Added new components for 1.0.0.5 release

--HG--
branch : develop_4.6
release
Simon (darkside) Jackson 2015-10-09 19:47:23 +01:00
parent e1e48e7514
commit 76a3e54c3c
9 changed files with 568 additions and 6 deletions

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@ -7,7 +7,8 @@ namespace UnityEngine.UI.Extensions
{
public class HexRGB : MonoBehaviour
{
public Text textColor;
// Unity 5.1/2 needs an InputFiled vs grabbing the text component
public InputField hexInput;
public HSVPicker hsvpicker;
@ -15,7 +16,7 @@ namespace UnityEngine.UI.Extensions
{
Color color = hsvpicker.currentColor;
string hex = ColorToHex(color);
textColor.text = hex;
hexInput.text = hex;
}
public static string ColorToHex(Color color)
@ -28,8 +29,7 @@ namespace UnityEngine.UI.Extensions
public void ManipulateViaHex2RGB()
{
string hex = textColor.text;
string hex = hexInput.text;
Vector3 rgb = Hex2RGB(hex);
Color color = NormalizeVector4(rgb, 255f, 1f); print(rgb);

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@ -0,0 +1,227 @@
using System;
using UnityEngine.Serialization;
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/GamePad Input Module")]
public class GamePadInputModule : BaseInputModule
{
private float m_PrevActionTime;
Vector2 m_LastMoveVector;
int m_ConsecutiveMoveCount = 0;
protected GamePadInputModule()
{}
[SerializeField]
private string m_HorizontalAxis = "Horizontal";
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
[SerializeField]
private string m_VerticalAxis = "Vertical";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_SubmitButton = "Submit";
/// <summary>
/// Name of the submit button.
/// </summary>
[SerializeField]
private string m_CancelButton = "Cancel";
[SerializeField]
private float m_InputActionsPerSecond = 10;
[SerializeField]
private float m_RepeatDelay = 0.5f;
public float inputActionsPerSecond
{
get { return m_InputActionsPerSecond; }
set { m_InputActionsPerSecond = value; }
}
public float repeatDelay
{
get { return m_RepeatDelay; }
set { m_RepeatDelay = value; }
}
/// <summary>
/// Name of the horizontal axis for movement (if axis events are used).
/// </summary>
public string horizontalAxis
{
get { return m_HorizontalAxis; }
set { m_HorizontalAxis = value; }
}
/// <summary>
/// Name of the vertical axis for movement (if axis events are used).
/// </summary>
public string verticalAxis
{
get { return m_VerticalAxis; }
set { m_VerticalAxis = value; }
}
public string submitButton
{
get { return m_SubmitButton; }
set { m_SubmitButton = value; }
}
public string cancelButton
{
get { return m_CancelButton; }
set { m_CancelButton = value; }
}
public override bool ShouldActivateModule()
{
if (!base.ShouldActivateModule())
return false;
var shouldActivate = true;
shouldActivate |= Input.GetButtonDown(m_SubmitButton);
shouldActivate |= Input.GetButtonDown(m_CancelButton);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
return shouldActivate;
}
public override void ActivateModule()
{
StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
if (StandAloneSystem && StandAloneSystem.enabled)
{
Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " +
"please remove it from the Event System in this scene or disable it when this module is in use");
}
base.ActivateModule();
var toSelect = eventSystem.currentSelectedGameObject;
if (toSelect == null)
toSelect = eventSystem.firstSelectedGameObject;
eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
}
public override void DeactivateModule()
{
base.DeactivateModule();
}
public override void Process()
{
bool usedEvent = SendUpdateEventToSelectedObject();
if (eventSystem.sendNavigationEvents)
{
if (!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if (!usedEvent)
SendSubmitEventToSelectedObject();
}
}
/// <summary>
/// Process submit keys.
/// </summary>
protected bool SendSubmitEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
if (Input.GetButtonDown(m_SubmitButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
if (Input.GetButtonDown(m_CancelButton))
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
return data.used;
}
private Vector2 GetRawMoveVector()
{
Vector2 move = Vector2.zero;
move.x = Input.GetAxisRaw(m_HorizontalAxis);
move.y = Input.GetAxisRaw(m_VerticalAxis);
if (Input.GetButtonDown(m_HorizontalAxis))
{
if (move.x < 0)
move.x = -1f;
if (move.x > 0)
move.x = 1f;
}
if (Input.GetButtonDown(m_VerticalAxis))
{
if (move.y < 0)
move.y = -1f;
if (move.y > 0)
move.y = 1f;
}
return move;
}
/// <summary>
/// Process events.
/// </summary>
protected bool SendMoveEventToSelectedObject()
{
float time = Time.unscaledTime;
Vector2 movement = GetRawMoveVector();
if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f))
{
m_ConsecutiveMoveCount = 0;
return false;
}
// If user pressed key again, always allow event
bool allow = Input.GetButtonDown(m_HorizontalAxis) || Input.GetButtonDown(m_VerticalAxis);
bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
if (!allow)
{
// Otherwise, user held down key or axis.
// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
if (similarDir && m_ConsecutiveMoveCount == 1)
allow = (time > m_PrevActionTime + m_RepeatDelay);
// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
else
allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
}
if (!allow)
return false;
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
if (!similarDir)
m_ConsecutiveMoveCount = 0;
m_ConsecutiveMoveCount++;
m_PrevActionTime = time;
m_LastMoveVector = movement;
return axisEventData.used;
}
protected bool SendUpdateEventToSelectedObject()
{
if (eventSystem.currentSelectedGameObject == null)
return false;
var data = GetBaseEventData();
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
return data.used;
}
}
}

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@ -6,7 +6,7 @@ using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
public class UICircle : Graphic
public class UICircle : MaskableGraphic
{
[SerializeField]
Texture m_Texture;

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@ -0,0 +1,314 @@
/// Credit drHogan
/// Sourced from - http://www.hammerandravens.com/multi-use-tooltip-system-in-unity3d/
namespace UnityEngine.UI.Extensions
{
public class HoverTooltip : MonoBehaviour
{
//manually selectable padding for the background image
public int horizontalPadding;
public int verticalPadding;
//tooltip text
public Text thisText;
//horizontal layout of the tooltip
public HorizontalLayoutGroup hlG;
//tooltip background image
public RectTransform bgImage;
Image bgImageSource;
//needed as the layout refreshes only on the first Update() call
bool firstUpdate;
//if the tooltip is inside a UI element
bool inside;
//size of the tooltip, needed to track if out of screen
// public float width;
// public float height;
//detect canvas mode so to apply different behaviors to different canvas modes, currently only RenderMode.ScreenSpaceCamera implemented
int canvasMode;
RenderMode GUIMode;
//the scene GUI camera
Camera GUICamera;
//the default tooltip object has the following pivots, so that the offset from the mouse is always proportional to the screen resolution (the y pivot)
//Pivot(0.5,-0.5)
//screen viewport corners for out of screen detection
Vector3 lowerLeft;
Vector3 upperRight;
//scale factor of proportionality to the reference resolution (1280x720)
float currentYScaleFactor;
float currentXScaleFactor;
//standard X and Y offsets of the new tooltip
float defaultYOffset;
float defaultXOffset;
//real on screen sizes of the tooltip object
float tooltipRealHeight;
float tooltipRealWidth;
// Use this for initialization
void Start()
{
//in this line you need to change the string in order to get your Camera //TODO MAYBE DO IT FROM THE INSPECTOR
GUICamera = GameObject.Find("GUICamera").GetComponent<Camera>();
GUIMode = this.transform.parent.parent.GetComponent<Canvas>().renderMode;
bgImageSource = bgImage.GetComponent<Image>();
//at start the pointer is never to be considered over and UI element
inside = false;
//assign the tooltip to the singleton GUI class manager for fast access
//TacticalGUIManager.tgm.mmttp = this;
//hide the tooltip
HideTooltipVisibility();
this.transform.parent.gameObject.SetActive(false);
}
//single string input tooltip
public void SetTooltip(string text)
{
NewTooltip();
//init tooltip string
thisText.text = text;
//call the position function
OnScreenSpaceCamera();
}
//multi string/line input tooltip (each string of the input array is a new line)
public void SetTooltip(string[] texts)
{
NewTooltip();
//build up the tooltip line after line with the input
string tooltipText = "";
int index = 0;
foreach (string newLine in texts)
{
if (index == 0)
{
tooltipText += newLine;
}
else
{
tooltipText += ("\n" + newLine);
}
index++;
}
//init tooltip string
thisText.text = tooltipText;
//call the position function
OnScreenSpaceCamera();
}
//temporary call to don't fuck up old code, will be removed
public void SetTooltip(string text, bool test)
{
NewTooltip();
//init tooltip string
thisText.text = text;
//call the position function
OnScreenSpaceCamera();
}
//position function, currently not working correctly due to the use of pivots and not manual offsets, soon to be fixed
public void OnScreenSpaceCamera()
{
//get the dynamic position of the pous in viewport coordinates
Vector3 newPos = GUICamera.ScreenToViewportPoint(Input.mousePosition);
// store in val the updated position (x or y) of the tooltip edge of interest
float val;
//store the new offset to impose in case of out of screen
float yOffSet = 0f;
float xOffSet = 0f;
//check for right edge of screen
//obtain the x coordinate of the right edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).x) + (tooltipRealWidth * bgImage.pivot.x));
//evaluate if the right edge of the tooltip goes out of screen
if (val > (upperRight.x))
{
float distFromRight = upperRight.x - val;
xOffSet = distFromRight;
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x + xOffSet, 0f, 0f);
newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
}
//check for left edge of screen
//obtain the x coordinate of the left edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).x) - (tooltipRealWidth * bgImage.pivot.x));
//evaluate if the left edge of the tooltip goes out of screen
if (val < (lowerLeft.x))
{
float distFromLeft = lowerLeft.x - val;
xOffSet = -distFromLeft;
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x - xOffSet, 0f, 0f);
newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
}
//check for upper edge of the screen
//obtain the y coordinate of the upper edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)) - (tooltipRealHeight)));
//evaluate if the upper edge of the tooltip goes out of screen
if (val > (upperRight.y))
{
float distFromUpper = upperRight.y - val;
yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
if (distFromUpper > (defaultYOffset * 0.75))
{
//shorten the temporary offset up to a certain distance from the tooltip
yOffSet = distFromUpper;
}
else
{
//if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip)
yOffSet = ((defaultYOffset) - (tooltipRealHeight) * 2f);
}
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
}
//check for lower edge of the screen
//obtain the y coordinate of the lower edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y))));
//evaluate if the upper edge of the tooltip goes out of screen
if (val < (lowerLeft.y))
{
float distFromLower = lowerLeft.y - val;
yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
if (distFromLower < (defaultYOffset * 0.75 - tooltipRealHeight))
{
//shorten the temporary offset up to a certain distance from the tooltip
yOffSet = distFromLower;
}
else
{
//if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip)
yOffSet = ((tooltipRealHeight) * 2f);
}
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
}
this.transform.parent.transform.position = new Vector3(GUICamera.ViewportToWorldPoint(newPos).x, GUICamera.ViewportToWorldPoint(newPos).y, 0f);
this.transform.parent.gameObject.SetActive(true);
inside = true;
}
//call to hide tooltip when hovering out from the object
public void HideTooltip()
{
if (GUIMode == RenderMode.ScreenSpaceCamera)
{
if (this != null)
{
this.transform.parent.gameObject.SetActive(false);
inside = false;
HideTooltipVisibility();
}
}
}
// Update is called once per frame
void Update()
{
LayoutInit();
if (inside)
{
if (GUIMode == RenderMode.ScreenSpaceCamera)
{
OnScreenSpaceCamera();
}
}
}
//this function is used in order to setup the size of the tooltip by cheating on the HorizontalLayoutBehavior. The resize is done in the first update.
void LayoutInit()
{
if (firstUpdate)
{
firstUpdate = false;
bgImage.sizeDelta = new Vector2(hlG.preferredWidth + horizontalPadding, hlG.preferredHeight + verticalPadding);
defaultYOffset = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
defaultXOffset = (bgImage.sizeDelta.x * currentXScaleFactor * (bgImage.pivot.x));
tooltipRealHeight = bgImage.sizeDelta.y * currentYScaleFactor;
tooltipRealWidth = bgImage.sizeDelta.x * currentXScaleFactor;
ActivateTooltipVisibility();
}
}
//init basic variables on a new tooltip set
void NewTooltip()
{
firstUpdate = true;
lowerLeft = GUICamera.ViewportToScreenPoint(new Vector3(0.0f, 0.0f, 0.0f));
upperRight = GUICamera.ViewportToScreenPoint(new Vector3(1.0f, 1.0f, 0.0f));
currentYScaleFactor = Screen.height / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.y;
currentXScaleFactor = Screen.width / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.x;
}
//used to visualize the tooltip one update call after it has been built (to avoid flickers)
public void ActivateTooltipVisibility()
{
Color textColor = thisText.color;
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 1f);
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0.8f);
}
//used to hide the tooltip so that it can be made visible one update call after it has been built (to avoid flickers)
public void HideTooltipVisibility()
{
Color textColor = thisText.color;
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 0f);
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0f);
}
}
}

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