本文整理汇总了C#中UnityEngine类的典型用法代码示例。如果您正苦于以下问题:C# UnityEngine类的具体用法?C# UnityEngine怎么用?C# UnityEngine使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
UnityEngine类属于命名空间,在下文中一共展示了UnityEngine类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: GetObjectCall
private static BaseInvokableCall GetObjectCall(UnityEngine.Object target, MethodInfo method, ArgumentCache arguments)
{
System.Type type = typeof(UnityEngine.Object);
if (!string.IsNullOrEmpty(arguments.unityObjectArgumentAssemblyTypeName))
{
System.Type type1 = System.Type.GetType(arguments.unityObjectArgumentAssemblyTypeName, false);
if (type1 != null)
{
type = type1;
}
else
{
type = typeof(UnityEngine.Object);
}
}
System.Type type2 = typeof(CachedInvokableCall<>);
System.Type[] typeArguments = new System.Type[] { type };
System.Type[] types = new System.Type[] { typeof(UnityEngine.Object), typeof(MethodInfo), type };
ConstructorInfo constructor = type2.MakeGenericType(typeArguments).GetConstructor(types);
UnityEngine.Object unityObjectArgument = arguments.unityObjectArgument;
if ((unityObjectArgument != null) && !type.IsAssignableFrom(unityObjectArgument.GetType()))
{
unityObjectArgument = null;
}
object[] parameters = new object[] { target, method, unityObjectArgument };
return (constructor.Invoke(parameters) as BaseInvokableCall);
}
开发者ID:randomize,项目名称:VimConfig,代码行数:27,代码来源:PersistentCall.cs
示例2: checkDelegate
static internal int checkDelegate(IntPtr l,int p,out UnityEngine.Display.DisplaysUpdatedDelegate ua) {
int op = extractFunction(l,p);
if(LuaDLL.lua_isnil(l,p)) {
ua=null;
return op;
}
else if (LuaDLL.lua_isuserdata(l, p)==1)
{
ua = (UnityEngine.Display.DisplaysUpdatedDelegate)checkObj(l, p);
return op;
}
LuaDelegate ld;
checkType(l, -1, out ld);
if(ld.d!=null)
{
ua = (UnityEngine.Display.DisplaysUpdatedDelegate)ld.d;
return op;
}
LuaDLL.lua_pop(l,1);
l = LuaState.get(l).L;
ua = () =>
{
int error = pushTry(l);
ld.pcall(0, error);
LuaDLL.lua_settop(l, error-1);
};
ld.d=ua;
return op;
}
开发者ID:602147629,项目名称:2DPlatformer-SLua,代码行数:31,代码来源:LuaDelegate_UnityEngine_Display_DisplaysUpdatedDelegate.cs
示例3: HandleTranslateRequest
public void HandleTranslateRequest(UnityEngine.Vector3 movementVector)
{
if (mCurrentShape == null)
return;
//Move current shape
mTetrisGrid.HandleTranslateRequest (mCurrentShape, movementVector);
//Check for end game condition
if (mTetrisGrid.GetRowBlockCount (0) > 0) {
NotifyObservers (ClassicTetrisStateUpdate.GameEnded);
return;
}
//Check if a shape was placed. If so, check for full rows, spawn new shape
if (mTetrisGrid.WasShapeAddedToScene) {
//Delete full rows
foreach (int row in mTetrisGrid.GetFullRows ()) {
UnityEngine.Debug.Log ("Row " + row + " is full. Deleting now..." + ++mDebugId);
NotifyObservers (ClassicTetrisStateUpdate.RowDeleted);
mTetrisGrid.DeleteRow (row);
}
mCurrentShape = mPreviewShape;
mCurrentShape.TranslateToInitialPosition ();
mPreviewShape = mFactory.SpawnRandomizedTetrisShape (mRulesetOption);
NotifyObservers (ClassicTetrisStateUpdate.GeneratedNewShape);
}
}
开发者ID:jcbrock,项目名称:UnityTetris,代码行数:29,代码来源:ClassicTetrisRules.cs
示例4: CreatePreviewForAsset
public static Texture2D CreatePreviewForAsset(UnityEngine.Object obj, UnityEngine.Object[] subAssets, string assetPath)
{
if (obj == null)
{
return null;
}
System.Type type = CustomEditorAttributes.FindCustomEditorType(obj, false);
if (type == null)
{
return null;
}
MethodInfo method = type.GetMethod("RenderStaticPreview");
if (method == null)
{
Debug.LogError("Fail to find RenderStaticPreview base method");
return null;
}
if (method.DeclaringType == typeof(Editor))
{
return null;
}
Editor editor = Editor.CreateEditor(obj);
if (editor == null)
{
return null;
}
Texture2D textured = editor.RenderStaticPreview(assetPath, subAssets, 0x80, 0x80);
UnityEngine.Object.DestroyImmediate(editor);
return textured;
}
开发者ID:randomize,项目名称:VimConfig,代码行数:30,代码来源:AssetPreviewUpdater.cs
示例5: OnLoadSpriteCollectionAsset
protected static void OnLoadSpriteCollectionAsset(UnityEngine.Object obj, params object[] args)
{
string resPath = args[0] as string;
Action<UnityEngine.Object> externalCallback = args[1] as Action<UnityEngine.Object>;
GameObject colObj = obj as GameObject;
colObj.transform.parent = DepContainer.transform;
obj.name = resPath;
tk2dSpriteCollectionData colData = colObj.GetComponent<tk2dSpriteCollectionData>();
Log.Assert(colData);
var colDep = colObj.GetComponent<KAssetDep>();
if (!(colDep && colDep.GetType() == typeof (CTk2dSpriteCollectionDep))) // 依赖材质Material, 加载后是Material
{
Log.Error("Wrong Collection DepType - {0}", resPath);
}
colDep.AddFinishCallback((assetDep, _obj) =>
{
Material _mat = _obj as Material;
//_mat.renderQueue = 4000; // 2D Toolkit渲染顺序靠前!
// 塞Material进去SpriteCollection
colData.materials = new Material[] { _mat };
colData.textures = new Texture[] { _mat.mainTexture };
foreach (var def in colData.spriteDefinitions)
{
def.material = _mat;
}
externalCallback(colData);
});
}
开发者ID:mr-kelly,项目名称:KEngine,代码行数:35,代码来源:CTk2dSpriteCollectionDep.cs
示例6: OnScroll
//鼠标滑轮
public void OnScroll(UnityEngine.EventSystems.PointerEventData evt)
{
if (listView != null)
{
// listView.OnScroll(evt);
}
}
开发者ID:ideadreamDefy,项目名称:Defy,代码行数:8,代码来源:ScrollListener.cs
示例7: OnCollisionExit
void OnCollisionExit(UnityEngine.Collision hit)
{
if (hit.gameObject.ToString() == "Cube (UnityEngine.GameObject)")
{
if(1==1)//if(PortScript != null && PortScript.ConnectionIsOpen())
{
if(this.transform.parent.gameObject.ToString() == "thumb (UnityEngine.GameObject)")
{
PortScript.thumbTip = 0;
print ("ThumbOut");
}
if(this.transform.parent.gameObject.ToString() == "index (UnityEngine.GameObject)")
{
PortScript.indexTip = 0;
print ("IndexOut");
}
if(this.transform.parent.gameObject.ToString() == "middle (UnityEngine.GameObject)")
{
PortScript.middleTip = 0;
print ("MiddleOut");
}
if(this.transform.parent.gameObject.ToString() == "ring (UnityEngine.GameObject)")
{
PortScript.ringTip = 0;
print ("RingOut");
}
if(this.transform.parent.gameObject.ToString() == "pinky (UnityEngine.GameObject)")
{
PortScript.pinkyTip = 0;
print ("PinkyOut");
}
}
}
}
开发者ID:TheHolodeckProject,项目名称:UnityHolodeckProject,代码行数:34,代码来源:IntensityState.cs
示例8: Vector4
/// <summary>
/// Constructor from UnityEngine.Vector4
/// </summary>
/// <param name="v">UnityEngine.Vector4 from</param>
public Vector4(UnityEngine.Vector4 v)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = v.w;
}
开发者ID:albmarvil,项目名称:BattleChess,代码行数:11,代码来源:Vector4.cs
示例9: ReplaceVector2
public Entity ReplaceVector2(UnityEngine.Vector2 newVector2)
{
var component = CreateComponent<Vector2Component>(VisualDebuggingComponentIds.Vector2);
component.vector2 = newVector2;
ReplaceComponent(VisualDebuggingComponentIds.Vector2, component);
return this;
}
开发者ID:JuDelCo,项目名称:Entitas-CSharp,代码行数:7,代码来源:Vector2ComponentGeneratedExtension.cs
示例10: AddRect
public Entity AddRect(UnityEngine.Rect newRect)
{
var componentPool = GetComponentPool(ComponentIds.Rect);
var component = (RectComponent)(componentPool.Count > 0 ? componentPool.Pop() : new RectComponent());
component.rect = newRect;
return AddComponent(ComponentIds.Rect, component);
}
开发者ID:robinryf,项目名称:Entitas-CSharp,代码行数:7,代码来源:RectComponentGeneratedExtension.cs
示例11: OnNotify
/// <summary>
/// Notifies all registered achievements that an event has occurred.
/// </summary>
/// <param name="entity">An entity related to the event.</param>
/// <param name="eventType">A unique string identifying the event.</param>
public override void OnNotify(UnityEngine.MonoBehaviour entity, string eventType)
{
foreach (Achievement a in achievements)
{
a.OnNotify(entity, eventType);
}
}
开发者ID:Jay2645,项目名称:UnityHelperFunctions,代码行数:12,代码来源:AchievementManager.cs
示例12: Assert
public static void Assert(bool condition, string message, UnityEngine.Object context)
{
if (!condition)
{
logger.Log(LogType.Assert, message, context);
}
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:7,代码来源:Debug.cs
示例13: CalculatePreviewGameObject
private static GameObject CalculatePreviewGameObject(UnityEngine.Animator selectedAnimator, Motion motion, ModelImporterAnimationType animationType)
{
AnimationClip firstAnimationClipFromMotion = GetFirstAnimationClipFromMotion(motion);
GameObject preview = AvatarPreviewSelection.GetPreview(animationType);
if (IsValidPreviewGameObject(preview, ModelImporterAnimationType.None))
{
return preview;
}
if ((selectedAnimator != null) && IsValidPreviewGameObject(selectedAnimator.gameObject, animationType))
{
return selectedAnimator.gameObject;
}
preview = FindBestFittingRenderableGameObjectFromModelAsset(firstAnimationClipFromMotion, animationType);
if (preview != null)
{
return preview;
}
if (animationType == ModelImporterAnimationType.Human)
{
return GetHumanoidFallback();
}
if (animationType == ModelImporterAnimationType.Generic)
{
return GetGenericAnimationFallback();
}
return null;
}
开发者ID:randomize,项目名称:VimConfig,代码行数:27,代码来源:AvatarPreview.cs
示例14: GetPrefabType
// Returns the PrefabType and suppresses warnings
// EditorUtility.GetPrefabType is deprecated as of Unity 3.5
public static PrefabType GetPrefabType(UnityEngine.Object target)
{
// Disable the obsolete method warning
#pragma warning disable 618
return EditorUtility.GetPrefabType(target);
#pragma warning restore 618
}
开发者ID:yonutix,项目名称:BattleTroops,代码行数:9,代码来源:QCARUtilities.cs
示例15: ReplacePosition
public Entity ReplacePosition(UnityEngine.Vector2 newPos)
{
var component = CreateComponent<PositionComponent>(ComponentIds.Position);
component.pos = newPos;
ReplaceComponent(ComponentIds.Position, component);
return this;
}
开发者ID:kicholen,项目名称:SpaceShooter,代码行数:7,代码来源:PositionComponentGeneratedExtension.cs
示例16: Log
public static void Log(string str, UnityEngine.Object obj)
{
if (CanLog())
{
UnityEngine.Debug.Log(str, obj);
}
}
开发者ID:BenanHamid,项目名称:unity-framework,代码行数:7,代码来源:CDebug.cs
示例17: ReplaceRect
public Entity ReplaceRect(UnityEngine.Rect newRect) {
var componentPool = GetComponentPool(ComponentIds.Rect);
var component = (RectComponent)(componentPool.Count > 0 ? componentPool.Pop() : new RectComponent());
component.rect = newRect;
ReplaceComponent(ComponentIds.Rect, component);
return this;
}
开发者ID:ChicK00o,项目名称:Entitas-CSharp,代码行数:7,代码来源:RectComponentGeneratedExtension.cs
示例18: OnCollisionEnter
void OnCollisionEnter(UnityEngine.Collision hit)
{
if (hit.gameObject.ToString() == "Cube (UnityEngine.GameObject)")
{
if(PortScript != null && PortScript.ConnectionIsOpen())
{
if(this.transform.parent.gameObject.ToString() == "thumb (UnityEngine.GameObject)")
{
PortScript.thumbTip = 255;
//PortScript.thumbTip = 255;
print ("ThumbIn");
}
if(this.transform.parent.gameObject.ToString() == "index (UnityEngine.GameObject)")
{
PortScript.indexTip = 255;
print ("IndexIn");
}
if(this.transform.parent.gameObject.ToString() == "middle (UnityEngine.GameObject)")
{
PortScript.middleTip = 255;
print ("MiddleIn");
}
if(this.transform.parent.gameObject.ToString() == "ring (UnityEngine.GameObject)")
{
PortScript.ringTip = 255;
print ("RingIn");
}
if(this.transform.parent.gameObject.ToString() == "pinky (UnityEngine.GameObject)")
{
PortScript.pinkyTip = 255;
print ("PinkyIn");
}
}
}
}
开发者ID:TheHolodeckProject,项目名称:UnityHolodeckProject,代码行数:35,代码来源:IntensityState.cs
示例19: ReplaceVector4
public Entity ReplaceVector4(UnityEngine.Vector4 newVector4)
{
var component = CreateComponent<Vector4Component>(VisualDebuggingComponentIds.Vector4);
component.vector4 = newVector4;
ReplaceComponent(VisualDebuggingComponentIds.Vector4, component);
return this;
}
开发者ID:sschmid,项目名称:Entitas-CSharp,代码行数:7,代码来源:Vector4ComponentGeneratedExtension.cs
示例20: DebugLog
public static void DebugLog(string text, UnityEngine.Object context)
{
if (debugLogActive)
{
Debug.Log("[EFX] " + text, context);
}
}
开发者ID:MarijnStevens,项目名称:EvaFollower,代码行数:7,代码来源:EvaDebug.cs
注:本文中的UnityEngine类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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