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//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2013 Tasharen Entertainment
//----------------------------------------------
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// UI Creation Wizard. This tool has been made obsolete with NGUI 3.0.6.
/// </summary>
public class UICreateNewUIWizard : EditorWindow
{
public enum CameraType
{
None,
Simple2D,
Advanced3D,
}
static public CameraType camType = CameraType.Simple2D;
/// <summary>
/// Refresh the window on selection.
/// </summary>
void OnSelectionChange () { Repaint(); }
/// <summary>
/// Draw the custom wizard.
/// </summary>
void OnGUI ()
{
NGUIEditorTools.SetLabelWidth(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(camType);
EditorGUILayout.HelpBox("This tool has become obsolete with NGUI 3.0.6. You can create UIs from the NGUI -> Create menu.", MessageType.Warning);
}
/// <summary>
/// Create a brand-new UI hierarchy.
/// </summary>
static public GameObject CreateNewUI (CameraType type)
{
NGUIEditorTools.RegisterUndo("Create New UI");
// Root for the UI
GameObject root = null;
if (type == CameraType.Simple2D)
{
root = new GameObject("UI Root (2D)");
root.AddComponent<UIRoot>().scalingStyle = UIRoot.Scaling.PixelPerfect;
}
else
{
root = new GameObject((type == CameraType.Advanced3D) ? "UI Root (3D)" : "UI Root");
root.transform.localScale = new Vector3(0.0025f, 0.0025f, 0.0025f);
root.AddComponent<UIRoot>().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 (type == CameraType.None)
{
// No camera requested -- simply add a panel
UIPanel panel = NGUITools.AddChild<UIPanel>(root.gameObject);
Selection.activeGameObject = panel.gameObject;
}
else
{
int mask = 1 << NGUISettings.layer;
float depth = -1f;
bool clearColor = true;
bool audioListener = true;
List<Camera> cameras = NGUIEditorTools.FindAll<Camera>();
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<AudioListener>() != null) audioListener = false;
}
// Camera and UICamera for this UI
Camera cam = NGUITools.AddChild<Camera>(root);
cam.depth = depth + 1;
cam.backgroundColor = Color.grey;
cam.cullingMask = mask;
if (type == 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<AudioListener>();
// Add a UI Camera for event handling
cam.gameObject.AddComponent<UICamera>();
if (type == CameraType.Simple2D)
{
// Anchor is useful to have
UIAnchor anchor = NGUITools.AddChild<UIAnchor>(cam.gameObject);
anchor.uiCamera = cam;
// And finally -- the first UI panel
UIPanel panel = NGUITools.AddChild<UIPanel>(anchor.gameObject);
Selection.activeGameObject = panel.gameObject;
}
else
{
UIPanel panel = NGUITools.AddChild<UIPanel>(root);
Selection.activeGameObject = panel.gameObject;
}
}
return Selection.activeGameObject;
}
}
|
Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|