Demo day booth
This commit is contained in:
committed by
Jelle De Geest
parent
5b4a3ec4e7
commit
fcd8acad1e
@@ -5,6 +5,7 @@
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public enum CourseIndex
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{
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FINGERSPELLING,
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BASIC_SIGNS,
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CLOTHING,
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ANIMALS,
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FOOD,
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647
Assets/SystemArchitecture/Scripts/SlicedSlider.cs
Normal file
647
Assets/SystemArchitecture/Scripts/SlicedSlider.cs
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@@ -0,0 +1,647 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
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using UnityEngine.U2D;
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#endif
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using Sprites = UnityEngine.Sprites;
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#if UNITY_EDITOR
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using UnityEditor;
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// Custom Editor to order the variables in the Inspector similar to Image component
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[CustomEditor(typeof(SlicedSlider)), CanEditMultipleObjects]
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public class SlicedSliderEditor : Editor
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{
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private SerializedProperty spriteProp, colorProp;
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private GUIContent spriteLabel;
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private void OnEnable()
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{
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spriteProp = serializedObject.FindProperty("m_Sprite");
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colorProp = serializedObject.FindProperty("m_Color");
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spriteLabel = new GUIContent("Source Image");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(spriteProp, spriteLabel);
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EditorGUILayout.PropertyField(colorProp);
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DrawPropertiesExcluding(serializedObject, "m_Script", "m_Sprite", "m_Color", "m_OnCullStateChanged");
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serializedObject.ApplyModifiedProperties();
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}
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}
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#endif
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// Credit: https://bitbucket.org/Unity-Technologies/ui/src/2018.4/UnityEngine.UI/UI/Core/Image.cs
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[RequireComponent(typeof(CanvasRenderer))]
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[AddComponentMenu("UI/Sliced Slider", 11)]
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public class SlicedSlider : MaskableGraphic, ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter
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{
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private static class SetPropertyUtility
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{
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public static bool SetStruct<T>(ref T currentValue, T newValue) where T : struct
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{
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if (EqualityComparer<T>.Default.Equals(currentValue, newValue))
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return false;
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currentValue = newValue;
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return true;
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}
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public static bool SetClass<T>(ref T currentValue, T newValue) where T : class
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{
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if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue)))
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return false;
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currentValue = newValue;
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return true;
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}
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}
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public enum FillDirection { Right = 0, Left = 1, Up = 2, Down = 3 }
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private static readonly Vector3[] s_Vertices = new Vector3[4];
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private static readonly Vector2[] s_UVs = new Vector2[4];
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private static readonly Vector2[] s_SlicedVertices = new Vector2[4];
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private static readonly Vector2[] s_SlicedUVs = new Vector2[4];
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#pragma warning disable 1692
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#pragma warning disable IDE1006 // Suppress 'Naming rule violation' warnings
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#pragma warning disable 0649
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[SerializeField]
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private Sprite m_Sprite;
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public Sprite sprite
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{
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get { return m_Sprite; }
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set
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{
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if (SetPropertyUtility.SetClass(ref m_Sprite, value))
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{
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SetAllDirty();
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TrackImage();
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}
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}
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}
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[SerializeField]
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private FillDirection m_FillDirection;
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public FillDirection fillDirection
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{
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get { return m_FillDirection; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_FillDirection, value))
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SetVerticesDirty();
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}
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}
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[Range(0, 1)]
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[SerializeField]
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private float m_FillAmount = 1f;
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public float fillAmount
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{
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get { return m_FillAmount; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_FillAmount, Mathf.Clamp01(value)))
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SetVerticesDirty();
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}
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}
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[SerializeField]
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private bool m_FillCenter = true;
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public bool fillCenter
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{
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get { return m_FillCenter; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_FillCenter, value))
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SetVerticesDirty();
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}
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}
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[SerializeField]
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private float m_PixelsPerUnitMultiplier = 1f;
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public float pixelsPerUnitMultiplier
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{
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get { return m_PixelsPerUnitMultiplier; }
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set { m_PixelsPerUnitMultiplier = Mathf.Max(0.01f, value); }
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}
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public float pixelsPerUnit
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{
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get
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{
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float spritePixelsPerUnit = 100;
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if (activeSprite)
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spritePixelsPerUnit = activeSprite.pixelsPerUnit;
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float referencePixelsPerUnit = 100;
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if (canvas)
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referencePixelsPerUnit = canvas.referencePixelsPerUnit;
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return m_PixelsPerUnitMultiplier * spritePixelsPerUnit / referencePixelsPerUnit;
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}
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}
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#pragma warning restore 0649
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[NonSerialized]
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private Sprite m_OverrideSprite;
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public Sprite overrideSprite
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{
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get { return activeSprite; }
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set
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{
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if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value))
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{
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SetAllDirty();
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TrackImage();
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}
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}
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}
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private Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : m_Sprite; } }
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public override Texture mainTexture
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{
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get
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{
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if (activeSprite != null)
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return activeSprite.texture;
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return material != null && material.mainTexture != null ? material.mainTexture : s_WhiteTexture;
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}
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}
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public bool hasBorder
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{
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get
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{
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if (activeSprite != null)
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{
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Vector4 v = activeSprite.border;
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return v.sqrMagnitude > 0f;
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}
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return false;
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}
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}
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public override Material material
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{
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get
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{
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if (m_Material != null)
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return m_Material;
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if (activeSprite && activeSprite.associatedAlphaSplitTexture != null)
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{
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#if UNITY_EDITOR
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if (Application.isPlaying)
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#endif
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return Image.defaultETC1GraphicMaterial;
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}
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return defaultMaterial;
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}
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set { base.material = value; }
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}
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public float alphaHitTestMinimumThreshold { get; set; }
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#pragma warning restore IDE1006
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#pragma warning restore 1692
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protected SlicedSlider()
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{
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useLegacyMeshGeneration = false;
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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TrackImage();
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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if (m_Tracked)
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UnTrackImage();
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}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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m_PixelsPerUnitMultiplier = Mathf.Max(0.01f, m_PixelsPerUnitMultiplier);
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}
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#endif
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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if (activeSprite == null)
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{
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base.OnPopulateMesh(vh);
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return;
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}
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GenerateSlicedFilledSprite(vh);
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}
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/// <summary>
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/// Update the renderer's material.
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/// </summary>
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protected override void UpdateMaterial()
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{
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base.UpdateMaterial();
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// Check if this sprite has an associated alpha texture (generated when splitting RGBA = RGB + A as two textures without alpha)
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if (activeSprite == null)
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{
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canvasRenderer.SetAlphaTexture(null);
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return;
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}
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Texture2D alphaTex = activeSprite.associatedAlphaSplitTexture;
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if (alphaTex != null)
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canvasRenderer.SetAlphaTexture(alphaTex);
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}
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private void GenerateSlicedFilledSprite(VertexHelper vh)
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{
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vh.Clear();
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if (m_FillAmount < 0.001f)
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return;
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Rect rect = GetPixelAdjustedRect();
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Vector4 outer = Sprites.DataUtility.GetOuterUV(activeSprite);
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Vector4 padding = Sprites.DataUtility.GetPadding(activeSprite);
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if (!hasBorder)
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{
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Vector2 size = activeSprite.rect.size;
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int spriteW = Mathf.RoundToInt(size.x);
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int spriteH = Mathf.RoundToInt(size.y);
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// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
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Vector4 vertices = new Vector4(
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rect.x + rect.width * (padding.x / spriteW),
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rect.y + rect.height * (padding.y / spriteH),
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rect.x + rect.width * ((spriteW - padding.z) / spriteW),
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rect.y + rect.height * ((spriteH - padding.w) / spriteH));
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GenerateFilledSprite(vh, vertices, outer, m_FillAmount);
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return;
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}
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Vector4 inner = Sprites.DataUtility.GetInnerUV(activeSprite);
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Vector4 border = GetAdjustedBorders(activeSprite.border / pixelsPerUnit, rect);
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padding = padding / pixelsPerUnit;
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s_SlicedVertices[0] = new Vector2(padding.x, padding.y);
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s_SlicedVertices[3] = new Vector2(rect.width - padding.z, rect.height - padding.w);
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s_SlicedVertices[1].x = border.x;
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s_SlicedVertices[1].y = border.y;
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s_SlicedVertices[2].x = rect.width - border.z;
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s_SlicedVertices[2].y = rect.height - border.w;
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for (int i = 0; i < 4; ++i)
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{
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s_SlicedVertices[i].x += rect.x;
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s_SlicedVertices[i].y += rect.y;
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}
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s_SlicedUVs[0] = new Vector2(outer.x, outer.y);
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s_SlicedUVs[1] = new Vector2(inner.x, inner.y);
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s_SlicedUVs[2] = new Vector2(inner.z, inner.w);
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s_SlicedUVs[3] = new Vector2(outer.z, outer.w);
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float rectStartPos;
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float _1OverTotalSize;
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if (m_FillDirection == FillDirection.Left || m_FillDirection == FillDirection.Right)
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{
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rectStartPos = s_SlicedVertices[0].x;
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float totalSize = (s_SlicedVertices[3].x - s_SlicedVertices[0].x);
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_1OverTotalSize = totalSize > 0f ? 1f / totalSize : 1f;
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}
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else
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{
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rectStartPos = s_SlicedVertices[0].y;
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float totalSize = (s_SlicedVertices[3].y - s_SlicedVertices[0].y);
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_1OverTotalSize = totalSize > 0f ? 1f / totalSize : 1f;
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}
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for (int x = 0; x < 3; x++)
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{
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int x2 = x + 1;
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for (int y = 0; y < 3; y++)
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{
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if (!m_FillCenter && x == 1 && y == 1)
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continue;
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int y2 = y + 1;
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float sliceStart, sliceEnd;
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switch (m_FillDirection)
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{
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case FillDirection.Right:
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sliceStart = (s_SlicedVertices[x].x - rectStartPos) * _1OverTotalSize;
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sliceEnd = (s_SlicedVertices[x2].x - rectStartPos) * _1OverTotalSize;
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break;
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case FillDirection.Up:
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sliceStart = (s_SlicedVertices[y].y - rectStartPos) * _1OverTotalSize;
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sliceEnd = (s_SlicedVertices[y2].y - rectStartPos) * _1OverTotalSize;
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break;
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case FillDirection.Left:
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sliceStart = 1f - (s_SlicedVertices[x2].x - rectStartPos) * _1OverTotalSize;
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sliceEnd = 1f - (s_SlicedVertices[x].x - rectStartPos) * _1OverTotalSize;
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break;
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case FillDirection.Down:
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sliceStart = 1f - (s_SlicedVertices[y2].y - rectStartPos) * _1OverTotalSize;
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sliceEnd = 1f - (s_SlicedVertices[y].y - rectStartPos) * _1OverTotalSize;
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break;
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default: // Just there to get rid of the "Use of unassigned local variable" compiler error
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sliceStart = sliceEnd = 0f;
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break;
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}
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if (sliceStart >= m_FillAmount)
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continue;
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Vector4 vertices = new Vector4(s_SlicedVertices[x].x, s_SlicedVertices[y].y, s_SlicedVertices[x2].x, s_SlicedVertices[y2].y);
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Vector4 uvs = new Vector4(s_SlicedUVs[x].x, s_SlicedUVs[y].y, s_SlicedUVs[x2].x, s_SlicedUVs[y2].y);
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float fillAmount = (m_FillAmount - sliceStart) / (sliceEnd - sliceStart);
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GenerateFilledSprite(vh, vertices, uvs, fillAmount);
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}
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}
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}
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private Vector4 GetAdjustedBorders(Vector4 border, Rect adjustedRect)
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{
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Rect originalRect = rectTransform.rect;
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for (int axis = 0; axis <= 1; axis++)
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{
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float borderScaleRatio;
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// The adjusted rect (adjusted for pixel correctness) may be slightly larger than the original rect.
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// Adjust the border to match the adjustedRect to avoid small gaps between borders (case 833201).
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if (originalRect.size[axis] != 0)
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{
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borderScaleRatio = adjustedRect.size[axis] / originalRect.size[axis];
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border[axis] *= borderScaleRatio;
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border[axis + 2] *= borderScaleRatio;
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}
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// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
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// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
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float combinedBorders = border[axis] + border[axis + 2];
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if (adjustedRect.size[axis] < combinedBorders && combinedBorders != 0)
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{
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borderScaleRatio = adjustedRect.size[axis] / combinedBorders;
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border[axis] *= borderScaleRatio;
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border[axis + 2] *= borderScaleRatio;
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}
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}
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return border;
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}
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private void GenerateFilledSprite(VertexHelper vh, Vector4 vertices, Vector4 uvs, float fillAmount)
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{
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if (m_FillAmount < 0.001f)
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return;
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float uvLeft = uvs.x;
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float uvBottom = uvs.y;
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float uvRight = uvs.z;
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float uvTop = uvs.w;
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if (fillAmount < 1f)
|
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{
|
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if (m_FillDirection == FillDirection.Left || m_FillDirection == FillDirection.Right)
|
||||
{
|
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if (m_FillDirection == FillDirection.Left)
|
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{
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vertices.x = vertices.z - (vertices.z - vertices.x) * fillAmount;
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uvLeft = uvRight - (uvRight - uvLeft) * fillAmount;
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}
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else
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{
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vertices.z = vertices.x + (vertices.z - vertices.x) * fillAmount;
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uvRight = uvLeft + (uvRight - uvLeft) * fillAmount;
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}
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}
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else
|
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{
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if (m_FillDirection == FillDirection.Down)
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{
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vertices.y = vertices.w - (vertices.w - vertices.y) * fillAmount;
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uvBottom = uvTop - (uvTop - uvBottom) * fillAmount;
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}
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else
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{
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vertices.w = vertices.y + (vertices.w - vertices.y) * fillAmount;
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uvTop = uvBottom + (uvTop - uvBottom) * fillAmount;
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}
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}
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}
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s_Vertices[0] = new Vector3(vertices.x, vertices.y);
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s_Vertices[1] = new Vector3(vertices.x, vertices.w);
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s_Vertices[2] = new Vector3(vertices.z, vertices.w);
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s_Vertices[3] = new Vector3(vertices.z, vertices.y);
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s_UVs[0] = new Vector2(uvLeft, uvBottom);
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s_UVs[1] = new Vector2(uvLeft, uvTop);
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s_UVs[2] = new Vector2(uvRight, uvTop);
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s_UVs[3] = new Vector2(uvRight, uvBottom);
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int startIndex = vh.currentVertCount;
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for (int i = 0; i < 4; i++)
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vh.AddVert(s_Vertices[i], color, s_UVs[i]);
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vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
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vh.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
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}
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int ILayoutElement.layoutPriority { get { return 0; } }
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||||
float ILayoutElement.minWidth { get { return 0; } }
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||||
float ILayoutElement.minHeight { get { return 0; } }
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float ILayoutElement.flexibleWidth { get { return -1; } }
|
||||
float ILayoutElement.flexibleHeight { get { return -1; } }
|
||||
|
||||
float ILayoutElement.preferredWidth
|
||||
{
|
||||
get
|
||||
{
|
||||
if (activeSprite == null)
|
||||
return 0;
|
||||
|
||||
return Sprites.DataUtility.GetMinSize(activeSprite).x / pixelsPerUnit;
|
||||
}
|
||||
}
|
||||
|
||||
float ILayoutElement.preferredHeight
|
||||
{
|
||||
get
|
||||
{
|
||||
if (activeSprite == null)
|
||||
return 0;
|
||||
|
||||
return Sprites.DataUtility.GetMinSize(activeSprite).y / pixelsPerUnit;
|
||||
}
|
||||
}
|
||||
|
||||
void ILayoutElement.CalculateLayoutInputHorizontal() { }
|
||||
void ILayoutElement.CalculateLayoutInputVertical() { }
|
||||
|
||||
bool ICanvasRaycastFilter.IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
|
||||
{
|
||||
if (alphaHitTestMinimumThreshold <= 0)
|
||||
return true;
|
||||
|
||||
if (alphaHitTestMinimumThreshold > 1)
|
||||
return false;
|
||||
|
||||
if (activeSprite == null)
|
||||
return true;
|
||||
|
||||
Vector2 local;
|
||||
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local))
|
||||
return false;
|
||||
|
||||
Rect rect = GetPixelAdjustedRect();
|
||||
|
||||
// Convert to have lower left corner as reference point.
|
||||
local.x += rectTransform.pivot.x * rect.width;
|
||||
local.y += rectTransform.pivot.y * rect.height;
|
||||
|
||||
Rect spriteRect = activeSprite.rect;
|
||||
Vector4 border = activeSprite.border;
|
||||
Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (local[i] <= adjustedBorder[i])
|
||||
continue;
|
||||
|
||||
if (rect.size[i] - local[i] <= adjustedBorder[i + 2])
|
||||
{
|
||||
local[i] -= (rect.size[i] - spriteRect.size[i]);
|
||||
continue;
|
||||
}
|
||||
|
||||
float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]);
|
||||
local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp);
|
||||
}
|
||||
|
||||
// Normalize local coordinates.
|
||||
Rect textureRect = activeSprite.textureRect;
|
||||
Vector2 normalized = new Vector2(local.x / textureRect.width, local.y / textureRect.height);
|
||||
|
||||
// Convert to texture space.
|
||||
float x = Mathf.Lerp(textureRect.x, textureRect.xMax, normalized.x) / activeSprite.texture.width;
|
||||
float y = Mathf.Lerp(textureRect.y, textureRect.yMax, normalized.y) / activeSprite.texture.height;
|
||||
|
||||
switch (m_FillDirection)
|
||||
{
|
||||
case FillDirection.Right:
|
||||
if (x > m_FillAmount)
|
||||
return false;
|
||||
break;
|
||||
case FillDirection.Left:
|
||||
if (1f - x > m_FillAmount)
|
||||
return false;
|
||||
break;
|
||||
case FillDirection.Up:
|
||||
if (y > m_FillAmount)
|
||||
return false;
|
||||
break;
|
||||
case FillDirection.Down:
|
||||
if (1f - y > m_FillAmount)
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return activeSprite.texture.GetPixelBilinear(x, y).a >= alphaHitTestMinimumThreshold;
|
||||
}
|
||||
catch (UnityException e)
|
||||
{
|
||||
Debug.LogError("Using alphaHitTestMinimumThreshold greater than 0 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void ISerializationCallbackReceiver.OnBeforeSerialize() { }
|
||||
void ISerializationCallbackReceiver.OnAfterDeserialize()
|
||||
{
|
||||
m_FillAmount = Mathf.Clamp01(m_FillAmount);
|
||||
}
|
||||
|
||||
// Whether this is being tracked for Atlas Binding
|
||||
private bool m_Tracked = false;
|
||||
|
||||
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
|
||||
private static List<SlicedSlider> m_TrackedTexturelessImages = new List<SlicedSlider>();
|
||||
private static bool s_Initialized;
|
||||
#endif
|
||||
|
||||
private void TrackImage()
|
||||
{
|
||||
if (activeSprite != null && activeSprite.texture == null)
|
||||
{
|
||||
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
|
||||
if (!s_Initialized)
|
||||
{
|
||||
SpriteAtlasManager.atlasRegistered += RebuildImage;
|
||||
s_Initialized = true;
|
||||
}
|
||||
|
||||
m_TrackedTexturelessImages.Add(this);
|
||||
#endif
|
||||
m_Tracked = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void UnTrackImage()
|
||||
{
|
||||
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
|
||||
m_TrackedTexturelessImages.Remove(this);
|
||||
#endif
|
||||
m_Tracked = false;
|
||||
}
|
||||
|
||||
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
|
||||
private static void RebuildImage(SpriteAtlas spriteAtlas)
|
||||
{
|
||||
for (int i = m_TrackedTexturelessImages.Count - 1; i >= 0; i--)
|
||||
{
|
||||
SlicedSlider image = m_TrackedTexturelessImages[i];
|
||||
if (spriteAtlas.CanBindTo(image.activeSprite))
|
||||
{
|
||||
image.SetAllDirty();
|
||||
m_TrackedTexturelessImages.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
11
Assets/SystemArchitecture/Scripts/SlicedSlider.cs.meta
Normal file
11
Assets/SystemArchitecture/Scripts/SlicedSlider.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b69b55aa2ac2e0e4592740cf1269d52c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -17,6 +17,16 @@ public class SystemController
|
||||
/// </summary>
|
||||
private Stack<int> sceneStack = new Stack<int>();
|
||||
|
||||
/// <summary>
|
||||
/// Index of the previous loaded scene
|
||||
/// </summary>
|
||||
public int previousScene = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Index of the current loaded scene
|
||||
/// </summary>
|
||||
public int currentScene = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Get the instance loaded by the singleton
|
||||
/// </summary>
|
||||
@@ -27,7 +37,8 @@ public class SystemController
|
||||
if (instance == null)
|
||||
{
|
||||
instance = new SystemController();
|
||||
instance.sceneStack.Push(SceneManager.GetActiveScene().buildIndex);
|
||||
instance.currentScene = SceneManager.GetActiveScene().buildIndex;
|
||||
instance.sceneStack.Push(instance.currentScene);
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
@@ -38,7 +49,17 @@ public class SystemController
|
||||
/// <param name="scenePath">Path of the scene</param>
|
||||
public void LoadNextScene(string scenePath)
|
||||
{
|
||||
LoadNextScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
|
||||
LoadNextScene(SystemController.GetSceneIndex(scenePath));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the index of a given scene
|
||||
/// </summary>
|
||||
/// <param name="scenePath">Path of the scene</param>
|
||||
/// <returns></returns>
|
||||
public static int GetSceneIndex(string scenePath)
|
||||
{
|
||||
return SceneUtility.GetBuildIndexByScenePath(scenePath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -47,8 +68,11 @@ public class SystemController
|
||||
/// <param name="sceneIndex">Buildindex of the scene</param>
|
||||
public void LoadNextScene(int sceneIndex)
|
||||
{
|
||||
sceneStack.Push(sceneIndex);
|
||||
SceneManager.LoadScene(sceneIndex);
|
||||
previousScene = currentScene;
|
||||
currentScene = sceneIndex;
|
||||
|
||||
sceneStack.Push(currentScene);
|
||||
SceneManager.LoadScene(currentScene);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -57,7 +81,7 @@ public class SystemController
|
||||
/// <param name="scenePath">Path of the scene</param>
|
||||
public void SwapScene(string scenePath)
|
||||
{
|
||||
SwapScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
|
||||
SwapScene(SystemController.GetSceneIndex(scenePath));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -66,7 +90,7 @@ public class SystemController
|
||||
/// <param name="sceneIndex">Buildindex of the scene</param>
|
||||
public void SwapScene(int sceneIndex)
|
||||
{
|
||||
sceneStack.Pop();
|
||||
currentScene = sceneStack.Pop();
|
||||
LoadNextScene(sceneIndex);
|
||||
}
|
||||
|
||||
@@ -75,9 +99,8 @@ public class SystemController
|
||||
/// </summary>
|
||||
public void BackToPreviousScene()
|
||||
{
|
||||
sceneStack.Pop();
|
||||
|
||||
if (sceneStack.Count > 0) SceneManager.LoadScene(sceneStack.Peek());
|
||||
previousScene = sceneStack.Pop();
|
||||
if (sceneStack.Count > 0) SceneManager.LoadScene(currentScene = sceneStack.Peek());
|
||||
else Application.Quit();
|
||||
}
|
||||
|
||||
@@ -87,7 +110,7 @@ public class SystemController
|
||||
/// <param name="scenePath">Path of the scene</param>
|
||||
public void BackToScene(string scenePath)
|
||||
{
|
||||
BackToScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
|
||||
BackToScene(SystemController.GetSceneIndex(scenePath));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -96,9 +119,10 @@ public class SystemController
|
||||
/// <param name="sceneIndex">Buildindex of the scene</param>
|
||||
public void BackToScene(int sceneIndex)
|
||||
{
|
||||
previousScene = currentScene;
|
||||
while (0 < sceneStack.Count && sceneStack.Peek() != sceneIndex) sceneStack.Pop();
|
||||
|
||||
if (sceneStack.Count > 0) SceneManager.LoadScene(sceneStack.Peek());
|
||||
if (sceneStack.Count > 0) SceneManager.LoadScene(currentScene = sceneStack.Peek());
|
||||
else Application.Quit();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
public enum ThemeIndex
|
||||
{
|
||||
SIGN_ALPHABET,
|
||||
SIGN_BASICS,
|
||||
SIGN_CLOTHING,
|
||||
SIGN_ANIMALS,
|
||||
SIGN_FOOD,
|
||||
|
||||
Reference in New Issue
Block a user