本文整理汇总了C#中UnityEngine.GUISkin类的典型用法代码示例。如果您正苦于以下问题:C# GUISkin类的具体用法?C# GUISkin怎么用?C# GUISkin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。
GUISkin类属于UnityEngine命名空间,在下文中一共展示了GUISkin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: VideoSuscribeWindow
public VideoSuscribeWindow(GUISkin skin, RoomVariableManager rvm, Texture2D videoDef, Texture2D videoTimeOut)
{
gSkin = skin;
RoomVariableMgr = rvm;
windowsCreated = false;
adviceMessage = "No se selecciono usuario";
endSuscriptionMessage = "Terminar suscripcion";
endSuscriptionQuestion = "Desea terminar la suscripcion?";
videoFrame = new VidFrame(false);
videoRunning = false;
adviceWindowOn = false;
closeQuestionOn = false;
totalWidth = 500;
menuWidth = totalWidth/3;
listWidth = totalWidth-menuWidth;
totalHeight = 400;
conectionsList = new List<GUIContent>();
userScrollPosition = Vector2.zero;
conectionScrollPosition = Vector2.zero;
selectedConection = -1;
tempSelectedConection = -1;
selectedUser = -1;
tempSelectedUser = -1;
videoDefault = videoDef;
enableWindow = false;
timedOut = false;
videoTimedOut = videoTimeOut;
countDownTimer = new CountDownTimer(10);
}
开发者ID:CristianCosta,项目名称:Kinect,代码行数:29,代码来源:VideoSuscribeWindow.cs
示例2: Awake
void Awake()
{
this.skin = Resources.Load <GUISkin>(GuiSkinLocation);
this.recorder = GetComponent<RecordingManaging>();
this.InitLogo();
DontDestroyOnLoad(this.gameObject);
}
开发者ID:freddiehonohan,项目名称:HapticHealth,代码行数:7,代码来源:ModalityManager.cs
示例3: Label
public Label(string pTextureName, string pLabel, Vector2 pPosition, string pSkinName)
: base(pTextureName, pPosition)
{
_label = pLabel;
_skin = (GUISkin)Resources.Load(pSkinName);
if(_skin == null) { throw new Exception("Can't find BasicSkin"); }
}
开发者ID:eriksvedang,项目名称:GuiImprove,代码行数:7,代码来源:Label.cs
示例4: Button
/// <summary>
/// Initializes a new instance of the <see cref="Button"/> class.
/// </summary>
/// <param name='bounds'>
/// Bounds.
/// </param>
/// <param name='content'>
/// Content.
/// </param>
/// <param name='style'>
/// Style.
/// </param>
public Button(Rectangle bounds, GUIContent content, GUISkin skin)
: this()
{
this.Bounds = bounds;
this.Content = content;
this.Skin = skin;
}
开发者ID:miguelmartin75,项目名称:Survival,代码行数:19,代码来源:Button.cs
示例5: Styles
public Styles() {
#if UNITY_EDITOR
this.skin = Resources.Load<GUISkin>("UI.Windows/Core/Styles/Boxes/" + (UnityEditor.EditorGUIUtility.isProSkin == true ? "SkinDark" : "SkinLight"));
this.boxes = new GUIStyle[WindowLayoutStyles.MAX_DEPTH] {
this.skin.FindStyle("flow node 0"),
this.skin.FindStyle("flow node 1"),
this.skin.FindStyle("flow node 2"),
this.skin.FindStyle("flow node 3"),
this.skin.FindStyle("flow node 4"),
this.skin.FindStyle("flow node 5")
};
this.boxesSelected = new GUIStyle[WindowLayoutStyles.MAX_DEPTH] {
this.skin.FindStyle("flow node 0"), // on
this.skin.FindStyle("flow node 1"),
this.skin.FindStyle("flow node 2"),
this.skin.FindStyle("flow node 3"),
this.skin.FindStyle("flow node 4"),
this.skin.FindStyle("flow node 5")
};
this.boxSelected = this.skin.FindStyle("flow node 5");
#endif
}
开发者ID:zhaoluxyz,项目名称:Unity3d.UI.Windows,代码行数:29,代码来源:WindowLayoutStyles.cs
示例6: Start
void Start()
{
isShow = false;
addMeshCollider = true;
ui = (GUISkin) Resources.Load("uteForEditor/uteUI");
isCombineMesh = true;
}
开发者ID:gato0429,项目名称:GlobalGame2016,代码行数:7,代码来源:uteExporter.cs
示例7: OnEnable
GameObject targetGameObject; // The GameObject that this editor uses
#endregion Fields
#region Methods
void OnEnable()
{
this.editorSkin = (GUISkin)(Resources.LoadAssetAtPath("Assets/Editor/EditorGUISkin.guiskin", typeof(GUISkin)));
this.scriptOfOurType = (ProceduralRing)target;
this.targetGameObject = (GameObject)this.scriptOfOurType.gameObject;
}
开发者ID:SuperStarPL,项目名称:Radius,代码行数:13,代码来源:ProceduralCylinderLabel.cs
示例8: setTopRightPosition
public void setTopRightPosition(int x, int y, GUISkin skin)
{
setStyle(skin,config.styleName,out config.style);
config.top = y;
config.right = x;
recalculatePositions();
}
开发者ID:happyjiahan,项目名称:colorus,代码行数:7,代码来源:ColorHistory.cs
示例9: Init
static public void Init()
{
init = true;
window = (EditorPlusShortcuts)EditorWindow.GetWindow(typeof(EditorPlusShortcuts));
window.title = "Shortcuts";
window.minSize = new Vector2(StartMargin.x + ButtonSize.x + ButtonMargin.x, StartMargin.y + ButtonSize.y + ButtonMargin.y);
widgetHost = new WidgetHost(window.position, StartMargin, ButtonMargin, ButtonSize, 0, 1f, true);
ShortcutsSkinEdit = AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath + "UnityPlusSkinShortcutsEdit.guiskin") as GUISkin;
if (Shortcuts == null)
Shortcuts = new List<string>();
if (ShortcutsDefaults == null)
ShortcutsDefaults = new List<string>();
if (ShortcutsCustoms == null)
ShortcutsCustoms = new List<string>();
SaveDefaults();
#if EPlus_5
SaveDefaultsUI();
#endif
LoadAllSaves();
LoadResources();
EditorPlus.OnSkinSwitched += LoadResources;
}
开发者ID:PramgaOnce,项目名称:GlobalGameJam2016,代码行数:31,代码来源:EditorPlusShortcuts.cs
示例10: OnEnable
public void OnEnable()
{
font_atlas_prop = serializedObject.FindProperty("atlas");
font_material_prop = serializedObject.FindProperty("material");
font_normalStyle_prop = serializedObject.FindProperty("NormalStyle");
font_boldStyle_prop = serializedObject.FindProperty("BoldStyle");
font_italicStyle_prop = serializedObject.FindProperty("ItalicStyle");
m_fontInfo_prop = serializedObject.FindProperty("m_fontInfo");
m_glyphInfoList_prop = serializedObject.FindProperty("m_glyphInfoList");
m_kerningInfo_prop = serializedObject.FindProperty("m_kerningInfo");
m_kerningPair_prop = serializedObject.FindProperty("m_kerningPair");
//m_isGlyphInfoListExpanded_prop = serializedObject.FindProperty("isGlyphInfoListExpanded");
//m_isKerningTableExpanded_prop = serializedObject.FindProperty("isKerningTableExpanded");
m_fontAsset = target as TextMeshProFont;
m_kerningTable = m_fontAsset.kerningInfo;
// Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
string tmproAssetFolderPath = TMPro_EditorUtility.GetAssetLocation();
// GUI Skin
if (EditorGUIUtility.isProSkin)
mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_DarkSkin.guiskin", typeof(GUISkin)) as GUISkin;
else
mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_LightSkin.guiskin", typeof(GUISkin)) as GUISkin;
if (mySkin != null)
{
SectionLabel = mySkin.FindStyle("Section Label");
GroupLabel = mySkin.FindStyle("Group Label");
SquareAreaBox85G = mySkin.FindStyle("Square Area Box (85 Grey)");
}
}
开发者ID:koko11,项目名称:MatrixVR,代码行数:35,代码来源:TMPro_FontEditor.cs
示例11: ArmorEditor
public ArmorEditor(GUISkin guiSkin, MainWindowEditor data)
{
EditorName = "Armor";
Init(guiSkin, data);
LoadData();
}
开发者ID:reaganq,项目名称:mixabots,代码行数:7,代码来源:ArmorEditor.cs
示例12: Styles
public Styles() {
this.skin = Resources.Load<GUISkin>("UI.Windows/Core/Styles/" + (EditorGUIUtility.isProSkin == true ? "SkinDark" : "SkinLight"));
this.transitionA = this.skin.FindStyle("TransitionA");
this.transitionB = this.skin.FindStyle("TransitionB");
}
开发者ID:puckery,项目名称:Unity3d.UI.Windows,代码行数:7,代码来源:TransitionInputTemplateParametersEditor.cs
示例13: SettingsMenuWrapper
public SettingsMenuWrapper(mod.Mod mod, float initialMultiplier)
{
_settingsSkin = (GUISkin)Resources.Load("_GUISkins/Settings");
_regularUI = (GUISkin)Resources.Load("_GUISkins/RegularUI");
_mod = mod;
_multiplier = initialMultiplier;
}
开发者ID:jsbannis,项目名称:AnimationControl,代码行数:7,代码来源:SettingsMenuWrapper.cs
示例14: Start
// Use this for initialization
void Start()
{
titleSkin = (GUISkin)Resources.Load("TimerGUISkin");
titleGraphic = (Texture2D)Resources.Load("Title-Logo");
gameManager = GetComponent<GameManager>();
}
开发者ID:lenny99,项目名称:unity3d-witchtraining,代码行数:8,代码来源:TitleScreen.cs
示例15: ItemEditor
public ItemEditor(GUISkin guiSkin, MainWindowEditor data)
{
EditorName = "Item";
Init(guiSkin, data);
LoadData();
}
开发者ID:reaganq,项目名称:MagnetBots_unity,代码行数:7,代码来源:ItemEditor.cs
示例16: Start
// Use this for initialization
void Start()
{
skin1 = Resources.Load("Menu/Menu") as GUISkin;
// rect De la fenetre principale, poura fficher l'image de fond et le texte principal
rectMenu = new Rect(4 * Screen.width / 5 , 2* Screen.height / 3, 400, 100);
//rect du 1er bouton
boutonJouer = gameObject.AddComponent<ButtonWithTooltip>();
boutonJouer.init("> Jouer", "Cliquez pour jouer !", new Rect(50, Screen.height / 4, 200, 50), 1500);
boutonOptions = gameObject.AddComponent<ButtonWithTooltip>();
boutonOptions.init("> Options", "Options", new Rect(50, 2 * Screen.height / 4, 200, 50), 1500);
boutonQuitter = gameObject.AddComponent<ButtonWithTooltip>();
boutonQuitter.init("> Quitter", "Retour sur le bureau", new Rect(50, 3 * Screen.height / 4, 200, 50), 1500);
/*
* Sous menu options :
*/
boutonOptionsGraphiques = gameObject.AddComponent<ButtonWithTooltip>();
boutonOptionsGraphiques.init("> Options graphiques", "No tooltuip", new Rect(50 + Screen.width/3, Screen.height / 4, 400, 50), 1500);
boutonOptionsGraphiques.setDisplayed(true);
boutonOptionsAudios = gameObject.AddComponent<ButtonWithTooltip>();
boutonOptionsAudios.init("> Options audios ", "No tooltuip", new Rect(50 + Screen.width / 3, Screen.height / 3, 400, 50), 1500);
boutonOptionsAudios.setDisplayed(true);
}
开发者ID:BearWarrior,项目名称:2D,代码行数:29,代码来源:Menu.cs
示例17: PlayState1
public PlayState1 (StateManager managerRef)
{ //Constructor
manager = managerRef;
Debug.Log ("Constructing PlayState1 from Xamarin");
"Stage1".LoadScene ();
//if (Application.loadedLevelName != "Stage1")
// Application.LoadLevel ("Stage1");
//StaticMethods.SetActive ("Player", manager.gameDataRef.activeObjects); //Set Player active, setOneActive method
StaticMethods.SetActive ("Darkness_Layer", manager.gameDataRef.activeObjects);
StaticMethods.SetOneActive ("Following Camera", manager.gameDataRef.cameras); //Camera that follows the Player, setOneActive method
//"Following Camera".SetOneActive (manager.gameDataRef.cameras);
//setManyActive (managerRef.gameDataRef.GUIObjects); //Set all GUI elements active, setActive method
player = GameObject.FindGameObjectWithTag ("Player"); //the Player GameObject is now active and can be found
player.GetComponent<Rigidbody2D> ().isKinematic = false; //Player is now affected by physics
player.transform.SetPositionXY (-5.8f, -0.4f); //set starting position for Player
player.transform.SetLocalScale (0.3f, 0.3f, 1f); //Set initial scale
skin = Resources.Load ("GUISkin") as GUISkin;
/* if (GameObject.Find ("Platform")) {
Debug.Log ("platform");
//platform = GameObject.Find ("Platform");
} else
Debug.Log ("no platform");
*/
//darkness.GetComponent<Renderer>().material.color.a;
//Color dark = darkness.renderer.material.color;
//dark.a -= 0;
//darkness.renderer.material.color = color;
}
开发者ID:katerinakat,项目名称:Platform_Game,代码行数:35,代码来源:PlayState1.cs
示例18: Start
void Start()
{
// Load a skin for the buttons
skin = Resources.Load("GUISkin") as GUISkin;
skin.label.fontSize = 32 * Screen.width / 800;
//skin.label.alignment = TextAnchor.UpperCenter;
}
开发者ID:jeevnayak,项目名称:amoeba,代码行数:7,代码来源:GameOverScript.cs
示例19: OnGUI
void OnGUI()
{
if (skin == null)
skin = new GUISkin();
GUILayout.Box("Build Project Tool By Zhang Shining Publish at 2014-1-11", skin.FindStyle("Box"), GUILayout.ExpandWidth(true));
PackageInfo();
if (mFlatform == null)
{
GetPaltform(thisWindow);
return;
}
mFlatform.Setting();
// GUILayout.Space(10);
if (mFlatform != null)
mFlatform.Draw();
if (GUILayout.Button("Build", GUILayout.ExpandWidth(true)))
{
BuildCommon();
}
PackageScene();
}
开发者ID:seenen,项目名称:HerosTechBak_Seenen,代码行数:30,代码来源:BPWindow.cs
示例20: PrintStyles
private static void PrintStyles(GUISkin skin)
{
EditorGUILayout.BeginVertical();
foreach (GUIStyle style in skin.customStyles)
{
GUILayout.BeginHorizontal();
GUILayout.Label("[" + style.fixedWidth + "," + style.fixedHeight + "] " + style.name, GUILayout.MinWidth(200),
GUILayout.Width(200), GUILayout.MaxHeight(s_Height));
GUILayout.Label(s_Text, style, GUILayout.MaxWidth(s_Width), GUILayout.MaxHeight(s_Height));
GUILayout.Space(150 - s_Width);
GUILayout.Button(s_Text, style, GUILayout.MaxWidth(s_Width), GUILayout.MaxHeight(s_Height));
GUILayout.Space(150 - s_Width);
EditorGUILayout.TextField(s_Text, style, GUILayout.MaxWidth(s_Width), GUILayout.MaxHeight(s_Height));
GUILayout.Space(150 - s_Width);
s_IsSelected = GUILayout.Toggle(s_IsSelected, s_Text, style, GUILayout.MaxWidth(s_Width),
GUILayout.MaxHeight(s_Height));
GUILayout.Space(150 - s_Width);
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
}
开发者ID:JustJessTV,项目名称:GitMergeTest,代码行数:31,代码来源:ShowEditorStyles.cs
注:本文中的UnityEngine.GUISkin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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