mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-22 20:13:02 +00:00
working on crosshair
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2 changed files with 81 additions and 10 deletions
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@ -69,6 +69,8 @@ namespace SanAndreasUnity.Behaviours
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private static bool m_showFileBrowser = false;
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private static FileBrowser m_fileBrowser = null;
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public static event System.Action onLoadSpecialTextures = delegate { };
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void Start ()
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@ -409,18 +411,12 @@ namespace SanAndreasUnity.Behaviours
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mouseFix.Apply();
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Cursor.SetCursor(mouseFix, Vector2.zero, CursorMode.Auto);
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// load crosshair texture
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Weapon.CrosshairTexture = TextureDictionary.Load("hud").GetDiffuse("siteM16").Texture;
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// fist texture
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Weapon.FistTexture = TextureDictionary.Load("hud").GetDiffuse("fist").Texture;
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// arrow textures
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var pcbtnsTxd = TextureDictionary.Load("pcbtns");
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UI.HUD.LeftArrowTexture = pcbtnsTxd.GetDiffuse("left").Texture;
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UI.HUD.RightArrowTexture = pcbtnsTxd.GetDiffuse("right").Texture;
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UI.HUD.UpArrowTexture = pcbtnsTxd.GetDiffuse("up").Texture;
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UI.HUD.DownArrowTexture = pcbtnsTxd.GetDiffuse("down").Texture;
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onLoadSpecialTextures();
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}
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private static void StepLoadGXT()
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@ -3,6 +3,7 @@ using UnityEngine;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Utilities;
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using UnityEngine.UI;
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using SanAndreasUnity.Importing.Conversion;
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namespace SanAndreasUnity.UI {
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@ -38,6 +39,80 @@ namespace SanAndreasUnity.UI {
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void Awake () {
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Instance = this;
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Loader.onLoadSpecialTextures += LoadTextures;
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}
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void LoadTextures()
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{
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// load arrow textures
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var pcbtnsTxd = TextureDictionary.Load("pcbtns");
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LeftArrowTexture = pcbtnsTxd.GetDiffuse("left").Texture;
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RightArrowTexture = pcbtnsTxd.GetDiffuse("right").Texture;
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UpArrowTexture = pcbtnsTxd.GetDiffuse("up").Texture;
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DownArrowTexture = pcbtnsTxd.GetDiffuse("down").Texture;
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LoadCrosshairTexture();
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}
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void LoadCrosshairTexture()
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{
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Texture2D originalTex = TextureDictionary.Load("hud")
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.GetDiffuse("siteM16", new TextureLoadParams { makeNoLongerReadable = false })
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.Texture;
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// construct crosshair texture
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int originalWidth = originalTex.width;
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int originalHeight = originalTex.height;
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Texture2D tex = new Texture2D(originalWidth * 2, originalHeight * 2);
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// bottom left
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(i, j, originalTex.GetPixel(i, j));
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}
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}
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// bottom right - flip around X axis
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(originalWidth - i + originalWidth, j, originalTex.GetPixel(i, j));
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}
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}
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// top left - flip Y axis
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(i, originalHeight - j + originalHeight, originalTex.GetPixel(i, j));
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}
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}
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// top right - flip both X and Y axes
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(originalWidth - i + originalWidth, originalHeight - j + originalHeight, originalTex.GetPixel(i, j));
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}
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}
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//tex.Apply(false, true);
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tex.Apply();
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Weapon.CrosshairTexture = tex;
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this.crosshairImage.enabled = true;
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this.crosshairImage.texture = tex;
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}
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void Update()
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@ -89,7 +164,7 @@ namespace SanAndreasUnity.UI {
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// draw crosshair
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if (ped.IsAiming) {
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DrawCrosshair( new Vector2(Screen.width * 0.5f, Screen.height * 0.5f), Vector2.one * this.crosshairSize, this.crosshairScaleMode );
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//DrawCrosshair( new Vector2(Screen.width * 0.5f, Screen.height * 0.5f), Vector2.one * this.crosshairSize, this.crosshairScaleMode );
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}
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// draw hud
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