Add a text that explains the icons in the inventory

This commit is contained in:
excitedneon 2017-05-12 21:27:01 +03:00
parent d266155e08
commit f43c3f837a
5 changed files with 241 additions and 209 deletions

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View File

@ -20,6 +20,31 @@ namespace Cyber.Controls {
/// </summary> /// </summary>
public Hologram Hologram; public Hologram Hologram;
/// <summary>
/// The icon for the inventory.
/// </summary>
public MeshRenderer IconInventory;
/// <summary>
/// The icon for the status.
/// </summary>
public MeshRenderer IconStatus;
/// <summary>
/// The icon for the social.
/// </summary>
public MeshRenderer IconSocial;
/// <summary>
/// The icon for the map.
/// </summary>
public MeshRenderer IconMap;
/// <summary>
/// The text that describes the selected icon.
/// </summary>
public TextTextureApplier IconExplainerText;
/// <summary> /// <summary>
/// The text that contains the item list. /// The text that contains the item list.
/// </summary> /// </summary>
@ -28,7 +53,7 @@ namespace Cyber.Controls {
/// <summary> /// <summary>
/// How many items can be shown on the screen at the same time. /// How many items can be shown on the screen at the same time.
/// </summary> /// </summary>
public int ItemsPerScreen; public float ItemsPerScreen;
private CursorHandler CursorHandler; private CursorHandler CursorHandler;
private bool InventoryOpen = false; private bool InventoryOpen = false;
@ -36,9 +61,19 @@ namespace Cyber.Controls {
private int ScrollingIndex = 0; private int ScrollingIndex = 0;
private int SelectedIndex = -1; private int SelectedIndex = -1;
private Color IconInventoryColor;
private Color IconStatusColor;
private Color IconSocialColor;
private Color IconMapColor;
private void Start() { private void Start() {
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>(); CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
RebuildItemList(-1); RebuildItemList(-1);
IconInventoryColor = IconInventory.material.GetColor("_EmissionColor");
IconStatusColor = IconStatus.material.GetColor("_EmissionColor");
IconSocialColor = IconSocial.material.GetColor("_EmissionColor");
IconMapColor = IconMap.material.GetColor("_EmissionColor");
} }
private void Update() { private void Update() {
@ -51,6 +86,7 @@ namespace Cyber.Controls {
RaycastHit LookedAt = CameraUtil.GetLookedAtHit(Camera, 1f, true); RaycastHit LookedAt = CameraUtil.GetLookedAtHit(Camera, 1f, true);
if (LookedAt.collider != null) { if (LookedAt.collider != null) {
TextTextureApplier Text = LookedAt.collider.GetComponent<TextTextureApplier>(); TextTextureApplier Text = LookedAt.collider.GetComponent<TextTextureApplier>();
MeshRenderer Mesh = LookedAt.collider.GetComponent<MeshRenderer>();
if (Text != null && Text == ItemListText) { if (Text != null && Text == ItemListText) {
// Interacting with the item list // Interacting with the item list
// Calculate the index // Calculate the index
@ -70,6 +106,35 @@ namespace Cyber.Controls {
// Rebuild the list // Rebuild the list
RebuildItemList(CurrentIndex); RebuildItemList(CurrentIndex);
} else if (Mesh != null) {
float InvBrightness = 1f;
float StsBrightness = 1f;
float SclBrightness = 1f;
float MapBrightness = 1f;
string SelectedIcon = "";
if (Mesh == IconInventory) {
InvBrightness = 1.2f;
SelectedIcon = "Inventory";
} else if (Mesh == IconStatus) {
StsBrightness = 1.2f;
SelectedIcon = "Status";
} else if (Mesh == IconSocial) {
SclBrightness = 1.2f;
SelectedIcon = "Social";
} else if (Mesh == IconMap) {
MapBrightness = 1.2f;
SelectedIcon = "Map";
}
TextTextureProperties Props = IconExplainerText.TextProperties;
Props.Text = SelectedIcon;
IconExplainerText.SetTextProperties(Props);
IconInventory.material.SetColor("_EmissionColor", IconInventoryColor * InvBrightness);
IconStatus.material.SetColor("_EmissionColor", IconStatusColor * StsBrightness);
IconSocial.material.SetColor("_EmissionColor", IconSocialColor * SclBrightness);
IconMap.material.SetColor("_EmissionColor", IconMapColor * MapBrightness);
} }
} else { } else {
// Outside of the inventory, clicking will unselect // Outside of the inventory, clicking will unselect

View File

@ -25,6 +25,11 @@ namespace Cyber.Util {
/// </summary> /// </summary>
public int OffsetY; public int OffsetY;
/// <summary>
/// Whether the text is centered or not.
/// </summary>
public bool Centered;
/// <summary> /// <summary>
/// The offset on the y-axis in pixels. /// The offset on the y-axis in pixels.
/// </summary> /// </summary>
@ -50,18 +55,21 @@ namespace Cyber.Util {
/// <see cref="TextTextureRenderer"/> for usage. /// <see cref="TextTextureRenderer"/> for usage.
/// </summary> /// </summary>
/// <param name="text">Text.</param> /// <param name="text">Text.</param>
/// <param name="offsetX">X offset.</param> /// <param name="offsetX">Offset x.</param>
/// <param name="offsetY">Y offset.</param> /// <param name="offsetY">Offset y.</param>
/// <param name="centered">If set to <c>true</c> centered.</param>
/// <param name="background">Background.</param> /// <param name="background">Background.</param>
/// <param name="fontSize">Font size.</param> /// <param name="fontSize">Font size.</param>
/// <param name="width">Width.</param> /// <param name="width">Width.</param>
/// <param name="height">Height.</param> /// <param name="height">Height.</param>
public TextTextureProperties(string text, int offsetX = 0, public TextTextureProperties(string text, int offsetX = 0,
int offsetY = 0, Color background = new Color(), int offsetY = 0, bool centered = false,
int fontSize = 32, int width = 256, int height = 256) { Color background = new Color(), int fontSize = 32,
int width = 256, int height = 256) {
Text = text; Text = text;
OffsetX = offsetX; OffsetX = offsetX;
OffsetY = offsetY; OffsetY = offsetY;
Centered = centered;
Background = background; Background = background;
FontSize = fontSize; FontSize = fontSize;
Width = width; Width = width;

View File

@ -41,6 +41,12 @@ namespace Cyber.Util {
float OffsetX = -text.Width / 2f; float OffsetX = -text.Width / 2f;
float OffsetY = -text.Height / 2f; float OffsetY = -text.Height / 2f;
if (text.Centered) {
OffsetX = 0;
Text.anchor = TextAnchor.UpperCenter;
} else {
Text.anchor = TextAnchor.UpperLeft;
}
Camera.orthographicSize = 1.0f * text.Height / text.Width; Camera.orthographicSize = 1.0f * text.Height / text.Width;
Camera.targetTexture = TextTexture; Camera.targetTexture = TextTexture;
Camera.backgroundColor = text.Background; Camera.backgroundColor = text.Background;