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C# UIWidget.Pivot类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中UIWidget.Pivot的典型用法代码示例。如果您正苦于以下问题:C# UIWidget.Pivot类的具体用法?C# UIWidget.Pivot怎么用?C# UIWidget.Pivot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。



UIWidget.Pivot类属于命名空间,在下文中一共展示了UIWidget.Pivot类的18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: Load

	static void Load ()
	{
		mLoaded			= true;
		mPartial		= EditorPrefs.GetString("NGUI Partial");
		mFontName		= EditorPrefs.GetString("NGUI Font Name");
		mAtlasName		= EditorPrefs.GetString("NGUI Atlas Name");
		mFontData		= GetObject("NGUI Font Asset") as TextAsset;
		mFontTexture	= GetObject("NGUI Font Texture") as Texture2D;
		mFont			= GetObject("NGUI Font") as UIFont;
		mAtlas			= GetObject("NGUI Atlas") as UIAtlas;
		mAtlasPadding	= EditorPrefs.GetInt("NGUI Atlas Padding", 1);
		mAtlasTrimming	= EditorPrefs.GetBool("NGUI Atlas Trimming", true);
		mAtlasPMA		= EditorPrefs.GetBool("NGUI Atlas PMA", true);
		mUnityPacking	= EditorPrefs.GetBool("NGUI Unity Packing", true);
		mForceSquare	= EditorPrefs.GetBool("NGUI Force Square Atlas", true);
		mPivot			= (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot);
		mLayer			= EditorPrefs.GetInt("NGUI Layer", -1);
		mDynFont		= GetObject("NGUI DynFont") as Font;
		mDynFontSize	= EditorPrefs.GetInt("NGUI DynFontSize", 16);
		mDynFontStyle	= (FontStyle)EditorPrefs.GetInt("NGUI DynFontStyle", (int)FontStyle.Normal);

		if (mLayer < 0 || string.IsNullOrEmpty(LayerMask.LayerToName(mLayer))) mLayer = -1;

		if (mLayer == -1) mLayer = LayerMask.NameToLayer("UI");
		if (mLayer == -1) mLayer = LayerMask.NameToLayer("GUI");
		if (mLayer == -1) mLayer = 5;

		EditorPrefs.SetInt("UI Layer", mLayer);

		LoadColor();
	}
开发者ID:elainerezende,项目名称:Hearthstone,代码行数:31,代码来源:NGUISettings.cs


示例2: Init

 protected void Init()
 {
     if (this.mDoInit && (this.label != null))
     {
         this.mDoInit = false;
         this.mDefaultText = this.label.text;
         this.mDefaultColor = this.label.color;
         this.label.supportEncoding = false;
         this.mPivot = this.label.pivot;
         this.mPosition = this.label.cachedTransform.localPosition.x;
         this.UpdateLabel();
     }
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:13,代码来源:UIInput.cs


示例3: Load

	static void Load ()
	{
		mLoaded			= true;
		mPartial		= EditorPrefs.GetString("NGUI Partial");
		mFontName		= EditorPrefs.GetString("NGUI Font Name");
		mAtlasName		= EditorPrefs.GetString("NGUI Atlas Name");
		mFontData		= GetObject("NGUI Font Asset") as TextAsset;
		mFontTexture	= GetObject("NGUI Font Texture") as Texture2D;
		mFont			= GetObject("NGUI Font") as UIFont;
		mAtlas			= GetObject("NGUI Atlas") as UIAtlas;
		mAtlasPadding	= EditorPrefs.GetInt("NGUI Atlas Padding", 1);
		mAtlasTrimming	= EditorPrefs.GetBool("NGUI Atlas Trimming", true);
		mUnityPacking	= EditorPrefs.GetBool("NGUI Unity Packing", true);
		mPivot			= (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot);
	}
开发者ID:btasdoven,项目名称:ScienceWars,代码行数:15,代码来源:NGUISettings.cs


示例4: Load

	static void Load ()
	{
		int l = LayerMask.NameToLayer("HotUI");//UI->HotUI Jerrylai_2014-12-11 13:13:24
		if (l == -1) l = LayerMask.NameToLayer("GUI");

		mLoaded			= true;
		mPartial		= EditorPrefs.GetString("NGUI Partial");
		mFontName		= EditorPrefs.GetString("NGUI Font Name");
		mAtlasName		= EditorPrefs.GetString("NGUI Atlas Name");
		mFontData		= GetObject("NGUI Font Asset") as TextAsset;
		mFontTexture	= GetObject("NGUI Font Texture") as Texture2D;
		mFont			= GetObject("NGUI Font") as UIFont;
		mAtlas			= GetObject("NGUI Atlas") as UIAtlas;
		mAtlasPadding	= EditorPrefs.GetInt("NGUI Atlas Padding", 1);
		mAtlasTrimming	= EditorPrefs.GetBool("NGUI Atlas Trimming", true);
		mUnityPacking	= EditorPrefs.GetBool("NGUI Unity Packing", true);
		mForceSquare	= EditorPrefs.GetBool("NGUI Force Square Atlas", true);
		mPivot			= (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot);
		mLayer			= EditorPrefs.GetInt("NGUI Layer", l);

		LoadColor();
	}
开发者ID:laijingfeng,项目名称:explorer_client,代码行数:22,代码来源:NGUISettings.cs


示例5: Init

	/// <summary>
	/// Labels used for input shouldn't support rich text.
	/// </summary>

	protected void Init ()
	{
		if (mDoInit && label != null)
		{
			mDoInit = false;
			mDefaultText = label.text;
			mDefaultColor = label.color;
			label.supportEncoding = false;
			mPivot = label.pivot;
			mPosition = label.cachedTransform.localPosition.x;
			UpdateLabel();
		}
	}
开发者ID:Henry-T,项目名称:UnityPG,代码行数:17,代码来源:UIInput.cs


示例6: OnSceneGUI

	/// <summary>
	/// Handles & interaction.
	/// </summary>

	public void OnSceneGUI ()
	{
		NGUIEditorTools.HideMoveTool(true);
		if (!UIWidget.showHandles) return;

		Event e = Event.current;
		int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
		EventType type = e.GetTypeForControl(id);
		Transform t = mPanel.cachedTransform;

		Vector3[] handles = UIWidgetInspector.GetHandles(mPanel.worldCorners);

		// Time to figure out what kind of action is underneath the mouse
		UIWidgetInspector.Action actionUnderMouse = mAction;

		Color handlesColor = new Color(0.5f, 0f, 0.5f);
		NGUIHandles.DrawShadowedLine(handles, handles[0], handles[1], handlesColor);
		NGUIHandles.DrawShadowedLine(handles, handles[1], handles[2], handlesColor);
		NGUIHandles.DrawShadowedLine(handles, handles[2], handles[3], handlesColor);
		NGUIHandles.DrawShadowedLine(handles, handles[0], handles[3], handlesColor);

		if (mPanel.isAnchored)
		{
			UIWidgetInspector.DrawAnchorHandle(mPanel.leftAnchor, mPanel.cachedTransform, handles, 0, id);
			UIWidgetInspector.DrawAnchorHandle(mPanel.topAnchor, mPanel.cachedTransform, handles, 1, id);
			UIWidgetInspector.DrawAnchorHandle(mPanel.rightAnchor, mPanel.cachedTransform, handles, 2, id);
			UIWidgetInspector.DrawAnchorHandle(mPanel.bottomAnchor, mPanel.cachedTransform, handles, 3, id);
		}

		if (type == EventType.Repaint)
		{
			bool showDetails = (mAction == UIWidgetInspector.Action.Scale) || NGUISettings.drawGuides;
			if (mAction == UIWidgetInspector.Action.None && e.modifiers == EventModifiers.Control) showDetails = true;
			if (NGUITools.GetActive(mPanel) && mPanel.parent == null) showDetails = true;
			if (showDetails) NGUIHandles.DrawSize(handles, Mathf.RoundToInt(mPanel.width), Mathf.RoundToInt(mPanel.height));
		}

		bool canResize = (mPanel.clipping != UIDrawCall.Clipping.None);

		// NOTE: Remove this part when it's possible to neatly resize rotated anchored panels.
		if (canResize && mPanel.isAnchored)
		{
			Quaternion rot = mPanel.cachedTransform.localRotation;
			if (Quaternion.Angle(rot, Quaternion.identity) > 0.01f) canResize = false;
		}

		bool[] resizable = new bool[8];

		resizable[4] = canResize;	// left
		resizable[5] = canResize;	// top
		resizable[6] = canResize;	// right
		resizable[7] = canResize;	// bottom

		resizable[0] = resizable[7] && resizable[4]; // bottom-left
		resizable[1] = resizable[5] && resizable[4]; // top-left
		resizable[2] = resizable[5] && resizable[6]; // top-right
		resizable[3] = resizable[7] && resizable[6]; // bottom-right

		UIWidget.Pivot pivotUnderMouse = UIWidgetInspector.GetPivotUnderMouse(handles, e, resizable, true, ref actionUnderMouse);

		switch (type)
		{
			case EventType.Repaint:
			{
				Vector3 v0 = HandleUtility.WorldToGUIPoint(handles[0]);
				Vector3 v2 = HandleUtility.WorldToGUIPoint(handles[2]);

				if ((v2 - v0).magnitude > 60f)
				{
					Vector3 v1 = HandleUtility.WorldToGUIPoint(handles[1]);
					Vector3 v3 = HandleUtility.WorldToGUIPoint(handles[3]);

					Handles.BeginGUI();
					{
						for (int i = 0; i < 4; ++i)
							DrawKnob(handles[i], id, resizable[i]);

						if (Mathf.Abs(v1.y - v0.y) > 80f)
						{
							if (mPanel.leftAnchor.target == null || mPanel.leftAnchor.absolute != 0)
								DrawKnob(handles[4], id, resizable[4]);

							if (mPanel.rightAnchor.target == null || mPanel.rightAnchor.absolute != 0)
								DrawKnob(handles[6], id, resizable[6]);
						}

						if (Mathf.Abs(v3.x - v0.x) > 80f)
						{
							if (mPanel.topAnchor.target == null || mPanel.topAnchor.absolute != 0)
								DrawKnob(handles[5], id, resizable[5]);

							if (mPanel.bottomAnchor.target == null || mPanel.bottomAnchor.absolute != 0)
								DrawKnob(handles[7], id, resizable[7]);
						}
					}
					Handles.EndGUI();
//.........这里部分代码省略.........
开发者ID:Wuzseen,项目名称:Vote-Or-Die,代码行数:101,代码来源:UIPanelInspector.cs


示例7: OnSceneGUI

	/// <summary>
	/// Draw the on-screen selection, knobs, and handle all interaction logic.
	/// </summary>

	public void OnSceneGUI ()
	{
		NGUIEditorTools.HideMoveTool(true);
		if (!UIWidget.showHandles) return;

		mWidget = target as UIWidget;

		Transform t = mWidget.cachedTransform;

		Event e = Event.current;
		int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
		EventType type = e.GetTypeForControl(id);

		Action actionUnderMouse = mAction;
		Vector3[] handles = GetHandles(mWidget.worldCorners);
		
		NGUIHandles.DrawShadowedLine(handles, handles[0], handles[1], handlesColor);
		NGUIHandles.DrawShadowedLine(handles, handles[1], handles[2], handlesColor);
		NGUIHandles.DrawShadowedLine(handles, handles[2], handles[3], handlesColor);
		NGUIHandles.DrawShadowedLine(handles, handles[0], handles[3], handlesColor);

		// If the widget is anchored, draw the anchors
		if (mWidget.isAnchored)
		{
			DrawAnchorHandle(mWidget.leftAnchor, mWidget.cachedTransform, handles, 0, id);
			DrawAnchorHandle(mWidget.topAnchor, mWidget.cachedTransform, handles, 1, id);
			DrawAnchorHandle(mWidget.rightAnchor, mWidget.cachedTransform, handles, 2, id);
			DrawAnchorHandle(mWidget.bottomAnchor, mWidget.cachedTransform, handles, 3, id);
		}

		if (type == EventType.Repaint)
		{
			bool showDetails = (mAction == UIWidgetInspector.Action.Scale) || NGUISettings.drawGuides;
			if (mAction == UIWidgetInspector.Action.None && e.modifiers == EventModifiers.Control) showDetails = true;
			if (NGUITools.GetActive(mWidget) && mWidget.parent == null) showDetails = true;
			if (showDetails) NGUIHandles.DrawSize(handles, mWidget.width, mWidget.height);
		}

		// Presence of the legacy stretch component prevents resizing
		bool canResize = (mWidget.GetComponent<UIStretch>() == null);
		bool[] resizable = new bool[8];

		resizable[4] = canResize;	// left
		resizable[5] = canResize;	// top
		resizable[6] = canResize;	// right
		resizable[7] = canResize;	// bottom

		UILabel lbl = mWidget as UILabel;
		
		if (lbl != null)
		{
			if (lbl.overflowMethod == UILabel.Overflow.ResizeFreely)
			{
				resizable[4] = false;	// left
				resizable[5] = false;	// top
				resizable[6] = false;	// right
				resizable[7] = false;	// bottom
			}
			else if (lbl.overflowMethod == UILabel.Overflow.ResizeHeight)
			{
				resizable[5] = false;	// top
				resizable[7] = false;	// bottom
			}
		}

		if (mWidget.keepAspectRatio == UIWidget.AspectRatioSource.BasedOnHeight)
		{
			resizable[4] = false;
			resizable[6] = false;
		}
		else if (mWidget.keepAspectRatio == UIWidget.AspectRatioSource.BasedOnWidth)
		{
			resizable[5] = false;
			resizable[7] = false;
		}

		resizable[0] = resizable[7] && resizable[4]; // bottom-left
		resizable[1] = resizable[5] && resizable[4]; // top-left
		resizable[2] = resizable[5] && resizable[6]; // top-right
		resizable[3] = resizable[7] && resizable[6]; // bottom-right
		
		UIWidget.Pivot pivotUnderMouse = GetPivotUnderMouse(handles, e, resizable, true, ref actionUnderMouse);
		
		switch (type)
		{
			case EventType.Repaint:
			{
				Vector3 v0 = HandleUtility.WorldToGUIPoint(handles[0]);
				Vector3 v2 = HandleUtility.WorldToGUIPoint(handles[2]);
				
				if ((v2 - v0).magnitude > 60f)
				{
					Vector3 v1 = HandleUtility.WorldToGUIPoint(handles[1]);
					Vector3 v3 = HandleUtility.WorldToGUIPoint(handles[3]);

					Handles.BeginGUI();
//.........这里部分代码省略.........
开发者ID:qd9218,项目名称:Spine2D-ARPG,代码行数:101,代码来源:UIWidgetInspector.cs


示例8: OnSceneGUI

    /// <summary>
    /// Draw the on-screen selection, knobs, and handle all interaction logic.
    /// </summary>
    public void OnSceneGUI()
    {
        NGUIEditorTools.HideMoveTool(true);
        if (!UIWidget.showHandles) return;

        mWidget = target as UIWidget;

        Transform t = mWidget.cachedTransform;

        Event e = Event.current;
        int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
        EventType type = e.GetTypeForControl(id);

        Vector3[] corners = mWidget.worldCorners;

        Handles.color = handlesColor;
        Handles.DrawLine(corners[0], corners[1]);
        Handles.DrawLine(corners[1], corners[2]);
        Handles.DrawLine(corners[2], corners[3]);
        Handles.DrawLine(corners[0], corners[3]);

        Vector3[] worldPos = new Vector3[8];

        worldPos[0] = corners[0];
        worldPos[1] = corners[1];
        worldPos[2] = corners[2];
        worldPos[3] = corners[3];

        worldPos[4] = (corners[0] + corners[1]) * 0.5f;
        worldPos[5] = (corners[1] + corners[2]) * 0.5f;
        worldPos[6] = (corners[2] + corners[3]) * 0.5f;
        worldPos[7] = (corners[0] + corners[3]) * 0.5f;

        // Time to figure out what kind of action is underneath the mouse
        Action actionUnderMouse = mAction;
        UIWidget.Pivot pivotUnderMouse = UIWidget.Pivot.Center;

        if (actionUnderMouse == Action.None)
        {
            int index = 0;
            float dist = GetScreenDistance(worldPos, e.mousePosition, out index);

            if (mWidget.canResize && dist < 10f)
            {
                pivotUnderMouse = mPivots[index];
                actionUnderMouse = Action.Scale;
            }
            else if (e.modifiers == 0 && NGUIEditorTools.SceneViewDistanceToRectangle(corners, e.mousePosition) == 0f)
            {
                actionUnderMouse = Action.Move;
            }
            else if (dist < 30f)
            {
                actionUnderMouse = Action.Rotate;
            }
        }

        // Change the mouse cursor to a more appropriate one
        #if !UNITY_3_5
        {
            Vector2[] screenPos = new Vector2[8];
            for (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);

            Bounds b = new Bounds(screenPos[0], Vector3.zero);
            for (int i = 1; i < 8; ++i) b.Encapsulate(screenPos[i]);

            Vector2 min = b.min;
            Vector2 max = b.max;

            min.x -= 30f;
            max.x += 30f;
            min.y -= 30f;
            max.y += 30f;

            Rect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);

            if (actionUnderMouse == Action.Rotate)
            {
                SetCursorRect(rect, MouseCursor.RotateArrow);
            }
            else if (actionUnderMouse == Action.Move)
            {
                SetCursorRect(rect, MouseCursor.MoveArrow);
            }
            else if (actionUnderMouse == Action.Scale)
            {
                SetCursorRect(rect, MouseCursor.ScaleArrow);
            }
            else SetCursorRect(rect, MouseCursor.Arrow);
        }
        #endif

        switch (type)
        {
            case EventType.Repaint:
            {
                Handles.BeginGUI();
//.........这里部分代码省略.........
开发者ID:Boerlam001,项目名称:DungeonGrind,代码行数:101,代码来源:UIWidgetInspector.cs


示例9: Init

	/// <summary>
	/// Labels used for input shouldn't support color encoding.
	/// </summary>

	protected void Init ()
	{
		if (mDoInit)
		{
			mDoInit = false;
			if (label == null) label = GetComponentInChildren<UILabel>();

			if (label != null)
			{
				if (useLabelTextAtStart) mText = label.text;
				mDefaultText = label.text;
				mDefaultColor = label.color;
				label.supportEncoding = false;
				label.password = isPassword;
				label.maxLineCount = 1;
				mPivot = label.pivot;
				mPosition = label.cachedTransform.localPosition.x;
			}
			else enabled = false;
		}
	}
开发者ID:kbefans,项目名称:kbengine_unity3d_warring,代码行数:25,代码来源:UIInput.cs


示例10: Awake


//.........这里部分代码省略.........
                    GameObject Front =  Instantiate<GameObject>(Resources.Load ("BG") as GameObject);
                    Front.transform.name = "BG";
                    Front.transform.parent = transform;
                    Front.transform.localScale = new Vector3(1,1,1);
                }
                BenchmarkSize = 720f;
                if(CoverFlowCount>4){
                    if(CoverFlowCount == 5){
                        BenchmarkSize = 800f;
                    }else{
                        BenchmarkSize = 800f + (((float)CoverFlowCount-5f)*220f);
                    }
                }

                transform.FindChild("BG").localPosition = new Vector3((Size.x*(CoverFlowCount-1))*0.5f,((MaxSize.y-200)*0.5f)+20f);
                transform.FindChild("BG").GetComponent<BoxCollider2D>().size = new Vector2((Size.x*CoverFlowCount)+((360-(Size.x*0.5f))*2f),MaxSize.y);
                transform.FindChild("BG").GetComponent<BoxCollider2D>().offset = new Vector2(0,0);
                transform.FindChild("BG").GetComponent<UITexture>().SetRect((Size.x*CoverFlowCount)+((360-(Size.x*0.5f))*2f),MaxSize.y);

                transform.parent.FindChild("Benchmark").GetComponent<BoxCollider2D>().size = new Vector2(BenchmarkSize,Size.y);
                transform.parent.FindChild("Benchmark").GetComponent<CoverFlowOndrag>().BenchmarkSize = BenchmarkSize;
                transform.parent.FindChild("Benchmark").GetComponent<CoverFlowOndrag>().DefaultSize = DefaultSize;
                transform.parent.FindChild("Benchmark").GetComponent<CoverFlowOndrag>().MaxSize = MaxSize;
                transform.parent.FindChild("Benchmark").GetComponent<CoverFlowOndrag>().Size = Size;
                transform.parent.FindChild("Benchmark").GetComponent<CoverFlowOndrag>().Gap = Gap;
                for(int i = 0; i<CoverFlowCount;i++){
                    //Debug.Log(CoverFlowCount);
                    GameObject Temp = (GameObject)Instantiate(CoverFlowItem);
                    Temp.transform.FindChild("CoverFlowItem").tag = "item";
                    Temp.transform.name = "Item " + i.ToString();
                    Temp.transform.parent = transform;
                    Temp.transform.localScale = new Vector3(1,1,1);
                    Temp.transform.localPosition = new Vector3(Size.x*i,((MaxSize.y-200)*0.5f)+20f);
                    Temp.transform.FindChild("CoverFlowItem").GetComponent<UITexture>().SetRect(DefaultSize.x,DefaultSize.y);

                    if(Temp.transform.FindChild("CoverFlowItem").GetComponent<UIDragScrollView>()==null){
                        Temp.transform.FindChild("CoverFlowItem").gameObject.AddComponent<UIDragScrollView>();
                    }
                    if(Temp.transform.FindChild("CoverFlowItem").GetComponent<BoxCollider2D>()==null){
                        Temp.transform.FindChild("CoverFlowItem").gameObject.AddComponent<BoxCollider2D>();
                    }
                    Temp.transform.FindChild("CoverFlowItem").GetComponent<BoxCollider2D>().size = DefaultSize;
                    Temp.transform.FindChild("CoverFlowItem").GetComponent<UITexture>().SetRect(DefaultSize.x,DefaultSize.y);
                    Temp.transform.GetComponent<UIPanel>().SetRect(DefaultSize.x,DefaultSize.y);
                    Temp.transform.FindChild("CoverFlowItem").FindChild("BG").GetComponent<UISprite>().SetRect(DefaultSize.x,DefaultSize.y);
                    if(i>=CoverFlowCount-(int)Mathf.Round((float)(CoverFlowCount-3)*0.5f)){
                        int num = CoverFlowCount-(int)Mathf.Round((float)(CoverFlowCount-3)*0.5f);

                            Temp.transform.name = "Item " + (num-(i+1)).ToString();
                            Temp.transform.localPosition = new Vector3(Size.x*(num-(i+1)),((MaxSize.y-200)*0.5f)+20f);

                    }
                }
            }

        }

        mTrans = transform;
        mPanel = GetComponent<UIPanel>();

        if (mPanel.clipping == UIDrawCall.Clipping.None)
            mPanel.clipping = UIDrawCall.Clipping.ConstrainButDontClip;

        // Auto-upgrade
        if (movement != Movement.Custom && scale.sqrMagnitude > 0.001f)
        {
            if (scale.x == 1f && scale.y == 0f)
            {
                movement = Movement.Horizontal;
            }
            else if (scale.x == 0f && scale.y == 1f)
            {
                movement = Movement.Vertical;
            }
            else if (scale.x == 1f && scale.y == 1f)
            {
                movement = Movement.Unrestricted;
            }
            else
            {
                movement = Movement.Custom;
                customMovement.x = scale.x;
                customMovement.y = scale.y;
            }
            scale = Vector3.zero;
        #if UNITY_EDITOR
            NGUITools.SetDirty(this);
        #endif
        }

        // Auto-upgrade
        if (contentPivot == UIWidget.Pivot.TopLeft && relativePositionOnReset != Vector2.zero)
        {
            contentPivot = NGUIMath.GetPivot(new Vector2(relativePositionOnReset.x, 1f - relativePositionOnReset.y));
            relativePositionOnReset = Vector2.zero;
        #if UNITY_EDITOR
            NGUITools.SetDirty(this);
        #endif
        }
    }
开发者ID:streetlab,项目名称:Liveball_baseball,代码行数:101,代码来源:UIScrollView.cs


示例11: Load

    static void Load()
    {
        int l = LayerMask.NameToLayer("UI");
        if (l == -1) l = LayerMask.NameToLayer("GUI");
        if (l == -1) l = 31;

        mLoaded			= true;
        mPartial		= EditorPrefs.GetString("NGUI Partial");
        mFontName		= EditorPrefs.GetString("NGUI Font Name");
        mAtlasName		= EditorPrefs.GetString("NGUI Atlas Name");
        mFontData		= GetObject("NGUI Font Asset") as TextAsset;
        mFontTexture	= GetObject("NGUI Font Texture") as Texture2D;
        mFont			= GetObject("NGUI Font") as UIFont;
        mAtlas			= GetObject("NGUI Atlas") as UIAtlas;
        mAtlasPadding	= EditorPrefs.GetInt("NGUI Atlas Padding", 1);
        mAtlasTrimming	= EditorPrefs.GetBool("NGUI Atlas Trimming", true);
        mUnityPacking	= EditorPrefs.GetBool("NGUI Unity Packing", true);
        mForceSquare	= EditorPrefs.GetBool("NGUI Force Square Atlas", true);
        mPivot			= (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot);
        mLayer			= EditorPrefs.GetInt("NGUI Layer", l);
        mDynFont		= GetObject("NGUI DynFont") as Font;
        mDynFontSize	= EditorPrefs.GetInt("NGUI DynFontSize", 16);
        mDynFontStyle	= (FontStyle)EditorPrefs.GetInt("NGUI DynFontStyle", (int)FontStyle.Normal);

        LoadColor();
    }
开发者ID:PhilipMantrov,项目名称:Jeka3,代码行数:26,代码来源:NGUISettings.cs


示例12: Awake

 private void Awake()
 {
     this.mTrans = base.transform;
     this.mPanel = base.GetComponent<UIPanel>();
     if (this.mPanel.clipping == UIDrawCall.Clipping.None)
     {
         this.mPanel.clipping = UIDrawCall.Clipping.ConstrainButDontClip;
     }
     if (this.movement != UIScrollView.Movement.Custom && this.scale.sqrMagnitude > 0.001f)
     {
         if (this.scale.x == 1f && this.scale.y == 0f)
         {
             this.movement = UIScrollView.Movement.Horizontal;
         }
         else if (this.scale.x == 0f && this.scale.y == 1f)
         {
             this.movement = UIScrollView.Movement.Vertical;
         }
         else if (this.scale.x == 1f && this.scale.y == 1f)
         {
             this.movement = UIScrollView.Movement.Unrestricted;
         }
         else
         {
             this.movement = UIScrollView.Movement.Custom;
             this.customMovement.x = this.scale.x;
             this.customMovement.y = this.scale.y;
         }
         this.scale = Vector3.zero;
     }
     if (this.contentPivot == UIWidget.Pivot.TopLeft && this.relativePositionOnReset != Vector2.zero)
     {
         this.contentPivot = NGUIMath.GetPivot(new Vector2(this.relativePositionOnReset.x, 1f - this.relativePositionOnReset.y));
         this.relativePositionOnReset = Vector2.zero;
     }
 }
开发者ID:floatyears,项目名称:Decrypt,代码行数:36,代码来源:UIScrollView.cs


示例13: ShowMenuBar

	/// <summary>
	/// Special case version of Show() designed for menu bars. This not only ondoes
	/// HideMenuBar(), it also will, if necessary, build the entire menu hierarchy,
	/// though it will avoid doing so if it can. For non-menu bar menus this is
	/// a no-op. Normally you would not need to call this unless you have hidden
	/// the menu bar yourself, as it will be called at startup automatically.
	/// </summary>
	public void ShowMenuBar()
	{
		if (menuBar)
		{
			CtxHelper.SetActive(gameObject, true);

			// Avoid rebuilding the menu bar if it's already created.
			
			if (menuRoot != null)
			{
				if (panel == null)
					panel = NGUITools.FindInParents<UIPanel>(gameObject);
				
				if (panel != null)
					Refresh();
			}
			else
			{
				// Menu bars use their own positioning logic. It is assumed that the menu bar
				// will choose an edge of the screen based on the specified pivot. Horizontal
				// menu bars will prefer the top or bottom, while vertical menu bars will prefer
				// the left or right edge. It is also assumed that the menu bar is under a
				// UIAnchor that has an appropriate Side setting, which is why the menu bar
				// position is always 0,0,0.
				
				if (style == Style.Horizontal)
				{
					switch (pivot)
					{
					default:
					case UIWidget.Pivot.Top:
						pivot = UIWidget.Pivot.TopLeft;
						break;
					case UIWidget.Pivot.Bottom:
					case UIWidget.Pivot.BottomLeft:
					case UIWidget.Pivot.BottomRight:
						pivot = UIWidget.Pivot.BottomLeft;
						break;
					}
					
					Show(Vector3.zero);
				}
				else if (style == Style.Vertical)
				{
					switch (pivot)
					{
					default:
					case UIWidget.Pivot.Left:
					case UIWidget.Pivot.TopLeft:
					case UIWidget.Pivot.BottomLeft:
						pivot = UIWidget.Pivot.TopLeft;
						break;
					case UIWidget.Pivot.Right:
					case UIWidget.Pivot.TopRight:
					case UIWidget.Pivot.BottomRight:
						pivot = UIWidget.Pivot.TopRight;
						break;
					}
					
					Show(Vector3.zero);
				}
			}
		}
	}
开发者ID:Maxii,项目名称:UnityEntry,代码行数:71,代码来源:CtxMenu.cs


示例14: Init

 protected void Init()
 {
     if (this.mDoInit && this.label != null)
     {
         this.mDoInit = false;
         this.mDefaultText = this.label.text;
         this.mDefaultColor = this.label.color;
         this.label.supportEncoding = false;
         if (this.label.alignment == NGUIText.Alignment.Justified)
         {
             this.label.alignment = NGUIText.Alignment.Left;
             global::Debug.LogWarning(new object[]
             {
                 "Input fields using labels with justified alignment are not supported at this time",
                 this
             });
         }
         this.mPivot = this.label.pivot;
         this.mPosition = this.label.cachedTransform.localPosition.x;
         this.UpdateLabel();
     }
 }
开发者ID:floatyears,项目名称:Decrypt,代码行数:22,代码来源:UIInput.cs


示例15: OnSceneGUI

    /// <summary>
    /// Draw the on-screen selection, knobs, and handle all interaction logic.
    /// Lets the Editor handle an event in the scene view.
    /// </summary>
    public void OnSceneGUI()
    {
        //Tools.current = Tool.View;

        mWidget = target as UIWidget;

        Handles.color = mOutlineColor;
        Transform t = mWidget.cachedTransform;

        Event e = Event.current;
        int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);//此GUI控件,不会有键盘聚焦事件
        EventType type = e.GetTypeForControl(id);

        //绘制控件的四条边
        Vector3[] corners = NGUIMath.CalculateWidgetCorners(mWidget);
        Handles.DrawLine(corners[0], corners[1]);
        Handles.DrawLine(corners[1], corners[2]);
        Handles.DrawLine(corners[2], corners[3]);
        Handles.DrawLine(corners[0], corners[3]);

        Vector3[] worldPos = new Vector3[8];

        worldPos[0] = corners[0];
        worldPos[1] = corners[1];
        worldPos[2] = corners[2];
        worldPos[3] = corners[3];

        worldPos[4] = (corners[0] + corners[1]) * 0.5f;
        worldPos[5] = (corners[1] + corners[2]) * 0.5f;
        worldPos[6] = (corners[2] + corners[3]) * 0.5f;
        worldPos[7] = (corners[0] + corners[3]) * 0.5f;

        Vector2[] screenPos = new Vector2[8];
        for (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);

        //Represents an axis aligned bounding box.这个box与坐标轴平行,不会因target而rotate
        //Vector3.zero 表示这个Bounds的Size为(0,0,0)
        Bounds b = new Bounds(screenPos[0], Vector3.zero);
        //Grow the bounds to encapsulate the bounds.慢慢将各点纳入bounds
        for (int i = 1; i < 8; ++i) b.Encapsulate(screenPos[i]);

        // Time to figure out what kind of action is underneath the mouse
        Action actionUnderMouse = mAction;
        UIWidget.Pivot pivotUnderMouse = UIWidget.Pivot.Center;

        if (actionUnderMouse == Action.None)
        {
            int index = 0;
            float dist = GetScreenDistance(worldPos, e.mousePosition, out index);

            //缩放
            if (dist < 10f)
            {
                pivotUnderMouse = mPivots[index];
                actionUnderMouse = Action.Scale;
            }
            //移动,modifier【调节器;<语>修饰语】这里表示组合键,比如旋转的alt键
            else if (e.modifiers == 0 && NGUIEditorTools.DistanceToRectangle(corners, e.mousePosition) == 0f)
            {
                if (Tools.current != Tool.Rotate && Tools.current != Tool.Scale)
                {
                    actionUnderMouse = Action.Move;
                }
            }
            //旋转
            else if (dist < 30f)
            {
                actionUnderMouse = Action.Rotate;
            }
        }

        // Change the mouse cursor to a more appropriate one
        #if !UNITY_3_5
        {
            Vector2 min = b.min;
            Vector2 max = b.max;

            min.x -= 30f;
            max.x += 30f;
            min.y -= 30f;
            max.y += 30f;

            Rect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);

            if (actionUnderMouse == Action.Rotate)
            {
                SetCursorRect(rect, MouseCursor.RotateArrow);
            }
            else if (actionUnderMouse == Action.Move)
            {
                SetCursorRect(rect, MouseCursor.MoveArrow);
            }
            else if (actionUnderMouse == Action.Scale)
            {
                SetCursorRect(rect, MouseCursor.ScaleArrow);
            }
//.........这里部分代码省略.........
开发者ID:baixiaoxi,项目名称:basketball,代码行数:101,代码来源:UIWidgetInspector.cs


示例16: Init

	/// <summary>
	/// Labels used for input shouldn't support rich text.
	/// </summary>

	protected void Init ()
	{
		if (mDoInit && label != null)
		{
			mDoInit = false;
			mDefaultText = label.text;
			mDefaultColor = label.color;
			label.supportEncoding = false;

			if (label.alignment == NGUIText.Alignment.Justified)
			{
				label.alignment = NGUIText.Alignment.Left;
				Debug.LogWarning("Input fields using labels with justified alignment are not supported at this time", this);
			}

			mPivot = label.pivot;
			mPosition = label.cachedTransform.localPosition.x;
			UpdateLabel();
		}
	}
开发者ID:dev-celvin,项目名称:DK,代码行数:24,代码来源:UIInput.cs


示例17: Awake

	/// <summary>
	/// Cache the transform and the panel.
	/// </summary>

	void Awake ()
	{
		mTrans = transform;
		mPanel = GetComponent<UIPanel>();

		if (mPanel.clipping == UIDrawCall.Clipping.None)
			mPanel.clipping = UIDrawCall.Clipping.ConstrainButDontClip;
		
		// Auto-upgrade
		if (movement != Movement.Custom && scale.sqrMagnitude > 0.001f)
		{
			if (scale.x == 1f && scale.y == 0f)
			{
				movement = Movement.Horizontal;
			}
			else if (scale.x == 0f && scale.y == 1f)
			{
				movement = Movement.Vertical;
			}
			else if (scale.x == 1f && scale.y == 1f)
			{
				movement = Movement.Unrestricted;
			}
			else
			{
				movement = Movement.Custom;
				customMovement.x = scale.x;
				customMovement.y = scale.y;
			}
			scale = Vector3.zero;
#if UNITY_EDITOR
			NGUITools.SetDirty(this);
#endif
		}

		// Auto-upgrade
		if (contentPivot == UIWidget.Pivot.TopLeft && relativePositionOnReset != Vector2.zero)
		{
			contentPivot = NGUIMath.GetPivot(new Vector2(relativePositionOnReset.x, 1f - relativePositionOnReset.y));
			relativePositionOnReset = Vector2.zero;
#if UNITY_EDITOR
			NGUITools.SetDirty(this);
#endif
		}
	}
开发者ID:Gapti,项目名称:Starboard_INT,代码行数:49,代码来源:UIScrollView.cs


示例18: OnSceneGUI

	/// <summary>
	/// Draw the on-screen selection, knobs, and handle all interaction logic.
	/// </summary>

	public void OnSceneGUI ()
	{
		NGUIEditorTools.HideMoveTool(true);
		if (!UIWidget.showHandles) return;

		mWidget = target as UIWidget;

		Transform t = mWidget.cachedTransform;

		Event e = Event.current;
		int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
		EventType type = e.GetTypeForControl(id);

		Action actionUnderMouse = mAction;
		Vector3[] handles = GetHandles(mWidget.worldCorners);
		bool canResize = mWidget.canResize;
		UIWidget.Pivot pivotUnderMouse = GetPivotUnderMouse(handles, e, canResize, ref actionUnderMouse);

		Handles.color = handlesColor;
		Handles.DrawLine(handles[0], handles[1]);
		Handles.DrawLine(handles[1], handles[2]);
		Handles.DrawLine(handles[2], handles[3]);
		Handles.DrawLine(handles[0], handles[3]);
		
		switch (type)
		{
			case EventType.Repaint:
			{
				Vector3 bottomLeft = HandleUtility.WorldToGUIPoint(handles[0]);
				Vector3 topRight = HandleUtility.WorldToGUIPoint(handles[2]);
				Vector3 diff = topRight - bottomLeft;
				float mag = diff.magnitude;

				if (mag > 140f)
				{
					Handles.BeginGUI();
					{
						for (int i = 0; i < 8; ++i)
						{
							DrawKnob(handles[i], mWidget.pivot == pivotPoints[i], canResize, id);
						}
					}
					Handles.EndGUI();
				}
				else if (mag > 40f)
				{
					Handles.BeginGUI();
					{
						for (int i = 0; i < 4; ++i)
						{
							DrawKnob(handles[i], mWidget.pivot == pivotPoints[i], canResize, id);
						}
					}
					Handles.EndGUI();
				}
			}
			break;

			case EventType.MouseDown:
			{
				mStartMouse = e.mousePosition;
				mAllowSelection = true;

				if (e.button == 1)
				{
					if (e.modifiers == 0)
					{
						GUIUtility.hotControl = GUIUtility.keyboardControl = id;
						e.Use();
					}
				}
				else if (e.button == 0 && actionUnderMouse != Action.None && Raycast(handles, out mStartDrag))
				{
					mStartPos = t.position;
					mStartRot = t.localRotation.eulerAngles;
					mStartDir = mStartDrag - t.position;
					mStartWidth = mWidget.width;
					mStartHeight = mWidget.height;
					mDragPivot = pivotUnderMouse;
					mActionUnderMouse = actionUnderMouse;
					GUIUtility.hotControl = GUIUtility.keyboardControl = id;
					e.Use();
				}
			}
			break;

			case EventType.MouseDrag:
			{
				// Prevent selection once the drag operation begins
				bool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;
				if (dragStarted) mAllowSelection = false;

				if (GUIUtility.hotControl == id)
				{
					e.Use();

//.........这里部分代码省略.........
开发者ID:Jetblacktsunami,项目名称:TreasureCove,代码行数:101,代码来源:UIWidgetInspector.cs



注:本文中的UIWidget.Pivot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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