; - continue; - } - } - - if (!dynamic) - { - // See if there is a symbol matching this text - BMSymbol symbol = useSymbols ? MatchSymbol(text, i, textLength) : null; - - if (symbol == null) - { - BMGlyph glyph = mFont.GetGlyph(c); - if (glyph == null) continue; - - if (prev != 0) x += glyph.GetKerning(prev); - - if (c == ' ') - { - x += mSpacingX + glyph.advance; - prev = c; - continue; - } - - v0.x = invSize.x * (x + glyph.offsetX); - v0.y = -invSize.y * (y + glyph.offsetY); - - v1.x = v0.x + invSize.x * glyph.width; - v1.y = v0.y - invSize.y * glyph.height; - - u0.x = mUVRect.xMin + invX * glyph.x; - u0.y = mUVRect.yMax - invY * glyph.y; - - u1.x = u0.x + invX * glyph.width; - u1.y = u0.y - invY * glyph.height; - - x += mSpacingX + glyph.advance; - prev = c; - - if (glyph.channel == 0 || glyph.channel == 15) - { - for (int b = 0; b < 4; ++b) cols.Add(color); - } - else - { - // Packed fonts come as alpha masks in each of the RGBA channels. - // In order to use it we need to use a special shader. - // - // Limitations: - // - Effects (drop shadow, outline) will not work. - // - Should not be a part of the atlas (eastern fonts rarely are anyway). - // - Lower color precision - - Color col = color; - - col *= 0.49f; - - switch (glyph.channel) - { - case 1: col.b += 0.51f; break; - case 2: col.g += 0.51f; break; - case 4: col.r += 0.51f; break; - case 8: col.a += 0.51f; break; - } - - for (int b = 0; b < 4; ++b) cols.Add(col); - } - } - else - { - v0.x = invSize.x * (x + symbol.offsetX); - v0.y = -invSize.y * (y + symbol.offsetY); - - v1.x = v0.x + invSize.x * symbol.width; - v1.y = v0.y - invSize.y * symbol.height; - - Rect uv = symbol.uvRect; - - u0.x = uv.xMin; - u0.y = uv.yMax; - u1.x = uv.xMax; - u1.y = uv.yMin; - - x += mSpacingX + symbol.advance; - i += symbol.length - 1; - prev = 0; - - if (symbolStyle == SymbolStyle.Colored) - { - for (int b = 0; b < 4; ++b) cols.Add(color); - } - else - { - Color32 col = Color.white; - col.a = color.a; - for (int b = 0; b < 4; ++b) cols.Add(col); - } - } - - verts.Add(new Vector3(v1.x, v0.y)); - verts.Add(new Vector3(v1.x, v1.y)); - verts.Add(new Vector3(v0.x, v1.y)); - verts.Add(new Vector3(v0.x, v0.y)); - - uvs.Add(new Vector2(u1.x, u0.y)); - uvs.Add(new Vector2(u1.x, u1.y)); - uvs.Add(new Vector2(u0.x, u1.y)); - uvs.Add(new Vector2(u0.x, u0.y)); - } -#if DYNAMIC_FONT - else - { - if (!mDynamicFont.GetCharacterInfo(c, out mChar, mDynamicFontSize, mDynamicFontStyle)) - continue; - - v0.x = invSize.x * (x + mChar.vert.xMin); - v0.y = -invSize.y * (y - mChar.vert.yMax + mDynamicFontOffset); - - v1.x = v0.x + invSize.x * mChar.vert.width; - v1.y = v0.y - invSize.y * mChar.vert.height; - - u0.x = mChar.uv.xMin; - u0.y = mChar.uv.yMin; - u1.x = mChar.uv.xMax; - u1.y = mChar.uv.yMax; - - x += mSpacingX + (int)mChar.width; - - for (int b = 0; b < 4; ++b) cols.Add(color); - - if (mChar.flipped) - { - uvs.Add(new Vector2(u0.x, u1.y)); - uvs.Add(new Vector2(u0.x, u0.y)); - uvs.Add(new Vector2(u1.x, u0.y)); - uvs.Add(new Vector2(u1.x, u1.y)); - } - else - { - uvs.Add(new Vector2(u1.x, u0.y)); - uvs.Add(new Vector2(u0.x, u0.y)); - uvs.Add(new Vector2(u0.x, u1.y)); - uvs.Add(new Vector2(u1.x, u1.y)); - } - - verts.Add(new Vector3(v1.x, v0.y)); - verts.Add(new Vector3(v0.x, v0.y)); - verts.Add(new Vector3(v0.x, v1.y)); - verts.Add(new Vector3(v1.x, v1.y)); - - } -#endif - } - - if (alignment != Alignment.Left && indexOffset < verts.size) - { - Align(verts, indexOffset, alignment, x, lineWidth); - indexOffset = verts.size; - } - } - } - - /// - /// Retrieve the specified symbol, optionally creating it if it's missing. - /// - - BMSymbol GetSymbol (string sequence, bool createIfMissing) - { - for (int i = 0, imax = mSymbols.Count; i < imax; ++i) - { - BMSymbol sym = mSymbols[i]; - if (sym.sequence == sequence) return sym; - } - - if (createIfMissing) - { - BMSymbol sym = new BMSymbol(); - sym.sequence = sequence; - mSymbols.Add(sym); - return sym; - } - return null; - } - - /// - /// Retrieve the symbol at the beginning of the specified sequence, if a match is found. - /// - - BMSymbol MatchSymbol (string text, int offset, int textLength) - { - // No symbols present - int count = mSymbols.Count; - if (count == 0) return null; - textLength -= offset; - - // Run through all symbols - for (int i = 0; i < count; ++i) - { - BMSymbol sym = mSymbols[i]; - - // If the symbol's length is longer, move on - int symbolLength = sym.length; - if (symbolLength == 0 || textLength < symbolLength) continue; - - bool match = true; - - // Match the characters - for (int c = 0; c < symbolLength; ++c) - { - if (text[offset + c] != sym.sequence[c]) - { - match = false; - break; - } - } - - // Match found - if (match && sym.Validate(atlas)) return sym; - } - return null; - } - - /// - /// Add a new symbol to the font. - /// - - public void AddSymbol (string sequence, string spriteName) - { - BMSymbol symbol = GetSymbol(sequence, true); - symbol.spriteName = spriteName; - MarkAsDirty(); - } - - /// - /// Remove the specified symbol from the font. - /// - - public void RemoveSymbol (string sequence) - { - BMSymbol symbol = GetSymbol(sequence, false); - if (symbol != null) symbols.Remove(symbol); - MarkAsDirty(); - } - - /// - /// Change an existing symbol's sequence to the specified value. - /// - - public void RenameSymbol (string before, string after) - { - BMSymbol symbol = GetSymbol(before, false); - if (symbol != null) symbol.sequence = after; - MarkAsDirty(); - } - - /// - /// Whether the specified sprite is being used by the font. - /// - - public bool UsesSprite (string s) - { - if (!string.IsNullOrEmpty(s)) - { - if (s.Equals(spriteName)) - return true; - - for (int i = 0, imax = symbols.Count; i < imax; ++i) - { - BMSymbol sym = symbols[i]; - if (s.Equals(sym.spriteName)) - return true; - } - } - return false; - } -} - diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIFont.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIFont.cs.meta deleted file mode 100644 index 3bcc478..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIFont.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0b4eb3a400afab046abb8471a9d746d6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIInput.cs b/Assets/Libraries/NGUI/Scripts/UI/UIInput.cs deleted file mode 100644 index 2b97287..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIInput.cs +++ /dev/null @@ -1,536 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Editable text input field. -/// - -[AddComponentMenu("NGUI/UI/Input (Basic)")] -public class UIInput : MonoBehaviour -{ - public delegate char Validator (string currentText, char nextChar); - - public enum KeyboardType - { - Default = 0, - ASCIICapable = 1, - NumbersAndPunctuation = 2, - URL = 3, - NumberPad = 4, - PhonePad = 5, - NamePhonePad = 6, - EmailAddress = 7, - } - - public delegate void OnSubmit (string inputString); - - /// - /// Current input, available inside OnSubmit callbacks. - /// - - static public UIInput current; - - /// - /// Text label modified by this input. - /// - - public UILabel label; - - /// - /// Maximum number of characters allowed before input no longer works. - /// - - public int maxChars = 0; - - /// - /// Visual carat character appended to the end of the text when typing. - /// - - public string caratChar = "|"; - - /// - /// Delegate used for validation. - /// - - public Validator validator; - - /// - /// Type of the touch screen keyboard used on iOS and Android devices. - /// - - public KeyboardType type = KeyboardType.Default; - - /// - /// Whether this input field should hide its text. - /// - - public bool isPassword = false; - - /// - /// Whether to use auto-correction on mobile devices. - /// - - public bool autoCorrect = false; - - /// - /// Whether the label's text value will be used as the input's text value on start. - /// By default the label is just a tooltip of sorts, letting you choose helpful - /// half-transparent text such as "Press Enter to start typing", while the actual - /// value of the input field will remain empty. - /// - - public bool useLabelTextAtStart = false; - - /// - /// Color of the label when the input field has focus. - /// - - public Color activeColor = Color.white; - - /// - /// Object to select when Tab key gets pressed. - /// - - public GameObject selectOnTab; - - /// - /// Event receiver that will be notified when the input field submits its data (enter gets pressed). - /// - - public GameObject eventReceiver; - - /// - /// Function that will be called on the event receiver when the input field submits its data. - /// - - public string functionName = "OnSubmit"; - - /// - /// Delegate that will be notified when the input field submits its data (by default that's when Enter gets pressed). - /// - - public OnSubmit onSubmit; - - string mText = ""; - string mDefaultText = ""; - Color mDefaultColor = Color.white; - UIWidget.Pivot mPivot = UIWidget.Pivot.Left; - float mPosition = 0f; - -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY - TouchScreenKeyboard mKeyboard; -#else - string mLastIME = ""; -#endif - - /// - /// Input field's current text value. - /// - - public virtual string text - { - get - { - if (mDoInit) Init(); - return mText; - } - set - { - if (mDoInit) Init(); - mText = value; - -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY - if (mKeyboard != null) mKeyboard.text = text; -#endif - if (label != null) - { - if (string.IsNullOrEmpty(value)) value = mDefaultText; - - label.supportEncoding = false; - label.text = selected ? value + caratChar : value; - label.showLastPasswordChar = selected; - label.color = (selected || value != mDefaultText) ? activeColor : mDefaultColor; - } - } - } - - /// - /// Whether the input is currently selected. - /// - - public bool selected - { - get - { - return UICamera.selectedObject == gameObject; - } - set - { - if (!value && UICamera.selectedObject == gameObject) UICamera.selectedObject = null; - else if (value) UICamera.selectedObject = gameObject; - } - } - - /// - /// Set the default text of an input. - /// - - public string defaultText - { - get - { - return mDefaultText; - } - set - { - if (label.text == mDefaultText) label.text = value; - mDefaultText = value; - } - } - - /// - /// Labels used for input shouldn't support color encoding. - /// - - protected void Init () - { - if (mDoInit) - { - mDoInit = false; - if (label == null) label = GetComponentInChildren(); - - if (label != null) - { - if (useLabelTextAtStart) mText = label.text; - mDefaultText = label.text; - mDefaultColor = label.color; - label.supportEncoding = false; - label.password = isPassword; - mPivot = label.pivot; - mPosition = label.cachedTransform.localPosition.x; - } - else enabled = false; - } - } - - bool mDoInit = true; - - /// - /// If the object is currently highlighted, it should also be selected. - /// - - void OnEnable () { if (UICamera.IsHighlighted(gameObject)) OnSelect(true); } - - /// - /// Remove the selection. - /// - - void OnDisable () { if (UICamera.IsHighlighted(gameObject)) OnSelect(false); } - - /// - /// Selection event, sent by UICamera. - /// - - void OnSelect (bool isSelected) - { - if (mDoInit) Init(); - - if (label != null && enabled && NGUITools.GetActive(gameObject)) - { - if (isSelected) - { - mText = (!useLabelTextAtStart && label.text == mDefaultText) ? "" : label.text; - label.color = activeColor; - if (isPassword) label.password = true; - -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY - if (Application.platform == RuntimePlatform.IPhonePlayer || - Application.platform == RuntimePlatform.Android -#if UNITY_WP8 - || Application.platform == RuntimePlatform.WP8Player -#endif -#if UNITY_BLACKBERRY - || Application.platform == RuntimePlatform.BB10Player -#endif -) - { - if (isPassword) - { - mKeyboard = TouchScreenKeyboard.Open(mText, TouchScreenKeyboardType.Default, false, false, true); - } - else - { - mKeyboard = TouchScreenKeyboard.Open(mText, (TouchScreenKeyboardType)((int)type), autoCorrect); - } - } - else -#endif - { - Input.imeCompositionMode = IMECompositionMode.On; - Transform t = label.cachedTransform; - Vector3 offset = label.pivotOffset; - offset.y += label.relativeSize.y; - offset = t.TransformPoint(offset); - Input.compositionCursorPos = UICamera.currentCamera.WorldToScreenPoint(offset); - } - UpdateLabel(); - } - else - { -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY - if (mKeyboard != null) - { - mKeyboard.active = false; - } -#endif - if (string.IsNullOrEmpty(mText)) - { - label.text = mDefaultText; - label.color = mDefaultColor; - if (isPassword) label.password = false; - } - else label.text = mText; - - label.showLastPasswordChar = false; - Input.imeCompositionMode = IMECompositionMode.Off; - RestoreLabel(); - } - } - } - -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY - /// - /// Update the text and the label by grabbing it from the iOS/Android keyboard. - /// - - void Update() - { - if (mKeyboard != null) - { - string text = mKeyboard.text; - - if (mText != text) - { - mText = ""; - - for (int i = 0; i < text.Length; ++i) - { - char ch = text[i]; - if (validator != null) ch = validator(mText, ch); - if (ch != 0) mText += ch; - } - - if (maxChars > 0 && mText.Length > maxChars) mText = mText.Substring(0, maxChars); - UpdateLabel(); - if (mText != text) mKeyboard.text = mText; - SendMessage("OnInputChanged", this, SendMessageOptions.DontRequireReceiver); - } - - if (mKeyboard.done) - { - mKeyboard = null; - current = this; - if (onSubmit != null) onSubmit(mText); - if (eventReceiver == null) eventReceiver = gameObject; - eventReceiver.SendMessage(functionName, mText, SendMessageOptions.DontRequireReceiver); - current = null; - selected = false; - } - } - } -#else - void Update () - { - if (selected) - { - if (selectOnTab != null && Input.GetKeyDown(KeyCode.Tab)) - { - UICamera.selectedObject = selectOnTab; - } - - // Note: this won't work in the editor. Only in the actual published app. Unity blocks control-keys in the editor. - if (Input.GetKeyDown(KeyCode.V) && -#if UNITY_STANDALONE_OSX - (Input.GetKey(KeyCode.LeftApple) || Input.GetKey(KeyCode.LeftApple))) -#else - (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))) -#endif - { - Append(NGUITools.clipboard); - } - - if (mLastIME != Input.compositionString) - { - mLastIME = Input.compositionString; - UpdateLabel(); - } - } - } -#endif - - /// - /// Input event, sent by UICamera. - /// - - void OnInput (string input) - { - if (mDoInit) Init(); - - if (selected && enabled && NGUITools.GetActive(gameObject)) - { - // Mobile devices handle input in Update() - if (Application.platform == RuntimePlatform.Android) return; - if (Application.platform == RuntimePlatform.IPhonePlayer) return; - Append(input); - } - } - - /// - /// Append the specified text to the end of the current. - /// - - void Append (string input) - { - for (int i = 0, imax = input.Length; i < imax; ++i) - { - char c = input[i]; - - if (c == '\b') - { - // Backspace - if (mText.Length > 0) - { - mText = mText.Substring(0, mText.Length - 1); - SendMessage("OnInputChanged", this, SendMessageOptions.DontRequireReceiver); - } - } - else if (c == '\r' || c == '\n') - { - if (UICamera.current.submitKey0 == KeyCode.Return || UICamera.current.submitKey1 == KeyCode.Return) - { - // Not multi-line input, or control isn't held - if (!label.multiLine || (!Input.GetKey(KeyCode.LeftControl) && !Input.GetKey(KeyCode.RightControl))) - { - // Enter - current = this; - if (onSubmit != null) onSubmit(mText); - if (eventReceiver == null) eventReceiver = gameObject; - eventReceiver.SendMessage(functionName, mText, SendMessageOptions.DontRequireReceiver); - current = null; - selected = false; - return; - } - } - - // If we have an input validator, validate the input first - if (validator != null) c = validator(mText, c); - - // If the input is invalid, skip it - if (c == 0) continue; - - // Append the character - if (c == '\n' || c == '\r') - { - if (label.multiLine) mText += "\n"; - } - else mText += c; - - // Notify the listeners - SendMessage("OnInputChanged", this, SendMessageOptions.DontRequireReceiver); - } - else if (c >= ' ') - { - // If we have an input validator, validate the input first - if (validator != null) c = validator(mText, c); - - // If the input is invalid, skip it - if (c == 0) continue; - - // Append the character and notify the "input changed" listeners. - mText += c; - SendMessage("OnInputChanged", this, SendMessageOptions.DontRequireReceiver); - } - } - - // Ensure that we don't exceed the maximum length - UpdateLabel(); - } - - /// - /// Update the visual text label, capping it at maxChars correctly. - /// - - void UpdateLabel () - { - if (mDoInit) Init(); - if (maxChars > 0 && mText.Length > maxChars) mText = mText.Substring(0, maxChars); - - if (label.font != null) - { - // Start with the text and append the IME composition and carat chars - string processed; - - if (isPassword && selected) - { - processed = ""; - for (int i = 0, imax = mText.Length; i < imax; ++i) processed += "*"; - processed += Input.compositionString + caratChar; - } - else processed = selected ? (mText + Input.compositionString + caratChar) : mText; - - // Now wrap this text using the specified line width - label.supportEncoding = false; - - if (!label.shrinkToFit) - { - Vector3 scale = label.cachedTransform.localScale; - - if (label.multiLine) - { - label.font.WrapText(processed, out processed, label.lineWidth / scale.x, label.lineHeight / scale.y, 0, false, UIFont.SymbolStyle.None); - } - else - { - string fit = label.font.GetEndOfLineThatFits(processed, label.lineWidth / scale.x, false, UIFont.SymbolStyle.None); - - if (fit != processed) - { - processed = fit; - Vector3 pos = label.cachedTransform.localPosition; - pos.x = mPosition + label.lineWidth; - - if (mPivot == UIWidget.Pivot.Left) label.pivot = UIWidget.Pivot.Right; - else if (mPivot == UIWidget.Pivot.TopLeft) label.pivot = UIWidget.Pivot.TopRight; - else if (mPivot == UIWidget.Pivot.BottomLeft) label.pivot = UIWidget.Pivot.BottomRight; - - label.cachedTransform.localPosition = pos; - } - else RestoreLabel(); - } - } - - // Update the label's visible text - label.text = processed; - label.showLastPasswordChar = selected; - } - } - - /// - /// Restore the input label's pivot point and position. - /// - - void RestoreLabel () - { - if (label != null) - { - label.pivot = mPivot; - Vector3 pos = label.cachedTransform.localPosition; - pos.x = mPosition; - label.cachedTransform.localPosition = pos; - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIInput.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIInput.cs.meta deleted file mode 100644 index a08607f..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIInput.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ac5060295fbd39b4a88d20d0c83d925e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIInputSaved.cs b/Assets/Libraries/NGUI/Scripts/UI/UIInputSaved.cs deleted file mode 100644 index 4b9cc0e..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIInputSaved.cs +++ /dev/null @@ -1,52 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Editable text input field that automatically saves its data to PlayerPrefs. -/// - -[AddComponentMenu("NGUI/UI/Input (Saved)")] -public class UIInputSaved : UIInput -{ - public string playerPrefsField; - - public override string text - { - get - { - return base.text; - } - set - { - base.text = value; - SaveToPlayerPrefs(value); - } - } - - void Awake () - { - onSubmit = SaveToPlayerPrefs; - - if (!string.IsNullOrEmpty(playerPrefsField) && PlayerPrefs.HasKey(playerPrefsField)) - { - text = PlayerPrefs.GetString(playerPrefsField); - } - } - - private void SaveToPlayerPrefs (string val) - { - if (!string.IsNullOrEmpty(playerPrefsField)) - { - PlayerPrefs.SetString(playerPrefsField, val); - } - } - - void OnApplicationQuit () - { - SaveToPlayerPrefs(text); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIInputSaved.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIInputSaved.cs.meta deleted file mode 100644 index 648972a..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIInputSaved.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ab50a3f3a2c84ad4fa15556036c5b8d3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UILabel.cs b/Assets/Libraries/NGUI/Scripts/UI/UILabel.cs deleted file mode 100644 index 72df7fb..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UILabel.cs +++ /dev/null @@ -1,701 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -#if !UNITY_3_5 && !UNITY_FLASH -#define DYNAMIC_FONT -#endif - -using UnityEngine; -using System.Collections.Generic; -using System; - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Label")] -public class UILabel : UIWidget -{ - public enum Effect - { - None, - Shadow, - Outline, - } - - [HideInInspector][SerializeField] UIFont mFont; - [HideInInspector][SerializeField] string mText = ""; - [HideInInspector][SerializeField] int mMaxLineWidth = 0; - [HideInInspector][SerializeField] int mMaxLineHeight = 0; - [HideInInspector][SerializeField] bool mEncoding = true; - [HideInInspector][SerializeField] int mMaxLineCount = 0; // 0 denotes unlimited - [HideInInspector][SerializeField] bool mPassword = false; - [HideInInspector][SerializeField] bool mShowLastChar = false; - [HideInInspector][SerializeField] Effect mEffectStyle = Effect.None; - [HideInInspector][SerializeField] Color mEffectColor = Color.black; - [HideInInspector][SerializeField] UIFont.SymbolStyle mSymbols = UIFont.SymbolStyle.Uncolored; - [HideInInspector][SerializeField] Vector2 mEffectDistance = Vector2.one; - [HideInInspector][SerializeField] bool mShrinkToFit = false; - - /// - /// Obsolete, do not use. Use 'mMaxLineWidth' instead. - /// - - [HideInInspector][SerializeField] float mLineWidth = 0; - - /// - /// Obsolete, do not use. Use 'mMaxLineCount' instead - /// - - [HideInInspector][SerializeField] bool mMultiline = true; - - bool mShouldBeProcessed = true; - string mProcessedText = null; - Vector3 mLastScale = Vector3.one; - Vector2 mSize = Vector2.zero; - bool mPremultiply = false; - - /// - /// Function used to determine if something has changed (and thus the geometry must be rebuilt) - /// - - bool hasChanged - { - get - { - return mShouldBeProcessed; - } - set - { - if (value) - { - mChanged = true; - mShouldBeProcessed = true; - } - else - { - mShouldBeProcessed = false; - } - } - } - - /// - /// Retrieve the material used by the font. - /// - - public override Material material { get { return (mFont != null) ? mFont.material : null; } } - - /// - /// Set the font used by this label. - /// - - public UIFont font - { - get - { - return mFont; - } - set - { - if (mFont != value) - { -#if DYNAMIC_FONT - if (mFont != null && mFont.dynamicFont != null) - mFont.dynamicFont.textureRebuildCallback -= MarkAsChanged; -#endif - RemoveFromPanel(); - mFont = value; - hasChanged = true; -#if DYNAMIC_FONT - if (mFont != null && mFont.dynamicFont != null) - { - mFont.dynamicFont.textureRebuildCallback += MarkAsChanged; - mFont.Request(mText); - } -#endif - MarkAsChanged(); - } - } - } - - /// - /// Text that's being displayed by the label. - /// - - public string text - { - get - { - return mText; - } - set - { - if (string.IsNullOrEmpty(value)) - { - if (!string.IsNullOrEmpty(mText)) mText = ""; - hasChanged = true; - } - else if (mText != value) - { - mText = value; - hasChanged = true; -#if DYNAMIC_FONT - if (mFont != null) mFont.Request(value); -#endif - if (shrinkToFit) MakePixelPerfect(); - } - } - } - - /// - /// Whether this label will support color encoding in the format of [RRGGBB] and new line in the form of a "\\n" string. - /// - - public bool supportEncoding - { - get - { - return mEncoding; - } - set - { - if (mEncoding != value) - { - mEncoding = value; - hasChanged = true; - if (value) mPassword = false; - } - } - } - - /// - /// Style used for symbols. - /// - - public UIFont.SymbolStyle symbolStyle - { - get - { - return mSymbols; - } - set - { - if (mSymbols != value) - { - mSymbols = value; - hasChanged = true; - } - } - } - - /// - /// Maximum width of the label in pixels. - /// - - public int lineWidth - { - get - { - return mMaxLineWidth; - } - set - { - if (mMaxLineWidth != value) - { - mMaxLineWidth = value; - hasChanged = true; - if (shrinkToFit) MakePixelPerfect(); - } - } - } - - /// - /// Maximum height of the label in pixels. - /// - - public int lineHeight - { - get - { - return mMaxLineHeight; - } - set - { - if (mMaxLineHeight != value) - { - mMaxLineHeight = value; - hasChanged = true; - if (shrinkToFit) MakePixelPerfect(); - } - } - } - - /// - /// Whether the label supports multiple lines. - /// - - public bool multiLine - { - get - { - return mMaxLineCount != 1; - } - set - { - if ((mMaxLineCount != 1) != value) - { - mMaxLineCount = (value ? 0 : 1); - hasChanged = true; - if (value) mPassword = false; - } - } - } - - /// - /// The max number of lines to be displayed for the label - /// - - public int maxLineCount - { - get - { - return mMaxLineCount; - } - set - { - if (mMaxLineCount != value) - { - mMaxLineCount = Mathf.Max(value, 0); - if (value != 1) mPassword = false; - hasChanged = true; - if (shrinkToFit) MakePixelPerfect(); - } - } - } - - /// - /// Whether the label's contents should be hidden - /// - - public bool password - { - get - { - return mPassword; - } - set - { - if (mPassword != value) - { - if (value) - { - mMaxLineCount = 1; - mEncoding = false; - } - mPassword = value; - hasChanged = true; - } - } - } - - /// - /// Whether the last character of a password field will be shown - /// - - public bool showLastPasswordChar - { - get - { - return mShowLastChar; - } - set - { - if (mShowLastChar != value) - { - mShowLastChar = value; - hasChanged = true; - } - } - } - - /// - /// What effect is used by the label. - /// - - public Effect effectStyle - { - get - { - return mEffectStyle; - } - set - { - if (mEffectStyle != value) - { - mEffectStyle = value; - hasChanged = true; - } - } - } - - /// - /// Color used by the effect, if it's enabled. - /// - - public Color effectColor - { - get - { - return mEffectColor; - } - set - { - if (!mEffectColor.Equals(value)) - { - mEffectColor = value; - if (mEffectStyle != Effect.None) hasChanged = true; - } - } - } - - /// - /// Effect distance in pixels. - /// - - public Vector2 effectDistance - { - get - { - return mEffectDistance; - } - set - { - if (mEffectDistance != value) - { - mEffectDistance = value; - hasChanged = true; - } - } - } - - /// - /// Whether the label will automatically shrink its size in order to fit the maximum line width. - /// - - public bool shrinkToFit - { - get - { - return mShrinkToFit; - } - set - { - if (mShrinkToFit != value) - { - mShrinkToFit = value; - hasChanged = true; - } - } - } - - /// - /// Returns the processed version of 'text', with new line characters, line wrapping, etc. - /// - - public string processedText - { - get - { - if (mLastScale != cachedTransform.localScale) - { - mLastScale = cachedTransform.localScale; - mShouldBeProcessed = true; - } - - // Process the text if necessary - if (hasChanged) ProcessText(); - return mProcessedText; - } - } - - /// - /// Visible size of the widget in local coordinates. - /// - - public override Vector2 relativeSize - { - get - { - if (mFont == null) return Vector3.one; - if (hasChanged) ProcessText(); - return mSize; - } - } - -#if DYNAMIC_FONT - /// - /// Register the font texture change listener. - /// - - protected override void OnEnable () - { - if (mFont != null && mFont.dynamicFont != null) - mFont.dynamicFont.textureRebuildCallback += MarkAsChanged; - base.OnEnable(); - } - - /// - /// Remove the font texture change listener. - /// - - protected override void OnDisable () - { - if (mFont != null && mFont.dynamicFont != null) - mFont.dynamicFont.textureRebuildCallback -= MarkAsChanged; - base.OnDisable(); - } -#endif - - /// - /// Determine start-up values. - /// - - protected override void OnStart () - { - // Legacy support - if (mLineWidth > 0f) - { - mMaxLineWidth = Mathf.RoundToInt(mLineWidth); - mLineWidth = 0f; - } - - if (!mMultiline) - { - mMaxLineCount = 1; - mMultiline = true; - } - - // Whether this is a premultiplied alpha shader - mPremultiply = (font != null && font.material != null && font.material.shader.name.Contains("Premultiplied")); - -#if DYNAMIC_FONT - // Request the text within the font - if (mFont != null) mFont.Request(mText); -#endif - } - -#if UNITY_EDITOR - /// - /// Labels are not resizable using the handles. - /// - - public override bool showResizeHandles { get { return false; } } -#endif - - /// - /// UILabel needs additional processing when something changes. - /// - - public override void MarkAsChanged () - { - hasChanged = true; - base.MarkAsChanged(); - } - - /// - /// Process the raw text, called when something changes. - /// - - void ProcessText () - { - mChanged = true; - hasChanged = false; - - float scale = Mathf.Abs(cachedTransform.localScale.x); - - if (scale > 0f) - { - for (;;) - { - bool fits = true; - - if (mPassword) - { - mProcessedText = ""; - - if (mShowLastChar) - { - for (int i = 0, imax = mText.Length - 1; i < imax; ++i) - mProcessedText += "*"; - if (mText.Length > 0) - mProcessedText += mText[mText.Length - 1]; - } - else - { - for (int i = 0, imax = mText.Length; i < imax; ++i) - mProcessedText += "*"; - } - fits = mFont.WrapText(mProcessedText, out mProcessedText, mMaxLineWidth / scale, mMaxLineHeight / scale, - mMaxLineCount, false, UIFont.SymbolStyle.None); - } - else if (mMaxLineWidth > 0 || mMaxLineHeight > 0) - { - fits = mFont.WrapText(mText, out mProcessedText, mMaxLineWidth / scale, mMaxLineHeight / scale, - mMaxLineCount, mEncoding, mSymbols); - } - else mProcessedText = mText; - - mSize = !string.IsNullOrEmpty(mProcessedText) ? mFont.CalculatePrintedSize(mProcessedText, mEncoding, mSymbols) : Vector2.one; - - if (mShrinkToFit) - { - // We want to shrink the label (when it doesn't fit) - if (!fits) - { - scale = Mathf.Round(scale - 1f); - if (scale > 1f) continue; - } - - if (mMaxLineWidth > 0) - { - float maxX = (float)mMaxLineWidth / scale; - float x = (mSize.x * scale > maxX) ? (maxX / mSize.x) * scale : scale; - scale = Mathf.Min(x, scale); - } - - scale = Mathf.Round(scale); - cachedTransform.localScale = new Vector3(scale, scale, 1f); - } - break; - } - mSize.x = Mathf.Max(mSize.x, (scale > 0f) ? mMaxLineWidth / scale : 1f); - mSize.y = Mathf.Max(mSize.y, (scale > 0f) ? mMaxLineHeight / scale : 1f); - } - else - { - // This should never happen (label should never have a scale of 0) -- but just in case. - mSize.x = 1f; - mSize.y = 1f; - scale = mFont.size; - - cachedTransform.localScale = new Vector3(scale, scale, 1f); - mProcessedText = ""; - } - mSize.y = Mathf.Max(Mathf.Max(mSize.y, 1f), mMaxLineHeight / scale); - } - - /// - /// Text is pixel-perfect when its scale matches the size. - /// - - public override void MakePixelPerfect () - { - if (mFont != null) - { - float pixelSize = font.pixelSize; - - Vector3 scale = cachedTransform.localScale; - scale.x = mFont.size * pixelSize; - scale.y = scale.x; - scale.z = 1f; - - Vector3 pos = cachedTransform.localPosition; - pos.x = (Mathf.CeilToInt(pos.x / pixelSize * 4f) >> 2); - pos.y = (Mathf.CeilToInt(pos.y / pixelSize * 4f) >> 2); - pos.z = Mathf.RoundToInt(pos.z); - - pos.x *= pixelSize; - pos.y *= pixelSize; - - cachedTransform.localPosition = pos; - cachedTransform.localScale = scale; - - if (shrinkToFit) ProcessText(); - } - else base.MakePixelPerfect(); - } - - /// - /// Apply a shadow effect to the buffer. - /// - - void ApplyShadow (BetterList verts, BetterList uvs, BetterList cols, int start, int end, float x, float y) - { - Color c = mEffectColor; - c.a *= alpha * mPanel.alpha; - Color32 col = (font.premultipliedAlpha) ? NGUITools.ApplyPMA(c) : c; - - for (int i = start; i < end; ++i) - { - verts.Add(verts.buffer[i]); - uvs.Add(uvs.buffer[i]); - cols.Add(cols.buffer[i]); - - Vector3 v = verts.buffer[i]; - v.x += x; - v.y += y; - verts.buffer[i] = v; - cols.buffer[i] = col; - } - } - - /// - /// Draw the label. - /// - - public override void OnFill (BetterList verts, BetterList uvs, BetterList cols) - { - if (mFont == null) return; - Pivot p = pivot; - int offset = verts.size; - - Color col = color; - col.a *= mPanel.alpha; - if (font.premultipliedAlpha) col = NGUITools.ApplyPMA(col); - - // Print the text into the buffers - if (p == Pivot.Left || p == Pivot.TopLeft || p == Pivot.BottomLeft) - { - mFont.Print(processedText, col, verts, uvs, cols, mEncoding, mSymbols, UIFont.Alignment.Left, 0, mPremultiply); - } - else if (p == Pivot.Right || p == Pivot.TopRight || p == Pivot.BottomRight) - { - mFont.Print(processedText, col, verts, uvs, cols, mEncoding, mSymbols, UIFont.Alignment.Right, - Mathf.RoundToInt(relativeSize.x * mFont.size), mPremultiply); - } - else - { - mFont.Print(processedText, col, verts, uvs, cols, mEncoding, mSymbols, UIFont.Alignment.Center, - Mathf.RoundToInt(relativeSize.x * mFont.size), mPremultiply); - } - - // Apply an effect if one was requested - if (effectStyle != Effect.None) - { - int end = verts.size; - float pixel = 1f / (mFont.size * mFont.pixelSize); - - float fx = pixel * mEffectDistance.x; - float fy = pixel * mEffectDistance.y; - - ApplyShadow(verts, uvs, cols, offset, end, fx, -fy); - - if (effectStyle == Effect.Outline) - { - offset = end; - end = verts.size; - - ApplyShadow(verts, uvs, cols, offset, end, -fx, fy); - - offset = end; - end = verts.size; - - ApplyShadow(verts, uvs, cols, offset, end, fx, fy); - - offset = end; - end = verts.size; - - ApplyShadow(verts, uvs, cols, offset, end, -fx, -fy); - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UILabel.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UILabel.cs.meta deleted file mode 100644 index e9113db..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UILabel.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e9d0b5f3bbe925a408bd595c79d0bf63 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UILocalize.cs b/Assets/Libraries/NGUI/Scripts/UI/UILocalize.cs deleted file mode 100644 index 142ee5e..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UILocalize.cs +++ /dev/null @@ -1,78 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Simple script that lets you localize a UIWidget. -/// - -[RequireComponent(typeof(UIWidget))] -[AddComponentMenu("NGUI/UI/Localize")] -public class UILocalize : MonoBehaviour -{ - /// - /// Localization key. - /// - - public string key; - - string mLanguage; - bool mStarted = false; - - /// - /// This function is called by the Localization manager via a broadcast SendMessage. - /// - - void OnLocalize (Localization loc) { if (mLanguage != loc.currentLanguage) Localize(); } - - /// - /// Localize the widget on enable, but only if it has been started already. - /// - - void OnEnable () { if (mStarted && Localization.instance != null) Localize(); } - - /// - /// Localize the widget on start. - /// - - void Start () - { - mStarted = true; - if (Localization.instance != null) Localize(); - } - - /// - /// Force-localize the widget. - /// - - public void Localize () - { - Localization loc = Localization.instance; - UIWidget w = GetComponent(); - UILabel lbl = w as UILabel; - UISprite sp = w as UISprite; - - // If no localization key has been specified, use the label's text as the key - if (string.IsNullOrEmpty(mLanguage) && string.IsNullOrEmpty(key) && lbl != null) key = lbl.text; - - // If we still don't have a key, leave the value as blank - string val = string.IsNullOrEmpty(key) ? "" : loc.Get(key); - - if (lbl != null) - { - // If this is a label used by input, we should localize its default value instead - UIInput input = NGUITools.FindInParents(lbl.gameObject); - if (input != null && input.label == lbl) input.defaultText = val; - else lbl.text = val; - } - else if (sp != null) - { - sp.spriteName = val; - sp.MakePixelPerfect(); - } - mLanguage = loc.currentLanguage; - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UILocalize.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UILocalize.cs.meta deleted file mode 100644 index 5917fa1..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UILocalize.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: aa69d5b40401f77469779cf7f6fc94a0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIOrthoCamera.cs b/Assets/Libraries/NGUI/Scripts/UI/UIOrthoCamera.cs deleted file mode 100644 index d1674af..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIOrthoCamera.cs +++ /dev/null @@ -1,38 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Convenience script that resizes the camera's orthographic size to match the screen size. -/// This script can be used to create pixel-perfect UI, however it's usually more convenient -/// to create the UI that stays proportional as the screen scales. If that is what you -/// want, you don't need this script (or at least don't need it to be active). -/// - -[ExecuteInEditMode] -[RequireComponent(typeof(Camera))] -[AddComponentMenu("NGUI/UI/Orthographic Camera")] -public class UIOrthoCamera : MonoBehaviour -{ - Camera mCam; - Transform mTrans; - - void Start () - { - mCam = camera; - mTrans = transform; - mCam.orthographic = true; - } - - void Update () - { - float y0 = mCam.rect.yMin * Screen.height; - float y1 = mCam.rect.yMax * Screen.height; - - float size = (y1 - y0) * 0.5f * mTrans.lossyScale.y; - if (!Mathf.Approximately(mCam.orthographicSize, size)) mCam.orthographicSize = size; - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIOrthoCamera.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIOrthoCamera.cs.meta deleted file mode 100644 index 669b56e..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIOrthoCamera.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e99a627c1d84ba64faaf1a819b50fd6e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIPanel.cs b/Assets/Libraries/NGUI/Scripts/UI/UIPanel.cs deleted file mode 100644 index fdd0381..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIPanel.cs +++ /dev/null @@ -1,1302 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -#if UNITY_FLASH || UNITY_WP8 || UNITY_METRO -#define USE_SIMPLE_DICTIONARY -#endif - -#if UNITY_3_5 || UNITY_4_0 -#define OLD_UNITY -#endif - -using UnityEngine; -using System.Collections.Generic; - -#if !USE_SIMPLE_DICTIONARY && OLD_UNITY -using System.Collections.Specialized; -#endif - -/// -/// UI Panel is responsible for collecting, sorting and updating widgets in addition to generating widgets' geometry. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Panel")] -public class UIPanel : MonoBehaviour -{ - public enum DebugInfo - { - None, - Gizmos, - Geometry, - } - - public delegate void OnChangeDelegate (); - - /// - /// Notification triggered when something changes within the panel. - /// - - public OnChangeDelegate onChange; - - /// - /// Defaults to 'false' so that older UIs work as expected. - /// - - public bool sortByDepth = false; - - /// - /// Whether this panel will show up in the panel tool (set this to 'false' for dynamically created temporary panels) - /// - - public bool showInPanelTool = true; - - /// - /// Whether normals and tangents will be generated for all meshes - /// - - public bool generateNormals = false; - - /// - /// Whether the panel will create an additional pass to write to depth. - /// Turning this on will double the number of draw calls, but will reduce fillrate. - /// In order to make the most out of this feature, move your widgets on the Z and minimize the amount of visible transparency. - /// - - public bool depthPass = false; - - /// - /// Whether widgets drawn by this panel are static (won't move). This will improve performance. - /// - - public bool widgetsAreStatic = false; - - /// - /// Whether widgets will be culled while the panel is being dragged. - /// Having this on improves performance, but turning it off will reduce garbage collection. - /// - - public bool cullWhileDragging = false; - - /// - /// Matrix that will transform the specified world coordinates to relative-to-panel coordinates. - /// - - [HideInInspector] public Matrix4x4 worldToLocal = Matrix4x4.identity; - - // Panel's alpha (affects the alpha of all widgets) - [HideInInspector][SerializeField] float mAlpha = 1f; - - // Whether generated geometry is shown or hidden - [HideInInspector][SerializeField] DebugInfo mDebugInfo = DebugInfo.Gizmos; - - // Clipping rectangle - [HideInInspector][SerializeField] UIDrawCall.Clipping mClipping = UIDrawCall.Clipping.None; - [HideInInspector][SerializeField] Vector4 mClipRange = Vector4.zero; - [HideInInspector][SerializeField] Vector2 mClipSoftness = new Vector2(40f, 40f); - -#if OLD_UNITY - // List of managed transforms -#if USE_SIMPLE_DICTIONARY - Dictionary mChildren = new Dictionary(); -#else - OrderedDictionary mChildren = new OrderedDictionary(); -#endif - // When traversing through the child dictionary, deleted values are stored here - List mRemoved = new List(); -#endif - // List of all widgets managed by this panel - BetterList mWidgets = new BetterList(); - - // Widgets using these materials will be rebuilt next frame - BetterList mChanged = new BetterList(); - - // List of UI Screens created on hidden and invisible game objects - BetterList mDrawCalls = new BetterList(); - - // Cached in order to reduce memory allocations - BetterList mVerts = new BetterList(); - BetterList mNorms = new BetterList(); - BetterList mTans = new BetterList(); - BetterList mUvs = new BetterList(); - BetterList mCols = new BetterList(); - - GameObject mGo; - Transform mTrans; - Camera mCam; - int mLayer = -1; - bool mDepthChanged = false; -#if OLD_UNITY - bool mRebuildAll = false; - bool mWidgetsAdded = false; - - // Whether the panel should check the visibility of its widgets (set when the clip range changes). - bool mCheckVisibility = false; - bool mCulled = false; -#endif - - float mCullTime = 0f; - float mUpdateTime = 0f; - float mMatrixTime = 0f; - - // Values used for visibility checks - static float[] mTemp = new float[4]; - Vector2 mMin = Vector2.zero; - Vector2 mMax = Vector2.zero; - - // Used for SetAlphaRecursive() - UIPanel[] mChildPanels; - -#if UNITY_EDITOR - // Screen size, saved for gizmos, since Screen.width and Screen.height returns the Scene view's dimensions in OnDrawGizmos. - Vector2 mScreenSize = Vector2.one; -#endif - - /// - /// Cached for speed. Can't simply return 'mGo' set in Awake because this function may be called on a prefab. - /// - - public GameObject cachedGameObject { get { if (mGo == null) mGo = gameObject; return mGo; } } - - /// - /// Cached for speed. Can't simply return 'mTrans' set in Awake because this function may be called on a prefab. - /// - - public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } } - - /// - /// Panel's alpha affects everything drawn by the panel. - /// - - public float alpha - { - get - { - return mAlpha; - } - set - { - float val = Mathf.Clamp01(value); - - if (mAlpha != val) - { - mAlpha = val; -#if OLD_UNITY - mCheckVisibility = true; -#endif - for (int i = 0; i < mDrawCalls.size; ++i) - { - UIDrawCall dc = mDrawCalls[i]; - MarkMaterialAsChanged(dc.material, false); - } - - for (int i = 0; i < mWidgets.size; ++i) - mWidgets[i].MarkAsChangedLite(); - } - } - } - - /// - /// Recursively set the alpha for this panel and all of its children. - /// - - public void SetAlphaRecursive (float val, bool rebuildList) - { - if (rebuildList || mChildPanels == null) - mChildPanels = GetComponentsInChildren(true); - for (int i = 0, imax = mChildPanels.Length; i < imax; ++i) - mChildPanels[i].alpha = val; - } - - /// - /// Whether the panel's generated geometry will be hidden or not. - /// - - public DebugInfo debugInfo - { - get - { - return mDebugInfo; - } - set - { - if (mDebugInfo != value) - { - mDebugInfo = value; - BetterList list = drawCalls; - HideFlags flags = (mDebugInfo == DebugInfo.Geometry) ? HideFlags.DontSave | HideFlags.NotEditable : HideFlags.HideAndDontSave; - - for (int i = 0, imax = list.size; i < imax; ++i) - { - UIDrawCall dc = list[i]; - GameObject go = dc.gameObject; - NGUITools.SetActiveSelf(go, false); - go.hideFlags = flags; - NGUITools.SetActiveSelf(go, true); - } - } - } - } - - /// - /// Clipping method used by all draw calls. - /// - - public UIDrawCall.Clipping clipping - { - get - { - return mClipping; - } - set - { - if (mClipping != value) - { -#if OLD_UNITY - mCheckVisibility = true; -#endif - mClipping = value; - mMatrixTime = 0f; - UpdateDrawcalls(); - } - } - } - - /// - /// Clipping position (XY) and size (ZW). - /// - - public Vector4 clipRange - { - get - { - return mClipRange; - } - set - { - if (mClipRange != value) - { - mCullTime = (mCullTime == 0f) ? 0.001f : Time.realtimeSinceStartup + 0.15f; -#if OLD_UNITY - mCheckVisibility = true; -#endif - mClipRange = value; - mMatrixTime = 0f; - UpdateDrawcalls(); - } - } - } - - /// - /// Clipping softness is used if the clipped style is set to "Soft". - /// - - public Vector2 clipSoftness { get { return mClipSoftness; } set { if (mClipSoftness != value) { mClipSoftness = value; UpdateDrawcalls(); } } } - - /// - /// Widgets managed by this panel. - /// - - public BetterList widgets { get { return mWidgets; } } - - /// - /// Retrieve the list of all active draw calls, removing inactive ones in the process. - /// - - public BetterList drawCalls - { - get - { - for (int i = mDrawCalls.size; i > 0; ) - { - UIDrawCall dc = mDrawCalls[--i]; - if (dc == null) mDrawCalls.RemoveAt(i); - } - return mDrawCalls; - } - } - -#if OLD_UNITY - /// - /// Helper function to retrieve the node of the specified transform. - /// - - UINode GetNode (Transform t) - { - UINode node = null; -#if USE_SIMPLE_DICTIONARY - if (t != null) mChildren.TryGetValue(t, out node); -#else - if (t != null && mChildren.Contains(t)) node = (UINode)mChildren[t]; -#endif - return node; - } -#endif - - /// - /// Returns whether the specified rectangle is visible by the panel. The coordinates must be in world space. - /// - - bool IsVisible (Vector3 a, Vector3 b, Vector3 c, Vector3 d) - { - UpdateTransformMatrix(); - - // Transform the specified points from world space to local space - a = worldToLocal.MultiplyPoint3x4(a); - b = worldToLocal.MultiplyPoint3x4(b); - c = worldToLocal.MultiplyPoint3x4(c); - d = worldToLocal.MultiplyPoint3x4(d); - - mTemp[0] = a.x; - mTemp[1] = b.x; - mTemp[2] = c.x; - mTemp[3] = d.x; - - float minX = Mathf.Min(mTemp); - float maxX = Mathf.Max(mTemp); - - mTemp[0] = a.y; - mTemp[1] = b.y; - mTemp[2] = c.y; - mTemp[3] = d.y; - - float minY = Mathf.Min(mTemp); - float maxY = Mathf.Max(mTemp); - - if (maxX < mMin.x) return false; - if (maxY < mMin.y) return false; - if (minX > mMax.x) return false; - if (minY > mMax.y) return false; - return true; - } - - /// - /// Returns whether the specified world position is within the panel's bounds determined by the clipping rect. - /// - - public bool IsVisible (Vector3 worldPos) - { - if (mAlpha < 0.001f) return false; - if (mClipping == UIDrawCall.Clipping.None) return true; - UpdateTransformMatrix(); - - Vector3 pos = worldToLocal.MultiplyPoint3x4(worldPos); - if (pos.x < mMin.x) return false; - if (pos.y < mMin.y) return false; - if (pos.x > mMax.x) return false; - if (pos.y > mMax.y) return false; - return true; - } - - /// - /// Returns whether the specified widget is visible by the panel. - /// - - public bool IsVisible (UIWidget w) - { - if (mAlpha < 0.001f) return false; - if (!w.enabled || !NGUITools.GetActive(w.cachedGameObject) || w.alpha < 0.001f) return false; - - // No clipping? No point in checking. - if (mClipping == UIDrawCall.Clipping.None) return true; - - Vector2 size = w.relativeSize; - Vector2 a = Vector2.Scale(w.pivotOffset, size); - Vector2 b = a; - - a.x += size.x; - a.y -= size.y; - - // Transform coordinates into world space - Transform wt = w.cachedTransform; - Vector3 v0 = wt.TransformPoint(a); - Vector3 v1 = wt.TransformPoint(new Vector2(a.x, b.y)); - Vector3 v2 = wt.TransformPoint(new Vector2(b.x, a.y)); - Vector3 v3 = wt.TransformPoint(b); - return IsVisible(v0, v1, v2, v3); - } - - /// - /// Helper function that marks the specified material as having changed so its mesh is rebuilt next frame. - /// - - public void MarkMaterialAsChanged (Material mat, bool sort) - { - if (mat != null) - { - if (sort) mDepthChanged = true; - if (!mChanged.Contains(mat)) - mChanged.Add(mat); - } - } - -#if OLD_UNITY - /// - /// Whether the specified transform is being watched by the panel. - /// - - public bool WatchesTransform (Transform t) - { -#if USE_SIMPLE_DICTIONARY - return t == cachedTransform || mChildren.ContainsKey(t); -#else - return t == cachedTransform || mChildren.Contains(t); -#endif - } - - /// - /// Add the specified transform to the managed list. - /// - - UINode AddTransform (Transform t) - { - UINode node = null; - UINode retVal = null; - - // Add transforms all the way up to the panel - while (t != null && t != cachedTransform) - { -#if USE_SIMPLE_DICTIONARY - if (mChildren.TryGetValue(t, out node)) - { - if (retVal == null) - retVal = node; - } -#else - if (mChildren.Contains(t)) - { - if (retVal == null) - retVal = (UINode)mChildren[t]; - } -#endif - else - { - // The node is not yet managed -- add it to the list - node = new UINode(t); - if (retVal == null) retVal = node; - mChildren.Add(t, node); - } - t = t.parent; - } - return retVal; - } - - /// - /// Remove the specified transform from the managed list. - /// - - void RemoveTransform (Transform t) - { - if (t != null) - { -#if USE_SIMPLE_DICTIONARY - while (mChildren.Remove(t)) - { -#else - while (mChildren.Contains(t)) - { - mChildren.Remove(t); -#endif - t = t.parent; - if (t == null || t == mTrans || t.childCount > 1) break; - } - } - } -#endif - - /// - /// Add the specified widget to the managed list. - /// - - public void AddWidget (UIWidget w) - { - if (w != null) - { -#if UNITY_EDITOR - if (w.cachedTransform.parent != null) - { - UIWidget parentWidget = NGUITools.FindInParents(w.cachedTransform.parent.gameObject); - - if (parentWidget != null) - { - w.cachedTransform.parent = parentWidget.cachedTransform.parent; - Debug.LogError("You should never nest widgets! Parent them to a common game object instead. Forcefully changing the parent.", w); - - // If the error above gets triggered, it means that you parented one widget to another. - // If left unchecked, this may lead to odd behavior in the UI. Consider restructuring your UI. - // For example, if you were trying to do this: - - // Widget #1 - // | - // +- Widget #2 - - // You can do this instead, fixing the problem: - - // GameObject (scale 1, 1, 1) - // | - // +- Widget #1 - // | - // +- Widget #2 - } - } -#endif -#if OLD_UNITY - UINode node = AddTransform(w.cachedTransform); - - if (node != null) - { - node.widget = w; - w.visibleFlag = 1; - - if (!mWidgets.Contains(w)) - { - mWidgets.Add(w); - - if (!mChanged.Contains(w.material)) - mChanged.Add(w.material); - - mDepthChanged = true; - mWidgetsAdded = true; - } - } - else - { - Debug.LogError("Unable to find an appropriate root for " + NGUITools.GetHierarchy(w.cachedGameObject) + - "\nPlease make sure that there is at least one game object above this widget!", w.cachedGameObject); - } -#else - if (!mWidgets.Contains(w)) - { - mWidgets.Add(w); - - if (!mChanged.Contains(w.material)) - mChanged.Add(w.material); - - mDepthChanged = true; - } -#endif - } - } - - /// - /// Remove the specified widget from the managed list. - /// - - public void RemoveWidget (UIWidget w) - { - if (w != null) - { -#if OLD_UNITY - // Do we have this node? Mark the widget's material as having been changed - UINode pc = GetNode(w.cachedTransform); - - if (pc != null) - { - // Mark the material as having been changed - if (pc.visibleFlag == 1 && !mChanged.Contains(w.material)) - mChanged.Add(w.material); - - // Remove this transform - RemoveTransform(w.cachedTransform); - } - mWidgets.Remove(w); -#else - if (w != null && mWidgets.Remove(w) && w.material != null) - mChanged.Add(w.material); -#endif - } - } - - /// - /// Get or create a UIScreen responsible for drawing the widgets using the specified material. - /// - - UIDrawCall GetDrawCall (Material mat, bool createIfMissing) - { - for (int i = 0, imax = drawCalls.size; i < imax; ++i) - { - UIDrawCall dc = drawCalls.buffer[i]; - if (dc.material == mat) - return dc; - } - - UIDrawCall sc = null; - - if (createIfMissing) - { -#if UNITY_EDITOR - // If we're in the editor, create the game object with hide flags set right away - GameObject go = UnityEditor.EditorUtility.CreateGameObjectWithHideFlags("_UIDrawCall [" + mat.name + "]", - (mDebugInfo == DebugInfo.Geometry) ? HideFlags.DontSave | HideFlags.NotEditable : HideFlags.HideAndDontSave); -#else - GameObject go = new GameObject("_UIDrawCall [" + mat.name + "]"); - //go.hideFlags = HideFlags.DontSave; - DontDestroyOnLoad(go); -#endif - go.layer = cachedGameObject.layer; - sc = go.AddComponent(); - sc.material = mat; - mDrawCalls.Add(sc); - } - return sc; - } - - /// - /// Cache components. - /// - - void Awake () - { - mGo = gameObject; - mTrans = transform; - } - - /// - /// Layer is used to ensure that if it changes, widgets get moved as well. - /// - - void Start () - { - mLayer = mGo.layer; - UICamera uic = UICamera.FindCameraForLayer(mLayer); - mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer); - } - - /// - /// Mark all widgets as having been changed so the draw calls get re-created. - /// - - void OnEnable () - { -#if OLD_UNITY - mRebuildAll = true; - - for (int i = 0; i < mWidgets.size; ++i) - { - UIWidget w = mWidgets.buffer[i]; - AddWidget(w); - } -#else - for (int i = 0; i < mWidgets.size; ) - { - UIWidget w = mWidgets.buffer[i]; - - if (w != null) - { - MarkMaterialAsChanged(w.material, true); - ++i; - } - else mWidgets.RemoveAt(i); - } -#endif - } - - /// - /// Destroy all draw calls we've created when this script gets disabled. - /// - - void OnDisable () - { - for (int i = mDrawCalls.size; i > 0; ) - { - UIDrawCall dc = mDrawCalls.buffer[--i]; - if (dc != null) NGUITools.DestroyImmediate(dc.gameObject); - } - mDrawCalls.Release(); - mChanged.Release(); -#if OLD_UNITY - mChildren.Clear(); -#endif - } - - /// - /// Update the world-to-local transform matrix as well as clipping bounds. - /// - - void UpdateTransformMatrix () - { - if (mUpdateTime == 0f || mMatrixTime != mUpdateTime) - { - mMatrixTime = mUpdateTime; - worldToLocal = cachedTransform.worldToLocalMatrix; - - if (mClipping != UIDrawCall.Clipping.None) - { - Vector2 size = new Vector2(mClipRange.z, mClipRange.w); - - if (size.x == 0f) size.x = (mCam == null) ? Screen.width : mCam.pixelWidth; - if (size.y == 0f) size.y = (mCam == null) ? Screen.height : mCam.pixelHeight; - - size *= 0.5f; - - mMin.x = mClipRange.x - size.x; - mMin.y = mClipRange.y - size.y; - mMax.x = mClipRange.x + size.x; - mMax.y = mClipRange.y + size.y; - } - } - } - -#if OLD_UNITY - // Temporary list used in GetChangeFlag() - static BetterList mHierarchy = new BetterList(); - - /// - /// Convenience function that figures out the panel's correct change flag by searching the parents. - /// - - int GetChangeFlag (UINode start) - { - int flag = start.changeFlag; - - if (flag == -1) - { - Transform trans = start.trans.parent; - UINode sub; - - // Keep going until we find a set flag - for (;;) - { - // Check the parent's flag -#if USE_SIMPLE_DICTIONARY - if (trans != null && mChildren.TryGetValue(trans, out sub)) - { -#else - if (trans != null && mChildren.Contains(trans)) - { - sub = (UINode)mChildren[trans]; -#endif - flag = sub.changeFlag; - trans = trans.parent; - - // If the flag hasn't been set either, add this child to the hierarchy - if (flag == -1) mHierarchy.Add(sub); - else break; - } - else - { - flag = 0; - break; - } - } - - // Update the parent flags - for (int i = 0, imax = mHierarchy.size; i < imax; ++i) - { - UINode pc = mHierarchy.buffer[i]; - pc.changeFlag = flag; - } - mHierarchy.Clear(); - } - return flag; - } - - /// - /// Run through all managed transforms and see if they've changed. - /// - - void UpdateTransforms () - { - bool transformsChanged = false; - bool shouldCull = false; - -#if UNITY_EDITOR - shouldCull = (clipping != UIDrawCall.Clipping.None) && (!Application.isPlaying || (cullWhileDragging || mUpdateTime > mCullTime)); - if (!Application.isPlaying || !widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) -#else - shouldCull = (clipping != UIDrawCall.Clipping.None) && (mUpdateTime > mCullTime); - if (!widgetsAreStatic || mWidgetsAdded || shouldCull != mCulled) -#endif - { -#if USE_SIMPLE_DICTIONARY - foreach (KeyValuePair child in mChildren) - { - UINode node = child.Value; -#else - for (int i = 0, imax = mChildren.Count; i < imax; ++i) - { - UINode node = (UINode)mChildren[i]; -#endif - if (node.trans == null) - { - mRemoved.Add(node.trans); - continue; - } - - if (node.HasChanged()) - { - node.changeFlag = 1; - transformsChanged = true; -#if UNITY_EDITOR - Vector3 s = node.trans.lossyScale; - float min = Mathf.Abs(Mathf.Min(s.x, s.y)); - - if (min == 0f) - { - Debug.LogError("Scale of 0 is invalid! Zero cannot be divided by, which causes problems. Use a small value instead, such as 0.01\n" + - node.trans.lossyScale, node.trans); - } -#endif - } - else node.changeFlag = -1; - } - - // Clean up the deleted transforms - for (int i = 0, imax = mRemoved.Count; i < imax; ++i) mChildren.Remove(mRemoved[i]); - mRemoved.Clear(); - } - - // If the children weren't culled but should be, check their visibility - if (!mCulled && shouldCull) mCheckVisibility = true; - - // If something has changed, propagate the changes *down* the tree hierarchy (to children). - // An alternative (but slower) approach would be to do a pc.trans.GetComponentsInChildren() - // in the loop above, and mark each one as dirty. - - if (mCheckVisibility || transformsChanged || mRebuildAll) - { -#if USE_SIMPLE_DICTIONARY - foreach (KeyValuePair child in mChildren) - { - UINode pc = child.Value; -#else - for (int i = 0, imax = mChildren.Count; i < imax; ++i) - { - UINode pc = (UINode)mChildren[i]; -#endif - if (pc.widget != null) - { - int visibleFlag = 1; - - // No sense in checking the visibility if we're not culling anything (as the visibility is always 'true') - if (shouldCull || transformsChanged) - { - // If the change flag has not yet been determined... - if (pc.changeFlag == -1) pc.changeFlag = GetChangeFlag(pc); - - // Is the widget visible? - if (shouldCull) visibleFlag = (mCheckVisibility || pc.changeFlag == 1) ? (IsVisible(pc.widget) ? 1 : 0) : pc.visibleFlag; - } - - // If visibility changed, mark the node as changed as well - if (pc.visibleFlag != visibleFlag) pc.changeFlag = 1; - - // If the node has changed and the widget is visible (or was visible before) - if (pc.changeFlag == 1 && (visibleFlag == 1 || pc.visibleFlag != 0)) - { - // Update the visibility flag - pc.visibleFlag = visibleFlag; - Material mat = pc.widget.material; - - // Add this material to the list of changed materials - if (!mChanged.Contains(mat)) - mChanged.Add(mat); - } - } - } - } - mCulled = shouldCull; - mCheckVisibility = false; - mWidgetsAdded = false; - } - - /// - /// Update all widgets and rebuild their geometry if necessary. - /// - - void UpdateWidgets () - { -#if USE_SIMPLE_DICTIONARY - foreach (KeyValuePair c in mChildren) - { - UINode pc = c.Value; -#else - for (int i = 0, imax = mChildren.Count; i < imax; ++i) - { - UINode pc = (UINode)mChildren[i]; -#endif - UIWidget w = pc.widget; - - // If the widget is visible, update it - if (pc.visibleFlag == 1 && w != null && w.UpdateGeometry(this, ref worldToLocal, (pc.changeFlag == 1), generateNormals)) - { - // We will need to refill this buffer - if (!mChanged.Contains(w.material)) - mChanged.Add(w.material); - } - pc.changeFlag = 0; - } - } -#endif - - /// - /// Update the clipping rect in the shaders and draw calls' positions. - /// - - public void UpdateDrawcalls () - { - Vector4 range = Vector4.zero; - - if (mClipping != UIDrawCall.Clipping.None) - { - range = new Vector4(mClipRange.x, mClipRange.y, mClipRange.z * 0.5f, mClipRange.w * 0.5f); - } - - if (range.z == 0f) range.z = Screen.width * 0.5f; - if (range.w == 0f) range.w = Screen.height * 0.5f; - - RuntimePlatform platform = Application.platform; - - if (platform == RuntimePlatform.WindowsPlayer || - platform == RuntimePlatform.WindowsWebPlayer || - platform == RuntimePlatform.WindowsEditor) - { - range.x -= 0.5f; - range.y += 0.5f; - } - - Transform t = cachedTransform; - UIDrawCall dc; - Transform dt; - - for (int i = 0, imax = mDrawCalls.size; i < imax; ++i) - { - dc = mDrawCalls.buffer[i]; - dc.clipping = mClipping; - dc.clipRange = range; - dc.clipSoftness = mClipSoftness; - dc.depthPass = depthPass && mClipping == UIDrawCall.Clipping.None; - - // Set the draw call's transform to match the panel's. - // Note that parenting directly to the panel causes unity to crash as soon as you hit Play. - dt = dc.transform; - dt.position = t.position; - dt.rotation = t.rotation; - dt.localScale = t.lossyScale; - } - } - - /// - /// Set the draw call's geometry responsible for the specified material. - /// - - void Fill (Material mat) - { - int highest = -100; - - // Fill the buffers for the specified material - for (int i = 0; i < mWidgets.size; ) - { - UIWidget w = mWidgets.buffer[i]; - - if (w == null) - { - mWidgets.RemoveAt(i); - continue; - } -#if OLD_UNITY - else if (w.visibleFlag == 1 && w.material == mat) -#else - else if (w.material == mat && w.isVisible) -#endif - { - if (w.panel == this) - { - int depth = w.depth; - if (depth > highest) highest = depth; - if (generateNormals) w.WriteToBuffers(mVerts, mUvs, mCols, mNorms, mTans); - else w.WriteToBuffers(mVerts, mUvs, mCols, null, null); - } - else - { - mWidgets.RemoveAt(i); - continue; - } - } - ++i; - } - - if (mVerts.size > 0) - { - // Rebuild the draw call's mesh - UIDrawCall dc = GetDrawCall(mat, true); - dc.depthPass = depthPass && mClipping == UIDrawCall.Clipping.None; - dc.depth = sortByDepth ? highest : 0; - dc.Set(mVerts, generateNormals ? mNorms : null, generateNormals ? mTans : null, mUvs, mCols); - dc.mainTexture = mat.mainTexture; - } - else - { - // There is nothing to draw for this material -- eliminate the draw call - UIDrawCall dc = GetDrawCall(mat, false); - - if (dc != null) - { - mDrawCalls.Remove(dc); - NGUITools.DestroyImmediate(dc.gameObject); - } - } - - // Cleanup - mVerts.Clear(); - mNorms.Clear(); - mTans.Clear(); - mUvs.Clear(); - mCols.Clear(); - } - - /// - /// Main update function - /// - - void LateUpdate () - { - mUpdateTime = Time.realtimeSinceStartup; - UpdateTransformMatrix(); -#if OLD_UNITY - UpdateTransforms(); -#endif - // Always move widgets to the panel's layer - if (mLayer != cachedGameObject.layer) - { - mLayer = mGo.layer; - UICamera uic = UICamera.FindCameraForLayer(mLayer); - mCam = (uic != null) ? uic.cachedCamera : NGUITools.FindCameraForLayer(mLayer); - SetChildLayer(cachedTransform, mLayer); - for (int i = 0, imax = drawCalls.size; i < imax; ++i) mDrawCalls.buffer[i].gameObject.layer = mLayer; - } - -#if OLD_UNITY - UpdateWidgets(); -#else -#if UNITY_EDITOR - bool forceVisible = cullWhileDragging ? false : (clipping == UIDrawCall.Clipping.None) || (Application.isPlaying && mCullTime > mUpdateTime); -#else - bool forceVisible = cullWhileDragging ? false : (clipping == UIDrawCall.Clipping.None) || (mCullTime > mUpdateTime); -#endif - // Update all widgets - for (int i = 0, imax = mWidgets.size; i < imax; ++i) - { - UIWidget w = mWidgets[i]; - - // If the widget is visible, update it - if (w.UpdateGeometry(this, forceVisible)) - { - // We will need to refill this buffer - if (!mChanged.Contains(w.material)) - mChanged.Add(w.material); - } - } -#endif - // Inform the changed event listeners - if (mChanged.size != 0 && onChange != null) onChange(); - - // If the depth has changed, we need to re-sort the widgets - if (mDepthChanged) - { - mDepthChanged = false; - mWidgets.Sort(UIWidget.CompareFunc); - } - - // Fill the draw calls for all of the changed materials - for (int i = 0, imax = mChanged.size; i < imax; ++i) Fill(mChanged.buffer[i]); - - // Update the clipping rects - UpdateDrawcalls(); - mChanged.Clear(); -#if OLD_UNITY - mRebuildAll = false; -#endif -#if UNITY_EDITOR - mScreenSize = new Vector2(Screen.width, Screen.height); -#endif - } - - /// - /// Immediately refresh the panel. - /// - - public void Refresh () - { - UIWidget[] wd = GetComponentsInChildren(); - for (int i = 0, imax = wd.Length; i < imax; ++i) wd[i].Update(); - LateUpdate(); - } - -#if UNITY_EDITOR - - // This is necessary because Screen.height inside OnDrawGizmos will return the size of the Scene window, - // and we need the size of the game window in order to draw the bounds properly. - int mScreenHeight = 720; - void Update () { mScreenHeight = Screen.height; } - - /// - /// Draw a visible pink outline for the clipped area. - /// - - void OnDrawGizmos () - { - if (mDebugInfo == DebugInfo.Gizmos) - { - bool clip = (mClipping != UIDrawCall.Clipping.None); - Vector2 size = clip ? new Vector2(mClipRange.z, mClipRange.w) : Vector2.zero; - - GameObject go = UnityEditor.Selection.activeGameObject; - bool selected = (go != null) && (NGUITools.FindInParents(go) == this); - - if (selected || clip || (mCam != null && mCam.isOrthoGraphic)) - { - if (size.x == 0f) size.x = mScreenSize.x; - if (size.y == 0f) size.y = mScreenSize.y; - - if (!clip) - { - UIRoot root = NGUITools.FindInParents(cachedGameObject); - if (root != null) size *= root.GetPixelSizeAdjustment(mScreenHeight); - } - - Transform t = clip ? transform : (mCam != null ? mCam.transform : null); - - if (t != null) - { - Vector3 pos = new Vector2(mClipRange.x, mClipRange.y); - - Gizmos.matrix = t.localToWorldMatrix; - - if (go != cachedGameObject) - { - Gizmos.color = clip ? Color.magenta : new Color(0.5f, 0f, 0.5f); - Gizmos.DrawWireCube(pos, size); - - // Make the panel selectable - //Gizmos.color = Color.clear; - //Gizmos.DrawCube(pos, size); - } - else - { - Gizmos.color = Color.green; - Gizmos.DrawWireCube(pos, size); - } - } - } - } - } -#endif - - /// - /// Calculate the offset needed to be constrained within the panel's bounds. - /// - - public Vector3 CalculateConstrainOffset (Vector2 min, Vector2 max) - { - float offsetX = clipRange.z * 0.5f; - float offsetY = clipRange.w * 0.5f; - - Vector2 minRect = new Vector2(min.x, min.y); - Vector2 maxRect = new Vector2(max.x, max.y); - Vector2 minArea = new Vector2(clipRange.x - offsetX, clipRange.y - offsetY); - Vector2 maxArea = new Vector2(clipRange.x + offsetX, clipRange.y + offsetY); - - if (clipping == UIDrawCall.Clipping.SoftClip) - { - minArea.x += clipSoftness.x; - minArea.y += clipSoftness.y; - maxArea.x -= clipSoftness.x; - maxArea.y -= clipSoftness.y; - } - return NGUIMath.ConstrainRect(minRect, maxRect, minArea, maxArea); - } - - /// - /// Constrain the current target position to be within panel bounds. - /// - - public bool ConstrainTargetToBounds (Transform target, ref Bounds targetBounds, bool immediate) - { - Vector3 offset = CalculateConstrainOffset(targetBounds.min, targetBounds.max); - - if (offset.magnitude > 0f) - { - if (immediate) - { - target.localPosition += offset; - targetBounds.center += offset; - SpringPosition sp = target.GetComponent(); - if (sp != null) sp.enabled = false; - } - else - { - SpringPosition sp = SpringPosition.Begin(target.gameObject, target.localPosition + offset, 13f); - sp.ignoreTimeScale = true; - sp.worldSpace = false; - } - return true; - } - return false; - } - - /// - /// Constrain the specified target to be within the panel's bounds. - /// - - public bool ConstrainTargetToBounds (Transform target, bool immediate) - { - Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(cachedTransform, target); - return ConstrainTargetToBounds(target, ref bounds, immediate); - } - - /// - /// Helper function that recursively sets all children with widgets' game objects layers to the specified value, stopping when it hits another UIPanel. - /// - - static void SetChildLayer (Transform t, int layer) - { - for (int i = 0; i < t.childCount; ++i) - { - Transform child = t.GetChild(i); - - if (child.GetComponent() == null) - { - if (child.GetComponent() != null) - { - child.gameObject.layer = layer; - } - SetChildLayer(child, layer); - } - } - } - - /// - /// Find the UIPanel responsible for handling the specified transform. - /// - - static public UIPanel Find (Transform trans, bool createIfMissing) - { - Transform origin = trans; - UIPanel panel = null; - - while (panel == null && trans != null) - { - panel = trans.GetComponent(); - if (panel != null) break; - if (trans.parent == null) break; - trans = trans.parent; - } - - if (createIfMissing && panel == null && trans != origin) - { - panel = trans.gameObject.AddComponent(); - panel.sortByDepth = true; - SetChildLayer(panel.cachedTransform, panel.cachedGameObject.layer); - } - return panel; - } - - /// - /// Find the UIPanel responsible for handling the specified transform, creating a new one if necessary. - /// - - static public UIPanel Find (Transform trans) { return Find(trans, true); } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIPanel.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIPanel.cs.meta deleted file mode 100644 index 8a64b3b..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIPanel.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ae942c9068183dc40a9d01f648273726 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 100 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIRoot.cs b/Assets/Libraries/NGUI/Scripts/UI/UIRoot.cs deleted file mode 100644 index 31675f1..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIRoot.cs +++ /dev/null @@ -1,209 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// This is a script used to keep the game object scaled to 2/(Screen.height). -/// If you use it, be sure to NOT use UIOrthoCamera at the same time. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Root")] -public class UIRoot : MonoBehaviour -{ - static List mRoots = new List(); - - /// - /// List of all UIRoots present in the scene. - /// - - static public List list { get { return mRoots; } } - - public enum Scaling - { - PixelPerfect, - FixedSize, - FixedSizeOnMobiles, - } - - /// - /// Type of scaling used by the UIRoot. - /// - - public Scaling scalingStyle = Scaling.FixedSize; - - /// - /// Obsolete. Do not use. - /// - - //[System.Obsolete("Use UIRoot's scalingStyle property instead")] - [HideInInspector] public bool automatic = false; - - /// - /// Height of the screen when 'automatic' is turned off. - /// - - public int manualHeight = 720; - - /// - /// If the screen height goes below this value, it will be as if the scaling style - /// is set to FixedSize with manualHeight of this value. - /// - - public int minimumHeight = 320; - - /// - /// If the screen height goes above this value, it will be as if the scaling style - /// is set to FixedSize with manualHeight of this value. - /// - - public int maximumHeight = 1536; - - /// - /// UI Root's active height, based on the size of the screen. - /// - - public int activeHeight - { - get - { - int height = Mathf.Max(2, Screen.height); - if (scalingStyle == Scaling.FixedSize) return manualHeight; - -#if UNITY_IPHONE || UNITY_ANDROID - if (scalingStyle == Scaling.FixedSizeOnMobiles) - return manualHeight; -#endif - if (height < minimumHeight) return minimumHeight; - if (height > maximumHeight) return maximumHeight; - return height; - } - } - - /// - /// Pixel size adjustment. Most of the time it's at 1, unless 'automatic' is turned off. - /// - - public float pixelSizeAdjustment { get { return GetPixelSizeAdjustment(Screen.height); } } - - /// - /// Helper function that figures out the pixel size adjustment for the specified game object. - /// - - static public float GetPixelSizeAdjustment (GameObject go) - { - UIRoot root = NGUITools.FindInParents(go); - return (root != null) ? root.pixelSizeAdjustment : 1f; - } - - /// - /// Calculate the pixel size adjustment at the specified screen height value. - /// - - public float GetPixelSizeAdjustment (int height) - { - height = Mathf.Max(2, height); - - if (scalingStyle == Scaling.FixedSize) - return (float)manualHeight / height; - -#if UNITY_IPHONE || UNITY_ANDROID - if (scalingStyle == Scaling.FixedSizeOnMobiles) - return (float)manualHeight / height; -#endif - if (height < minimumHeight) return (float)minimumHeight / height; - if (height > maximumHeight) return (float)maximumHeight / height; - return 1f; - } - - Transform mTrans; - - void Awake () - { - mTrans = transform; - mRoots.Add(this); - - // Backwards compatibility - if (automatic) - { - scalingStyle = Scaling.PixelPerfect; - automatic = false; - } - } - - void OnDestroy () { mRoots.Remove(this); } - - void Start () - { - UIOrthoCamera oc = GetComponentInChildren(); - - if (oc != null) - { - Debug.LogWarning("UIRoot should not be active at the same time as UIOrthoCamera. Disabling UIOrthoCamera.", oc); - Camera cam = oc.gameObject.GetComponent(); - oc.enabled = false; - if (cam != null) cam.orthographicSize = 1f; - } - else Update(); - } - - void Update () - { - if (mTrans != null) - { - float calcActiveHeight = activeHeight; - - if (calcActiveHeight > 0f ) - { - float size = 2f / calcActiveHeight; - - Vector3 ls = mTrans.localScale; - - if (!(Mathf.Abs(ls.x - size) <= float.Epsilon) || - !(Mathf.Abs(ls.y - size) <= float.Epsilon) || - !(Mathf.Abs(ls.z - size) <= float.Epsilon)) - { - mTrans.localScale = new Vector3(size, size, size); - } - } - } - } - - /// - /// Broadcast the specified message to the entire UI. - /// - - static public void Broadcast (string funcName) - { - for (int i = 0, imax = mRoots.Count; i < imax; ++i) - { - UIRoot root = mRoots[i]; - if (root != null) root.BroadcastMessage(funcName, SendMessageOptions.DontRequireReceiver); - } - } - - /// - /// Broadcast the specified message to the entire UI. - /// - - static public void Broadcast (string funcName, object param) - { - if (param == null) - { - // More on this: http://answers.unity3d.com/questions/55194/suggested-workaround-for-sendmessage-bug.html - Debug.LogError("SendMessage is bugged when you try to pass 'null' in the parameter field. It behaves as if no parameter was specified."); - } - else - { - for (int i = 0, imax = mRoots.Count; i < imax; ++i) - { - UIRoot root = mRoots[i]; - if (root != null) root.BroadcastMessage(funcName, param, SendMessageOptions.DontRequireReceiver); - } - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIRoot.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIRoot.cs.meta deleted file mode 100644 index 870f413..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIRoot.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2c5ecb5660b11414fb042fb826e03b73 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UISlicedSprite.cs b/Assets/Libraries/NGUI/Scripts/UI/UISlicedSprite.cs deleted file mode 100644 index e528689..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UISlicedSprite.cs +++ /dev/null @@ -1,16 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Sliced sprite is obsolete. It's only kept for backwards compatibility. -/// - -[ExecuteInEditMode] -public class UISlicedSprite : UISprite -{ - public override Type type { get { return UISprite.Type.Sliced; } } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UISlicedSprite.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UISlicedSprite.cs.meta deleted file mode 100644 index c669538..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UISlicedSprite.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9d33c6354b54fb847b16b36e1391868d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UISprite.cs b/Assets/Libraries/NGUI/Scripts/UI/UISprite.cs deleted file mode 100644 index b01a955..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UISprite.cs +++ /dev/null @@ -1,1112 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Sprite is a textured element in the UI hierarchy. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Sprite")] -public class UISprite : UIWidget -{ - public enum Type - { - Simple, - Sliced, - Tiled, - Filled, - } - - public enum FillDirection - { - Horizontal, - Vertical, - Radial90, - Radial180, - Radial360, - } - - // Cached and saved values - [HideInInspector][SerializeField] UIAtlas mAtlas; - [HideInInspector][SerializeField] string mSpriteName; - [HideInInspector][SerializeField] bool mFillCenter = true; - [HideInInspector][SerializeField] Type mType = Type.Simple; - [HideInInspector][SerializeField] FillDirection mFillDirection = FillDirection.Radial360; - [HideInInspector][SerializeField] float mFillAmount = 1.0f; - [HideInInspector][SerializeField] bool mInvert = false; - - protected UIAtlas.Sprite mSprite; - protected Rect mInner; - protected Rect mInnerUV; - protected Rect mOuter; - protected Rect mOuterUV; - protected Vector3 mScale = Vector3.one; - - bool mSpriteSet = false; - - /// - /// How the sprite is drawn. - /// - - virtual public Type type - { - get - { - return mType; - } - set - { - if (mType != value) - { - mType = value; - MarkAsChanged(); - } - } - } - - /// - /// Retrieve the material used by the font. - /// - - public override Material material { get { return (mAtlas != null) ? mAtlas.spriteMaterial : null; } } - - /// - /// Atlas used by this widget. - /// - - public UIAtlas atlas - { - get - { - return mAtlas; - } - set - { - if (mAtlas != value) - { - RemoveFromPanel(); - - mAtlas = value; - mSpriteSet = false; - mSprite = null; - - // Automatically choose the first sprite - if (string.IsNullOrEmpty(mSpriteName)) - { - if (mAtlas != null && mAtlas.spriteList.Count > 0) - { - SetAtlasSprite(mAtlas.spriteList[0]); - mSpriteName = mSprite.name; - } - } - - // Re-link the sprite - if (!string.IsNullOrEmpty(mSpriteName)) - { - string sprite = mSpriteName; - mSpriteName = ""; - spriteName = sprite; - MarkAsChanged(); - UpdateUVs(true); - } - } - } - } - - /// - /// Sprite within the atlas used to draw this widget. - /// - - public string spriteName - { - get - { - return mSpriteName; - } - set - { - if (string.IsNullOrEmpty(value)) - { - // If the sprite name hasn't been set yet, no need to do anything - if (string.IsNullOrEmpty(mSpriteName)) return; - - // Clear the sprite name and the sprite reference - mSpriteName = ""; - mSprite = null; - mChanged = true; - mSpriteSet = false; - } - else if (mSpriteName != value) - { - // If the sprite name changes, the sprite reference should also be updated - mSpriteName = value; - mSprite = null; - mChanged = true; - mSpriteSet = false; - if (isValid) UpdateUVs(true); - } - } - } - - /// - /// Is there a valid sprite to work with? - /// - - public bool isValid { get { return GetAtlasSprite() != null; } } - - /// - /// Inner set of UV coordinates. - /// - - public Rect innerUV { get { UpdateUVs(false); return mInnerUV; } } - - /// - /// Outer set of UV coordinates. - /// - - public Rect outerUV { get { UpdateUVs(false); return mOuterUV; } } - - /// - /// Whether the center part of the sprite will be filled or not. Turn it off if you want only to borders to show up. - /// - - public bool fillCenter { get { return mFillCenter; } set { if (mFillCenter != value) { mFillCenter = value; MarkAsChanged(); } } } - - /// - /// Direction of the cut procedure. - /// - - public FillDirection fillDirection - { - get - { - return mFillDirection; - } - set - { - if (mFillDirection != value) - { - mFillDirection = value; - mChanged = true; - } - } - } - - /// - /// Amount of the sprite shown. 0-1 range with 0 being nothing shown, and 1 being the full sprite. - /// - - public float fillAmount - { - get - { - return mFillAmount; - } - set - { - float val = Mathf.Clamp01(value); - - if (mFillAmount != val) - { - mFillAmount = val; - mChanged = true; - } - } - } - - /// - /// Whether the sprite should be filled in the opposite direction. - /// - - public bool invert - { - get - { - return mInvert; - } - set - { - if (mInvert != value) - { - mInvert = value; - mChanged = true; - } - } - } - - /// - /// Extra padding around the sprite, in pixels. - /// - - public override Vector4 relativePadding - { - get - { - if (isValid && type == Type.Simple) - { - return new Vector4(mSprite.paddingLeft, mSprite.paddingTop, mSprite.paddingRight, mSprite.paddingBottom); - } - return base.relativePadding; - } - } - - /// - /// Sliced sprites generally have a border. - /// - - public override Vector4 border - { - get - { - if (type == Type.Sliced) - { - UIAtlas.Sprite sp = GetAtlasSprite(); - if (sp == null) return Vector2.zero; - - Rect outer = sp.outer; - Rect inner = sp.inner; - - Texture tex = mainTexture; - - if (atlas.coordinates == UIAtlas.Coordinates.TexCoords && tex != null) - { - outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true); - inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true); - } - return new Vector4(inner.xMin - outer.xMin, inner.yMin - outer.yMin, outer.xMax - inner.xMax, outer.yMax - inner.yMax) * atlas.pixelSize; - } - return base.border; - } - } - - /// - /// Whether this widget will automatically become pixel-perfect after resize operation finishes. - /// - - public override bool pixelPerfectAfterResize { get { return type == Type.Sliced; } } - - /// - /// Retrieve the atlas sprite referenced by the spriteName field. - /// - - public UIAtlas.Sprite GetAtlasSprite () - { - if (!mSpriteSet) mSprite = null; - - if (mSprite == null && mAtlas != null) - { - if (!string.IsNullOrEmpty(mSpriteName)) - { - UIAtlas.Sprite sp = mAtlas.GetSprite(mSpriteName); - if (sp == null) return null; - SetAtlasSprite(sp); - } - - if (mSprite == null && mAtlas.spriteList.Count > 0) - { - UIAtlas.Sprite sp = mAtlas.spriteList[0]; - if (sp == null) return null; - SetAtlasSprite(sp); - - if (mSprite == null) - { - Debug.LogError(mAtlas.name + " seems to have a null sprite!"); - return null; - } - mSpriteName = mSprite.name; - } - - // If the sprite has been set, update the UVs - if (mSprite != null) UpdateUVs(true); - } - return mSprite; - } - - /// - /// Set the atlas sprite directly. - /// - - protected void SetAtlasSprite (UIAtlas.Sprite sp) - { - mChanged = true; - mSpriteSet = true; - - if (sp != null) - { - mSprite = sp; - mSpriteName = mSprite.name; - } - else - { - mSpriteName = (mSprite != null) ? mSprite.name : ""; - mSprite = sp; - } - } - - /// - /// Update the texture UVs used by the widget. - /// - - virtual public void UpdateUVs (bool force) - { - if ((type == Type.Sliced || type == Type.Tiled) && cachedTransform.localScale != mScale) - { - mScale = cachedTransform.localScale; - mChanged = true; - } - - if (isValid && (force -#if UNITY_EDITOR - || !Application.isPlaying && (mOuter != mSprite.outer || mInner != mSprite.inner) -#endif - )) - { - Texture tex = mainTexture; - - if (tex != null) - { - mInner = mSprite.inner; - mOuter = mSprite.outer; - - mInnerUV = mInner; - mOuterUV = mOuter; - - if (atlas.coordinates == UIAtlas.Coordinates.Pixels) - { - mOuterUV = NGUIMath.ConvertToTexCoords(mOuterUV, tex.width, tex.height); - mInnerUV = NGUIMath.ConvertToTexCoords(mInnerUV, tex.width, tex.height); - } - } - } - } - - /// - /// Adjust the scale of the widget to make it pixel-perfect. - /// - - public override void MakePixelPerfect () - { - if (!isValid) return; - - UpdateUVs(false); - - UISprite.Type t = type; - - if (t == Type.Sliced) - { - // Sliced sprite should have dimensions divisible by 2 for best results - Vector3 pos = cachedTransform.localPosition; - pos.x = Mathf.RoundToInt(pos.x); - pos.y = Mathf.RoundToInt(pos.y); - pos.z = Mathf.RoundToInt(pos.z); - cachedTransform.localPosition = pos; - - Vector3 scale = cachedTransform.localScale; - scale.x = Mathf.RoundToInt(scale.x * 0.5f) << 1; - scale.y = Mathf.RoundToInt(scale.y * 0.5f) << 1; - scale.z = 1f; - cachedTransform.localScale = scale; - } - else if (t == Type.Tiled) - { - // Tiled sprite just needs whole integers - Vector3 pos = cachedTransform.localPosition; - pos.x = Mathf.RoundToInt(pos.x); - pos.y = Mathf.RoundToInt(pos.y); - pos.z = Mathf.RoundToInt(pos.z); - cachedTransform.localPosition = pos; - - Vector3 scale = cachedTransform.localScale; - scale.x = Mathf.RoundToInt(scale.x); - scale.y = Mathf.RoundToInt(scale.y); - scale.z = 1f; - cachedTransform.localScale = scale; - } - else - { - // Other sprites should assume the original dimensions of the sprite - Texture tex = mainTexture; - Vector3 scale = cachedTransform.localScale; - - if (tex != null) - { - Rect rect = NGUIMath.ConvertToPixels(outerUV, tex.width, tex.height, true); - float pixelSize = atlas.pixelSize; - scale.x = Mathf.RoundToInt(rect.width * pixelSize) * Mathf.Sign(scale.x); - scale.y = Mathf.RoundToInt(rect.height * pixelSize) * Mathf.Sign(scale.y); - scale.z = 1f; - cachedTransform.localScale = scale; - } - - int width = Mathf.RoundToInt(Mathf.Abs(scale.x) * (1f + mSprite.paddingLeft + mSprite.paddingRight)); - int height = Mathf.RoundToInt(Mathf.Abs(scale.y) * (1f + mSprite.paddingTop + mSprite.paddingBottom)); - - Vector3 pos = cachedTransform.localPosition; - pos.x = (Mathf.CeilToInt(pos.x * 4f) >> 2); - pos.y = (Mathf.CeilToInt(pos.y * 4f) >> 2); - pos.z = Mathf.RoundToInt(pos.z); - - if (width % 2 == 1 && (pivot == Pivot.Top || pivot == Pivot.Center || pivot == Pivot.Bottom)) - pos.x += 0.5f; - - if (height % 2 == 1 && (pivot == Pivot.Left || pivot == Pivot.Center || pivot == Pivot.Right)) - pos.y += 0.5f; - - cachedTransform.localPosition = pos; - } - } - - /// - /// Set the atlas and the sprite. - /// - - protected override void OnStart () - { - if (mAtlas != null) - { - UpdateUVs(true); - } - } - - /// - /// Update the UV coordinates. - /// - - public override void Update () - { - base.Update(); - - if (mChanged || !mSpriteSet) - { - mSpriteSet = true; - mSprite = null; - mChanged = true; - UpdateUVs(true); - } - else UpdateUVs(false); - } - - /// - /// Virtual function called by the UIScreen that fills the buffers. - /// - - public override void OnFill (BetterList verts, BetterList uvs, BetterList cols) - { - switch (type) - { - case Type.Simple: - SimpleFill(verts, uvs, cols); - break; - - case Type.Sliced: - SlicedFill(verts, uvs, cols); - break; - - case Type.Filled: - FilledFill(verts, uvs, cols); - break; - - case Type.Tiled: - TiledFill(verts, uvs, cols); - break; - } - } - -#region Various fill functions - /// - /// Regular sprite fill function is quite simple. - /// - - protected void SimpleFill (BetterList verts, BetterList uvs, BetterList cols) - { - Vector2 uv0 = new Vector2(mOuterUV.xMin, mOuterUV.yMin); - Vector2 uv1 = new Vector2(mOuterUV.xMax, mOuterUV.yMax); - - verts.Add(new Vector3(1f, 0f, 0f)); - verts.Add(new Vector3(1f, -1f, 0f)); - verts.Add(new Vector3(0f, -1f, 0f)); - verts.Add(new Vector3(0f, 0f, 0f)); - - uvs.Add(uv1); - uvs.Add(new Vector2(uv1.x, uv0.y)); - uvs.Add(uv0); - uvs.Add(new Vector2(uv0.x, uv1.y)); - - Color colF = color; - colF.a *= mPanel.alpha; - Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; - - cols.Add(col); - cols.Add(col); - cols.Add(col); - cols.Add(col); - } - - /// - /// Sliced sprite fill function is more complicated as it generates 9 quads instead of 1. - /// - - protected void SlicedFill (BetterList verts, BetterList uvs, BetterList cols) - { - if (mOuterUV == mInnerUV) - { - SimpleFill(verts, uvs, cols); - return; - } - - Vector2[] v = new Vector2[4]; - Vector2[] uv = new Vector2[4]; - - Texture tex = mainTexture; - - v[0] = Vector2.zero; - v[1] = Vector2.zero; - v[2] = new Vector2(1f, -1f); - v[3] = new Vector2(1f, -1f); - - if (tex != null) - { - float pixelSize = atlas.pixelSize; - float borderLeft = (mInnerUV.xMin - mOuterUV.xMin) * pixelSize; - float borderRight = (mOuterUV.xMax - mInnerUV.xMax) * pixelSize; - float borderTop = (mInnerUV.yMax - mOuterUV.yMax) * pixelSize; - float borderBottom = (mOuterUV.yMin - mInnerUV.yMin) * pixelSize; - - Vector3 scale = cachedTransform.localScale; - scale.x = Mathf.Max(0f, scale.x); - scale.y = Mathf.Max(0f, scale.y); - - Vector2 sz = new Vector2(scale.x / tex.width, scale.y / tex.height); - Vector2 tl = new Vector2(borderLeft / sz.x, borderTop / sz.y); - Vector2 br = new Vector2(borderRight / sz.x, borderBottom / sz.y); - - Pivot pv = pivot; - - // We don't want the sliced sprite to become smaller than the summed up border size - if (pv == Pivot.Right || pv == Pivot.TopRight || pv == Pivot.BottomRight) - { - v[0].x = Mathf.Min(0f, 1f - (br.x + tl.x)); - v[1].x = v[0].x + tl.x; - v[2].x = v[0].x + Mathf.Max(tl.x, 1f - br.x); - v[3].x = v[0].x + Mathf.Max(tl.x + br.x, 1f); - } - else - { - v[1].x = tl.x; - v[2].x = Mathf.Max(tl.x, 1f - br.x); - v[3].x = Mathf.Max(tl.x + br.x, 1f); - } - - if (pv == Pivot.Bottom || pv == Pivot.BottomLeft || pv == Pivot.BottomRight) - { - v[0].y = Mathf.Max(0f, -1f - (br.y + tl.y)); - v[1].y = v[0].y + tl.y; - v[2].y = v[0].y + Mathf.Min(tl.y, -1f - br.y); - v[3].y = v[0].y + Mathf.Min(tl.y + br.y, -1f); - } - else - { - v[1].y = tl.y; - v[2].y = Mathf.Min(tl.y, -1f - br.y); - v[3].y = Mathf.Min(tl.y + br.y, -1f); - } - - uv[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMax); - uv[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMax); - uv[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMin); - uv[3] = new Vector2(mOuterUV.xMax, mOuterUV.yMin); - } - else - { - // No texture -- just use zeroed out texture coordinates - for (int i = 0; i < 4; ++i) uv[i] = Vector2.zero; - } - - Color colF = color; - colF.a *= mPanel.alpha; - Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; - - for (int x = 0; x < 3; ++x) - { - int x2 = x + 1; - - for (int y = 0; y < 3; ++y) - { - if (!mFillCenter && x == 1 && y == 1) continue; - - int y2 = y + 1; - - verts.Add(new Vector3(v[x2].x, v[y].y, 0f)); - verts.Add(new Vector3(v[x2].x, v[y2].y, 0f)); - verts.Add(new Vector3(v[x].x, v[y2].y, 0f)); - verts.Add(new Vector3(v[x].x, v[y].y, 0f)); - - uvs.Add(new Vector2(uv[x2].x, uv[y].y)); - uvs.Add(new Vector2(uv[x2].x, uv[y2].y)); - uvs.Add(new Vector2(uv[x].x, uv[y2].y)); - uvs.Add(new Vector2(uv[x].x, uv[y].y)); - - cols.Add(col); - cols.Add(col); - cols.Add(col); - cols.Add(col); - } - } - } - - /// - /// Adjust the specified quad, making it be radially filled instead. - /// - - protected bool AdjustRadial (Vector2[] xy, Vector2[] uv, float fill, bool invert) - { - // Nothing to fill - if (fill < 0.001f) return false; - - // Nothing to adjust - if (!invert && fill > 0.999f) return true; - - // Convert 0-1 value into 0 to 90 degrees angle in radians - float angle = Mathf.Clamp01(fill); - if (!invert) angle = 1f - angle; - angle *= 90f * Mathf.Deg2Rad; - - // Calculate the effective X and Y factors - float fx = Mathf.Sin(angle); - float fy = Mathf.Cos(angle); - - // Normalize the result, so it's projected onto the side of the rectangle - if (fx > fy) - { - fy *= 1f / fx; - fx = 1f; - - if (!invert) - { - xy[0].y = Mathf.Lerp(xy[2].y, xy[0].y, fy); - xy[3].y = xy[0].y; - - uv[0].y = Mathf.Lerp(uv[2].y, uv[0].y, fy); - uv[3].y = uv[0].y; - } - } - else if (fy > fx) - { - fx *= 1f / fy; - fy = 1f; - - if (invert) - { - xy[0].x = Mathf.Lerp(xy[2].x, xy[0].x, fx); - xy[1].x = xy[0].x; - - uv[0].x = Mathf.Lerp(uv[2].x, uv[0].x, fx); - uv[1].x = uv[0].x; - } - } - else - { - fx = 1f; - fy = 1f; - } - - if (invert) - { - xy[1].y = Mathf.Lerp(xy[2].y, xy[0].y, fy); - uv[1].y = Mathf.Lerp(uv[2].y, uv[0].y, fy); - } - else - { - xy[3].x = Mathf.Lerp(xy[2].x, xy[0].x, fx); - uv[3].x = Mathf.Lerp(uv[2].x, uv[0].x, fx); - } - return true; - } - - /// - /// Helper function that copies the contents of the array, rotated by the specified offset. - /// - - protected void Rotate (Vector2[] v, int offset) - { - for (int i = 0; i < offset; ++i) - { - Vector2 v0 = new Vector2(v[3].x, v[3].y); - - v[3].x = v[2].y; - v[3].y = v[2].x; - - v[2].x = v[1].y; - v[2].y = v[1].x; - - v[1].x = v[0].y; - v[1].y = v[0].x; - - v[0].x = v0.y; - v[0].y = v0.x; - } - } - - /// - /// Filled sprite fill function. - /// - - protected void FilledFill (BetterList verts, BetterList uvs, BetterList cols) - { - float x0 = 0f; - float y0 = 0f; - float x1 = 1f; - float y1 = -1f; - - float u0 = mOuterUV.xMin; - float v0 = mOuterUV.yMin; - float u1 = mOuterUV.xMax; - float v1 = mOuterUV.yMax; - - // Horizontal and vertical filled sprites are simple -- just end the sprite prematurely - if (mFillDirection == FillDirection.Horizontal || mFillDirection == FillDirection.Vertical) - { - float du = (u1 - u0) * mFillAmount; - float dv = (v1 - v0) * mFillAmount; - - if (fillDirection == FillDirection.Horizontal) - { - if (mInvert) - { - x0 = (1f - mFillAmount); - u0 = u1 - du; - } - else - { - x1 *= mFillAmount; - u1 = u0 + du; - } - } - else if (fillDirection == FillDirection.Vertical) - { - if (mInvert) - { - y1 *= mFillAmount; - v0 = v1 - dv; - } - else - { - y0 = -(1f - mFillAmount); - v1 = v0 + dv; - } - } - } - - // Starting quad for the sprite - Vector2[] xy = new Vector2[4]; - Vector2[] uv = new Vector2[4]; - - xy[0] = new Vector2(x1, y0); - xy[1] = new Vector2(x1, y1); - xy[2] = new Vector2(x0, y1); - xy[3] = new Vector2(x0, y0); - - uv[0] = new Vector2(u1, v1); - uv[1] = new Vector2(u1, v0); - uv[2] = new Vector2(u0, v0); - uv[3] = new Vector2(u0, v1); - - Color colF = color; - colF.a *= mPanel.alpha; - Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; - - if (fillDirection == FillDirection.Radial90) - { - // Adjust the quad radially, and if 'false' is returned (it's not visible), just exit - if (!AdjustRadial(xy, uv, mFillAmount, mInvert)) return; - } - else if (fillDirection == FillDirection.Radial180) - { - // Working in 0-1 coordinates is easier - Vector2[] oxy = new Vector2[4]; - Vector2[] ouv = new Vector2[4]; - - for (int i = 0; i < 2; ++i) - { - oxy[0] = new Vector2(0f, 0f); - oxy[1] = new Vector2(0f, 1f); - oxy[2] = new Vector2(1f, 1f); - oxy[3] = new Vector2(1f, 0f); - - ouv[0] = new Vector2(0f, 0f); - ouv[1] = new Vector2(0f, 1f); - ouv[2] = new Vector2(1f, 1f); - ouv[3] = new Vector2(1f, 0f); - - // Each half must be rotated 90 degrees clockwise in order for it to fill properly - if (mInvert) - { - if (i > 0) - { - Rotate(oxy, i); - Rotate(ouv, i); - } - } - else if (i < 1) - { - Rotate(oxy, 1 - i); - Rotate(ouv, 1 - i); - } - - // Each half must fill in only a part of the space - float x, y; - - if (i == 1) - { - x = mInvert ? 0.5f : 1f; - y = mInvert ? 1f : 0.5f; - } - else - { - x = mInvert ? 1f : 0.5f; - y = mInvert ? 0.5f : 1f; - } - - oxy[1].y = Mathf.Lerp(x, y, oxy[1].y); - oxy[2].y = Mathf.Lerp(x, y, oxy[2].y); - ouv[1].y = Mathf.Lerp(x, y, ouv[1].y); - ouv[2].y = Mathf.Lerp(x, y, ouv[2].y); - - float amount = (mFillAmount) * 2 - i; - bool odd = (i % 2) == 1; - - if (AdjustRadial(oxy, ouv, amount, !odd)) - { - if (mInvert) odd = !odd; - - // Add every other side in reverse order so they don't come out backface-culled due to rotation - if (odd) - { - for (int b = 0; b < 4; ++b) - { - x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x); - y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y); - - float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x); - float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y); - - verts.Add(new Vector3(x, y, 0f)); - uvs.Add(new Vector2(u, v)); - cols.Add(col); - } - } - else - { - for (int b = 3; b > -1; --b) - { - x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x); - y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y); - - float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x); - float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y); - - verts.Add(new Vector3(x, y, 0f)); - uvs.Add(new Vector2(u, v)); - cols.Add(col); - } - } - } - } - return; - } - else if (fillDirection == FillDirection.Radial360) - { - float[] matrix = new float[] - { - // x0 y0 x1 y1 - 0.5f, 1f, 0f, 0.5f, // quadrant 0 - 0.5f, 1f, 0.5f, 1f, // quadrant 1 - 0f, 0.5f, 0.5f, 1f, // quadrant 2 - 0f, 0.5f, 0f, 0.5f, // quadrant 3 - }; - - Vector2[] oxy = new Vector2[4]; - Vector2[] ouv = new Vector2[4]; - - for (int i = 0; i < 4; ++i) - { - oxy[0] = new Vector2(0f, 0f); - oxy[1] = new Vector2(0f, 1f); - oxy[2] = new Vector2(1f, 1f); - oxy[3] = new Vector2(1f, 0f); - - ouv[0] = new Vector2(0f, 0f); - ouv[1] = new Vector2(0f, 1f); - ouv[2] = new Vector2(1f, 1f); - ouv[3] = new Vector2(1f, 0f); - - // Each quadrant must be rotated 90 degrees clockwise in order for it to fill properly - if (mInvert) - { - if (i > 0) - { - Rotate(oxy, i); - Rotate(ouv, i); - } - } - else if (i < 3) - { - Rotate(oxy, 3 - i); - Rotate(ouv, 3 - i); - } - - // Each quadrant must fill in only a quarter of the space - for (int b = 0; b < 4; ++b) - { - int index = (mInvert) ? (3 - i) * 4 : i * 4; - - float fx0 = matrix[index]; - float fy0 = matrix[index + 1]; - float fx1 = matrix[index + 2]; - float fy1 = matrix[index + 3]; - - oxy[b].x = Mathf.Lerp(fx0, fy0, oxy[b].x); - oxy[b].y = Mathf.Lerp(fx1, fy1, oxy[b].y); - ouv[b].x = Mathf.Lerp(fx0, fy0, ouv[b].x); - ouv[b].y = Mathf.Lerp(fx1, fy1, ouv[b].y); - } - - float amount = (mFillAmount) * 4 - i; - bool odd = (i % 2) == 1; - - if (AdjustRadial(oxy, ouv, amount, !odd)) - { - if (mInvert) odd = !odd; - - // Add every other side in reverse order so they don't come out backface-culled due to rotation - if (odd) - { - for (int b = 0; b < 4; ++b) - { - float x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x); - float y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y); - float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x); - float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y); - - verts.Add(new Vector3(x, y, 0f)); - uvs.Add(new Vector2(u, v)); - cols.Add(col); - } - } - else - { - for (int b = 3; b > -1; --b) - { - float x = Mathf.Lerp(xy[0].x, xy[2].x, oxy[b].x); - float y = Mathf.Lerp(xy[0].y, xy[2].y, oxy[b].y); - float u = Mathf.Lerp(uv[0].x, uv[2].x, ouv[b].x); - float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y); - - verts.Add(new Vector3(x, y, 0f)); - uvs.Add(new Vector2(u, v)); - cols.Add(col); - } - } - } - } - return; - } - - // Fill the buffer with the quad for the sprite - for (int i = 0; i < 4; ++i) - { - verts.Add(xy[i]); - uvs.Add(uv[i]); - cols.Add(col); - } - } - - /// - /// Tiled sprite fill function. - /// - - protected void TiledFill (BetterList verts, BetterList uvs, BetterList cols) - { - Texture tex = material.mainTexture; - if (tex == null) return; - - Rect rect = mInner; - - if (atlas.coordinates == UIAtlas.Coordinates.TexCoords) - { - rect = NGUIMath.ConvertToPixels(rect, tex.width, tex.height, true); - } - - Vector2 scale = cachedTransform.localScale; - float pixelSize = atlas.pixelSize; - float width = Mathf.Abs(rect.width / scale.x) * pixelSize; - float height = Mathf.Abs(rect.height / scale.y) * pixelSize; - - // Safety check. Useful so Unity doesn't run out of memory if the sprites are too small. - if (width * height < 0.0001f) - { - Debug.LogWarning("The tiled sprite (" + NGUITools.GetHierarchy(gameObject) + ") is too small.\nConsider using a bigger one."); - - width = 0.01f; - height = 0.01f; - } - - Vector2 min = new Vector2(rect.xMin / tex.width, rect.yMin / tex.height); - Vector2 max = new Vector2(rect.xMax / tex.width, rect.yMax / tex.height); - Vector2 clipped = max; - - Color colF = color; - colF.a *= mPanel.alpha; - Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; - float y = 0f; - - while (y < 1f) - { - float x = 0f; - clipped.x = max.x; - - float y2 = y + height; - - if (y2 > 1f) - { - clipped.y = min.y + (max.y - min.y) * (1f - y) / (y2 - y); - y2 = 1f; - } - - while (x < 1f) - { - float x2 = x + width; - - if (x2 > 1f) - { - clipped.x = min.x + (max.x - min.x) * (1f - x) / (x2 - x); - x2 = 1f; - } - - verts.Add(new Vector3(x2, -y, 0f)); - verts.Add(new Vector3(x2, -y2, 0f)); - verts.Add(new Vector3(x, -y2, 0f)); - verts.Add(new Vector3(x, -y, 0f)); - - uvs.Add(new Vector2(clipped.x, 1f - min.y)); - uvs.Add(new Vector2(clipped.x, 1f - clipped.y)); - uvs.Add(new Vector2(min.x, 1f - clipped.y)); - uvs.Add(new Vector2(min.x, 1f - min.y)); - - cols.Add(col); - cols.Add(col); - cols.Add(col); - cols.Add(col); - - x += width; - } - y += height; - } - } -#endregion -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UISprite.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UISprite.cs.meta deleted file mode 100644 index 781ac8b..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UISprite.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1b3dc54f924693f41b5cbecb267e647a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UISpriteAnimation.cs b/Assets/Libraries/NGUI/Scripts/UI/UISpriteAnimation.cs deleted file mode 100644 index 34c3088..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UISpriteAnimation.cs +++ /dev/null @@ -1,135 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// Very simple sprite animation. Attach to a sprite and specify a common prefix such as "idle" and it will cycle through them. -/// - -[ExecuteInEditMode] -[RequireComponent(typeof(UISprite))] -[AddComponentMenu("NGUI/UI/Sprite Animation")] -public class UISpriteAnimation : MonoBehaviour -{ - [HideInInspector][SerializeField] int mFPS = 30; - [HideInInspector][SerializeField] string mPrefix = ""; - [HideInInspector][SerializeField] bool mLoop = true; - - UISprite mSprite; - float mDelta = 0f; - int mIndex = 0; - bool mActive = true; - List mSpriteNames = new List(); - - /// - /// Number of frames in the animation. - /// - - public int frames { get { return mSpriteNames.Count; } } - - /// - /// Animation framerate. - /// - - public int framesPerSecond { get { return mFPS; } set { mFPS = value; } } - - /// - /// Set the name prefix used to filter sprites from the atlas. - /// - - public string namePrefix { get { return mPrefix; } set { if (mPrefix != value) { mPrefix = value; RebuildSpriteList(); } } } - - /// - /// Set the animation to be looping or not - /// - - public bool loop { get { return mLoop; } set { mLoop = value; } } - - /// - /// Returns is the animation is still playing or not - /// - - public bool isPlaying { get { return mActive; } } - - /// - /// Rebuild the sprite list first thing. - /// - - void Start () { RebuildSpriteList(); } - - /// - /// Advance the sprite animation process. - /// - - void Update () - { - if (mActive && mSpriteNames.Count > 1 && Application.isPlaying && mFPS > 0f) - { - mDelta += Time.deltaTime; - float rate = 1f / mFPS; - - if (rate < mDelta) - { - - mDelta = (rate > 0f) ? mDelta - rate : 0f; - if (++mIndex >= mSpriteNames.Count) - { - mIndex = 0; - mActive = loop; - } - - if (mActive) - { - mSprite.spriteName = mSpriteNames[mIndex]; - mSprite.MakePixelPerfect(); - } - } - } - } - - /// - /// Rebuild the sprite list after changing the sprite name. - /// - - void RebuildSpriteList () - { - if (mSprite == null) mSprite = GetComponent(); - mSpriteNames.Clear(); - - if (mSprite != null && mSprite.atlas != null) - { - List sprites = mSprite.atlas.spriteList; - - for (int i = 0, imax = sprites.Count; i < imax; ++i) - { - UIAtlas.Sprite sprite = sprites[i]; - - if (string.IsNullOrEmpty(mPrefix) || sprite.name.StartsWith(mPrefix)) - { - mSpriteNames.Add(sprite.name); - } - } - mSpriteNames.Sort(); - } - } - - /// - /// Reset the animation to frame 0 and activate it. - /// - - public void Reset() - { - mActive = true; - mIndex = 0; - - if (mSprite != null && mSpriteNames.Count > 0) - { - mSprite.spriteName = mSpriteNames[mIndex]; - mSprite.MakePixelPerfect(); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UISpriteAnimation.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UISpriteAnimation.cs.meta deleted file mode 100644 index 5751262..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UISpriteAnimation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: df9bfb5c080dac24cbbc6c9f595ed413 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIStretch.cs b/Assets/Libraries/NGUI/Scripts/UI/UIStretch.cs deleted file mode 100644 index bac6924..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIStretch.cs +++ /dev/null @@ -1,215 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This script can be used to stretch objects relative to the screen's width and height. -/// The most obvious use would be to create a full-screen background by attaching it to a sprite. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Stretch")] -public class UIStretch : MonoBehaviour -{ - public enum Style - { - None, - Horizontal, - Vertical, - Both, - BasedOnHeight, - FillKeepingRatio, // Fits the image so that it entirely fills the specified container keeping its ratio - FitInternalKeepingRatio // Fits the image/item inside of the specified container keeping its ratio - } - - /// - /// Camera used to determine the anchor bounds. Set automatically if none was specified. - /// - - public Camera uiCamera = null; - - /// - /// Widget used to determine the container's bounds. Overwrites the camera-based anchoring if the value was specified. - /// - - public UIWidget widgetContainer = null; - - /// - /// Panel used to determine the container's bounds. Overwrites the widget-based anchoring if the value was specified. - /// - - public UIPanel panelContainer = null; - - /// - /// Stretching style. - /// - - public Style style = Style.None; - - /// - /// Whether the operation will occur only once and the script will then be disabled. - /// - - public bool runOnlyOnce = false; - - /// - /// Relative-to-target size. - /// - - public Vector2 relativeSize = Vector2.one; - - /// - /// The size that the item/image should start out initially. - /// Used for FillKeepingRatio, and FitInternalKeepingRatio. - /// Contributed by Dylan Ryan. - /// - - public Vector2 initialSize = Vector2.one; - - Transform mTrans; - UIRoot mRoot; - Animation mAnim; - Rect mRect; - - void Awake () - { - mAnim = animation; - mRect = new Rect(); - mTrans = transform; - } - - void Start () - { - if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); - mRoot = NGUITools.FindInParents(gameObject); - Update(); - } - - void Update () - { - if (mAnim != null && mAnim.isPlaying) return; - - if (style != Style.None) - { - float adjustment = 1f; - - if (panelContainer != null) - { - if (panelContainer.clipping == UIDrawCall.Clipping.None) - { - // Panel has no clipping -- just use the screen's dimensions - mRect.xMin = -Screen.width * 0.5f; - mRect.yMin = -Screen.height * 0.5f; - mRect.xMax = -mRect.xMin; - mRect.yMax = -mRect.yMin; - } - else - { - // Panel has clipping -- use it as the rect - Vector4 pos = panelContainer.clipRange; - mRect.x = pos.x - (pos.z * 0.5f); - mRect.y = pos.y - (pos.w * 0.5f); - mRect.width = pos.z; - mRect.height = pos.w; - } - } - else if (widgetContainer != null) - { - // Widget is used -- use its bounds as the container's bounds - Transform t = widgetContainer.cachedTransform; - Vector3 ls = t.localScale; - Vector3 lp = t.localPosition; - - Vector3 size = widgetContainer.relativeSize; - Vector3 offset = widgetContainer.pivotOffset; - offset.y -= 1f; - - offset.x *= (widgetContainer.relativeSize.x * ls.x); - offset.y *= (widgetContainer.relativeSize.y * ls.y); - - mRect.x = lp.x + offset.x; - mRect.y = lp.y + offset.y; - - mRect.width = size.x * ls.x; - mRect.height = size.y * ls.y; - } - else if (uiCamera != null) - { - mRect = uiCamera.pixelRect; - if (mRoot != null) adjustment = mRoot.pixelSizeAdjustment; - } - else return; - - float rectWidth = mRect.width; - float rectHeight = mRect.height; - - if (adjustment != 1f && rectHeight > 1f) - { - float scale = mRoot.activeHeight / rectHeight; - rectWidth *= scale; - rectHeight *= scale; - } - - Vector3 localScale = mTrans.localScale; - - if (style == Style.BasedOnHeight) - { - localScale.x = relativeSize.x * rectHeight; - localScale.y = relativeSize.y * rectHeight; - } - else if (style == Style.FillKeepingRatio) - { - // Contributed by Dylan Ryan - float screenRatio = rectWidth / rectHeight; - float imageRatio = initialSize.x / initialSize.y; - - if (imageRatio < screenRatio) - { - // Fit horizontally - float scale = rectWidth / initialSize.x; - localScale.x = rectWidth; - localScale.y = initialSize.y * scale; - } - else - { - // Fit vertically - float scale = rectHeight / initialSize.y; - localScale.x = initialSize.x * scale; - localScale.y = rectHeight; - } - } - else if (style == Style.FitInternalKeepingRatio) - { - // Contributed by Dylan Ryan - float screenRatio = rectWidth / rectHeight; - float imageRatio = initialSize.x / initialSize.y; - - if (imageRatio > screenRatio) - { - // Fit horizontally - float scale = rectWidth / initialSize.x; - localScale.x = rectWidth; - localScale.y = initialSize.y * scale; - } - else - { - // Fit vertically - float scale = rectHeight / initialSize.y; - localScale.x = initialSize.x * scale; - localScale.y = rectHeight; - } - } - else - { - if (style == Style.Both || style == Style.Horizontal) localScale.x = relativeSize.x * rectWidth; - if (style == Style.Both || style == Style.Vertical) localScale.y = relativeSize.y * rectHeight; - } - - if (mTrans.localScale != localScale) mTrans.localScale = localScale; - if (runOnlyOnce && Application.isPlaying) Destroy(this); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIStretch.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UIStretch.cs.meta deleted file mode 100644 index 3a68590..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIStretch.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 94b5bd8d2e1bcbe4580036799fb6ca41 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITextList.cs b/Assets/Libraries/NGUI/Scripts/UI/UITextList.cs deleted file mode 100644 index 08e7009..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITextList.cs +++ /dev/null @@ -1,194 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; -using System.Text; - -/// -/// Text list can be used with a UILabel to create a scrollable multi-line text field that's -/// easy to add new entries to. Optimal use: chat window. -/// - -[AddComponentMenu("NGUI/UI/Text List")] -public class UITextList : MonoBehaviour -{ - public enum Style - { - Text, - Chat, - } - - public Style style = Style.Text; - public UILabel textLabel; - public float maxWidth = 0f; - public float maxHeight = 0f; - public int maxEntries = 50; - public bool supportScrollWheel = true; - - // Text list is made up of paragraphs - protected class Paragraph - { - public string text; // Original text - public string[] lines; // Split lines - } - - protected char[] mSeparator = new char[] { '\n' }; - protected List mParagraphs = new List(); - protected float mScroll = 0f; - protected bool mSelected = false; - protected int mTotalLines = 0; - - /// - /// Clear the text. - /// - - public void Clear () - { - mParagraphs.Clear(); - UpdateVisibleText(); - } - - /// - /// Add a new paragraph. - /// - - public void Add (string text) { Add(text, true); } - - /// - /// Add a new paragraph. - /// - - protected void Add (string text, bool updateVisible) - { - Paragraph ce = null; - - if (mParagraphs.Count < maxEntries) - { - ce = new Paragraph(); - } - else - { - ce = mParagraphs[0]; - mParagraphs.RemoveAt(0); - } - - ce.text = text; - mParagraphs.Add(ce); - - if (textLabel != null && textLabel.font != null) - { - // Rebuild the line - Vector3 scale = textLabel.transform.localScale; - string line; - textLabel.font.WrapText(ce.text, out line, maxWidth / scale.x, maxHeight / scale.y, - textLabel.maxLineCount, textLabel.supportEncoding, textLabel.symbolStyle); - ce.lines = line.Split(mSeparator); - - // Recalculate the total number of lines - mTotalLines = 0; - for (int i = 0, imax = mParagraphs.Count; i < imax; ++i) mTotalLines += mParagraphs[i].lines.Length; - } - - // Update the visible text - if (updateVisible) UpdateVisibleText(); - } - - /// - /// Automatically find the values if none were specified. - /// - - void Awake () - { - if (textLabel == null) textLabel = GetComponentInChildren(); - if (textLabel != null) textLabel.lineWidth = 0; - - Collider col = collider; - - if (col != null) - { - // Automatically set the width and height based on the collider - if (maxHeight <= 0f) maxHeight = col.bounds.size.y / transform.lossyScale.y; - if (maxWidth <= 0f) maxWidth = col.bounds.size.x / transform.lossyScale.x; - } - } - - /// - /// Remember whether the widget is selected. - /// - - void OnSelect (bool selected) { mSelected = selected; } - - /// - /// Refill the text label based on what's currently visible. - /// - - protected void UpdateVisibleText () - { - if (textLabel != null) - { - UIFont font = textLabel.font; - - if (font != null) - { - int lines = 0; - int maxLines = maxHeight > 0 ? Mathf.FloorToInt(maxHeight / textLabel.cachedTransform.localScale.y) : 100000; - int offset = Mathf.RoundToInt(mScroll); - - // Don't let scrolling to exceed the visible number of lines - if (maxLines + offset > mTotalLines) - { - offset = Mathf.Max(0, mTotalLines - maxLines); - mScroll = offset; - } - - if (style == Style.Chat) - { - offset = Mathf.Max(0, mTotalLines - maxLines - offset); - } - - StringBuilder final = new StringBuilder(); - - for (int i = 0, imax = mParagraphs.Count; i < imax; ++i) - { - Paragraph p = mParagraphs[i]; - - for (int b = 0, bmax = p.lines.Length; b < bmax; ++b) - { - string s = p.lines[b]; - - if (offset > 0) - { - --offset; - } - else - { - if (final.Length > 0) final.Append("\n"); - final.Append(s); - ++lines; - if (lines >= maxLines) break; - } - } - if (lines >= maxLines) break; - } - textLabel.text = final.ToString(); - } - } - } - - /// - /// Allow scrolling of the text list. - /// - - void OnScroll (float val) - { - if (mSelected && supportScrollWheel) - { - val *= (style == Style.Chat) ? 10f : -10f; - mScroll = Mathf.Max(0f, mScroll + val); - UpdateVisibleText(); - } - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITextList.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UITextList.cs.meta deleted file mode 100644 index 506b2ba..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITextList.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 020d0c1db3283a342ab86731270ea060 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITexture.cs b/Assets/Libraries/NGUI/Scripts/UI/UITexture.cs deleted file mode 100644 index f9ce207..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITexture.cs +++ /dev/null @@ -1,226 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; -using System.Collections.Generic; - -/// -/// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. -/// Keep in mind though that this will create an extra draw call with each UITexture present, so it's -/// best to use it only for backgrounds or temporary visible widgets. -/// - -[ExecuteInEditMode] -[AddComponentMenu("NGUI/UI/Texture")] -public class UITexture : UIWidget -{ - [HideInInspector][SerializeField] Rect mRect = new Rect(0f, 0f, 1f, 1f); - [HideInInspector][SerializeField] Shader mShader; - [HideInInspector][SerializeField] Texture mTexture; - [HideInInspector][SerializeField] Material mMat; - - bool mCreatingMat = false; - Material mDynamicMat = null; - int mPMA = -1; - - /// - /// UV rectangle used by the texture. - /// - - public Rect uvRect - { - get - { - return mRect; - } - set - { - if (mRect != value) - { - mRect = value; - MarkAsChanged(); - } - } - } - - /// - /// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not). - /// - - public Shader shader - { - get - { - if (mShader == null) - { - Material mat = material; - if (mat != null) mShader = mat.shader; - if (mShader == null) mShader = Shader.Find("Unlit/Transparent Colored"); - } - return mShader; - } - set - { - if (mShader != value) - { - mShader = value; - Material mat = material; - if (mat != null) mat.shader = value; - mPMA = -1; - } - } - } - - /// - /// Whether the texture has created its material dynamically. - /// - - public bool hasDynamicMaterial { get { return mDynamicMat != null; } } - - /// - /// Automatically destroy the dynamically-created material. - /// - - public override Material material - { - get - { - if (mMat != null) return mMat; - if (mDynamicMat != null) return mDynamicMat; - - if (!mCreatingMat && mDynamicMat == null) - { - mCreatingMat = true; - - if (mShader == null) mShader = Shader.Find("Unlit/Texture"); - - Cleanup(); - - mDynamicMat = new Material(mShader); - mDynamicMat.hideFlags = HideFlags.DontSave; - mDynamicMat.mainTexture = mTexture; - mPMA = 0; - mCreatingMat = false; - } - return mDynamicMat; - } - set - { - if (mMat != value) - { - Cleanup(); - mMat = value; - mPMA = -1; - MarkAsChanged(); - } - } - } - - /// - /// Whether the texture is using a premultiplied alpha material. - /// - - public bool premultipliedAlpha - { - get - { - if (mPMA == -1) - { - Material mat = material; - mPMA = (mat != null && mat.shader != null && mat.shader.name.Contains("Premultiplied")) ? 1 : 0; - } - return (mPMA == 1); - } - } - - /// - /// Texture used by the UITexture. You can set it directly, without the need to specify a material. - /// - - public override Texture mainTexture - { - get - { - if (mMat != null) return mMat.mainTexture; - if (mTexture != null) return mTexture; - return null; - } - set - { - RemoveFromPanel(); - - Material mat = material; - - if (mat != null) - { - mPanel = null; - mTexture = value; - mat.mainTexture = value; - - if (enabled) CreatePanel(); - } - } - } - - /// - /// Clean up. - /// - - void OnDestroy () { Cleanup(); } - - void Cleanup () - { - if (mDynamicMat != null) - { - NGUITools.Destroy(mDynamicMat); - mDynamicMat = null; - } - } - - /// - /// Adjust the scale of the widget to make it pixel-perfect. - /// - - public override void MakePixelPerfect () - { - Texture tex = mainTexture; - - if (tex != null) - { - Vector3 scale = cachedTransform.localScale; - scale.x = tex.width * uvRect.width; - scale.y = tex.height * uvRect.height; - scale.z = 1f; - cachedTransform.localScale = scale; - } - base.MakePixelPerfect(); - } - - /// - /// Virtual function called by the UIScreen that fills the buffers. - /// - - public override void OnFill (BetterList verts, BetterList uvs, BetterList cols) - { - Color colF = color; - colF.a *= mPanel.alpha; - Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF; - - verts.Add(new Vector3(1f, 0f, 0f)); - verts.Add(new Vector3(1f, -1f, 0f)); - verts.Add(new Vector3(0f, -1f, 0f)); - verts.Add(new Vector3(0f, 0f, 0f)); - - uvs.Add(new Vector2(mRect.xMax, mRect.yMax)); - uvs.Add(new Vector2(mRect.xMax, mRect.yMin)); - uvs.Add(new Vector2(mRect.xMin, mRect.yMin)); - uvs.Add(new Vector2(mRect.xMin, mRect.yMax)); - - cols.Add(col); - cols.Add(col); - cols.Add(col); - cols.Add(col); - } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITexture.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UITexture.cs.meta deleted file mode 100644 index 8057b26..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITexture.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d5c5ca47aa5c01740810b7c66662099f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITiledSprite.cs b/Assets/Libraries/NGUI/Scripts/UI/UITiledSprite.cs deleted file mode 100644 index cda6c71..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITiledSprite.cs +++ /dev/null @@ -1,16 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// Tiled Sprite is obsolete. This script is kept only for backwards compatibility. -/// - -[ExecuteInEditMode] -public class UITiledSprite : UISlicedSprite -{ - public override Type type { get { return UISprite.Type.Tiled; } } -} diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITiledSprite.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UITiledSprite.cs.meta deleted file mode 100644 index cb8a02c..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITiledSprite.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a62f3996954ef684696c03244a67ace1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITooltip.cs b/Assets/Libraries/NGUI/Scripts/UI/UITooltip.cs deleted file mode 100644 index 1af2961..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITooltip.cs +++ /dev/null @@ -1,170 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -/// -/// Example script that can be used to show tooltips. -/// - -[AddComponentMenu("NGUI/UI/Tooltip")] -public class UITooltip : MonoBehaviour -{ - static UITooltip mInstance; - - public Camera uiCamera; - public UILabel text; - public UISprite background; - public float appearSpeed = 10f; - public bool scalingTransitions = true; - - Transform mTrans; - float mTarget = 0f; - float mCurrent = 0f; - Vector3 mPos; - Vector3 mSize; - - UIWidget[] mWidgets; - - void Awake () { mInstance = this; } - void OnDestroy () { mInstance = null; } - - /// - /// Get a list of widgets underneath the tooltip. - /// - - void Start () - { - mTrans = transform; - mWidgets = GetComponentsInChildren(); - mPos = mTrans.localPosition; - mSize = mTrans.localScale; - if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer); - SetAlpha(0f); - } - - /// - /// Update the tooltip's alpha based on the target value. - /// - - void Update () - { - if (mCurrent != mTarget) - { - mCurrent = Mathf.Lerp(mCurrent, mTarget, Time.deltaTime * appearSpeed); - if (Mathf.Abs(mCurrent - mTarget) < 0.001f) mCurrent = mTarget; - SetAlpha(mCurrent * mCurrent); - - if (scalingTransitions) - { - Vector3 offset = mSize * 0.25f; - offset.y = -offset.y; - - Vector3 size = Vector3.one * (1.5f - mCurrent * 0.5f); - Vector3 pos = Vector3.Lerp(mPos - offset, mPos, mCurrent); - - mTrans.localPosition = pos; - mTrans.localScale = size; - } - } - } - - /// - /// Set the alpha of all widgets. - /// - - void SetAlpha (float val) - { - for (int i = 0, imax = mWidgets.Length; i < imax; ++i) - { - UIWidget w = mWidgets[i]; - Color c = w.color; - c.a = val; - w.color = c; - } - } - - /// - /// Set the tooltip's text to the specified string. - /// - - void SetText (string tooltipText) - { - if (text != null && !string.IsNullOrEmpty(tooltipText)) - { - mTarget = 1f; - if (text != null) text.text = tooltipText; - - // Orthographic camera positioning is trivial - mPos = Input.mousePosition; - - if (background != null) - { - Transform backgroundTrans = background.transform; - - Transform textTrans = text.transform; - Vector3 offset = textTrans.localPosition; - Vector3 textScale = textTrans.localScale; - - // Calculate the dimensions of the printed text - mSize = text.relativeSize; - - // Scale by the transform and adjust by the padding offset - mSize.x *= textScale.x; - mSize.y *= textScale.y; - mSize.x += background.border.x + background.border.z + ( offset.x - background.border.x) * 2f; - mSize.y += background.border.y + background.border.w + (-offset.y - background.border.y) * 2f; - mSize.z = 1f; - - backgroundTrans.localScale = mSize; - } - - if (uiCamera != null) - { - // Since the screen can be of different than expected size, we want to convert - // mouse coordinates to view space, then convert that to world position. - mPos.x = Mathf.Clamp01(mPos.x / Screen.width); - mPos.y = Mathf.Clamp01(mPos.y / Screen.height); - - // Calculate the ratio of the camera's target orthographic size to current screen size - float activeSize = uiCamera.orthographicSize / mTrans.parent.lossyScale.y; - float ratio = (Screen.height * 0.5f) / activeSize; - - // Calculate the maximum on-screen size of the tooltip window - Vector2 max = new Vector2(ratio * mSize.x / Screen.width, ratio * mSize.y / Screen.height); - - // Limit the tooltip to always be visible - mPos.x = Mathf.Min(mPos.x, 1f - max.x); - mPos.y = Mathf.Max(mPos.y, max.y); - - // Update the absolute position and save the local one - mTrans.position = uiCamera.ViewportToWorldPoint(mPos); - mPos = mTrans.localPosition; - mPos.x = Mathf.Round(mPos.x); - mPos.y = Mathf.Round(mPos.y); - mTrans.localPosition = mPos; - } - else - { - // Don't let the tooltip leave the screen area - if (mPos.x + mSize.x > Screen.width) mPos.x = Screen.width - mSize.x; - if (mPos.y - mSize.y < 0f) mPos.y = mSize.y; - - // Simple calculation that assumes that the camera is of fixed size - mPos.x -= Screen.width * 0.5f; - mPos.y -= Screen.height * 0.5f; - } - } - else mTarget = 0f; - } - - /// - /// Show a tooltip with the specified text. - /// - - static public void ShowText (string tooltipText) - { - if (mInstance != null) - { - mInstance.SetText(tooltipText); - } - } -} \ No newline at end of file diff --git a/Assets/Libraries/NGUI/Scripts/UI/UITooltip.cs.meta b/Assets/Libraries/NGUI/Scripts/UI/UITooltip.cs.meta deleted file mode 100644 index b836726..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UITooltip.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: bbc946d84fba95f41a0136cf378875be -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Libraries/NGUI/Scripts/UI/UIViewport.cs b/Assets/Libraries/NGUI/Scripts/UI/UIViewport.cs deleted file mode 100644 index 2016632..0000000 --- a/Assets/Libraries/NGUI/Scripts/UI/UIViewport.cs +++ /dev/null @@ -1,46 +0,0 @@ -//---------------------------------------------- -// NGUI: Next-Gen UI kit -// Copyright © 2011-2013 Tasharen Entertainment -//---------------------------------------------- - -using UnityEngine; - -/// -/// This script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners. -/// - 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Use setCamera on this Object !"; Debug.LogError (errorMessage); diff --git a/Assets/Scripts/kopter/CameraManager.cs b/Assets/Scripts/kopter/CameraManager.cs index 3672873..c361550 100644 --- a/Assets/Scripts/kopter/CameraManager.cs +++ b/Assets/Scripts/kopter/CameraManager.cs @@ -39,24 +39,22 @@ void Awake () Debug.LogError (errorMessage); throw new UnityException (errorMessage); } - - // Setup normal camera reference behindCamRef = ScriptableObject.CreateInstance (); - behindCamRef.setCamera (Camera.main.camera); + behindCamRef.setCamera (Camera.main); behindCamRef.setTracker (cameraTracker); behindCamRef.InitCam (); // Setup inside camera reference insideCamRef = ScriptableObject.CreateInstance (); - insideCamRef.setCamera (Camera.main.camera); + insideCamRef.setCamera (Camera.main); insideCamRef.setTracker (cameraTracker); insideCamRef.InitCam (); // Setup orbital camera reference orbitalCamRef = ScriptableObject.CreateInstance (); - orbitalCamRef.setCamera (Camera.main.camera); + orbitalCamRef.setCamera (Camera.main); orbitalCamRef.setTracker (cameraTracker); orbitalCamRef.InitCam (); diff --git a/Assets/Scripts/mgmt/GameManager.cs b/Assets/Scripts/mgmt/GameManager.cs index 46a0e81..a192882 100644 --- a/Assets/Scripts/mgmt/GameManager.cs +++ b/Assets/Scripts/mgmt/GameManager.cs @@ -1,7 +1,6 @@ using UnityEngine; using System; -using System.Collections; -using System.Collections.Generic; +using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { @@ -82,8 +81,9 @@ void OnLevelWasLoaded (int level) public void startLoadingLevel (Level lvl) { CurrentLevel = lvl; - 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mode 100644 index b0a2c1f..0000000 --- a/Assets/Standard Assets/Water (Basic)/Sources/Shaders/FX-Water Simple.shader +++ /dev/null @@ -1,140 +0,0 @@ -Shader "FX/Water (simple)" { -Properties { - _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0) - _WaveScale ("Wave scale", Range (0.02,0.15)) = .07 - _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { } - _ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect } - _BumpMap ("Waves Normalmap ", 2D) = "" { } - WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) - _MainTex ("Fallback texture", 2D) = "" { } -} - -CGINCLUDE -// ----------------------------------------------------------- -// This section is included in all program sections below - -#include "UnityCG.cginc" - -uniform float4 _horizonColor; - -uniform float4 WaveSpeed; -uniform float _WaveScale; -uniform float4 _WaveOffset; - -struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; -}; - -struct v2f { - float4 pos : SV_POSITION; - float2 bumpuv[2] : TEXCOORD0; - float3 viewDir : TEXCOORD2; -}; - -v2f vert(appdata v) -{ - v2f o; - float4 s; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - // scroll bump waves - float4 temp; - temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset; - o.bumpuv[0] = temp.xy * float2(.4, .45); - o.bumpuv[1] = temp.wz; - - // object space view direction - o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) ); - - return o; -} - -ENDCG - -// ----------------------------------------------------------- -// Fragment program - -Subshader { - Tags { "RenderType"="Opaque" } - Pass { - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest - -sampler2D _BumpMap; -sampler2D _ColorControl; - -half4 frag( v2f i ) : COLOR -{ - half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb; - half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb; - half3 bump = 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+ false + + + pdbonly + false + Temp\UnityVS_bin\Release\ + Temp\UnityVS_obj\Release\ + prompt + 4 + 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+ false + + + + + + + + + + + + Library\UnityAssemblies\UnityEngine.dll + + + Library\UnityAssemblies\UnityEditor.dll + + + Library\UnityAssemblies\UnityEditor.Advertisements.dll + + + Library\UnityAssemblies\nunit.framework.dll + + + Library\UnityAssemblies\UnityEditor.EditorTestsRunner.dll + + + Library\UnityAssemblies\UnityEngine.UI.dll + + + Library\UnityAssemblies\UnityEditor.UI.dll + + + Library\UnityAssemblies\UnityEngine.Networking.dll + + + Library\UnityAssemblies\UnityEditor.Networking.dll + + + Library\UnityAssemblies\UnityEditor.TreeEditor.dll + + + Library\UnityAssemblies\UnityEditor.Graphs.dll + + + Library\UnityAssemblies\UnityEditor.Android.Extensions.dll + + + Library\UnityAssemblies\UnityEditor.WebGL.Extensions.dll + + + Library\UnityAssemblies\UnityEditor.WindowsStandalone.Extensions.dll + + + Library\UnityAssemblies\SyntaxTree.VisualStudio.Unity.Bridge.dll + + + Assets\StrumpyShaderEditor\Editor\StrumpyShaderEditor.dll + + + + + {58AEB95F-16D6-A60F-F873-75D10C8D9099} + Kopter.CSharp + + + + + + + + + + + + diff --git a/Kopter.CSharp.Plugins.csproj b/Kopter.CSharp.Plugins.csproj new file mode 100644 index 0000000..4b3384e --- /dev/null +++ b/Kopter.CSharp.Plugins.csproj @@ -0,0 +1,81 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + {2076AB35-3CE4-9F5A-E1F1-D3FBD587A113} + Library + Assembly-CSharp-firstpass + 512 + {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + .NETFramework + v3.5 + Unity Subset v3.5 + + GamePlugins:3 + StandaloneWindows:5 + 5.3.3f1 + + 4 + + + pdbonly + false + Temp\UnityVS_bin\Debug\ + Temp\UnityVS_obj\Debug\ + prompt + 4 + DEBUG;TRACE;UNITY_5_3_3;UNITY_5_3;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN + false + + + pdbonly + false + Temp\UnityVS_bin\Release\ + Temp\UnityVS_obj\Release\ + prompt + 4 + 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+ false + + + + + + + + + + + + Library\UnityAssemblies\UnityEngine.dll + + + Library\UnityAssemblies\UnityEngine.UI.dll + + + Library\UnityAssemblies\UnityEngine.Networking.dll + + + Library\UnityAssemblies\UnityEngine.Networking.dll + + + Library\UnityAssemblies\UnityEngine.UI.dll + + + Library\UnityAssemblies\UnityEditor.dll + + + + + + + + + + + + + diff --git a/Kopter.CSharp.csproj b/Kopter.CSharp.csproj new file mode 100644 index 0000000..3b8a9f5 --- /dev/null +++ b/Kopter.CSharp.csproj @@ -0,0 +1,91 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + {58AEB95F-16D6-A60F-F873-75D10C8D9099} + Library + Assembly-CSharp + 512 + {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + .NETFramework + v3.5 + Unity Subset v3.5 + + Game:1 + StandaloneWindows:5 + 5.3.3f1 + + 4 + + + pdbonly + false + Temp\UnityVS_bin\Debug\ + Temp\UnityVS_obj\Debug\ + prompt + 4 + 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+ false + + + pdbonly + false + Temp\UnityVS_bin\Release\ + Temp\UnityVS_obj\Release\ + prompt + 4 + 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+ false + + + + + + + + + + + + Library\UnityAssemblies\UnityEngine.dll + + + Library\UnityAssemblies\UnityEngine.UI.dll + + + Library\UnityAssemblies\UnityEngine.Networking.dll + + + Library\UnityAssemblies\UnityEditor.dll + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Kopter.sln b/Kopter.sln index 317eca6..2de9826 100644 --- a/Kopter.sln +++ b/Kopter.sln @@ -1,11 +1,9 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{F3680E75-65DB-C7B9-B11B-7DBA337607AB}") = "Kopter", "Assembly-CSharp-firstpass.csproj", "{2B00199E-53A0-B40A-52D6-3E57D9DF5F19}" + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio 2015 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kopter.CSharp", "Kopter.CSharp.csproj", "{58AEB95F-16D6-A60F-F873-75D10C8D9099}" EndProject -Project("{F3680E75-65DB-C7B9-B11B-7DBA337607AB}") = "Kopter", "Assembly-CSharp.csproj", "{082BE354-DF1E-25FA-B29C-EF992237B6A0}" -EndProject -Project("{F3680E75-65DB-C7B9-B11B-7DBA337607AB}") = "Kopter", "Assembly-CSharp-Editor.csproj", "{B046A245-8F56-F006-8D95-4A11B37583F2}" +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kopter.CSharp.Editor", "Kopter.CSharp.Editor.csproj", "{DB07BB1B-59C8-62DE-FCF2-5A6454994C7A}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution @@ -13,39 +11,16 @@ Global Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution - {2B00199E-53A0-B40A-52D6-3E57D9DF5F19}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {2B00199E-53A0-B40A-52D6-3E57D9DF5F19}.Debug|Any CPU.Build.0 = Debug|Any CPU - {2B00199E-53A0-B40A-52D6-3E57D9DF5F19}.Release|Any CPU.ActiveCfg = Release|Any CPU - {2B00199E-53A0-B40A-52D6-3E57D9DF5F19}.Release|Any CPU.Build.0 = Release|Any CPU - {082BE354-DF1E-25FA-B29C-EF992237B6A0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {082BE354-DF1E-25FA-B29C-EF992237B6A0}.Debug|Any CPU.Build.0 = Debug|Any CPU - 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productName: Kopter defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} + m_ShowUnitySplashScreen: 1 + m_VirtualRealitySplashScreen: {fileID: 0} defaultScreenWidth: 1366 defaultScreenHeight: 768 defaultScreenWidthWeb: 960 @@ -23,26 +24,28 @@ PlayerSettings: m_ActiveColorSpace: 0 m_MTRendering: 1 m_MobileMTRendering: 0 - m_UseDX11: 1 + m_Stereoscopic3D: 0 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 + iosAppInBackgroundBehavior: 0 displayResolutionDialog: 1 + iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 allowedAutorotateToLandscapeRight: 1 allowedAutorotateToLandscapeLeft: 1 useOSAutorotation: 1 use32BitDisplayBuffer: 1 - use24BitDepthBuffer: 0 + disableDepthAndStencilBuffers: 0 defaultIsFullScreen: 0 defaultIsNativeResolution: 1 runInBackground: 0 captureSingleScreen: 0 Override IPod Music: 0 Prepare IOS For Recording: 0 - enableHWStatistics: 1 + submitAnalytics: 1 usePlayerLog: 1 - stripPhysics: 0 + bakeCollisionMeshes: 0 forceSingleInstance: 0 resizableWindow: 0 useMacAppStoreValidation: 0 @@ -52,86 +55,160 @@ PlayerSettings: xboxEnableKinect: 0 xboxEnableKinectAutoTracking: 0 xboxEnableFitness: 0 + visibleInBackground: 0 + allowFullscreenSwitch: 1 macFullscreenMode: 2 + d3d9FullscreenMode: 1 + d3d11FullscreenMode: 1 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0 - wiiHio2Usage: -1 - wiiLoadingScreenRectPlacement: 0 - wiiLoadingScreenBackground: {r: 1, g: 1, b: 1, a: 1} - wiiLoadingScreenPeriod: 1000 - wiiLoadingScreenFileName: - wiiLoadingScreenRect: - serializedVersion: 2 - x: 0 - y: 0 - width: 0 - height: 0 + xboxEnablePIXSampling: 0 + n3dsDisableStereoscopicView: 0 + n3dsEnableSharedListOpt: 1 + n3dsEnableVSync: 0 + uiUse16BitDepthBuffer: 0 + ignoreAlphaClear: 0 + xboxOneResolution: 0 + ps3SplashScreen: {fileID: 0} + videoMemoryForVertexBuffers: 0 + psp2PowerMode: 0 + psp2AcquireBGM: 1 + wiiUTVResolution: 0 + wiiUGamePadMSAA: 1 + wiiUSupportsNunchuk: 0 + wiiUSupportsClassicController: 0 + wiiUSupportsBalanceBoard: 0 + wiiUSupportsMotionPlus: 0 + wiiUSupportsProController: 0 + wiiUAllowScreenCapture: 1 + wiiUControllerCount: 0 m_SupportedAspectRatios: 4:3: 1 5:4: 1 16:10: 1 16:9: 1 Others: 0 - iPhoneBundleIdentifier: com.Company.ProductName + bundleIdentifier: com.Company.ProductName + bundleVersion: 1.0 + preloadedAssets: [] metroEnableIndependentInputSource: 0 metroEnableLowLatencyPresentationAPI: 0 + xboxOneDisableKinectGpuReservation: 0 + virtualRealitySupported: 0 productGUID: b61aa7e0167ee2d4f862d2abaf741ba1 - iPhoneBundleVersion: 1.0 AndroidBundleVersionCode: 1 AndroidMinSdkVersion: 9 AndroidPreferredInstallLocation: 1 aotOptions: apiCompatibilityLevel: 2 + stripEngineCode: 1 iPhoneStrippingLevel: 0 iPhoneScriptCallOptimization: 0 + iPhoneBuildNumber: 0 ForceInternetPermission: 0 ForceSDCardPermission: 0 CreateWallpaper: 0 APKExpansionFiles: 0 + preloadShaders: 0 StripUnusedMeshComponents: 1 + VertexChannelCompressionMask: + serializedVersion: 2 + m_Bits: 238 iPhoneSdkVersion: 988 - iPhoneTargetOSVersion: 10 + iPhoneTargetOSVersion: 22 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 + uIRequiresFullScreen: 1 uIStatusBarHidden: 1 uIExitOnSuspend: 0 uIStatusBarStyle: 0 iPhoneSplashScreen: {fileID: 0} iPhoneHighResSplashScreen: {fileID: 0} iPhoneTallHighResSplashScreen: {fileID: 0} + iPhone47inSplashScreen: {fileID: 0} + iPhone55inPortraitSplashScreen: {fileID: 0} + iPhone55inLandscapeSplashScreen: {fileID: 0} iPadPortraitSplashScreen: {fileID: 0} iPadHighResPortraitSplashScreen: {fileID: 0} iPadLandscapeSplashScreen: {fileID: 0} iPadHighResLandscapeSplashScreen: {fileID: 0} + appleTVSplashScreen: {fileID: 0} + tvOSSmallIconLayers: [] + tvOSLargeIconLayers: [] + tvOSTopShelfImageLayers: [] + iOSLaunchScreenType: 0 + iOSLaunchScreenPortrait: {fileID: 0} + iOSLaunchScreenLandscape: {fileID: 0} + iOSLaunchScreenBackgroundColor: + serializedVersion: 2 + rgba: 0 + iOSLaunchScreenFillPct: 100 + iOSLaunchScreenSize: 100 + iOSLaunchScreenCustomXibPath: + iOSLaunchScreeniPadType: 0 + iOSLaunchScreeniPadImage: {fileID: 0} + iOSLaunchScreeniPadBackgroundColor: + serializedVersion: 2 + rgba: 0 + iOSLaunchScreeniPadFillPct: 100 + iOSLaunchScreeniPadSize: 100 + iOSLaunchScreeniPadCustomXibPath: + iOSDeviceRequirements: [] AndroidTargetDevice: 0 AndroidSplashScreenScale: 0 + androidSplashScreen: {fileID: 0} AndroidKeystoreName: AndroidKeyaliasName: + AndroidTVCompatibility: 1 + AndroidIsGame: 1 + androidEnableBanner: 1 + m_AndroidBanners: + - width: 320 + height: 180 + banner: {fileID: 0} + androidGamepadSupportLevel: 0 resolutionDialogBanner: {fileID: 2800000, guid: d8e47686e2398c34ea0d9e1cef74f92e, type: 3} m_BuildTargetIcons: - m_BuildTarget: m_Icons: - - m_Icon: {fileID: 2800000, guid: 5329ce9c504fe2f4e93839acfc2d0dd7, type: 3} - m_Size: 128 + - serializedVersion: 2 + m_Icon: {fileID: 2800000, guid: 5329ce9c504fe2f4e93839acfc2d0dd7, type: 3} + m_Width: 128 + m_Height: 128 m_BuildTargetBatching: - m_BuildTarget: Standalone m_StaticBatching: 1 m_DynamicBatching: 1 + m_BuildTargetGraphicsAPIs: + - m_BuildTarget: AndroidPlayer + m_APIs: 08000000 + m_Automatic: 0 webPlayerTemplate: APPLICATION:Default m_TemplateCustomTags: {} - wiiRegion: 1 - wiiGameCode: RABA - wiiGameVersion: - wiiCompanyCode: ZZ - wiiSupportsNunchuk: 0 - wiiSupportsClassicController: 0 - wiiSupportsBalanceBoard: 0 - wiiSupportsMotionPlus: 0 - wiiControllerCount: 1 - wiiFloatingPointExceptions: 0 - wiiScreenCrashDumps: 1 + wiiUTitleID: 0005000011000000 + wiiUGroupID: 00010000 + wiiUCommonSaveSize: 4096 + wiiUAccountSaveSize: 2048 + wiiUOlvAccessKey: 0 + wiiUTinCode: 0 + wiiUJoinGameId: 0 + wiiUJoinGameModeMask: 0000000000000000 + wiiUCommonBossSize: 0 + wiiUAccountBossSize: 0 + wiiUAddOnUniqueIDs: [] + wiiUMainThreadStackSize: 3072 + wiiULoaderThreadStackSize: 1024 + wiiUSystemHeapSize: 128 + wiiUTVStartupScreen: {fileID: 0} + wiiUGamePadStartupScreen: {fileID: 0} + wiiUProfilerLibPath: + actionOnDotNetUnhandledException: 1 + enableInternalProfiler: 0 + logObjCUncaughtExceptions: 1 + enableCrashReportAPI: 0 + locationUsageDescription: XboxTitleId: XboxImageXexPath: XboxSpaPath: @@ -147,6 +224,7 @@ PlayerSettings: ps3ThumbnailPath: ps3BackgroundPath: ps3SoundPath: + ps3NPAgeRating: 12 ps3TrophyCommId: ps3NpCommunicationPassphrase: ps3TrophyPackagePath: @@ -154,13 +232,115 @@ PlayerSettings: ps3TrophyCommSig: ps3SaveGameSlots: 1 ps3TrialMode: 0 - flashStrippingLevel: 2 + ps3VideoMemoryForAudio: 0 + ps3EnableVerboseMemoryStats: 0 + ps3UseSPUForUmbra: 0 + ps3EnableMoveSupport: 1 + ps3DisableDolbyEncoding: 0 + ps4NPAgeRating: 12 + ps4NPTitleSecret: + ps4NPTrophyPackPath: + ps4ParentalLevel: 1 + ps4ContentID: ED1633-NPXX51362_00-0000000000000000 + ps4Category: 0 + ps4MasterVersion: 01.00 + ps4AppVersion: 01.00 + ps4AppType: 0 + ps4ParamSfxPath: + ps4VideoOutPixelFormat: 0 + ps4VideoOutResolution: 4 + ps4PronunciationXMLPath: + ps4PronunciationSIGPath: + ps4BackgroundImagePath: + ps4StartupImagePath: + ps4SaveDataImagePath: + ps4SdkOverride: + ps4BGMPath: + ps4ShareFilePath: + ps4ShareOverlayImagePath: + ps4PrivacyGuardImagePath: + ps4NPtitleDatPath: + ps4RemotePlayKeyAssignment: -1 + ps4RemotePlayKeyMappingDir: + ps4EnterButtonAssignment: 1 + ps4ApplicationParam1: 0 + ps4ApplicationParam2: 0 + ps4ApplicationParam3: 0 + ps4ApplicationParam4: 0 + ps4DownloadDataSize: 0 + ps4GarlicHeapSize: 2048 + ps4Passcode: eaoEiIgxIX4a2dREbbSqWy6yhKIDCdJO + ps4pnSessions: 1 + ps4pnPresence: 1 + ps4pnFriends: 1 + ps4pnGameCustomData: 1 + playerPrefsSupport: 0 + ps4ReprojectionSupport: 0 + ps4UseAudio3dBackend: 0 + ps4SocialScreenEnabled: 0 + ps4Audio3dVirtualSpeakerCount: 14 + ps4attribCpuUsage: 0 + ps4PatchPkgPath: + ps4PatchLatestPkgPath: + ps4PatchChangeinfoPath: + ps4attribUserManagement: 0 + ps4attribMoveSupport: 0 + ps4attrib3DSupport: 0 + ps4attribShareSupport: 0 + ps4IncludedModules: [] + monoEnv: + psp2Splashimage: {fileID: 0} + psp2NPTrophyPackPath: + psp2NPSupportGBMorGJP: 0 + psp2NPAgeRating: 12 + psp2NPTitleDatPath: + psp2NPCommsID: + psp2NPCommunicationsID: + psp2NPCommsPassphrase: + psp2NPCommsSig: + psp2ParamSfxPath: + psp2ManualPath: + psp2LiveAreaGatePath: + psp2LiveAreaBackroundPath: + psp2LiveAreaPath: + psp2LiveAreaTrialPath: + psp2PatchChangeInfoPath: + psp2PatchOriginalPackage: + psp2PackagePassword: yapnxrpMCARCr4zdGc81tBDKsMlaZTXC + psp2KeystoneFile: + psp2MemoryExpansionMode: 0 + psp2DRMType: 0 + psp2StorageType: 0 + psp2MediaCapacity: 0 + psp2DLCConfigPath: + psp2ThumbnailPath: + psp2BackgroundPath: + psp2SoundPath: + psp2TrophyCommId: + psp2TrophyPackagePath: + psp2PackagedResourcesPath: + psp2SaveDataQuota: 10240 + psp2ParentalLevel: 1 + psp2ShortTitle: Not Set + psp2ContentID: IV0000-ABCD12345_00-0123456789ABCDEF + psp2Category: 0 + psp2MasterVersion: 01.00 + psp2AppVersion: 01.00 + psp2TVBootMode: 0 + psp2EnterButtonAssignment: 2 + psp2TVDisableEmu: 0 + psp2AllowTwitterDialog: 1 + psp2Upgradable: 0 + psp2HealthWarning: 0 + psp2UseLibLocation: 0 + psp2InfoBarOnStartup: 0 + psp2InfoBarColor: 0 + psmSplashimage: {fileID: 0} spritePackerPolicy: scriptingDefineSymbols: 2: 11: metroPackageName: - metroPackageLogo: metroPackageVersion: metroCertificatePath: metroCertificatePassword: @@ -168,19 +348,22 @@ PlayerSettings: metroCertificateIssuer: metroCertificateNotAfter: 0000000000000000 metroApplicationDescription: - metroTileLogo: - metroTileWideLogo: - metroTileSmallLogo: + wsaImages: {} metroTileShortName: metroCommandLineArgsFile: metroTileShowName: 0 + metroMediumTileShowName: 0 + metroLargeTileShowName: 0 + metroWideTileShowName: 0 + metroDefaultTileSize: 1 metroTileForegroundText: 1 metroTileBackgroundColor: {r: 0, g: 0, b: 0, a: 1} - metroSplashScreenImage: metroSplashScreenBackgroundColor: {r: 0, g: 0, b: 0, a: 1} metroSplashScreenUseBackgroundColor: 0 - metroCapabilities: {} - metroUnprocessedPlugins: [] + platformCapabilities: {} + metroFTAName: + metroFTAFileTypes: [] + metroProtocolName: metroCompilationOverrides: 1 blackberryDeviceAddress: blackberryDevicePassword: @@ -188,10 +371,8 @@ PlayerSettings: blackberryTokenExires: blackberryTokenAuthor: blackberryTokenAuthorId: - blackberryAuthorId: blackberryCskPassword: blackberrySaveLogPath: - blackberryAuthorIdOveride: 0 blackberrySharedPermissions: 0 blackberryCameraPermissions: 0 blackberryGPSPermissions: 0 @@ -204,10 +385,72 @@ PlayerSettings: blackberrySquareSplashScreen: {fileID: 0} tizenProductDescription: tizenProductURL: - tizenCertificatePath: - tizenCertificatePassword: - tizenSaveLogPath: - firstStreamedLevelWithResources: 0 - unityRebuildLibraryVersion: 9 - unityForwardCompatibleVersion: 39 - unityStandardAssetsVersion: 0 + tizenSigningProfileName: + tizenGPSPermissions: 0 + tizenMicrophonePermissions: 0 + n3dsUseExtSaveData: 0 + n3dsCompressStaticMem: 1 + n3dsExtSaveDataNumber: 0x12345 + n3dsStackSize: 131072 + n3dsTargetPlatform: 2 + n3dsRegion: 7 + n3dsMediaSize: 0 + n3dsLogoStyle: 3 + n3dsTitle: GameName + n3dsProductCode: + n3dsApplicationId: 0xFF3FF + stvDeviceAddress: + stvProductDescription: + stvProductAuthor: + stvProductAuthorEmail: + stvProductLink: + stvProductCategory: 0 + XboxOneProductId: + XboxOneUpdateKey: + XboxOneSandboxId: + XboxOneContentId: + XboxOneTitleId: + XboxOneSCId: + XboxOneGameOsOverridePath: + XboxOnePackagingOverridePath: + XboxOneAppManifestOverridePath: + XboxOnePackageEncryption: 0 + XboxOnePackageUpdateGranularity: 2 + XboxOneDescription: + XboxOneIsContentPackage: 0 + XboxOneEnableGPUVariability: 0 + XboxOneSockets: {} + XboxOneSplashScreen: {fileID: 0} + XboxOneAllowedProductIds: [] + XboxOnePersistentLocalStorageSize: 0 + intPropertyNames: + - Android::ScriptingBackend + - Standalone::ScriptingBackend + - WebGL::ScriptingBackend + - WebGL::audioCompressionFormat + - WebGL::exceptionSupport + - WebGL::memorySize + Android::ScriptingBackend: 0 + Standalone::ScriptingBackend: 0 + WebGL::ScriptingBackend: 1 + WebGL::audioCompressionFormat: 4 + WebGL::exceptionSupport: 1 + WebGL::memorySize: 256 + boolPropertyNames: + - WebGL::analyzeBuildSize + - WebGL::dataCaching + - WebGL::useEmbeddedResources + WebGL::analyzeBuildSize: 0 + WebGL::dataCaching: 0 + WebGL::useEmbeddedResources: 0 + stringPropertyNames: + - WebGL::emscriptenArgs + - WebGL::template + - additionalIl2CppArgs::additionalIl2CppArgs + WebGL::emscriptenArgs: + WebGL::template: APPLICATION:Default + additionalIl2CppArgs::additionalIl2CppArgs: + cloudProjectId: + projectName: + organizationId: + cloudEnabled: 0 diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt new file mode 100644 index 0000000..df44595 --- /dev/null +++ b/ProjectSettings/ProjectVersion.txt @@ -0,0 +1,2 @@ +m_EditorVersion: 5.3.3f1 +m_StandardAssetsVersion: 0 diff --git a/ProjectSettings/UnityAdsSettings.asset b/ProjectSettings/UnityAdsSettings.asset new file mode 100644 index 0000000..224050c --- /dev/null +++ b/ProjectSettings/UnityAdsSettings.asset @@ -0,0 +1,11 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!292 &1 +UnityAdsSettings: + m_ObjectHideFlags: 0 + m_Enabled: 0 + m_InitializeOnStartup: 1 + m_TestMode: 0 + m_EnabledPlatforms: 4294967295 + m_IosGameId: + m_AndroidGameId: diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset new file mode 100644 index 0000000..9b7a578 --- /dev/null +++ b/ProjectSettings/UnityConnectSettings.asset @@ -0,0 +1,14 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!310 &1 +UnityConnectSettings: + m_ObjectHideFlags: 0 + UnityPurchasingSettings: + m_Enabled: 0 + m_TestMode: 0 + UnityAnalyticsSettings: + m_Enabled: 0 + m_InitializeOnStartup: 1 + m_TestMode: 0 + m_TestEventUrl: + m_TestConfigUrl: diff --git a/unity3d-kopter-csharp.sln b/unity3d-kopter-csharp.sln index 19783eb..8a0ee27 100644 --- a/unity3d-kopter-csharp.sln +++ b/unity3d-kopter-csharp.sln @@ -29,7 +29,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution + GlobalSection(MonoDevelopProperties) = preSolution StartupItem = Assembly-CSharp.csproj Policies = $0 $0.TextStylePolicy = $1 diff --git a/unity3d-kopter.sln b/unity3d-kopter.sln index b8d3958..87084c4 100644 --- a/unity3d-kopter.sln +++ b/unity3d-kopter.sln @@ -29,7 +29,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution + GlobalSection(MonoDevelopProperties) = preSolution StartupItem = Assembly-CSharp.csproj Policies = $0 $0.TextStylePolicy = $1