439 lines
16 KiB
C#
439 lines
16 KiB
C#
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using UnityEngine;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// Class containing data for a Ship Display's guage or visual measuring device.
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/// </summary>
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[System.Serializable]
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public class DisplayGauge
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{
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#region Enumerations
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/// <summary>
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/// Equivalent to UI.Image.FillMethod
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/// </summary>
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public enum DGFillMethod
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{
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Horizontal = 0,
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Vertical = 1,
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Radial90 = 2,
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Radial180 = 3,
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Radial360 = 4,
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None = 99
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}
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/// <summary>
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/// The type or style of a gauge
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/// </summary>
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public enum DGType
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{
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Filled = 0,
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FilledNumber1 = 1,
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NumberWithLabel1 = 10
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}
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/// <summary>
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/// The direction as rotation in degrees
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/// </summary>
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public enum DGTextDirection
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{
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Horizontal = 0,
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BottomTop = 1,
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TopBottom = 2
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}
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/// <summary>
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/// Equavalent to UnityEngine.FontStyle
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/// </summary>
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public enum DGFontStyle
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{
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Normal = 0,
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Bold = 1,
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Italic = 2,
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BoldAndItalic = 3
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}
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#endregion
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#region Public Static variables
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public static int DGTypeFilledInt = (int)DGType.Filled;
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public static int DGTypeFilledNumber1Int = (int)DGType.FilledNumber1;
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public static int DGTypeNumberWithLabel1Int = (int)DGType.NumberWithLabel1;
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#endregion
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#region Public variables
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// IMPORTANT - when changing this section also update SetClassDefault()
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// Also update ClassName(ClassName className) Clone Constructor (if there is one)
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/// <summary>
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/// The name or description of the gauge. This can be used to identify
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/// the gauge. It is not displayed in the heads-up display.
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/// </summary>
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public string gaugeName;
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/// <summary>
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/// The text to display on the gauge. It can include RichText markup. e.g. <b>Bold Text</b>.
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/// At runtime call shipDisplayModule.SetDisplayGaugeText(..)
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/// </summary>
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public string gaugeString;
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/// <summary>
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/// The label text on a numeric gauge with a label. It can include RichText markup. e.g. <b>Bold Text</b>.
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/// For non-numeric gauges, see gaugeString.
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/// </summary>
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public string gaugeLabel;
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/// <summary>
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/// The current amount or reading on the gauge. Value must be between 0.0 (empty/min) and 1.0 (full/max)
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/// </summary>
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[Range(0f,1f)] public float gaugeValue;
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/// <summary>
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/// The type or style of the gauge. Default is Filled.
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/// </summary>
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public DGType gaugeType;
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/// <summary>
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/// Show (or hide) the gauge. At runtime use shipDisplayModule.ShowDisplayGauge() or HideDisplayGauge().
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/// </summary>
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public bool showGauge;
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/// <summary>
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/// The Display Gauge's normalised offset between the left (-1) and the right (1) from the centre (0) of the screen.
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/// Offset is measured from the centre of the Gauge.
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/// At runtime call shipDisplayModule.SetDisplayGaugeOffset(..)
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/// </summary>
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[Range(-1f, 1f)] public float offsetX;
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/// <summary>
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/// The Display Gauge's normalised offset between the bottom (-1) and the top (1) from the centre (0) of the screen.
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/// Offset is measured from the centre of the Gauge.
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/// At runtime call shipDisplayModule.SetDisplayGaugeOffset(..)
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/// </summary>
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[Range(-1f, 1f)] public float offsetY;
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/// <summary>
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/// The Display Gauge's normalised width. 1.0 is full screen width, 0.5 is half width.
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/// At runtime call shipDisplayModule.SetDisplayGaugeSize(..)
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/// </summary>
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[Range(0.01f, 1f)] public float displayWidth;
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/// <summary>
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/// The Display Gauge's normalised height. 1.0 is full screen height, 0.5 is half height.
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/// At runtime call shipDisplayModule.SetDisplayGaugeSize(..)
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/// </summary>
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[Range(0.01f, 1f)] public float displayHeight;
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/// <summary>
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/// Whether the gauge is shown as expanded in the inspector window of the editor.
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/// </summary>
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public bool showInEditor;
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/// <summary>
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/// Hashed GUID code to uniquely identify a gauge.
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/// [INTERNAL USE ONLY]
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/// </summary>
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public int guidHash;
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/// <summary>
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/// Does the colour of the foreground change based on the value of the gauge?
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/// At runtime call shipDisplayModule.SetDisplayGaugeValueAffectsColour(..)
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/// </summary>
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public bool isColourAffectByValue;
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/// <summary>
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/// When isColourAffectByValue is true, the value for the foreground medium colour [default: 0.5]
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/// </summary>
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[Range(0.1f, 0.9f)] public float mediumColourValue;
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/// <summary>
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/// Colour of the gauge foreground.
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/// At runtime call shipDisplayModule.SetDisplayGaugeForegroundColour(..)
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/// </summary>
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public Color foregroundColour;
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/// <summary>
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/// High foreground colour when gaugeValue = 1.0
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/// </summary>
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public Color foregroundHighColour;
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/// <summary>
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/// Medium foreground colour when gaugeValue = 0.5
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/// </summary>
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public Color foregroundMediumColour;
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/// <summary>
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/// Low foreground colour when gaugeValue = 0
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/// </summary>
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public Color foregroundLowColour;
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/// <summary>
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/// The sprite (texture) for the foreground of the gauge
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/// </summary>
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public Sprite foregroundSprite;
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/// <summary>
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/// Colour of the gauge background.
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/// At runtime call shipDisplayModule.SetDisplayGaugeBackgroundColour(..)
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/// </summary>
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public Color backgroundColour;
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/// <summary>
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/// The sprite (texture) for the background of the gauge
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/// </summary>
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public Sprite backgroundSprite;
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/// <summary>
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/// Determines the method used to fill the gauge foreground sprite when the gaugeValue is modified.
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/// </summary>
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public DGFillMethod fillMethod;
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/// <summary>
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/// Keep the original aspect ratio of the foreground and background sprites. Useful when creating circular gauges
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/// </summary>
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public bool isKeepAspectRatio;
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/// <summary>
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/// Colour of the gauge text.
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/// At runtime call shipDisplayModule.SetDisplayGaugeTextColour(..).
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/// </summary>
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public Color textColour;
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/// <summary>
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/// The position of the text within the diplay gauge panel.
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/// At runtime call shipDisplayModule.SetDisplayGaugeTextAlignment(..)
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/// </summary>
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public TextAnchor textAlignment;
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/// <summary>
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/// The position of the label within the display gauge panel.
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/// This only applies to numeric gauges with a label.
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/// At runtime call shipDisplayModule.SetDisplayGaugeLabelAlignment(..)
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/// </summary>
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public TextAnchor labelAlignment;
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/// <summary>
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/// The rotation of the text within the display gauge panel.
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/// At runtime call shipDisplayModule.SetDisplayGaugeTextDirection(..)
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/// </summary>
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public DGTextDirection textDirection;
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/// <summary>
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/// The style of the text with the display gauge panel.
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/// At runtime call shipDisplayGaugeTextFontStyle(..)
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/// </summary>
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public DGFontStyle fontStyle;
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/// <summary>
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/// Is the text font size automatically changes within the bounds of fontMinSize and fontMaxSize
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/// to fill the panel?
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/// At runtime call shipDisplayModule.SetDisplayGaugeTextFontSize(..)
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/// </summary>
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public bool isBestFit;
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/// <summary>
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/// When isBestFit is true will use this minimum font size if required.
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/// At runtime call shipDisplayModule.SetDisplayGaugeTextFontSize(..)
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/// </summary>
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public int fontMinSize;
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/// <summary>
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/// The font size. If isBestFit is true, this will be the maximum font size it can use.
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/// At runtime call shipDisplayModule.SetDisplayGaugeTextFontSize(..)
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/// </summary>
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public int fontMaxSize;
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/// <summary>
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/// When a numeric gaugeType is used, this is the number to display when gaugeValue = 1.0.
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/// </summary>
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public float gaugeMaxValue;
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/// <summary>
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/// The number of decimal places to display for numeric gauges
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/// </summary>
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[Range(0,3)] public int gaugeDecimalPlaces;
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/// <summary>
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/// Is the numeric gauge to be displayed as a percentage?
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/// </summary>
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public bool isNumericPercentage;
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#endregion
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#region Public Properties
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/// <summary>
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/// Is this a numeric Gauge with a label.
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/// </summary>
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public bool HasLabel { get { return gaugeType == DGType.NumberWithLabel1; } }
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#endregion
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#region Private or Internal variables and properties - not serialized
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/// <summary>
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/// [INTERNAL ONLY]
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/// Once initialised, the RectTransform of the gauge panel
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/// </summary>
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internal RectTransform CachedGaugePanel { get; set; }
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/// <summary>
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/// [INTERNAL ONLY]
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/// Once initialised, the foreground Image gauge component
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/// </summary>
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internal UnityEngine.UI.Image CachedFgImgComponent { get; set; }
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/// <summary>
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/// [INTERNAL ONLY]
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/// Once initialised, the background Image gauge component
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/// </summary>
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internal UnityEngine.UI.Image CachedBgImgComponent { get; set; }
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/// <summary>
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/// [INTERNAL ONLY]
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/// Once initialised, the gauge Text component
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/// </summary>
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internal UnityEngine.UI.Text CachedTextComponent { get; set; }
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/// <summary>
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/// [INTERNAL ONLY]
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/// Once initialised, the label Text component for numeric gauges
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/// </summary>
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internal UnityEngine.UI.Text CachedLabelTextComponent { get; set; }
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/// <summary>
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/// [INTERNAL ONLY]
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/// Used for background brightness
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/// </summary>
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[System.NonSerialized] internal SSCColour baseForegroundColour;
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/// <summary>
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/// [INTERNAL ONLY]
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/// Used for background brightness
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/// </summary>
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[System.NonSerialized] internal SSCColour baseBackgroundColour;
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/// <summary>
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/// [INTERNAL ONLY]
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/// Used for text brightness
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/// </summary>
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[System.NonSerialized] internal SSCColour baseTextColour;
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/// <summary>
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/// This is cached to avoid the enumeration lookup at runtime
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/// </summary>
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internal bool isFillMethodNone;
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private Transform CachedGaugePanelTfrm { get { return CachedGaugePanel == null ? null : CachedGaugePanel.transform; } }
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#endregion
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#region Constructors
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public DisplayGauge()
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{
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SetClassDefaults();
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}
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/// <summary>
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/// DisplayMessage copy constructor
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/// </summary>
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/// <param name="displayGauge"></param>
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public DisplayGauge(DisplayGauge displayGauge)
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{
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if (displayGauge == null) { SetClassDefaults(); }
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else
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{
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gaugeName = displayGauge.gaugeName;
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gaugeString = displayGauge.gaugeString;
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if (string.IsNullOrEmpty(displayGauge.gaugeLabel)) { displayGauge.gaugeLabel = string.Empty; }
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else { gaugeLabel = string.Copy(displayGauge.gaugeLabel); }
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gaugeValue = displayGauge.gaugeValue;
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gaugeType = displayGauge.gaugeType;
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showGauge = displayGauge.showGauge;
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offsetX = displayGauge.offsetX;
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offsetY = displayGauge.offsetY;
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displayWidth = displayGauge.displayWidth;
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displayHeight = displayGauge.displayHeight;
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showInEditor = displayGauge.showInEditor;
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guidHash = displayGauge.guidHash;
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isColourAffectByValue = displayGauge.isColourAffectByValue;
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mediumColourValue = displayGauge.mediumColourValue;
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foregroundColour = new Color(displayGauge.foregroundColour.r, displayGauge.foregroundColour.g, displayGauge.foregroundColour.b, displayGauge.foregroundColour.a);
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foregroundHighColour = new Color(displayGauge.foregroundHighColour.r, displayGauge.foregroundHighColour.g, displayGauge.foregroundHighColour.b, displayGauge.foregroundHighColour.a);
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foregroundMediumColour = new Color(displayGauge.foregroundMediumColour.r, displayGauge.foregroundMediumColour.g, displayGauge.foregroundMediumColour.b, displayGauge.foregroundMediumColour.a);
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foregroundLowColour = new Color(displayGauge.foregroundLowColour.r, displayGauge.foregroundLowColour.g, displayGauge.foregroundLowColour.b, displayGauge.foregroundLowColour.a);
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foregroundSprite = displayGauge.foregroundSprite;
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backgroundColour = new Color(displayGauge.backgroundColour.r, displayGauge.backgroundColour.g, displayGauge.backgroundColour.b, displayGauge.backgroundColour.a);
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backgroundSprite = displayGauge.backgroundSprite;
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fillMethod = displayGauge.fillMethod;
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isKeepAspectRatio = displayGauge.isKeepAspectRatio;
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textColour = new Color(displayGauge.textColour.r, displayGauge.textColour.g, displayGauge.textColour.b, displayGauge.textColour.a);
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textAlignment = displayGauge.textAlignment;
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labelAlignment = displayGauge.labelAlignment;
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textDirection = displayGauge.textDirection;
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isBestFit = displayGauge.isBestFit;
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fontMinSize = displayGauge.fontMinSize;
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fontMaxSize = displayGauge.fontMaxSize;
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gaugeMaxValue = displayGauge.gaugeMaxValue;
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gaugeDecimalPlaces = displayGauge.gaugeDecimalPlaces;
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isNumericPercentage = displayGauge.isNumericPercentage;
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// Clear cached values
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CachedBgImgComponent = null;
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CachedFgImgComponent = null;
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CachedGaugePanel = null;
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CachedLabelTextComponent = null;
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CachedTextComponent = null;
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}
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}
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#endregion
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#region Public Member Methods
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/// <summary>
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/// Set the defaults values for this class
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/// </summary>
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public void SetClassDefaults()
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{
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gaugeName = string.Empty;
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gaugeString = string.Empty;
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gaugeLabel = string.Empty;
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gaugeValue = 0f;
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gaugeType = DGType.Filled;
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showGauge = false;
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// Default to centre of screen
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offsetX = 0f;
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offsetY = 0.5f;
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displayWidth = 0.25f;
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displayHeight = 0.05f;
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showInEditor = false;
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guidHash = SSCMath.GetHashCodeFromGuid();
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isColourAffectByValue = false;
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mediumColourValue = 0.5f;
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foregroundColour = Color.grey;
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foregroundHighColour = Color.grey;
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foregroundMediumColour = Color.grey;
|
|||
|
foregroundLowColour = Color.grey;
|
|||
|
foregroundSprite = null;
|
|||
|
backgroundColour = Color.white;
|
|||
|
backgroundSprite = null;
|
|||
|
fillMethod = DGFillMethod.Horizontal;
|
|||
|
isKeepAspectRatio = false;
|
|||
|
textColour = Color.black;
|
|||
|
textAlignment = TextAnchor.MiddleLeft;
|
|||
|
labelAlignment = TextAnchor.UpperLeft;
|
|||
|
textDirection = DGTextDirection.Horizontal;
|
|||
|
isBestFit = true;
|
|||
|
fontMinSize = 10;
|
|||
|
fontMaxSize = 36;
|
|||
|
gaugeMaxValue = 100f;
|
|||
|
gaugeDecimalPlaces = 0;
|
|||
|
isNumericPercentage = false;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|