mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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102 lines
No EOL
4.4 KiB
C#
102 lines
No EOL
4.4 KiB
C#
// Copyright (c) 2015 Augie R. Maddox, Guavaman Enterprises. All rights reserved.
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#pragma warning disable 0219
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#pragma warning disable 0618
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#pragma warning disable 0649
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namespace Rewired.UI.ControlMapper {
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using UnityEngine;
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using UnityEngine.UI;
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public static class UITools {
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public static GameObject InstantiateGUIObject<T>(GameObject prefab, Transform parent, string name) where T : Component {
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GameObject instance = InstantiateGUIObject_Pre<T>(prefab, parent, name);
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if(instance == null) return null;
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RectTransform rt = instance.GetComponent<RectTransform>();
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if(rt == null) {
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Debug.LogError(name + " prefab is missing RectTransform component!");
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} else {
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rt.localScale = Vector3.one;
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}
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return instance;
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}
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public static GameObject InstantiateGUIObject<T>(GameObject prefab, Transform parent, string name, Vector2 pivot, Vector2 anchorMin, Vector2 anchorMax, Vector2 anchoredPosition) where T : Component {
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GameObject instance = InstantiateGUIObject_Pre<T>(prefab, parent, name);
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if(instance == null) return null;
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RectTransform rt = instance.GetComponent<RectTransform>();
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if(rt == null) {
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Debug.LogError(name + " prefab is missing RectTransform component!");
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} else {
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rt.localScale = Vector3.one;
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rt.pivot = pivot;
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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rt.anchoredPosition = anchoredPosition;
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}
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return instance;
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}
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private static GameObject InstantiateGUIObject_Pre<T>(GameObject prefab, Transform parent, string name) where T : Component {
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if(prefab == null) {
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Debug.LogError(name + " prefab is null!");
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return null;
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}
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GameObject instance = (GameObject)Object.Instantiate(prefab);
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if(!string.IsNullOrEmpty(name)) instance.name = name;
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T comp = instance.GetComponent<T>();
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if(comp == null) {
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Debug.LogError(name + " prefab is missing the " + comp.GetType().ToString() + " component!");
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return null;
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}
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if(parent != null) {
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instance.transform.SetParent(parent, false);
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}
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return instance;
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}
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public static Vector3 GetPointOnRectEdge(RectTransform rectTransform, Vector2 dir) {
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if(rectTransform == null)
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return Vector3.zero;
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if(dir != Vector2.zero)
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dir /= Mathf.Max(Mathf.Abs(dir.x), Mathf.Abs(dir.y));
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Rect rect = rectTransform.rect;
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dir = rect.center + Vector2.Scale(rect.size, dir * 0.5f);
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return dir;
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}
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public static Rect GetWorldSpaceRect(RectTransform rt) {
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if(rt == null) return new Rect();
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Rect rect = rt.rect;
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// Create a new rect in world coords
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Vector3 tl = rt.TransformPoint(new Vector2(rect.xMin, rect.yMin)); // top left
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Vector3 bl = rt.TransformPoint(new Vector2(rect.xMin, rect.yMax)); // bottom left
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Vector3 tr = rt.TransformPoint(new Vector2(rect.xMax, rect.yMin)); // top right
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// Resulting Rect is in 3D coords, NOT Unity Rect coords.
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// IE: 0 Y = bottom left, + values going UP
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return new Rect(tl.x, tl.y, tr.x - tl.x, bl.y - tl.y); // invert y
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}
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public static void SetInteractable(Selectable selectable, bool state, bool playTransition) {
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if(selectable == null) return;
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if(!playTransition) {
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// Workaround because Unity will not set the state of an element immediately if a fade is present. This causes numerous graphical issues.
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if(selectable.transition == Selectable.Transition.ColorTint) {
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ColorBlock colorBlock = selectable.colors;
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float prevFadeDuration = colorBlock.fadeDuration;
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colorBlock.fadeDuration = 0;
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selectable.colors = colorBlock;
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selectable.interactable = state;
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colorBlock.fadeDuration = prevFadeDuration;
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selectable.colors = colorBlock;
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}
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} else {
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selectable.interactable = state;
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}
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}
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}
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} |