Browse Source
- Retained the existing screen positioning logic - Add support for button actions 1. Open a URL on click (e.g. for a watermark sprite) 2. Call a named method on all Room objects - Moved example implementation to Button Roommaster
6 changed files with 118 additions and 85 deletions
@ -1,71 +0,0 @@
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using UnityEngine; |
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using System.Collections; |
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/** |
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* Draws a GUI texture at a consistent size regardless of screen resolution. |
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* The texture can be positioned anywhere on the screen using normalized screen coords. |
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* Vertical and horizontal padding can be applied to offset the texture away from the screen edge. |
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*/ |
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public class AnchorGUITexture : MonoBehaviour |
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{ |
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/// Texture to draw on the screen. |
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public Texture2D texture; |
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/// Fraction of screen height (for resolution independent sizing). |
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public float verticalScale = 0.2f; |
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/// Texture position on screen in localized screen coords ([0..1], [0..1]) |
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public Vector2 screenPosition; |
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/// Vertical and horizontal space between edge of screen and texture (in pixels). |
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public Vector2 padding; |
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void OnGUI() |
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{ |
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if (texture == null) |
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{ |
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return; |
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} |
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// Calc initial center point |
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float x = screenPosition.x * Screen.width; |
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float y = screenPosition.y * Screen.height; |
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// Height is calculated as a fraction of screen height for resolution independent sizing. |
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// Width is then calculated so as to maintain the original aspect ratio of the texture. |
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float height = Screen.height * verticalScale; |
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float width = texture.width * (height / texture.height); |
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// Calc initial rect for rendering texture |
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float x1 = x - width / 2f; |
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float y1 = y - height / 2f; |
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float x2 = x + width / 2f; |
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float y2 = y + height / 2f; |
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// Adjust rect to fit on screen, and apply vertical & horizontal padding |
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if (x1 < padding.x) |
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{ |
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x1 = padding.x; |
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x2 = x1 + width; |
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} |
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if (x2 > Screen.width - padding.x) |
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{ |
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x2 = Screen.width - padding.x; |
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x1 = x2 - width; |
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} |
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if (y1 < padding.y) |
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{ |
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y1 = padding.y; |
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y2 = y1 + height; |
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} |
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if (y2 > Screen.height - padding.y) |
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{ |
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y2 = Screen.height - padding.y; |
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y1 = y2 - height; |
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} |
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// Draw the texture |
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Rect textureRect = new Rect(x1, y1, x2 - x1, y2 - y1); |
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GUI.DrawTexture(textureRect, texture); |
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} |
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} |
@ -0,0 +1,108 @@
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using UnityEngine; |
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using System.Collections; |
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namespace Fungus |
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{ |
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/** |
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* Draws a GUI button at a consistent size regardless of screen resolution. |
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* The button can be positioned anywhere on the screen using normalized screen coords. |
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* Vertical and horizontal padding can be applied to offset the button away from the screen edge. |
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* Several options are available for handling the player click action. |
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*/ |
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public class GUIButton : MonoBehaviour |
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{ |
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/// Texture to draw on the screen. |
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public Texture2D texture; |
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/// Fraction of screen height (for resolution independent sizing). |
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public float verticalScale = 0.2f; |
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/// Texture position on screen in localized screen coords ([0..1], [0..1]) |
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public Vector2 screenPosition; |
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/// Vertical and horizontal space between edge of screen and texture (in pixels). |
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public Vector2 padding; |
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/// Supported actions to perform when player clicks the button. |
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public enum ClickAction |
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{ |
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/// Perform no action, useful when you just want to display a sprite in screen space. |
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None, |
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/// Open the URL specified in actionParameter in the browser |
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OpenURL, |
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/// Call a method specified by actionParameter on all Room objects in the scene. |
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SendMessage |
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}; |
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/// Action to perform when player clicks the button. |
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public ClickAction clickAction; |
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/// Parameter associated with the click action. |
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public string actionParameter; |
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void OnGUI() |
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{ |
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if (texture == null) |
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{ |
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return; |
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} |
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// Calc initial center point |
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float x = screenPosition.x * Screen.width; |
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float y = screenPosition.y * Screen.height; |
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// Height is calculated as a fraction of screen height for resolution independent sizing. |
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// Width is then calculated so as to maintain the original aspect ratio of the texture. |
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float height = Screen.height * verticalScale; |
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float width = texture.width * (height / texture.height); |
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// Calc initial rect for rendering texture |
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float x1 = x - width / 2f; |
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float y1 = y - height / 2f; |
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float x2 = x + width / 2f; |
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float y2 = y + height / 2f; |
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// Adjust rect to fit on screen, and apply vertical & horizontal padding |
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if (x1 < padding.x) |
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{ |
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x1 = padding.x; |
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x2 = x1 + width; |
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} |
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if (x2 > Screen.width - padding.x) |
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{ |
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x2 = Screen.width - padding.x; |
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x1 = x2 - width; |
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} |
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if (y1 < padding.y) |
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{ |
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y1 = padding.y; |
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y2 = y1 + height; |
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} |
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if (y2 > Screen.height - padding.y) |
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{ |
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y2 = Screen.height - padding.y; |
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y1 = y2 - height; |
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} |
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// Draw the texture |
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Rect textureRect = new Rect(x1, y1, x2 - x1, y2 - y1); |
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if (GUI.Button(textureRect, texture)) |
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{ |
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switch (clickAction) |
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{ |
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case ClickAction.OpenURL: |
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Application.OpenURL(actionParameter); |
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break; |
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case ClickAction.SendMessage: |
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// Send the message to all Room objects in the scene |
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Room[] allRooms = GameObject.FindObjectsOfType<Room>(); |
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foreach (Room room in allRooms) |
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{ |
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room.SendMessage(actionParameter, SendMessageOptions.DontRequireReceiver); |
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} |
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break; |
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} |
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} |
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} |
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} |
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} |
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