Files
SVSimServer/SVSim.BattleEngine/Engine/UILabel.cs

59 lines
2.1 KiB
C#

// PASS-9 STUB: 1,525-line NGUI text label reduced to the compile-time surface external
// callers touch. BattleManagerBase.AlertDialogueLabel field type is UILabel — field
// declaration compiles fine against this stub; UILabel methods are called only from
// UI-side code. See Task 5 of PASS8-PLAN.md.
using System;
using UnityEngine;
using Wizard;
[ExecuteInEditMode]
[AddComponentMenu("NGUI/UI/NGUI Label")]
public class UILabel : UIWidget
{
public enum Effect { None, Outline, Outline8 }
public enum Overflow { ShrinkContent, ClampContent, ResizeFreely, ResizeHeight }
public enum Crispness { }
// Backing field populated by the shim's Materialize() reflection path so material is non-null
// when SetNumberLabelStyle reads inLabel.material.name.
[NonSerialized] private Material mMaterial;
public override Material material { get => mMaterial; set => mMaterial = value; }
// Core display fields
public string text;
public string processedText;
public Effect effectStyle;
public Color effectColor;
public Vector2 effectDistance;
public bool multiLine;
public Overflow overflowMethod;
public bool overflowEllipsis;
public int maxLineCount;
public int fontSize;
public int spacingX;
public int spacingY;
public NGUIText.Alignment alignment;
public bool applyGradient;
public Color gradientBottom;
public Color gradientTop;
public bool supportEncoding;
public UIFont bitmapFont;
public UnityEngine.Font trueTypeFont;
// RubyText extension fields
public bool IsRuby;
public bool IsDot;
public float RubyMargin;
public float RubyScale;
public float DotMargin;
public float DotScale;
// Methods
public void ProcessText() { }
public void SetWrapText(string text) { }
public bool Wrap(string text, out string finalText) { finalText = text; return false; }
public int CalculateOffsetToFit(string text) => 0;
public int GetCharacterIndexAtPosition(Vector3 worldPos, bool precise) => 0;
public void PrintOverlay(int start, int end, UIGeometry caret, UIGeometry highlight, Color caretColor, Color selectionColor) { }
}