本文整理汇总了C#中UnityEngine.Texture类的典型用法代码示例。如果您正苦于以下问题:C# Texture类的具体用法?C# Texture怎么用?C# Texture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。
Texture类属于UnityEngine命名空间,在下文中一共展示了Texture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: Awake
private void Awake()
{
myRenderer = GetComponentInChildren<Renderer> ();
originalTexture = myRenderer.material.mainTexture;
SetStartPosition (startPosition);
InitMapObjectType();
}
开发者ID:juliancruz87,项目名称:madbricks,代码行数:7,代码来源:MapObject.cs
示例2: OnEnable
void OnEnable()
{
touchManager = target as TouchManager;
var path = AssetDatabase.GetAssetPath( MonoScript.FromScriptableObject( this ) );
headerTexture = AssetDatabase.LoadAssetAtPath<Texture>( Path.GetDirectoryName( path ) + "/Images/TouchManagerHeader.png" );
}
开发者ID:HuffyTomson,项目名称:EndlessSaladAndBreadsticks,代码行数:7,代码来源:TouchManagerEditor.cs
示例3: AspectSelectionGrid
public static int AspectSelectionGrid(int selected, Texture[] textures, int approxSize, GUIStyle style, string emptyString, out bool doubleClick)
{
GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.MinHeight(10f) };
GUILayout.BeginVertical("box", options);
int num = 0;
doubleClick = false;
if (textures.Length != 0)
{
float num2 = (EditorGUIUtility.currentViewWidth - 20f) / ((float) approxSize);
int num3 = (int) Mathf.Ceil(((float) textures.Length) / num2);
Rect aspectRect = GUILayoutUtility.GetAspectRect(num2 / ((float) num3));
Event current = Event.current;
if (((current.type == EventType.MouseDown) && (current.clickCount == 2)) && aspectRect.Contains(current.mousePosition))
{
doubleClick = true;
current.Use();
}
num = GUI.SelectionGrid(aspectRect, selected, textures, Mathf.RoundToInt(EditorGUIUtility.currentViewWidth - 20f) / approxSize, style);
}
else
{
GUILayout.Label(emptyString, new GUILayoutOption[0]);
}
GUILayout.EndVertical();
return num;
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:26,代码来源:TerrainInspector.cs
示例4: ComponentTypeDesc
public ComponentTypeDesc(string name, Type type, Texture icon, string tooltip)
{
Name = name;
Type = type;
Icon = icon;
Tooltip = tooltip;
}
开发者ID:groov0v,项目名称:edriven-gui,代码行数:7,代码来源:ComponentTypeDesc.cs
示例5: CreateFromTexture
public static tk2dSpriteCollectionData CreateFromTexture(Texture texture, tk2dSpriteCollectionSize size, Rect region, Vector2 anchor)
{
string[] names = new string[] { "Unnamed" };
Rect[] regions = new Rect[] { region };
Vector2[] anchors = new Vector2[] { anchor };
return CreateFromTexture(texture, size, names, regions, anchors);
}
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:7,代码来源:SpriteCollectionGenerator.cs
示例6: LoadResources
static public void LoadResources()
{
UnityPrimitiveCubeThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Cube.png");
UnityPrimitiveSphereThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Sphere.png");
UnityPrimitiveCylinderThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Cylinder.png");
UnityPrimitiveCapsuleThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Capsule.png");
UnityPrimitivePlaneThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Plane.png");
UnityPrimitiveQuadThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Quad.png");
UnityPrimitivePointlightThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Pointlight.png");
UnityPrimitiveArealightThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Arealight.png");
UnityPrimitiveSunlightThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Sunlight.png");
UnityPrimitiveSpotlightThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Spotlight.png");
UnityPrimitiveReflectionprobeThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Reflectionprobe.png");
UnityPrimitiveLightprobegroupThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Lightprobegroup.png");
UnityPrimitiveParticlesystemThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Particlesystem.png");
UnityPrimitiveAudioemitterThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Audioemitter.png");
UnityPrimitiveAudioreverbThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Audioreverb.png");
UnityPrimitiveCameraThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Camera.png");
UnityPrimitiveCameraviewportThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Cameraviewport.png");
UnityPrimitiveTreeThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Tree.png");
UnityPrimitiveLandscapeThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Landscape.png");
UnityPrimitiveSpriteThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Sprite.png");
UnityPrimitiveNullobjectThumb = (Texture)AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlus_Icon_Nullobject.png");
ButtonSize.x = UnityPrimitiveCubeThumb.width;
ButtonSize.y = UnityPrimitiveCubeThumb.height;
IconsSkin = AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath +EditorPlus.SelectedSkinFolder + "UnityPlusSkinIcons.guiskin") as GUISkin;
if(window != null)
window.Repaint();
}
开发者ID:PramgaOnce,项目名称:GlobalGameJam2016,代码行数:35,代码来源:EditorPlusPrimitives.cs
示例7: Reset
public override void Reset()
{
gameObject = null;
materialIndex = 0;
namedTexture = "_MainTex";
texture = null;
}
开发者ID:AlexanderUrbano,项目名称:shapewars,代码行数:7,代码来源:SetMaterialTexture.cs
示例8: Reset
public override void Reset() {
base.Reset();
this.tempTexture = null;
}
开发者ID:Cyberbanan,项目名称:Unity3d.UI.Windows,代码行数:7,代码来源:TextureResourceItem.cs
示例9: DrawBackground
public static void DrawBackground(Rect position, Texture image, float scale = 0.15f)
{
float texWidth = image.width * scale;
GUI.BeginGroup (position);
// Top Left Region
GUI.DrawTextureWithTexCoords (new Rect (0, 0, texWidth, texWidth), image, new Rect (0, 1 - scale, scale, scale));
// Top Center Region
GUI.DrawTextureWithTexCoords (new Rect (texWidth, 0, position.width - texWidth * 2, texWidth), image, new Rect (1 - scale, 1 - scale, 0, scale));
// Top Right Region
GUI.DrawTextureWithTexCoords (new Rect (position.width - texWidth, 0, texWidth, texWidth), image, new Rect (1 - scale, 1 - scale, scale, scale));
// Middle Left Region
GUI.DrawTextureWithTexCoords (new Rect (0, texWidth, texWidth, position.height - texWidth * 2), image, new Rect (0, 1 - scale, scale, 0));
// Middle Center Region
GUI.DrawTextureWithTexCoords (new Rect (texWidth, texWidth, position.width - texWidth * 2, position.height - texWidth * 2), image, new Rect (0.5f, 0.5f, 0, 0));
// Middle Right Region
GUI.DrawTextureWithTexCoords (new Rect (position.width - texWidth, texWidth, texWidth, position.height - texWidth * 2), image, new Rect (1 - scale, 1 - scale, scale, 0));
// Bottom Left Region
GUI.DrawTextureWithTexCoords (new Rect (0, position.height - texWidth, texWidth, texWidth), image, new Rect (0, 0, scale, scale));
// Bottom Center Region
GUI.DrawTextureWithTexCoords (new Rect (texWidth, position.height - texWidth, position.width - texWidth * 2, texWidth), image, new Rect (1 - scale, 0, 0, scale));
// Bottom Right Region
GUI.DrawTextureWithTexCoords (new Rect (position.width - texWidth, position.height - texWidth, texWidth, texWidth), image, new Rect (1 - scale, 0, scale, scale));
GUI.EndGroup ();
}
开发者ID:hunvil,项目名称:ConvergeGame_Client,代码行数:25,代码来源:Functions.cs
示例10: EventHandlerDesc
public EventHandlerDesc(string name, Type type, Texture icon, string tooltip)
{
Name = name;
Type = type;
Icon = icon;
Tooltip = tooltip;
}
开发者ID:groov0v,项目名称:edriven-gui,代码行数:7,代码来源:EventDesc.cs
示例11: GUIContent
public GUIContent(Texture image, string tooltip)
{
this.m_Text = string.Empty;
this.m_Tooltip = string.Empty;
this.m_Image = image;
this.m_Tooltip = tooltip;
}
开发者ID:randomize,项目名称:VimConfig,代码行数:7,代码来源:GUIContent.cs
示例12: DescriptorAttribute
public DescriptorAttribute(string name, string description, Texture icon, Color color)
{
this.name = name;
this.comment = description;
this.icon = icon;
this.color = color;
}
开发者ID:Headgate2,项目名称:-mobile-games-pipeline,代码行数:7,代码来源:Descriptor.cs
示例13: CreateFromTexture
public static tk2dSpriteCollectionData CreateFromTexture(Texture texture, SpriteCollectionSize size, string[] names, Rect[] regions, Vector2[] anchors)
{
GameObject go = new GameObject("SpriteCollection");
tk2dSpriteCollectionData sc = go.AddComponent<tk2dSpriteCollectionData>();
sc.Transient = true;
sc.version = tk2dSpriteCollectionData.CURRENT_VERSION;
sc.invOrthoSize = 1.0f / size.orthoSize;
sc.halfTargetHeight = size.targetHeight * 0.5f;
sc.premultipliedAlpha = false;
sc.material = new Material(Shader.Find("tk2d/BlendVertexColor"));
sc.material.mainTexture = texture;
sc.materials = new Material[1] { sc.material };
sc.textures = new Texture[1] { texture };
float scale = 2.0f * size.orthoSize / size.targetHeight;
// Generate geometry
sc.spriteDefinitions = new tk2dSpriteDefinition[regions.Length];
for (int i = 0; i < regions.Length; ++i)
{
sc.spriteDefinitions[i] = CreateDefinitionForRegionInTexture(texture, scale, regions[i], anchors[i]);
sc.spriteDefinitions[i].name = names[i];
}
foreach (var def in sc.spriteDefinitions)
def.material = sc.material;
return sc;
}
开发者ID:hyf042,项目名称:BakeryGirl-chess,代码行数:31,代码来源:tk2dRuntimeSpriteCollection.cs
示例14: registerItem
public static void registerItem(String id, Texture invTexture, GameObject model)
{
if (items.ContainsKey(id))
throw new Exception("Cannot have two items with the same id (" + id + ")");
items[id] = new ItemData(invTexture, model);
}
开发者ID:MarjieVolk,项目名称:BeautyAndTheBeast,代码行数:7,代码来源:Item.cs
示例15: PipeTextures
protected void PipeTextures()
{
RefreshTextureScript rts = this.GetComponent<RefreshTextureScript>();
if (rts != null) {
this.source = rts.toReplace;
} else {
//grab original base texture. this is source.
this.source = this.renderer.material.GetTexture("_MainTex");
}
if ((this.source as RenderTexture) != null) {
RenderTexture s = this.source as RenderTexture;
//create new destination texture.
this.destination = new RenderTexture(s.width,s.height,s.depth);
} else {
this.destination = new RenderTexture(source.width,source.height,24);
}
//assign destination texture to existing shader.
if (rts != null) {
rts.toReplace = this.destination;
} else {
this.renderer.material.SetTexture("_MainTex",this.destination);
}
}
开发者ID:rlawther,项目名称:AmnesiaMuseumUnity,代码行数:26,代码来源:icMotionBlur.cs
示例16: OnFlowSettingsGUI
public override void OnFlowSettingsGUI() {
if (Heatmap.settings == null) {
Heatmap.settings = this.GetSettingsFile();
//if (Heatmap.settings == null) Heatmap.settings = ME.EditorUtilities.GetAssetsOfType<HeatmapSettings>(useCache: false).FirstOrDefault();
}
if (this.noDataTexture == null) this.noDataTexture = Resources.Load("UI.Windows/Heatmap/NoData") as Texture;
var settings = Heatmap.settings;
if (settings == null) {
EditorGUILayout.HelpBox(string.Format(FlowAddon.MODULE_HAS_ERRORS, "Settings file not found (HeatmapSettings)."), MessageType.Error);
} else {
GUILayout.Label(FlowAddon.MODULE_INSTALLED, EditorStyles.centeredGreyMiniLabel);
if (this.editor == null) this.editor = Editor.CreateEditor(settings);
if (this.editor != null) {
this.editor.OnInspectorGUI();
}
}
}
开发者ID:RuFengLau,项目名称:Unity3d.UI.Windows,代码行数:30,代码来源:HeatmapAddon.cs
示例17: LaunchSite
public LaunchSite(string sName, string sAuthor, SiteType sType, Texture sLogo, Texture sIcon,
string sDescription, string sDevice, float fOpenCost, float fCloseValue, string sOpenCloseState, float fRefLon,
float fRefLat, float fRefAlt, float fLength, float fWidth, float fRefund, float fRecoveryFactor, float fRecoveryRange,
GameObject gameObject, PSystemSetup.SpaceCenterFacility newFacility = null, string sFavourite = "No")
{
name = sName;
author = sAuthor;
type = sType;
logo = sLogo;
icon = sIcon;
description = sDescription;
category = sDevice;
opencost = fOpenCost;
closevalue = fCloseValue;
openclosestate = sOpenCloseState;
GameObject = gameObject;
facility = newFacility;
reflon = fRefLon;
reflat = fRefLat;
refalt = fRefAlt;
sitelength = fLength;
sitewidth = fWidth;
launchrefund = fRefund;
recoveryfactor = fRecoveryFactor;
recoveryrange = fRecoveryRange;
favouritesite = sFavourite;
}
开发者ID:Kerbas-ad-astra,项目名称:Kerbal-Konstructs_DEV,代码行数:27,代码来源:LaunchSite.cs
示例18: Enable
public void Enable(bool value, float duration)
{
if (Enabled != value)
{
collider.enabled = value;
if (duration > 0)
{
TweenColor.Begin(gameObject, duration, value ? ColorUp : ColorDisabled).animationCurve = AnimationCurve;
TweenScale.Begin(gameObject, duration, Vector3.one).animationCurve = AnimationCurve;
}
else
{
GetComponent<UIWidget>().color = value ? ColorUp : ColorDisabled;
transform.localScale = Vector3.one;
}
if (TextureDisabled == null) return;
if (Texture == null)
{
Texture = GetComponent<UIWidget>().mainTexture;
}
GetComponent<UIWidget>().mainTexture = value ? Texture : TextureDisabled;
}
}
开发者ID:hippogamesunity,项目名称:BullshitBingo,代码行数:27,代码来源:GameButton.cs
示例19: Start
void Start()
{
visibleColor = Color.white;
invisibleColor = Color.clear;
bioLogo = new Texture();
string PathPlugin = string.Format("{0}","BioMass");
string PathTextures = string.Format("{0}/Textures", PathPlugin);
string imageFilename = String.Format("{0}/{1}", PathTextures, "logo-1");
if (GameDatabase.Instance.ExistsTexture(imageFilename))
{
//new bioMsg("Load Texture: " + imageFilename);
bioLogo = GameDatabase.Instance.GetTexture(imageFilename, false);
}
else
{
print("image not found" + imageFilename);
}
showLogo = false;
logoObj = new GameObject();
logoObj.AddComponent<GUITexture>().texture = bioLogo;
logoObj.GetComponent<GUITexture>().guiTexture.color = new Color(logoObj.GetComponent<GUITexture>().guiTexture.color.r,logoObj.GetComponent<GUITexture>().guiTexture.color.g, logoObj.GetComponent<GUITexture>().guiTexture.color.b, 0.0f);
logoObj.transform.localPosition = new Vector3(0.495f,0.6f,1.0f);
logoObj.transform.localScale = new Vector3(0.12f, 0.1f, 0.1f);
//logoObj.transform.localRotation = new Quaternion(-30,0,0,0);
StartCoroutine(logoTimerIn());
}
开发者ID:MartinLyne,项目名称:BioMass,代码行数:28,代码来源:BioMass-LoadScreen.cs
示例20: LoadImage
public void LoadImage(string imageName)
{
if (ResourceLoader == null)
throw new InvalidOperationException("Resource Loader is not set for this image control. Cannot load " + imageName);
Texture = ResourceLoader.LoadResource(imageName);
}
开发者ID:mildsauce45,项目名称:NowItsOurTurn,代码行数:7,代码来源:Image.cs
注:本文中的UnityEngine.Texture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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