本文整理汇总了C#中UnityEngine.UI.Windows.Plugins.Flow.Data类的典型用法代码示例。如果您正苦于以下问题:C# Data类的具体用法?C# Data怎么用?C# Data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。
Data类属于UnityEngine.UI.Windows.Plugins.Flow命名空间,在下文中一共展示了Data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: GenerateReturnMethod
public static string GenerateReturnMethod(FlowSystemEditorWindow flowEditor, FD.FlowWindow exitWindow) {
var file = Resources.Load("UI.Windows/Functions/Templates/TemplateReturnMethod") as TextAsset;
if (file == null) {
Debug.LogError("Functions Template Loading Error: Could not load template 'TemplateReturnMethod'");
return string.Empty;
}
var data = FlowSystem.GetData();
if (data == null) return string.Empty;
var result = string.Empty;
var part = file.text;
var functionContainer = exitWindow.GetFunctionContainer();
var functionName = functionContainer.title;
var functionCallName = functionContainer.directory;
var classNameWithNamespace = Tpl.GetNamespace(exitWindow) + "." + Tpl.GetDerivedClassName(exitWindow);
result +=
part.Replace("{FUNCTION_NAME}", functionName)
.Replace("{FUNCTION_CALL_NAME}", functionCallName)
.Replace("{CLASS_NAME_WITH_NAMESPACE}", classNameWithNamespace);
return result;
}
开发者ID:RuFengLau,项目名称:Unity3d.UI.Windows,代码行数:31,代码来源:FunctionsAddon.cs
示例2: OnFlowWindowLayoutGUI
public override void OnFlowWindowLayoutGUI(Rect rect, FD.FlowWindow window) {
if (Heatmap.settings == null) Heatmap.settings = this.GetSettingsFile();
var settings = Heatmap.settings;
if (settings != null) {
if (settings.show == true) {
var data = settings.data.Get(window);
data.UpdateMap();
if (data != null && data.texture != null && data.status == HeatmapSettings.WindowsData.Window.Status.Loaded) {
GUI.DrawTexture(rect, data.texture, ScaleMode.StretchToFill, alphaBlend: true);
} else {
if (this.noDataTexture != null) GUI.DrawTexture(rect, this.noDataTexture, ScaleMode.StretchToFill, alphaBlend: true);
}
}
}
}
开发者ID:RuFengLau,项目名称:Unity3d.UI.Windows,代码行数:27,代码来源:HeatmapAddon.cs
示例3: GenerateTransitionMethod
public static string GenerateTransitionMethod(FlowSystemEditorWindow flowEditor, FD.FlowWindow windowFrom, FD.FlowWindow windowTo) {
var file = Resources.Load("UI.Windows/ABTesting/Templates/TemplateTransitionMethod") as TextAsset;
if (file == null) {
Debug.LogError("ABTesting Template Loading Error: Could not load template 'TemplateTransitionMethod'");
return string.Empty;
}
var data = FlowSystem.GetData();
if (data == null) return string.Empty;
if (windowTo.IsABTest() == false) {
return string.Empty;
}
var result = string.Empty;
var part = file.text;
var methodPattern = "(item, h) => WindowSystemFlow.DoFlow<{0}>(this, item, h, null)";
var methods = string.Empty;
var methodList = new List<string>();
foreach (var item in windowTo.abTests.items) {
var window = FlowSystem.GetWindow(item.attachItem.targetId);
if (window == null) {
methodList.Add("null");
} else {
var classNameWithNamespace = Tpl.GetClassNameWithNamespace(window);
methodList.Add(string.Format(methodPattern, classNameWithNamespace));
}
}
methods = string.Join(", ", methodList.ToArray());
result +=
part.Replace("{METHOD_NAMES}", methods)
.Replace("{FLOW_FROM_ID}", windowFrom.id.ToString())
.Replace("{FLOW_TO_ID}", windowTo.id.ToString());
return result;
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:53,代码来源:ABTestingAddon.cs
示例4: GenerateTransitionMethod
public static string GenerateTransitionMethod(FlowSystemEditorWindow flowEditor, FD.FlowWindow windowFrom, FD.FlowWindow windowTo) {
var file = Resources.Load("UI.Windows/Functions/Templates/TemplateTransitionMethod") as TextAsset;
if (file == null) {
Debug.LogError("Functions Template Loading Error: Could not load template 'TemplateTransitionMethod'");
return string.Empty;
}
var data = FlowSystem.GetData();
if (data == null) return string.Empty;
var result = string.Empty;
var part = file.text;
// Function link
var functionId = windowTo.GetFunctionId();
// Find function container
var functionContainer = data.GetWindow(functionId);
if (functionContainer == null) {
// Function not found
return string.Empty;
}
// Get function root window
var root = data.GetWindow(functionContainer.functionRootId);
//var exit = data.GetWindow(functionContainer.functionExitId);
var functionName = functionContainer.title;
var functionCallName = functionContainer.directory;
var classNameWithNamespace = Tpl.GetClassNameWithNamespace(root);
var transitionMethods = Tpl.GenerateTransitionMethods(windowTo);
transitionMethods = transitionMethods.Replace("\r\n", "\r\n\t")
.Replace("\n", "\n\t");
result +=
part.Replace("{TRANSITION_METHODS}", transitionMethods)
.Replace("{FUNCTION_NAME}", functionName)
.Replace("{FUNCTION_CALL_NAME}", functionCallName)
.Replace("{FLOW_FROM_ID}", windowFrom.id.ToString())
.Replace("{FLOW_TO_ID}", windowTo.id.ToString())
.Replace("{CLASS_NAME_WITH_NAMESPACE}", classNameWithNamespace);
return result;
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:51,代码来源:FunctionsAddon.cs
示例5: OnFlowWindowLayoutGUI
public override void OnFlowWindowLayoutGUI(Rect rect, FD.FlowWindow window) {
if (Heatmap.settings == null) Heatmap.settings = Heatmap.GetSettingsFile();
var settings = Heatmap.settings;
if (settings != null) {
if (settings.show == true) {
var data = settings.data.Get(window);
//data.UpdateMap();
if (data != null && data.texture != null && data.status == HeatmapSettings.WindowsData.Window.Status.Loaded) {
LayoutWindowType screen;
var layout = HeatmapSystem.GetLayout(window.id, out screen);
if (layout == null) return;
var scaleFactor = HeatmapSystem.GetFactor(new Vector2(layout.root.editorRect.width, layout.root.editorRect.height), rect.size);
//var scaleFactorCanvas = layout.editorScale > 0f ? 1f / layout.editorScale : 1f;
//scaleFactor *= scaleFactorCanvas;
var r = layout.root.editorRect;
r.x *= scaleFactor;
r.y *= scaleFactor;
r.x += rect.x + rect.width * 0.5f;
r.y += rect.y + rect.height * 0.5f;
r.width *= scaleFactor;
r.height *= scaleFactor;
var c = Color.white;
c.a = 0.5f;
GUI.color = c;
GUI.DrawTexture(r, data.texture, ScaleMode.StretchToFill, alphaBlend: false);
GUI.color = Color.white;
} else {
if (this.noDataTexture != null) GUI.DrawTexture(rect, this.noDataTexture, ScaleMode.ScaleToFit, alphaBlend: true);
}
}
}
}
开发者ID:anton-nesterenko,项目名称:Unity3d.UI.Windows,代码行数:47,代码来源:HeatmapAddon.cs
示例6: DrawWindowLayout
public void DrawWindowLayout(FD.FlowWindow window) {
var flowWindowWithLayout = FlowSystem.GetData().HasView(FlowView.Layout);
if (flowWindowWithLayout == true) {
GUILayout.Box(string.Empty, FlowSystemEditorWindow.styles.layoutBoxStyle, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true));
var rect = GUILayoutUtility.GetLastRect();
if (window.OnPreviewGUI(rect,
FlowSystemEditorWindow.defaultSkin.button,
FlowSystemEditorWindow.styles.layoutBoxStyle,
drawInfo: true,
selectable: true,
onCreateScreen: () => {
this.SelectWindow(window);
FlowChooserFilter.CreateScreen(Selection.activeObject, window.compiledNamespace, "/Screens", () => {
this.SelectWindow(window);
});
}, onCreateLayout: () => {
this.SelectWindow(window);
Selection.activeObject = window.GetScreen();
FlowChooserFilter.CreateLayout(Selection.activeObject, Selection.activeGameObject, () => {
this.SelectWindow(window);
});
}) == true) {
// Set for waiting connection
var element = WindowLayoutElement.waitForComponentConnectionElementTemp;
this.WaitForAttach(window.id, element);
WindowLayoutElement.waitForComponentConnectionTemp = false;
}
UnityEditor.UI.Windows.Plugins.Flow.Flow.OnDrawWindowLayoutGUI(rect, window);
}
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:48,代码来源:EditorWindow.cs
示例7: DrawTransitionChooser
public void DrawTransitionChooser(AttachItem attach, FD.FlowWindow fromWindow, FD.FlowWindow toWindow, bool doubleSided) {
if (this.drawWindowContent == false) return;
if (toWindow.IsEnabled() == false) return;
if (toWindow.IsContainer() == true) return;
var factor = 0.5f;
var transitionsContainer = fromWindow;
var namePrefix = string.Empty;
if (fromWindow.IsSmall() == true &&
fromWindow.IsABTest() == true) {
// is ABTest
//Debug.Log(fromWindow.id + " => " + toWindow.id + " :: " + attach.index + " :: " + doubleSided);
transitionsContainer = FlowSystem.GetWindow(fromWindow.abTests.sourceWindowId);
if (transitionsContainer == null) return;
namePrefix = string.Format("Variant{0}", attach.index.ToString());
factor = 0.2f;
} else {
if (toWindow.IsSmall() == true) {
if (toWindow.IsFunction() == false) return;
}
}
if (FlowSystem.GetData().modeLayer == ModeLayer.Audio) {
if (FlowSystem.GetData().HasView(FlowView.AudioTransitions) == false) return;
} else {
if (FlowSystem.GetData().HasView(FlowView.VideoTransitions) == false) return;
}
const float size = 32f;
const float offset = size * 0.5f + 5f;
Vector2 centerOffset = Flow.OnDrawNodeCurveOffset(this, attach, fromWindow, toWindow, doubleSided);
if (doubleSided == true) {
var q = Quaternion.LookRotation(toWindow.rect.center - fromWindow.rect.center, Vector3.back);
var attachRevert = FlowSystem.GetAttachItem(toWindow.id, fromWindow.id);
this.DrawTransitionChooser(attachRevert, toWindow, toWindow, fromWindow, centerOffset, q * Vector2.left * offset, size, factor, namePrefix);
this.DrawTransitionChooser(attach, fromWindow, fromWindow, toWindow, centerOffset, q * Vector2.right * offset, size, factor, namePrefix);
} else {
this.DrawTransitionChooser(attach, transitionsContainer, fromWindow, toWindow, centerOffset, Vector2.zero, size, factor, namePrefix);
}
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:62,代码来源:EditorWindow.cs
示例8: DrawTags
private void DrawTags(FD.FlowWindow window, bool defaultWindow = false) {
EditorGUIUtility.labelWidth = 35f;
var tagStyles = FlowSystemEditor.GetTagStyles();
var tagCaptionStyleText = ME.Utilities.CacheStyle("FlowEditor.DrawTags.Styles", "sv_label_0");
var tagCaptionStyle = ME.Utilities.CacheStyle("FlowEditor.DrawTags.Styles", "tagCaptionStyle", (styleName) => {
var _tagCaptionStyle = new GUIStyle(GUI.skin.textField);
_tagCaptionStyle.alignment = TextAnchor.MiddleCenter;
_tagCaptionStyle.fixedWidth = 90f;
_tagCaptionStyle.fixedHeight = tagCaptionStyleText.fixedHeight;
_tagCaptionStyle.stretchWidth = false;
_tagCaptionStyle.font = tagCaptionStyleText.font;
_tagCaptionStyle.fontStyle = tagCaptionStyleText.fontStyle;
_tagCaptionStyle.fontSize = tagCaptionStyleText.fontSize;
_tagCaptionStyle.normal = tagCaptionStyleText.normal;
_tagCaptionStyle.focused = tagCaptionStyleText.normal;
_tagCaptionStyle.active = tagCaptionStyleText.normal;
_tagCaptionStyle.hover = tagCaptionStyleText.normal;
_tagCaptionStyle.border = tagCaptionStyleText.border;
//_tagCaptionStyle.padding = tagCaptionStyleText.padding;
//_tagCaptionStyle.margin = tagCaptionStyleText.margin;
_tagCaptionStyle.margin = new RectOffset();
return _tagCaptionStyle;
});
var tagStyleAdd = ME.Utilities.CacheStyle("FlowEditor.DrawTags.Styles", "sv_label_3", (styleName) => {
var _tagStyleAdd = new GUIStyle(styleName);
_tagStyleAdd.margin = new RectOffset(0, 0, 0, 0);
_tagStyleAdd.padding = new RectOffset(3, 5, 0, 2);
_tagStyleAdd.alignment = TextAnchor.MiddleCenter;
_tagStyleAdd.stretchWidth = false;
return _tagStyleAdd;
});
var tagsLabel = ME.Utilities.CacheStyle("FlowEditor.DrawTags.Styles", "defaultLabel", (styleName) => {
var _tagsLabel = new GUIStyle(FlowSystemEditorWindow.defaultSkin.label);
_tagsLabel.padding = new RectOffset(_tagsLabel.padding.left, _tagsLabel.padding.right, _tagsLabel.padding.top, _tagsLabel.padding.bottom + 4);
return _tagsLabel;
});
var changed = false;
GUILayout.BeginHorizontal();
{
GUILayoutExt.LabelWithShadow("Tags:", tagsLabel, GUILayout.Width(EditorGUIUtility.labelWidth));
GUILayout.BeginVertical();
{
GUILayout.Space(4f);
var tagCaption = string.Empty;
if (this.showTagsPopupId == window.id) tagCaption = this.tagCaption;
var isEnter = (Event.current.type == EventType.keyDown && Event.current.keyCode == KeyCode.Return);
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
{
var columns = 3;
var i = 0;
foreach (var tag in window.tags) {
if (i % columns == 0) {
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
}
var tagInfo = FlowSystem.GetData().GetTag(tag);
if (tagInfo == null) {
window.tags.Remove(tag);
break;
}
if (GUILayout.Button(tagInfo.title, tagStyles[tagInfo.color]) == true) {
FlowSystem.RemoveTag(window, tagInfo);
break;
}
++i;
//.........这里部分代码省略.........
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:101,代码来源:EditorWindow.cs
示例9: OnFlowWindowGUI
public override void OnFlowWindowGUI(FD.FlowWindow window) {
var data = FlowSystem.GetData();
if (data == null) return;
if (data.modeLayer == ModeLayer.Audio) {
if (window.IsContainer() == true ||
window.IsSmall() == true ||
window.IsShowDefault() == true)
return;
var screen = window.GetScreen();
if (screen != null) {
GUILayout.BeginHorizontal();
{
var playType = (int)screen.audio.playType;
playType = GUILayoutExt.Popup(playType, new string[2] { "Keep Current", "Restart If Equals" }, FlowSystemEditorWindow.defaultSkin.label, GUILayout.Width(EditorGUIUtility.labelWidth));
screen.audio.playType = (UnityEngine.UI.Windows.Audio.Window.PlayType)playType;
var rect = GUILayoutUtility.GetLastRect();
/*var newId = */AudioPopupEditor.Draw(new Rect(rect.x + rect.width, rect.y, window.rect.width - EditorGUIUtility.labelWidth - 10f, rect.height), screen.audio.id, (result) => {
screen.audio.id = result;
window.audioEditor = null;
}, screen.audio.clipType, screen.audio.flowData.audio, null);
/*if (newId != screen.audio.id) {
screen.audio.id = newId;
window.audioEditor = null;
}*/
}
GUILayout.EndHorizontal();
var state = data.audio.GetState(screen.audio.clipType, screen.audio.id);
if (state != null && state.clip != null) {
GUILayout.BeginVertical();
{
GUILayout.Box(string.Empty, FlowSystemEditorWindow.styles.layoutBoxStyle, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true));
var rect = GUILayoutUtility.GetLastRect();
if (Event.current.type == EventType.MouseDown && rect.Contains(Event.current.mousePosition) == true) {
window.audioEditor = null;
}
if (window.audioEditor == null) {
EditorPrefs.SetBool("AutoPlayAudio", false);
window.audioEditor = Editor.CreateEditor(state.clip);
//System.Type.GetType("AudioUtil").InvokeMember("StopClip", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public, null, null, new object[] { state.clip });
}
if (Event.current.type != EventType.MouseDrag && Event.current.type != EventType.DragPerform) {
window.audioEditor.OnPreviewGUI(rect, EditorStyles.helpBox);
GUILayout.BeginHorizontal();
window.audioEditor.OnPreviewSettings();
GUILayout.EndHorizontal();
}
}
GUILayout.EndVertical();
}
}
}
}
开发者ID:anton-nesterenko,项目名称:Unity3d.UI.Windows,代码行数:81,代码来源:AudioAddon.cs
示例10: DrawWindowToolbar
//.........这里部分代码省略.........
} else {
// Was not as default
FlowSystem.GetDefaultWindows().Add(id);
}
FlowSystem.SetDirty();
}
}
GUILayout.FlexibleSpace();
if (window.IsSmall() == false && FlowSceneView.IsActive() == false && window.storeType == FD.FlowWindow.StoreType.NewScreen) {
var state = GUILayout.Button("Screen", buttonDropdownStyle);
if (Event.current.type == EventType.Repaint) {
this.layoutStateSelectButtonRect = GUILayoutUtility.GetLastRect();
}
if (state == true) {
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Select Package"), on: false, func: () => { this.SelectWindow(window); });
if (window.compiled == true) {
menu.AddItem(new GUIContent("Edit..."), on: false, func: () => {
var path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(window.GetScreen()));
var filename = window.compiledDerivedClassName + ".cs";
EditorUtility.OpenWithDefaultApp(string.Format("{0}/../{1}", path, filename));
});
}
menu.AddItem(new GUIContent("Create on Scene"), on: false, func: () => { this.CreateOnScene(window); });
var screen = window.GetScreen();
var methodsCount = 0;
WindowSystem.CollectCallVariations(screen, (types, names) => {
++methodsCount;
});
menu.AddDisabledItem(new GUIContent("Calls/Methods: " + methodsCount.ToString()));
menu.AddSeparator("Calls/");
if (window.compiled == true &&
screen != null) {
methodsCount = 0;
WindowSystem.CollectCallVariations(screen, (types, names) => {
var parameters = new List<string>();
for (int i = 0; i < types.Length; ++i) {
parameters.Add(ME.Utilities.FormatParameter(types[i]) + " " + names[i]);
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:66,代码来源:EditorWindow.cs
示例11: GetWindowSize
public Vector2 GetWindowSize(FD.FlowWindow window) {
var flowWindowWithLayout = FlowSystem.GetData().HasView(FlowView.Layout);
var flowWindowWithLayoutScaleFactor = FlowSystem.GetData().flowWindowWithLayoutScaleFactor;
if (flowWindowWithLayout == true) {
return new Vector2(250f, 250f) * (1f + flowWindowWithLayoutScaleFactor);
}
return new Vector2(250f, 80f + (Mathf.CeilToInt(window.tags.Count / 3f)) * 15f);
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:13,代码来源:EditorWindow.cs
示例12: OnFlowWindowScreenMenuGUI
public override void OnFlowWindowScreenMenuGUI(FD.FlowWindow window, GenericMenu menu) {
if (window.isVisibleState == false) return;
if (window.IsContainer() == true) return;
if (window.IsSmall() == true && window.IsFunction() == true) return;
if (window.IsShowDefault() == true) return;
if (Heatmap.settings == null) Heatmap.settings = Heatmap.GetSettingsFile();
var settings = Heatmap.settings;
if (settings != null) {
var data = settings.data.Get(window);
if (data == null) return;
foreach (var item in settings.items) {
if (item.show == true && item.enabled == true) {
foreach (var serviceBase in this.editor.services) {
var service = serviceBase as IAnalyticsService;
if (service.GetServiceName() == item.serviceName) {
var key = string.Format("{0}_{1}", item.serviceName, window.id);
var windowId = window.id;
menu.AddItem(new GUIContent("Open Heatmap..."), false, () => {
//this.fullScreenData = this.heatmapResultsCache[key];
this.fullScreenTexture = this.heatmapTexturesCache[key];
this.fullScreenWindowId = windowId;
this.fullScreenEditor = null;
this.openFullScreen = true;
this.flowEditor.SetDisabled();
});
}
}
}
}
}
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:49,代码来源:HeatmapAddon.cs
示例13: OnFlowWindowLayoutGUI
public override void OnFlowWindowLayoutGUI(Rect rect, FD.FlowWindow window) {
if (window.isVisibleState == false) return;
if (window.IsContainer() == true) return;
if (window.IsSmall() == true && window.IsFunction() == true) return;
if (window.IsShowDefault() == true) return;
if (Heatmap.settings == null) Heatmap.settings = Heatmap.GetSettingsFile();
var settings = Heatmap.settings;
if (settings != null) {
var data = settings.data.Get(window);
if (data == null) return;
LayoutWindowType screen;
var layout = HeatmapSystem.GetLayout(window.id, out screen);
if (layout == null) return;
var targetScreenSize = new Vector2(layout.root.editorRect.width, layout.root.editorRect.height);
foreach (var item in settings.items) {
if (item.show == true && item.enabled == true) {
foreach (var serviceBase in this.editor.services) {
var service = serviceBase as IAnalyticsService;
if (service.GetServiceName() == item.serviceName) {
var key = string.Format("{0}_{1}", item.serviceName, window.id);
HeatmapResult result;
if (this.heatmapResultsCache.TryGetValue(key, out result) == true) {
if (result != null) {
var texture = this.heatmapTexturesCache[key];
if (texture != null) {
var scaleFactor = HeatmapSystem.GetFactor(targetScreenSize, rect.size);
//var scaleFactorCanvas = layout.editorScale > 0f ? 1f / layout.editorScale : 1f;
//scaleFactor *= scaleFactorCanvas;
var r = layout.root.editorRect;
r.x *= scaleFactor;
r.y *= scaleFactor;
r.x += rect.x + rect.width * 0.5f;
r.y += rect.y + rect.height * 0.5f;
r.width *= scaleFactor;
r.height *= scaleFactor;
var c = Color.white;
GUI.color = c;
GUI.DrawTexture(r, texture, ScaleMode.StretchToFill, alphaBlend: true);
GUI.color = Color.white;
} else {
if (this.noDataTexture != null) GUI.DrawTexture(rect, this.noDataTexture, ScaleMode.ScaleToFit, alphaBlend: true);
}
} else {
// still loading...
}
} else {
if (Event.current.type == EventType.Repaint) {
var rectSize = targetScreenSize;//rect.size;
var rootRect = layout.root.editorRect;
this.heatmapResultsCache.Add(key, null);
this.heatmapTexturesCache.Add(key, null);
service.GetHeatmapData(window.id, (int)targetScreenSize.x, (int)targetScreenSize.y, item.userFilter, (_result) => {
var heatmapResult = _result as HeatmapResult;
// Convert normalized points to real points
for (int i = 0; i < heatmapResult.points.Length; ++i) {
var root = layout.GetRootByTag((LayoutTag)heatmapResult.points[i].tag);
if (root != null) {
var xn = heatmapResult.points[i].x;
var yn = heatmapResult.points[i].y;
var sourceRect = root.editorRect;
var radius = (float)HeatmapVisualizer.GetRadius();
sourceRect.x += radius;
sourceRect.y += radius;
sourceRect.width -= radius * 2f;
sourceRect.height -= radius * 2f;
var scaleFactor = HeatmapSystem.GetFactor(targetScreenSize, rectSize);
var r = sourceRect;
r.x *= scaleFactor;
r.y *= scaleFactor;
//.........这里部分代码省略.........
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:101,代码来源:HeatmapAddon.cs
示例14: Info
public Info(FD.FlowWindow window) {
this.baseNamespace = window.compiledNamespace;
this.classname = window.compiledDerivedClassName;
this.baseClassname = window.compiledBaseClassName;
this.screenName = window.directory;
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:8,代码来源:Tpl.cs
示例15: OnCompilerTransitionAttachedGeneration
public override string OnCompilerTransitionAttachedGeneration(FD.FlowWindow windowFrom, FD.FlowWindow windowTo, bool everyPlatformHasUniqueName) {
var settings = Social.settings;
if (settings != null) {
var data = settings.data.Get(windowTo);
if (data != null && data.settings != null && settings.IsPlatformActive(data.settings) == true) {
return FlowSocialTemplateGenerator.GenerateTransitionMethod(data.settings, everyPlatformHasUniqueName);
}
}
return base.OnCompilerTransitionAttachedGeneration(windowFrom, windowTo, everyPlatformHasUniqueName);
}
开发者ID:Cyberbanan,项目名称:Unity3d.UI.Windows,代码行数:17,代码来源:SocialAddon.cs
示例16: SelectWindow
private void SelectWindow(FD.FlowWindow window) {
if (window.compiled == false) {
this.ShowNotification(new GUIContent("You need to compile this window to use `Select` command"));
} else {
window.Select();
}
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:13,代码来源:EditorWindow.cs
示例17: IsVisible
public bool IsVisible(FD.FlowWindow window) {
if (window.isMovingState == true) return true;
if (this.zoomDrawer.GetZoom() < 1f) {
return true;
}
return window.isVisibleState = this.ContainsRect(window.rect);
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:13,代码来源:EditorWindow.cs
示例18: DrawStates
private void DrawStates(FD.CompletedState[] states, FD.FlowWindow window) {
if (states == null) return;
var oldColor = GUI.color;
var style = ME.Utilities.CacheStyle("FlowEditor.DrawStates.Styles", "Grad Down Swatch");
var elemWidth = style.fixedWidth - 3f;
var width = window.rect.width - 6f;
var posY = -9f;
var color = Color.black;
color.a = 0.6f;
var posX = width - elemWidth;
var shadowOffset = 1f;
for (int i = states.Length - 1; i >= 0; --i) {
GUI.color = color;
GUI.Label(new Rect(posX + shadowOffset, posY + shadowOffset, elemWidth, style.fixedHeight), string.Empty, style);
posX -= elemWidth;
}
posX = width - elemWidth;
for (int i = states.Length - 1; i >= 0; --i) {
var state = states[i];
if (state == FD.CompletedState.NotReady) {
color = new Color(1f, 0.3f, 0.3f, 1f);
} else if (state == FD.CompletedState.Ready) {
color = new Color(0.3f, 1f, 0.3f, 1f);
} else if (state == FD.CompletedState.ReadyButWarnings) {
color = new Color(1f, 1f, 0.3f, 1f);
}
GUI.color = color;
GUI.Label(new Rect(posX, posY, elemWidth, style.fixedHeight), string.Empty, style);
posX -= elemWidth;
}
GUI.color = oldColor;
}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:53,代码来源:EditorWindow.cs
示例19: DrawTransitionChooser
public void DrawTransitionChooser(FD.FlowWindow.AttachItem attach, FD.FlowWindow fromWindow, FD.FlowWindow toWindow, Vector2 offset, float size) {
var _size = Vector2.one * size;
var rect = new Rect(Vector2.Lerp(fromWindow.rect.center, toWindow.rect.center, 0.5f) + offset - _size * 0.5f, _size);
var transitionStyle = ME.Utilities.CacheStyle("UI.Windows.Styles.DefaultSkin", "TransitionIcon", (name) => FlowSystemEditorWindow.defaultSkin.FindStyle("TransitionIcon"));
var transitionStyleBorder = ME.Utilities.CacheStyle("UI.Windows.Styles.DefaultSkin", "TransitionIconBorder", (name) => FlowSystemEditorWindow.defaultSkin.FindStyle("TransitionIconBorder"));
if (transitionStyle != null && transitionStyleBorder != null) {
if (fromWindow.GetScreen() != null) {
System.Action onClick = () => {
FlowChooserFilter.CreateTransition(fromWindow, toWindow, "/Transitions", (element) => {
FlowSystem.Save();
});
};
// Has transition or not?
var hasTransition = attach.transition != null && attach.transitionParameters != null;
if (hasTransition == true) {
GUI.DrawTexture(rect, Texture2D.blackTexture, ScaleMode.ScaleAndCrop, false);
var hovered = rect.Contains(Event.current.mousePosition);
if (attach.editor == null) {
attach.editor = Editor.CreateEditor(attach.transitionParameters) as IPreviewEditor;
hovered = true;
}
if (attach.editor.HasPreviewGUI() == true) {
if (hovered == false) {
attach.editor.OnDisable();
} else {
attach.editor.OnEnable();
}
var style = new GUIStyle(EditorStyles.toolbarButton);
attach.editor.OnPreviewGUI(Color.white, rect, style, false, false, hovered);
}
if (GUI.Button(rect, string.Empty, transitionStyleBorder) == true) {
onClick();
}
} else {
GUI.Box(rect, string.Empty, transitionStyle);
if (GUI.Button(rect, string.Empty, transitionStyleBorder) == true) {
onClick();
}
}
}
}
}
开发者ID:hxingchh,项目名称:Unity3d.UI.Windows,代码行数:74,代码来源:EditorWindow.cs
示例20: IsVisible
public bool IsVisible(FD.FlowWindow window) {
/*var scrollPos = FlowSystem.GetScrollPosition();
var rect = new Rect(scrollPos.x - this.scrollRect.width * 0.5f + this.scrollRect.x,
scrollPos.y + this.scrollRect.y,
this.scrollRect.width,
this.scrollRect.height);
var newState = true;//rect.ScaleSizeBy(this.zoomDrawer.GetZoom()).Overlaps(window.rect.ScaleSizeBy(this.zoomDrawer.GetZoom()));
if (newState == true &&
window.isVisibleState == false) {
window.isVisibleState = true;
this.Repaint();
return false;
}
return newState;*/
return true;
}
开发者ID:hxingchh,项目名称:Unity3d.UI.Windows,代码行数:24,代码来源:EditorWindow.cs
注:本文中的UnityEngine.UI.Windows.Plugins.Flow.Data类示例由纯净天空整理自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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