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C# UIPanelBase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UIPanelBase的典型用法代码示例。如果您正苦于以下问题:C# UIPanelBase类的具体用法?C# UIPanelBase怎么用?C# UIPanelBase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。



UIPanelBase类属于命名空间,在下文中一共展示了UIPanelBase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: OnInspectorGUI

	public override void OnInspectorGUI()
	{
		base.OnInspectorGUI();

		isDirty = false;

		panel = (UIPanelBase)target;

		GUILayout.BeginVertical();




		//-----------------------------------------
		// Draw our transition stuff:
		//-----------------------------------------
		if (panel.Transitions != null)
			if (panel.Transitions.list != null)
				if (panel.Transitions.list.Length > 0)
					DoTransitionStuff();




		GUILayout.Space(10f);

		GUILayout.EndVertical();

		// Set dirty if anything changed:
		if (isDirty)
			EditorUtility.SetDirty(panel);
	}
开发者ID:juliancruz87,项目名称:transpp,代码行数:32,代码来源:UIPanelBaseInspector.cs


示例2: DecrementTransitioningPanels

	protected void DecrementTransitioningPanels(UIPanelBase p, EZTransition t)
	{
		--transitioningPanelCount;
	}
开发者ID:amutnick,项目名称:CrackTheCode_Repo,代码行数:4,代码来源:UIPanelManager.cs


示例3: LoadSceneDelegate

	// Called when the loading panel's transition ends.
	public void LoadSceneDelegate(UIPanelBase panel, EZTransition trans)
	{
		LoadScene();
	}
开发者ID:robert-irribarren,项目名称:TraumaOR,代码行数:5,代码来源:UIBtnLoadScene.cs


示例4: OnGUI

	public void OnGUI()
	{
		bool needRepaint = false;
		isDirty = false;

		if (restarted)
		{
			selGO = null;
			panel = null;
			OnSelectionChange();
			restarted = false;
		}

		// See if we need to update our selection:
		if (Selection.activeGameObject != selGO)
			OnSelectionChange();

//#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
		if(Selection.activeGameObject != null)
			panel = (UIPanelBase)Selection.activeGameObject.GetComponent(typeof(UIPanelBase));
//#endif

		// Bailout if we don't have valid values:
		if (panel == null)
		{
			PrintNoSelectMsg();
			return;
		}


		//-----------------------------------------
		// Draw our transition stuff:
		//-----------------------------------------
		if (panel.Transitions != null)
			if (panel.Transitions.list != null)
				if (panel.Transitions.list.Length > 0)
					DoTransitionStuff();



		GUILayout.Space(10f);

		// Set dirty if anything changed:
		if (isDirty)
		{
			EditorUtility.SetDirty(panel);
		}

		if (needRepaint)
			Repaint();
	}
开发者ID:juliancruz87,项目名称:Ataraxia,代码行数:51,代码来源:UIPanelEditor.cs


示例5: BringInImmediate

	/// <summary>
	/// Same as BringIn(...), but skips the panel's transition, fast-forwarding
	/// it instantly to its end state.  See the corresponding BringIn() entry for more details.
	/// </summary>
	/// <param name="panel">Reference to the panel to bring up.</param>
	public void BringInImmediate(UIPanelBase panel)
	{
		BringInImmediate(panel, MENU_DIRECTION.Auto);
	}
开发者ID:amutnick,项目名称:CrackTheCode_Repo,代码行数:9,代码来源:UIPanelManager.cs


示例6: PastePanel

	static void PastePanel(UIPanelBase panel)
	{
		transList[0].CopyTo(panel.Transitions, true);
		transList[0].MarkAllInitialized();

		EditorUtility.SetDirty(panel.gameObject);

		Debug.Log("Transitions Pasted");
	}
开发者ID:jordan1818,项目名称:JumpsterProject,代码行数:9,代码来源:CopyTransitions.cs


示例7: CopyPanel

	static void CopyPanel(UIPanelBase panel)
	{
		transList = new EZTransitionList[1];
		transList[0] = new EZTransitionList();
		panel.Transitions.CopyToNew(transList[0], true);
		transList[0].MarkAllInitialized();

		Debug.Log("Transitions Copied");
	}
开发者ID:jordan1818,项目名称:JumpsterProject,代码行数:9,代码来源:CopyTransitions.cs


示例8: StartAndTrack

	// Starts a panel transitioning and tracks it
	protected void StartAndTrack(UIPanelBase p, SHOW_MODE mode)
	{
		p.StartTransition(mode);

		// See if it didn't quit immediately:
		if (p.IsTransitioning)
		{
			p.AddTempTransitionDelegate(DecrementTransitioningPanels);
			++transitioningPanelCount;
		}
	}
开发者ID:amutnick,项目名称:CrackTheCode_Repo,代码行数:12,代码来源:UIPanelManager.cs


示例9: BringIn

	/// <summary>
	/// Brings in the specified panel in a manner
	/// that portrays the menu moving in the
	/// specified direction.  If "Auto" is specified
	/// for the direction, forward/backward is
	/// determined by comparing the index of the
	/// current panel to the one being brought up.
	/// </summary>
	/// <param name="panel">Reference to the panel to bring up.</param>
	/// <param name="dir">Direction the menu should appear to be moving.
	/// If "Auto" is specified, the direction is determined by comparing
	/// the index of the current panel to the one being brought up.</param>
	public void BringIn(UIPanelBase panel, MENU_DIRECTION dir)
	{
		SHOW_MODE dismissMode;
		SHOW_MODE bringInMode;

		if (curPanel == panel)
			return; // Nothing to do!

		if(dir == MENU_DIRECTION.Auto)
		{
			// See if we can determine the direction:
			if (curPanel != null)
			{
				// Forward
				if (curPanel.index <= panel.index)
					dir = MENU_DIRECTION.Forwards;
				else // Backward
					dir = MENU_DIRECTION.Backwards;
			}
			else // Assume forward:
				dir = MENU_DIRECTION.Forwards;
		}

		dismissMode = ( (dir == MENU_DIRECTION.Forwards) ? (SHOW_MODE.DismissForward) : (SHOW_MODE.DismissBack) );
		bringInMode = ( (dir == MENU_DIRECTION.Forwards) ? (SHOW_MODE.BringInForward) : (SHOW_MODE.BringInBack) );

		// Dismiss the current panel:
		if (curPanel != null)
			curPanel.StartTransition(dismissMode);

		// Bring in the next panel:
		curPanel = panel;
		breadcrumbs.Add(curPanel);
		if (deactivateAllButInitialAtStart && !curPanel.gameObject.active)
		{
			curPanel.Start();
			curPanel.gameObject.SetActiveRecursively(true);
		}
		curPanel.StartTransition(bringInMode);
	}
开发者ID:AlexanderUrbano,项目名称:shapewars,代码行数:52,代码来源:UIPanelManager.cs


示例10: BringIn

	/// <summary>
	/// Brings in the specified panel in a manner
	/// that portrays the menu moving in the
	/// specified direction.  If "Auto" is specified
	/// for the direction, forward/backward is
	/// determined by comparing the index of the
	/// current panel to the one being brought up.
	/// </summary>
	/// <param name="panel">Reference to the panel to bring up.</param>
	/// <param name="dir">Direction the menu should appear to be moving.
	/// If "Auto" is specified, the direction is determined by comparing
	/// the index of the current panel to the one being brought up.</param>
	public void BringIn(UIPanelBase panel, MENU_DIRECTION dir)
	{
		StartCoroutine("Start");

		SHOW_MODE dismissMode;
		SHOW_MODE bringInMode;

		if (curPanel == panel)
			return; // Nothing to do!

		if (dir == MENU_DIRECTION.Auto)
		{
			// See if we can determine the direction:
			if (curPanel != null)
			{
				// Forward
				if (curPanel.index <= panel.index)
					dir = MENU_DIRECTION.Forwards;
				else // Backward
					dir = MENU_DIRECTION.Backwards;
			}
			else // Assume forward:
				dir = MENU_DIRECTION.Forwards;
		}

		dismissMode = ((dir == MENU_DIRECTION.Forwards) ? (SHOW_MODE.DismissForward) : (SHOW_MODE.DismissBack));
		bringInMode = ((dir == MENU_DIRECTION.Forwards) ? (SHOW_MODE.BringInForward) : (SHOW_MODE.BringInBack));

		// Dismiss the current panel:
		if (curPanel != null)
			StartAndTrack(curPanel, dismissMode);

		// Bring in the next panel:
		curPanel = panel;
		breadcrumbs.Add(curPanel);
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
		if (deactivateAllButInitialAtStart && !curPanel.gameObject.activeInHierarchy)
		{
			curPanel.Start();
			curPanel.gameObject.SetActive(true);
		}
#else
		if (deactivateAllButInitialAtStart && !curPanel.gameObject.active)
		{
			curPanel.Start();
			curPanel.gameObject.SetActiveRecursively(true);
		}
#endif
		StartAndTrack(curPanel, bringInMode);
	}
开发者ID:amutnick,项目名称:CrackTheCode_Repo,代码行数:62,代码来源:UIPanelManager.cs


示例11: CompareIndices

	// Compares panel indices so they can be sorted this way.
	public static int CompareIndices(UIPanelBase a, UIPanelBase b)
	{
		return a.index - b.index;
	}
开发者ID:juliancruz87,项目名称:transpp,代码行数:5,代码来源:UIPanelBase.cs


示例12: CopyPanel

	static void CopyPanel(UIPanelBase panel)
	{
		transList = new EZTransitionList[1];
		transList[0] = new EZTransitionList();
		panel.Transitions.CopyToNew(transList[0], true);
		transList[0].MarkAllInitialized();

		PatStuff.ScreenLog.AddMessage("Transitions Copied");
	}
开发者ID:adahera222,项目名称:properme,代码行数:9,代码来源:CopyTransitions.cs


示例13: PastePanel

	static void PastePanel(UIPanelBase panel)
	{
		transList[0].CopyTo(panel.Transitions, true);
		transList[0].MarkAllInitialized();

		EditorUtility.SetDirty(panel.gameObject);

		PatStuff.ScreenLog.AddMessage("Transitions Pasted");
	}
开发者ID:adahera222,项目名称:properme,代码行数:9,代码来源:CopyTransitions.cs


示例14: OnSelectionChange

	public void OnSelectionChange()
	{
		bool somethingChanged = false;

		if (panel != null)
		{
			if (panel.gameObject != Selection.activeGameObject)
			{
				somethingChanged = true;
			}
		}
		else
			somethingChanged = true;

		if (somethingChanged)
		{
			if (Selection.activeGameObject != null)
			{
				panel = (UIPanelBase)Selection.activeGameObject.GetComponent(typeof(UIPanelBase));
				selGO = Selection.activeGameObject;
				curTrans = 0;
				curTransElement = 0;
			}
			else
			{
				selGO = null;
				panel = null;
			}
		}

		Repaint();
	}
开发者ID:juliancruz87,项目名称:Ataraxia,代码行数:32,代码来源:UIPanelEditor.cs


示例15: LoadSceneDelegate

	// Called when the loading panel's transition ends.
	public void LoadSceneDelegate(UIPanelBase panel, EZTransition trans)
	{
		StartCoroutine(LoadScene());
	}
开发者ID:jordan1818,项目名称:JumpsterProject,代码行数:5,代码来源:UIBtnLoadScene.cs


示例16: StopLoading

	void StopLoading(UIPanelBase panel, EZTransition transition)
	{
		Flow.game_native.stopLoading();
	}
开发者ID:uptopgames,项目名称:Minesweeper,代码行数:4,代码来源:Invite.cs


示例17: Copy

	public override void Copy(SpriteRoot s, ControlCopyFlags flags)
	{
		base.Copy(s, flags);

		if (!(s is UIBtnLoadScene))
			return;

		UIBtnLoadScene b = (UIBtnLoadScene)s;

		if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings)
		{
			scene = b.scene;
			loadingPanel = b.loadingPanel;
		}
	}
开发者ID:robert-irribarren,项目名称:TraumaOR,代码行数:15,代码来源:UIBtnLoadScene.cs


示例18: MoveBack

	/// <summary>
	/// Moves the menu back to the previous panel
	/// in the sequence (determined by panel 
	/// index).  Automatically dismisses the
	/// currently displaying panel using the 
	/// "back" mode.
	/// </summary>
	/// <returns>True if the there are more panels 
	/// before this one. False if this is the first 
	/// panel, or if the menu was already at the 
	/// beginning.</returns>
	public bool MoveBack()
	{
		// If this isn't a linear menu, use our history
		// to go backward:
		if (!linearNavigation)
		{
			// See if we're at the beginning:
			if (breadcrumbs.Count <= 1)
			{
				if (advancePastEnd)
				{
					// Send away the current panel:
					if (curPanel != null)
						StartAndTrack(curPanel, SHOW_MODE.DismissBack);

					curPanel = null;

					// Don't add more than one null on the stack:
					if (breadcrumbs.Count > 0)
					{
						if (breadcrumbs[breadcrumbs.Count - 1] != null)
							breadcrumbs.Add(null);
					}
					else
						breadcrumbs.Add(null);
				}
				return false; // We're at the beginning
			}

			// Go back in our history:
			if (breadcrumbs.Count != 0)
				breadcrumbs.RemoveAt(breadcrumbs.Count - 1);


			// Send away the current panel:
			if (curPanel != null)
				StartAndTrack(curPanel, SHOW_MODE.DismissBack);

			// Bring in the previous panel:
			if (breadcrumbs.Count > 0)
				curPanel = breadcrumbs[breadcrumbs.Count - 1];
			if (curPanel != null)
			{
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
				if (deactivateAllButInitialAtStart && !curPanel.gameObject.activeInHierarchy)
				{
					curPanel.Start();
					curPanel.gameObject.SetActive(true);
				}
#else
				if (deactivateAllButInitialAtStart && !curPanel.gameObject.active)
				{
					curPanel.Start();
					curPanel.gameObject.SetActiveRecursively(true);
				}
#endif

				StartAndTrack(curPanel, SHOW_MODE.BringInBack);
			}

			// Return false if we've reached the beginning:
			if (breadcrumbs.Count <= 1)
				return false;
			else
				return true;
		}
		else // Else this is a linear menu, so just go back to the previous panel in our array
		{
			int index = panels.IndexOf(curPanel);

			// If we're at the first index:
			if (index <= 0)
			{
				if (!circular)
				{
					if (advancePastEnd)
					{
						// Send away the current panel:
						if (curPanel != null)
							StartAndTrack(curPanel, SHOW_MODE.DismissBack);

						curPanel = null;
					}
					return false; // We're already at the beginning
				}
				else
				{
					// Wrap back to the end:
					index = panels.Count;
//.........这里部分代码省略.........
开发者ID:amutnick,项目名称:CrackTheCode_Repo,代码行数:101,代码来源:UIPanelManager.cs


示例19: MoveForward

	/// <summary>
	/// Moves the menu forward to the next panel
	/// in the sequence (determined by panel 
	/// index).  Automatically dismisses the
	/// currently displaying panel using the 
	/// forward mode.
	/// </summary>
	/// <returns>True if the there are more panels 
	/// after this one. False if this is the last 
	/// panel, or if the menu was already at the end.</returns>
	public bool MoveForward()
	{
		int index = panels.IndexOf(curPanel);

		if (index >= panels.Count - 1)
		{
			// See if we should wrap to the beginning:
			if (!circular)
			{
				// See if we should advance past the end:
				if (advancePastEnd)
				{
					// Send away the current panel:
					if (curPanel != null)
						curPanel.StartTransition(SHOW_MODE.DismissForward);

					curPanel = null;

					// Don't add more than one null on the stack:
					if(breadcrumbs.Count > 0)
					{
						if (breadcrumbs[breadcrumbs.Count - 1] != null)
							breadcrumbs.Add(null);
					}
					else
						breadcrumbs.Add(null);
				}
				return false; // We're already at the end
			}
			else
				index = -1; // Wrap back to the beginning
		}

		// Send away the current panel:
		if (curPanel != null)
			curPanel.StartTransition(SHOW_MODE.DismissForward);

		// Bring in the next panel:
		++index;
		curPanel = panels[index];
		breadcrumbs.Add(curPanel);

		if (deactivateAllButInitialAtStart && !curPanel.gameObject.active)
		{
			curPanel.Start();
			curPanel.gameObject.SetActiveRecursively(true);
		}

		curPanel.StartTransition(SHOW_MODE.BringInForward);

		if (index >= panels.Count - 1 && !circular)
			return false;
		else
			return true;
	}
开发者ID:AlexanderUrbano,项目名称:shapewars,代码行数:65,代码来源:UIPanelManager.cs


示例20: Start

	IEnumerator Start()
	{
		ScanChildren();

		if (initialPanel != null)
		{
			curPanel = initialPanel;
			breadcrumbs.Add(curPanel);
		}

		if (circular)
			linearNavigation = true;

		if(deactivateAllButInitialAtStart)
		{
			// Wait a frame so the contents of the panels
			// are done Start()'ing, or else we'll get
			// unhidden stuff:
			yield return null;

			for (int i = 0; i<panels.Count; ++i)
				if (panels[i] != initialPanel && panels[i] != curPanel)
					panels[i].gameObject.SetActiveRecursively(false);
		}
	}
开发者ID:exdev,项目名称:urban-survivors,代码行数:25,代码来源:UIPanelManager.cs



注:本文中的UIPanelBase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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