Finished dynamic ExhibitTitle scaling
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@@ -348,8 +348,8 @@ MonoBehaviour:
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 0.88235295, g: 0.9607843, b: 0.99607843, a: 0.7490196}
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m_Material: {fileID: 2100000, guid: 184173fb9a2399341882a894edcac032, type: 2}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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@@ -104,6 +104,7 @@ namespace RothenburgAR.Exhibition
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private IEnumerator CreateBorder()
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{
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yield return null; // wait for next frame so the borderContainer layouter has time to recalculate
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var oldBorder = Background.GetComponentInChildren<LineRenderer>();
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if (oldBorder != null) Destroy(oldBorder.gameObject);
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@@ -111,12 +112,12 @@ namespace RothenburgAR.Exhibition
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borderContainer.transform.SetParent(Background.transform, false);
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var outlineRenderer = borderContainer.AddComponent<LineRenderer>();
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outlineRenderer.useWorldSpace = true;
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outlineRenderer.useWorldSpace = false;
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outlineRenderer.startWidth = 0.01f;
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outlineRenderer.endWidth = 0.01f;
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Vector3[] corners = new Vector3[4];
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Background.GetComponent<RectTransform>().GetWorldCorners(corners);
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Background.GetComponent<RectTransform>().GetLocalCorners(corners);
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//produces weird seam at begin/end point, so we'll loop it ourselves by drawing back to topLeft and topRight manually
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outlineRenderer.loop = false;
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@@ -125,14 +126,21 @@ namespace RothenburgAR.Exhibition
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Vector3 topRight = corners[2];
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Vector3 bottomLeft = corners[0];
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Vector3 bottomRight = corners[3];
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outlineRenderer.positionCount = 6;
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outlineRenderer.positionCount = 9;
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outlineRenderer.SetPosition(0, topLeft);
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outlineRenderer.SetPosition(1, topRight);
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outlineRenderer.SetPosition(2, bottomRight);
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outlineRenderer.SetPosition(3, bottomLeft);
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outlineRenderer.SetPosition(4, topLeft);
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outlineRenderer.SetPosition(5, topRight);
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outlineRenderer.SetPosition(5, bottomLeft);
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outlineRenderer.SetPosition(6, bottomRight);
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outlineRenderer.SetPosition(7, topRight);
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outlineRenderer.SetPosition(8, topLeft);
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outlineRenderer.numCornerVertices = 1;
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outlineRenderer.numCapVertices = 1;
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outlineRenderer.alignment = LineAlignment.Local;
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outlineRenderer.material = UIColorSchemeManager.Instance.GetUIMaterial(UIMaterial.BaseOpaque);
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outlineRenderer.enabled = GuiText.GetComponent<MeshRenderer>().enabled;
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}
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