/*
------------------- Code Monkey -------------------
Thank you for downloading the Code Monkey Utilities
I hope you find them useful in your projects
If you have any questions use the contact form
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
namespace CodeMonkey.Utils {
/*
* Sprite in the World
* */
public class World_Sprite {
private const int sortingOrderDefault = 5000;
public GameObject gameObject;
public Transform transform;
private SpriteRenderer spriteRenderer;
public static World_Sprite CreateDebugButton(Vector3 position, System.Action ClickFunc) {
World_Sprite worldSprite = new World_Sprite(null, position, new Vector3(10, 10), Assets.i.s_White, Color.green, sortingOrderDefault);
worldSprite.AddButton(ClickFunc, null, null);
return worldSprite;
}
public static World_Sprite CreateDebugButton(Transform parent, Vector3 localPosition, System.Action ClickFunc) {
World_Sprite worldSprite = new World_Sprite(parent, localPosition, new Vector3(10, 10), Assets.i.s_White, Color.green, sortingOrderDefault);
worldSprite.AddButton(ClickFunc, null, null);
return worldSprite;
}
public static World_Sprite CreateDebugButton(Transform parent, Vector3 localPosition, string text, System.Action ClickFunc, int fontSize = 30, float paddingX = 5, float paddingY = 5) {
GameObject gameObject = new GameObject("DebugButton");
gameObject.transform.parent = parent;
gameObject.transform.localPosition = localPosition;
TextMesh textMesh = UtilsClass.CreateWorldText(text, gameObject.transform, Vector3.zero, fontSize, Color.white, TextAnchor.MiddleCenter, TextAlignment.Center, 20000);
Bounds rendererBounds = textMesh.GetComponent<MeshRenderer>().bounds;
Color color = UtilsClass.GetColorFromString("00BA00FF");
if (color.r >= 1f) color.r = .9f;
if (color.g >= 1f) color.g = .9f;
if (color.b >= 1f) color.b = .9f;
Color colorOver = color * 1.1f; // button over color lighter
World_Sprite worldSprite = new World_Sprite(gameObject.transform, Vector3.zero, rendererBounds.size + new Vector3(paddingX, paddingY), Assets.i.s_White, color, sortingOrderDefault);
worldSprite.AddButton(ClickFunc, () => worldSprite.SetColor(colorOver), () => worldSprite.SetColor(color));
return worldSprite;
}
public static World_Sprite Create(Transform parent, Vector3 localPosition, Vector3 localScale, Sprite sprite, Color color, int sortingOrderOffset) {
return new World_Sprite(parent, localPosition, localScale, sprite, color, sortingOrderOffset);
}
public static World_Sprite Create(Vector3 worldPosition, Sprite sprite) {
return new World_Sprite(null, worldPosition, new Vector3(1, 1, 1), sprite, Color.white, 0);
}
public static World_Sprite Create(Vector3 worldPosition, Vector3 localScale, Sprite sprite, Color color, int sortingOrderOffset) {
return new World_Sprite(null, worldPosition, localScale, sprite, color, sortingOrderOffset);
}
public static World_Sprite Create(Vector3 worldPosition, Vector3 localScale, Sprite sprite, Color color) {
return new World_Sprite(null, worldPosition, localScale, sprite, color, 0);
}
public static World_Sprite Create(Vector3 worldPosition, Vector3 localScale, Color color) {
return new World_Sprite(null, worldPosition, localScale, Assets.i.s_White, color, 0);
}
public static World_Sprite Create(Vector3 worldPosition, Vector3 localScale) {
return new World_Sprite(null, worldPosition, localScale, Assets.i.s_White, Color.white, 0);
}
public static World_Sprite Create(Vector3 worldPosition, Vector3 localScale, int sortingOrderOffset) {
return new World_Sprite(null, worldPosition, localScale, Assets.i.s_White, Color.white, sortingOrderOffset);
}
public static int GetSortingOrder(Vector3 position, int offset, int baseSortingOrder = sortingOrderDefault) {
return (int)(baseSortingOrder - position.y) + offset;
}
public World_Sprite(Transform parent, Vector3 localPosition, Vector3 localScale, Sprite sprite, Color color, int sortingOrderOffset) {
int sortingOrder = GetSortingOrder(localPosition, sortingOrderOffset);
gameObject = UtilsClass.CreateWorldSprite(parent, "Sprite", sprite, localPosition, localScale, sortingOrder, color);
transform = gameObject.transform;
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
}
public void SetSortingOrderOffset(int sortingOrderOffset) {
SetSortingOrder(GetSortingOrder(gameObject.transform.position, sortingOrderOffset));
}
public void SetSortingOrder(int sortingOrder) {
gameObject.GetComponent<SpriteRenderer>().sortingOrder = sortingOrder;
}
public void SetLocalScale(Vector3 localScale) {
transform.localScale = localScale;
}
public void SetPosition(Vector3 localPosition) {
transform.localPosition = localPosition;
}
public void SetColor(Color color) {
spriteRenderer.color = color;
}
public void SetSprite(Sprite sprite) {
spriteRenderer.sprite = sprite;
}
public void Show() {
gameObject.SetActive(true);
}
public void Hide() {
gameObject.SetActive(false);
}
public Button_Sprite AddButton(System.Action ClickFunc, System.Action MouseOverOnceFunc, System.Action MouseOutOnceFunc) {
gameObject.AddComponent<BoxCollider2D>();
Button_Sprite buttonSprite = gameObject.AddComponent<Button_Sprite>();
if (ClickFunc != null)
buttonSprite.ClickFunc = ClickFunc;
if (MouseOverOnceFunc != null)
buttonSprite.MouseOverOnceFunc = MouseOverOnceFunc;
if (MouseOutOnceFunc != null)
buttonSprite.MouseOutOnceFunc = MouseOutOnceFunc;
return buttonSprite;
}
public void DestroySelf() {
Object.Destroy(gameObject);
}
}
}