Fix some gui issues

feature-better-tweakables
Andrew Cassidy 4 years ago
parent 4a3569a7be
commit 47727ef0ce

@ -87,6 +87,7 @@
<Compile Include="Text\TextRenderer.cs" />
<Compile Include="Text\TextSettings.cs" />
<Compile Include="Test\TestLayers.cs" />
<Compile Include="UI\TextEntryController.cs" />
<Compile Include="UI\UILoader.cs" />
<Compile Include="UI\UITag.cs" />
<Compile Include="Util\Logging.cs" />

@ -26,8 +26,8 @@ namespace ConformalDecals {
{
if (_textEntryGui == null) {
_textEntryGui = Instantiate(UILoader.textEntryPrefab, MainCanvasUtil.MainCanvas.transform, true);
_textEntryGui.AddComponent<DragPanel>();
MenuNavigation.SpawnMenuNavigation(_textEntryGui, Navigation.Mode.Automatic, true);
//_textEntryGui.AddComponent<DragPanel>();
//MenuNavigation.SpawnMenuNavigation(_textEntryGui, Navigation.Mode.Automatic, true);
}
}
}

@ -0,0 +1,9 @@
using UnityEngine;
namespace ConformalDecals.UI {
public class TextEntryController : MonoBehaviour {
public void OnClose() {
Debug.Log("Close!");
}
}
}

@ -18,6 +18,8 @@ namespace ConformalDecals.UI {
ProcessWindow(textEntryPrefab);
Debug.Log("[ConformalDecals] UI prefabs loaded and modified");
var window = Instantiate(UILoader.textEntryPrefab, MainCanvasUtil.MainCanvas.transform, true);
}
private static void ProcessWindow(GameObject window) {
@ -37,7 +39,7 @@ namespace ConformalDecals.UI {
var tags = window.GetComponentsInChildren<UITag>(true);
foreach (var tag in tags) {
Debug.Log($"Handling object ${tag.gameObject.name}");
Debug.Log($"Handling object {tag.gameObject.name}");
switch (tag.type) {
case UITag.UIType.Window:
ProcessImage(tag.gameObject, skin.window);
@ -46,6 +48,9 @@ namespace ConformalDecals.UI {
ProcessSelectable(tag.gameObject, skin.button);
break;
case UITag.UIType.ButtonToggle:
ProcessToggleButton(tag.gameObject, skin.button);
break;
case UITag.UIType.RadioToggle:
ProcessSelectable(tag.gameObject, skin.toggle);
break;
case UITag.UIType.Slider:
@ -68,10 +73,12 @@ namespace ConformalDecals.UI {
}
private static void ProcessImage(GameObject gameObject, UIStyle style) {
var image = gameObject.GetComponent<Image>();
if (image == null) throw new FormatException("No Image component present");
image.sprite = style.normal.background;
ProcessImage(gameObject.GetComponent<Image>(), style.normal);
}
private static void ProcessImage(Image image, UIStyleState state) {
image.sprite = state.background;
image.color = Color.white;
image.type = Image.Type.Sliced;
}
@ -79,7 +86,7 @@ namespace ConformalDecals.UI {
var selectable = gameObject.GetComponent<Selectable>();
if (selectable == null) throw new FormatException("No Selectable component present");
ProcessImage(gameObject, style);
ProcessImage(selectable.image, style.normal);
selectable.transition = Selectable.Transition.SpriteSwap;
@ -87,6 +94,15 @@ namespace ConformalDecals.UI {
state.highlightedSprite = style.highlight.background;
state.pressedSprite = style.active.background;
state.disabledSprite = style.disabled.background;
selectable.spriteState = state;
}
private static void ProcessToggleButton(GameObject gameObject, UIStyle style) {
ProcessSelectable(gameObject, style);
var toggle = gameObject.GetComponent<Toggle>();
ProcessImage(toggle.graphic as Image, style.active);
}
private static void ProcessSlider(GameObject gameObject, UIStyle horizontalStyle, UIStyle horizontalThumbStyle, UIStyle verticalStyle, UIStyle verticalThumbStyle) {

@ -8,6 +8,7 @@ namespace ConformalDecals.UI {
Box,
Button,
ButtonToggle,
RadioToggle,
Slider,
Dropdown,
Label,

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