I've created custom Editor with Slider:
[CustomEditor(typeof(CylindricalCamera))]
public class CylindricalCameraEditor : Editor
{
public override void OnInspectorGUI()
{
CylindricalCamera camera = (CylindricalCamera)target;
camera._nearClipPlane = EditorGUILayout.Slider(camera._nearClipPlane, 0, 10);
In CylindricalCamera I am drawing a custom gizmo:
public class CylindricalCamera : MonoBehaviour
{
..
void OnDrawGizmos()
{
...
I want a gizmo in CylindricalCamera to be repainted every time I drag the slider. But in fact I have not only to drag the slider, but also to select and press Enter on the textbox near the Slider:
Custom slider
How could I force Slider to apply changes automatically, without pressing Enter?
I am using Unity 5.3.5 f1
Solved:
OnInspectorGUI()
{
...
if (GUI.changed) EditorUtility.SetDirty(target);
}
Related
I have created an app using MudBlazor template.
All is ok, I use MudBlazor Snackbar and in MainLayout I use
and button on it.
On click I call a function
ShowNotification("BottomRight")
private void ShowNotification(string position)
{
Snackbar.Clear();
Snackbar.Configuration.PositionClass = position;
Snackbar.Add(message, Severity.Normal);
}
I'd like to show notifications in the Bottom-Right of the Browser window but it displayed in left top corner because it is MudAppBar.
How to display notification in the Bottm-right of browser window?
You should not be using "BottomRight" but Defaults.Classes.Position.BottomRight instead:
#inject ISnackbar Snackbar
<MudButton
OnClick="#this.ShowMessage"
Color="Color.Success">
Show message
</MudButton>
#code {
void ShowMessage()
{
this.Snackbar.Clear();
this.Snackbar.Configuration.PositionClass = Defaults.Classes.Position.BottomRight;
this.Snackbar.Add("Wazzup?", Severity.Normal);
}
}
Demo: https://try.mudblazor.com/snippet/wumnYmbNHjwLplPt
I'm doing a piano application thought to be played on mobile devices (Android). All the piano keys are UI buttons that have the "property" pressed color to a grey one in order to properly indicate when a piano key is emiting sound.
My current problem is that when I first click on a key and after that I drag the mouse over the following keys, only the first one that I clicked is getting the change of color (the idea is that the change of color duration finishes when other key starts sound and then the new key where I pass the mouse-finger gets the grey color).
I also tryied setting the higlighted color property to the same color as the pressed color with the Navigation parameter to none (if it's set to automatic it happens some kind of bug that the color is getting "stuck" until I make sound another key), but the result it's still the same.
EDIT:
I update the issue with some progress thath I made:
I'm trying to change the pressed color with a script thanks to the events Pointer enter and exit (both events are placed on a Event trigger in every button).
Code:
public class ChangeKeyColor : MonoBehaviour{
public Button button;
void Start()
{
}
void Update()
{
}
public void EnterKey () {
Debug.Log("Enter the key");
ColorBlock colors = button.colors;
colors.normalColor = new Color(179, 179, 179, 255);
//colors.highlightedColor = new Color32(179, 179, 179, 255);
button.colors = colors;
}
public void ExitKey()
{
Debug.Log("Exits the key");
ColorBlock colors = button.colors;
colors.normalColor = Color.white;
//colors.highlightedColor = new Color32(255, 255, 255, 255);
//colors.pressedColor = Color.white;
button.colors = colors;
}
}
The only improvement that I obtained is that now when I'm dragging the mouse (maintaning it) the first button returns to white color, but I think that this is happening because now I only setted to gray color the pressed color option...
Does anyone know why the pressed color change that I'm making in the script isn't happening? When I drag the mouse to another key isn't considered as a pressed button?
Regards!
I'm not sure if you are still looking for the answer, but I finally had some time to try it myself.
What I did is changing color and debug-logging transform's name instead of playing sound.
My code for Images/Buttons (attached to each Image, I didn't use Button components):
using UnityEngine;
using UnityEngine.UI;
public class ChangeColor : MonoBehaviour {
public Color activeColor, notActiveColor;
private Image thisImage;
void Awake () {
thisImage = GetComponent<Image>();
}
public void OnPointerClick()
{
Activate();
}
public void OnPointerEnterAndDown()
{
if (Input.GetKey(KeyCode.Mouse0))
{
Activate();
}
}
public void OnPointerExit()
{
thisImage.color = notActiveColor;
}
private void Activate()
{
Debug.Log(transform.name);
thisImage.color = activeColor;
}
}
EventTrigger settings:
And this is what it looks like in the end:
(This should be a comment, but it's a little long, so reply me and I'll update the answer)
I don't know why are you having this problem, I do the simple test creating 2 UI Buttons and setting the highlighted color to red, and the pressed to blue.
By default (there's no script attached to anything) the behaviour is the follow:
1.If I press (and mantain) the click on a button, that button is blue, when I release the "pression", the button keeps red.
2.While this first button is red, if I drag the mouse over the second button, this will be also red.
3.If now I press on the second button, the first behaviour applies to the second button, and the first one will be white again.
This is the following behaviour that you want, according to what I understood.
So, if this is not the desired behaviour, tell us more about what you want.
I have a 3d-object (cube), which I want to use as a button. I've written the code in order to detect, if the cube was pressed but it doesn't look like it was pressed, since it lacks the "clicking animation". How can I create a clicking animation on my 3d-object ?
A good idea is to play an aninimation which skrinks the cube a bit and releases it immediately afterwards. The handler code you want to execute on a click might block the game loop, e.g. when you load a level. Then it might be useful to load the level aysnchronously to be able to see the animation. Or you execute the handler code after the animation. Or you play the scale down animation on the press event and the scale up animation on the release event.
Technically you can use the build in animation editor, the Update() method, start a coroutine or use the assets iTween or HOTween.
http://docs.unity3d.com/ScriptReference/Transform-localScale.html
Let me know if you like the idea or questions arise.
Unity makes it easier now to do this using Unity Canvas UI. Instead of real 3d buttons, you could place a canvas UI in world space at the location where you want the buttons. Add a UI Panel to the canvas then add a UI Button.
Now, you have out of the box several clicking effects. The default it color tint, but you can choose sprite swap, or animation.
If you do want animation, when you select button animation it will create an animator for you. Click on your UI button Game Object in the scene hierarchy and open the animation window. You can choose Pressed animation from the drop down, and press RECORD button, then edit your buttons scale, say make it 0.75 for x,y,z. Now when you click on the button it will animate a cool scale down for you.
Sorry, I know that is a lot of information dumped! But you will find it pretty great once you start working with it in world space.
You can scale it down a tiny bit once click happen. For example:
void OnMouseDown() {
this.transform.localScale += new Vector3(0.05f, 0.05f, 0.05f);
}
Then after click scale it back to the original size.
Perhaps look into iTween (free on Unity Asset store).
Its very easy to use and you can produce some nice looking animations.
you can scale it when pressed or just change the color a little bit. On mouse up, rescale or recolor it.
void OnMouseDown()
{
transform.localScale -= new Vector3(0.05, 0.05 , 0);
//or
transform.GetComponent<SpriteRenderer>().color += new Color(40,40,40);
}
void OnMouseUp()
{
transform.localScale += new Vector3(0.05, 0.05 , 0);
//or
transform.GetComponent<SpriteRenderer>().color -= new Color(40,40,40);
}
You can implement your button using new Event system of unity. Here are the functions you can implement :
public class ExampleClass : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
//it is the function when you hover your mouse to the object
//You can change the color of your object to make your users
//understand that it is not just a cube but also a clickable item
}
public void OnPointerExit(PointerEventData eventData)
{
//You can revert your color back to its original
}
public void OnPointerDown (PointerEventData eventData)
{
//You can play with local scale as suggested by other answers here
}
public void OnPointerUp (PointerEventData eventData)
{
// Revert back the changes you made at onPointerDown
}
public void OnPointerClick (PointerEventData eventData)
{
//Use here for operations when your button is clicked
}
}
I am trying to create a MainScreen with vertical scrolling. From what I've read in the documentation, MainScreen has a VerticalManager inside, so it should be possible to enable vertical scrolling only with proper construction, i.e:
super(MainScreen.VERTICAL_SCROLL | MainScreen.VERTICAL_SCROLLBAR);
This is not working for me, however. I am creating a screen, adding a couple of LabelFields and no scrollbar, no scrolling at all. I am testing on 8900, OS 5.0.
Here is the code I use:
public class ExampleScreen extends MainScreen {
public ExampleScreen() {
super(MainScreen.VERTICAL_SCROLL | MainScreen.VERTICAL_SCROLLBAR);
create();
}
private void add(String text) {
add(new LabelField(text));
}
private void create() {
add("line 0");
add("line 1");
...
etc
...
}
}
The question is am I doing something wrong? Is there a way to enable vertical scrolling with MainScreen or do I need to create a VerticalManager myself?
The LabelField(s) added to the screen should either be FOCUSABLE themselves, or you can add the following BETWEEN each of the label fields: add(new NullField(NullField.FOCUSABLE));
i have a user control that descends from UserControl.
When dropped onto the form the user control is invisible, because it doesn't have any kind of border to show itself.
The PictureBox and Panel controls, at design time, draws a dashed 1px border to make it visible.
What is the proper way to do that? Is there an attribute you can use to make VS add that?
There is no property that will do this automatically. However you can archive this by overriding the OnPaint in your control and manually drawing the rectangle.
Inside the overridden event you can call base.OnPaint(e) to draw the controls content and then add use the graphics object to paint the dotted line around the edge.
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
if (this.DesignMode)
ControlPaint.DrawBorder( e.Graphics,this.ClientRectangle,Color.Gray,ButtonBorderStyle.Dashed);
}
As you can see you will need to wrap this extra code in an if statement that queries the controls DesignMode property so it only draws in your IDE.
The way that Panel does this (which suggests that this is the actual proper way of doing this) is with the DesignerAttribute. This attribute can be used for design time additions to Control-components as well as non-control components (like Timer).
When using the DesignerAttribute you need to specify a class derived from IDesigner. For a Control designer specifically, you should derive from ControlDesigner.
In your particular implementation of ControlDesigner you want to override the OnPaintAdornment. The purpose of this method is specifically drawing designer hints on top of the control, like a border for example.
Below is the implementation that Panel uses. You could copy that and use it for your control, but you obviously need to adjust the parts that specifically refer to the Panel class.
internal class PanelDesigner : ScrollableControlDesigner
{
protected Pen BorderPen
{
get
{
Color color = ((double)this.Control.BackColor.GetBrightness() < 0.5) ? ControlPaint.Light(this.Control.BackColor) : ControlPaint.Dark(this.Control.BackColor);
return new Pen(color)
{
DashStyle = DashStyle.Dash
};
}
}
public PanelDesigner()
{
base.AutoResizeHandles = true;
}
protected virtual void DrawBorder(Graphics graphics)
{
Panel panel = (Panel)base.Component;
if (panel == null || !panel.Visible)
{
return;
}
Pen borderPen = this.BorderPen;
Rectangle clientRectangle = this.Control.ClientRectangle;
int num = clientRectangle.Width;
clientRectangle.Width = num - 1;
num = clientRectangle.Height;
clientRectangle.Height = num - 1;
graphics.DrawRectangle(borderPen, clientRectangle);
borderPen.Dispose();
}
protected override void OnPaintAdornments(PaintEventArgs pe)
{
Panel panel = (Panel)base.Component;
if (panel.BorderStyle == BorderStyle.None)
{
this.DrawBorder(pe.Graphics);
}
base.OnPaintAdornments(pe);
}
}
ScrollableControlDesigner is a public class that you may or may not want to use as a base for your particular designer implementation.