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



Object类属于UnityEngine命名空间,在下文中一共展示了Object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: OnGUI

	public override void OnGUI(Object actionObj)
	{
		StateChangeAction action = actionObj as StateChangeAction;
		if (action == null) { GUILayout.Label("Error: Delete this Action."); return; }

		EditorGUILayout.BeginHorizontal();
		{
			action.setState = (0 == EditorGUILayout.Popup((action.setState ? 0 : 1), options));
			UniRPGEdGui.TargetTypeField(this.ed, "on", action.subject, TargetTypeHelp);
			GUILayout.FlexibleSpace();
		}
		EditorGUILayout.EndHorizontal();
		GUILayout.Space(15);

		scroll = UniRPGEdGui.BeginScrollView(scroll, UniRPGEdGui.ScrollViewNoTLMarginStyle, GUILayout.Height(200));
		for (int i = 0; i < UniRPGEditorGlobal.DB.states.Count; i++)
		{
			if (UniRPGEdGui.ToggleButton(UniRPGEditorGlobal.DB.states[i] == action.state, UniRPGEditorGlobal.DB.states[i].screenName, EditorStyles.miniButton, UniRPGEdGui.ButtonOnColor, GUILayout.Width(270)))
			{
				action.state = UniRPGEditorGlobal.DB.states[i];
			}
		}
		UniRPGEdGui.EndScrollView();
		showAcceptButton = (action.state != null);
	}
开发者ID:fvivaudo,项目名称:Rush01,代码行数:25,代码来源:StateChangeAction_Ed.cs


示例2: ActionShortNfo

	public override string ActionShortNfo(Object actionObj)
	{
		DebugLogAction action = actionObj as DebugLogAction;
		if (action == null) return "!ERROR!";
		if (action.inclNum) return string.Format("Debug: {0} ({1})", action.text.GetValOrName(), action.num.GetValOrName());
		else return string.Format("Debug: {0}", action.text.GetValOrName());
	}
开发者ID:voidserpent,项目名称:rpgbase,代码行数:7,代码来源:DebugLogAction_Ed.cs


示例3: Object

 public override UnityObject Object(GUIContent content, UnityObject value, System.Type type, bool allowSceneObjects, Layout option)
 {
     // If we pass an empty content, ObjectField will still reserve space for an empty label ~__~
     return string.IsNullOrEmpty(content.text) ?
         EditorGUILayout.ObjectField(value, type, allowSceneObjects, option) :
         EditorGUILayout.ObjectField(content, value, type, allowSceneObjects, option);
 }
开发者ID:tng2903,项目名称:DanmakU,代码行数:7,代码来源:TurtleGUI.cs


示例4: ActionShortNfo

	public override string ActionShortNfo(Object actionObj)
	{
		StateChangeAction action = actionObj as StateChangeAction;
		if (action == null) return "!ERROR!";
		if (action.state) return string.Format("{0} State ({1}) on {2}", (action.setState ? "Set" : "Clear"), action.state.screenName, action.subject.type);
		else return string.Format("Set/Clear State (!ERROR!) on {0}", action.subject.type);
	}
开发者ID:fvivaudo,项目名称:Rush01,代码行数:7,代码来源:StateChangeAction_Ed.cs


示例5: Register

 public void Register( Object owner, Action action )
 {
     actionList.AddLast( new EventSubscriber {
         action = action,
         owner = owner
     } );
 }
开发者ID:OrangeeZ,项目名称:Crandell,代码行数:7,代码来源:AutoReleaseEvent.cs


示例6: Initialize

 public override void Initialize(Object[] targets)
 {
   base.Initialize(targets);
   this.GetNetworkInformation(this.target as NetworkManager);
   this.m_ShowServerMessagesLabel = new GUIContent("Server Message Handlers:", "Registered network message handler functions");
   this.m_ShowClientMessagesLabel = new GUIContent("Client Message Handlers:", "Registered network message handler functions");
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:NetworkManagerPreview.cs


示例7: GetAssetPath

        /// <summary>
        /// Gets the asset path of a object.
        /// </summary>
        /// <returns>The asset path.</returns>
        /// <param name="obj">Object.</param>
        public static string GetAssetPath(Object obj)
        {
            if (obj == null)
                return string.Empty;

            return AssetDatabase.GetAssetPath(obj);
        }
开发者ID:penspanic,项目名称:Mawang,代码行数:12,代码来源:SPTools.cs


示例8: ActionShortNfo

	public override string ActionShortNfo(Object actionObj)
	{
		SoundAction action = actionObj as SoundAction;
		if (action.doWhat == 0) return "Start Sound or Music";
		if (action.doWhat == 1) return "Play Target Sound";
		return "Stop Target Sound";
	}
开发者ID:voidserpent,项目名称:rpgbase,代码行数:7,代码来源:SoundAction_Ed.cs


示例9: ActionShortNfo

	public override string ActionShortNfo(Object actionObj)
	{
		SendMessageAction action = actionObj as SendMessageAction;
		if (action == null) return "!ERROR!";
		if (action.sendToTaggedObjects) return string.Format("SendMessage ({0}) to all with tag: {1}", action.functionName, action.tagToUse);
		else return string.Format("SendMessage ({0}) to: {1}", action.functionName, action.subject);
	}
开发者ID:voidserpent,项目名称:rpgbase,代码行数:7,代码来源:SendMessageAction_Ed.cs


示例10: UniqueObject

		public UniqueObject( Object obj )
		{
#if USE_STRONG_EDITOR_REFS
			editorLocalId = 0;
#endif

			scene = new AmsSceneReference();
			fullPath = string.Empty;
			componentName = string.Empty;
			version = CurrentSerializedVersion;
			componentIndex = 0;

			if ( !obj )
				return;

			GameObject gameObject = GameObjectEx.EditorGetGameObjectFromComponent( obj );
			if ( gameObject )
			{
				scene = new AmsSceneReference( gameObject.scene );
				fullPath = gameObject.GetFullName();

				Component comp = obj as Component;
				if ( comp )
				{
					componentName = obj.GetType().AssemblyQualifiedName;
					gameObject.GetComponents( obj.GetType(), _reusableComponentsList );
					componentIndex = _reusableComponentsList.IndexOf( comp );
				}
			}

#if USE_STRONG_EDITOR_REFS
			editorLocalId = GetEditorId( obj );
#endif
		}
开发者ID:santiamchristian,项目名称:compro2016,代码行数:34,代码来源:UniqueObjectEditorEx.cs


示例11: RegisterCreatedObjectUndo

		public static void RegisterCreatedObjectUndo(Object obj, string msg)
		{
			#if PB_DEBUG
			Debug.Log("RegisterCreatedObjectUndo()  ->  " + msg);
			#endif
			Undo.RegisterCreatedObjectUndo(obj, msg);
		}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:7,代码来源:pbUndo.cs


示例12: DestroyImmediate

		/**
		 * Record object prior to deletion.
		 */
		public static void DestroyImmediate(Object obj, string msg)
		{
			#if PB_DEBUG
			Debug.Log("DestroyImmediate()  ->  " + msg);
			#endif
			Undo.DestroyObjectImmediate(obj);
		}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:10,代码来源:pbUndo.cs


示例13: RegisterCompleteObjectUndo

		/**
		 * Undo.RegisterCompleteObjectUndo
		 */
		public static void RegisterCompleteObjectUndo(Object[] objs, string msg)
		{
			#if PB_DEBUG
			Debug.Log("RegisterCompleteObjectUndo()  ->  " + msg);
			#endif
			Undo.RegisterCompleteObjectUndo(objs, msg);
		}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:10,代码来源:pbUndo.cs


示例14: RecordObject

		/**
		 * Record an object for Undo.
		 */
		public static void RecordObject(Object obj, string msg)
		{
			#if PB_DEBUG
			Debug.Log("RecordObject()  ->  " + msg);
			#endif
			Undo.RecordObject(obj, msg);
		}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:10,代码来源:pbUndo.cs


示例15: CopyAndRenameAsset

        public static bool CopyAndRenameAsset(Object obj, string newName, string newFolderPath)
        {
            #if UNITY_EDITOR
            string path = newFolderPath;

            if(path[path.Length - 1] != '/')
                path += "/";
            string testPath = path.Remove(path.Length - 1);

            //			if(AssetDatabase.IsValidFolder(testPath) == false)
            //			{
            //				Debug.LogError("This folder does not exist " + testPath);
            //				return false;
            //			}

            string assetPath =  AssetDatabase.GetAssetPath(obj);
            string fileName = GetFileName(assetPath);
            string extension = fileName.Remove(0, fileName.LastIndexOf('.'));

            string newFileName = path + newName + extension;

            if(System.IO.File.Exists(newFileName))
                return false;

            return AssetDatabase.CopyAsset(assetPath, newFileName);
            #else
            return false;

            #endif
        }
开发者ID:thetobinator,项目名称:udg2,代码行数:30,代码来源:FBXExporter.cs


示例16: Create

 public static GenericDisplayedBioBrick Create(
   Transform parentTransform
   ,Vector3 localPosition
   ,string spriteName
   ,BioBrick biobrick
   ,Object externalPrefab = null
   )
 {

    string usedSpriteName = ((spriteName!=null)&&(spriteName!=""))?spriteName:getSpriteName(biobrick);
    string nullSpriteName = ((spriteName!=null)&&(spriteName!=""))?"":"(null)=>"+usedSpriteName;

    if(genericPrefab == null) genericPrefab = Resources.Load(prefabURI);
    Object prefabToUse = (externalPrefab==null)?genericPrefab:externalPrefab;

    Logger.Log("GenericDisplayedBioBrick::Create(parentTransform="+parentTransform
      + ", localPosition="+localPosition
      + ", spriteName="+spriteName+nullSpriteName
      + ", biobrick="+biobrick
      , Logger.Level.TRACE
      );

    GenericDisplayedBioBrick result = (GenericDisplayedBioBrick)DisplayedElement.Create(
      parentTransform
      ,localPosition
      ,usedSpriteName
      ,prefabToUse
      );

    Initialize(result, biobrick);

    return result;
 }
开发者ID:CyberCRI,项目名称:Hero.Coli,代码行数:33,代码来源:GenericDisplayedBioBrick.cs


示例17: OnGUI

	public override void OnGUI(Object actionObj)
	{
		LoadSceneAction action = actionObj as LoadSceneAction;
		if (action == null) { GUILayout.Label("Error: Delete this Action."); return; }

		EditorGUILayout.BeginHorizontal();
		{
			GUILayout.Label("Load");
			EditorGUILayout.Space();
			EditorGUILayout.BeginVertical();
			{
				action.loadBy = EditorGUILayout.Popup(action.loadBy, options);
				if (action.loadBy == 0)
				{
					action.gameSceneIdx = EditorGUILayout.Popup(action.gameSceneIdx, UniRPGEditorGlobal.DB.gameSceneNames.ToArray());
					UniRPGEdGui.LookLikeControls();
					action.num = UniRPGEdGui.GlobalNumericVarOrValueField(this.ed, "SpawnPoint Ident", action.num, 120);
					EditorGUILayout.Space();
					EditorGUILayout.HelpBox("The 'SpawnPoint Ident' is the unique identifier number you entered for the SpawnPoint. Leave this at (-1) if you want UniRPG to use the first available Player Spawn point or use the world center.", MessageType.Info);
				}
				else if (action.loadBy == 1)
				{
					// no options
				}
				else if (action.loadBy == 2)
				{
					action.sceneName = UniRPGEdGui.GlobalStringVarOrValueField(this.ed, null, action.sceneName);
				}
			}
			EditorGUILayout.EndVertical();
		}
		EditorGUILayout.EndHorizontal();
	}
开发者ID:voidserpent,项目名称:rpgbase,代码行数:33,代码来源:LoadSceneAction_Ed.cs


示例18: BuildNavMeshForMultipleScenes

 /// <summary>
 ///   <para>Builds the combined navmesh for the contents of multiple scenes.</para>
 /// </summary>
 /// <param name="paths">Array of paths to scenes that are used for building the navmesh.</param>
 public static void BuildNavMeshForMultipleScenes(string[] paths)
 {
   if (paths.Length == 0)
     return;
   for (int index1 = 0; index1 < paths.Length; ++index1)
   {
     for (int index2 = index1 + 1; index2 < paths.Length; ++index2)
     {
       if (paths[index1] == paths[index2])
         throw new Exception("No duplicate scene names are allowed");
     }
   }
   if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
     return;
   if (!EditorSceneManager.OpenScene(paths[0]).IsValid())
     throw new Exception("Could not open scene: " + paths[0]);
   for (int index = 1; index < paths.Length; ++index)
     EditorSceneManager.OpenScene(paths[index], OpenSceneMode.Additive);
   NavMeshBuilder.BuildNavMesh();
   UnityEngine.Object sceneNavMeshData = NavMeshBuilder.sceneNavMeshData;
   for (int index = 0; index < paths.Length; ++index)
   {
     if (EditorSceneManager.OpenScene(paths[index]).IsValid())
     {
       NavMeshBuilder.sceneNavMeshData = sceneNavMeshData;
       EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
     }
   }
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:33,代码来源:NavMeshBuilder.cs


示例19: ActionShortNfo

	public override string ActionShortNfo(Object actionObj)
	{
		SkillChangeAction action = actionObj as SkillChangeAction;
		if (action == null) return "!ERROR!";
		if (action.skillPrefab) return string.Format("{0} Skill ({1}) on {2}", (action.addSkill ? "Add" : "Remove"), action.skillName, action.subject.type);
		else return string.Format("Add/Remove Skill (!ERROR!) on {0}", action.subject.type);
	}
开发者ID:fvivaudo,项目名称:Rush01,代码行数:7,代码来源:SkillChangeAction_Ed.cs


示例20: LogPerf

		/// <summary>
		/// Helper function so we can disable logging
		/// </summary>
		public static void LogPerf( Object context, string message, params object[] parms )
		{
#if UNITY_EDITOR
			if ( AmsPreferences.PerfLogging )
#endif
				Debug.LogFormat( context, "Ams Perf: " + message, parms );
		}
开发者ID:santiamchristian,项目名称:compro2016,代码行数:10,代码来源:AmsDebug.cs



注:本文中的UnityEngine.Object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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