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



MenuCommand类属于UnityEditor命名空间,在下文中一共展示了MenuCommand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: BackupTransform

 public static void BackupTransform(MenuCommand command)
 {
     if (command.context is Component) {
         var component = (Component)command.context;
         fiBackupManager.CreateBackup(component);
     }
 }
开发者ID:jacobdufault,项目名称:fullinspector,代码行数:7,代码来源:fiContextMenus.cs


示例2: PasteComponentAsNew

        static void PasteComponentAsNew( MenuCommand command )
        {
            TileComponent component = command.context as TileComponent;
            Tile tile = component.tile;

            TileComponentUtility.PasteComponentAsNew( tile );
        }
开发者ID:sgmtjp,项目名称:Git-SODATERUTOWER,代码行数:7,代码来源:TileComponentContextMenu.cs


示例3: BackupBaseBehavior

 public static void BackupBaseBehavior(MenuCommand command)
 {
     if (command.context is Component) {
         var component = (Component)command.context;
         fiBackupManager.CreateBackup(component);
     }
 }
开发者ID:jacobdufault,项目名称:fullinspector,代码行数:7,代码来源:fiContextMenus.cs


示例4: CreateGameObjectAsChild

		static void CreateGameObjectAsChild (MenuCommand command)
		{
			Transform tr = (Transform)command.context;
			GameObject go = new GameObject ("Locator_");
			go.transform.parent = tr;
			go.transform.localPosition = Vector3.zero;
		}
开发者ID:maruton,项目名称:Sample_Fade,代码行数:7,代码来源:CreateLocatorHere.cs


示例5: BatchTargets

        private static void BatchTargets(MenuCommand aCommand)
        {
            BatchingUtil batcher = aCommand.context as BatchingUtil;
            if(batcher == null)
            {
                return;
            }
            List<GameObject> targets = new List<GameObject>();
            IEnumerator iter = batcher.transform.GetEnumerator();
            while(iter.MoveNext())
            {
                Transform transform = iter.Current as Transform;
                if(transform == null)
                {
                    DebugUtils.LogWarning("Missing transform while trying to batch targets.");
                    continue;
                }
                if(transform.renderer != null)
                {
                    targets.Add(transform.gameObject);
                }
            }

            batcher.m_Targets = targets.ToArray();
            EditorUtility.SetDirty(batcher);
        }
开发者ID:NathanSaidas,项目名称:OnLooker_Unity,代码行数:26,代码来源:BatchingUtil.cs


示例6: SubmitTest

 private static bool SubmitTest(MenuCommand cmd)
 {
   AssetList listFromSelection = Provider.GetAssetListFromSelection();
   if (Provider.enabled)
     return Provider.SubmitIsValid((ChangeSet) null, listFromSelection);
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:ProjectContextMenu.cs


示例7: CheckOutBothTest

 private static bool CheckOutBothTest(MenuCommand cmd)
 {
   AssetList listFromSelection = Provider.GetAssetListFromSelection();
   if (Provider.enabled)
     return Provider.CheckoutIsValid(listFromSelection, CheckoutMode.Both);
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:ProjectContextMenu.cs


示例8: PasteMaterialProperties

        static void PasteMaterialProperties(MenuCommand command)
        {

            if (m_copiedProperties == null)
            {
                Debug.LogWarning("No Material Properties to Paste. Use Copy Material Properties first.");
                return;
            }

            Material mat = (Material)command.context;

            Undo.RecordObject(mat, "Paste Material");
            if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
            {
                // Preserve unique SDF properties from destination material.
                m_copiedProperties.SetTexture(ShaderUtilities.ID_MainTex, mat.GetTexture(ShaderUtilities.ID_MainTex));
                m_copiedProperties.SetFloat(ShaderUtilities.ID_GradientScale, mat.GetFloat(ShaderUtilities.ID_GradientScale));
                m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureWidth, mat.GetFloat(ShaderUtilities.ID_TextureWidth));
                m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureHeight, mat.GetFloat(ShaderUtilities.ID_TextureHeight));
            }

            EditorShaderUtilities.CopyMaterialProperties(m_copiedProperties, mat);

            // Copy ShaderKeywords from one material to the other.
            mat.shaderKeywords = m_copiedProperties.shaderKeywords;

            // Let TextMeshPro Objects that this mat has changed.
            TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
        }
开发者ID:koko11,项目名称:MatrixVR,代码行数:29,代码来源:TMPro_ContextMenus.cs


示例9: GetLatestTest

 private static bool GetLatestTest(MenuCommand cmd)
 {
   AssetList listFromSelection = Provider.GetAssetListFromSelection();
   if (Provider.enabled)
     return Provider.GetLatestIsValid(listFromSelection);
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:ProjectContextMenu.cs


示例10: CreateGameObjectContext

        public static void CreateGameObjectContext(MenuCommand menuCommand)
        {
            var root = new GameObject("GameObjectContext").AddComponent<GameObjectContext>();
            Selection.activeGameObject = root.gameObject;

            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
        }
开发者ID:Soren025,项目名称:Zenject,代码行数:7,代码来源:ZenMenuItems.cs


示例11: CreateBone

		public static void CreateBone(MenuCommand menuCommand)
		{
			GameObject bone = new GameObject("New bone");
			Bone2D boneComponent = bone.AddComponent<Bone2D>();

			Undo.RegisterCreatedObjectUndo(bone, "Create bone");

			bone.transform.position = GetDefaultInstantiatePosition();

			GameObject selectedGO = Selection.activeGameObject;
			if(selectedGO)
			{
				bone.transform.parent = selectedGO.transform;

				Vector3 localPosition = bone.transform.localPosition;
				localPosition.z = 0f;

				bone.transform.localPosition = localPosition;
				bone.transform.localRotation = Quaternion.identity;
				bone.transform.localScale = Vector3.one;
				
				Bone2D selectedBone = selectedGO.GetComponent<Bone2D>();

				if(selectedBone)
				{
					if(!selectedBone.child)
					{
						bone.transform.position = selectedBone.endPosition;
						selectedBone.child = boneComponent;
					}
				}
			}

			Selection.activeGameObject = bone;
		}
开发者ID:Kundara,项目名称:project1,代码行数:35,代码来源:ContextMenu.cs


示例12: ContextCreateSpriteMesh

		static void ContextCreateSpriteMesh(MenuCommand menuCommand)
		{
			GameObject spriteRendererGO = Selection.activeGameObject;
			SpriteRenderer spriteRenderer = null;
			SpriteMesh spriteMesh = null;
			
			if(spriteRendererGO)
			{
				spriteRenderer = spriteRendererGO.GetComponent<SpriteRenderer>();
			}
			
			if(spriteRenderer &&
			   spriteRenderer.sprite)
			{
				SpriteMesh overrideSpriteMesh =  SpriteMeshPostprocessor.GetSpriteMeshFromSprite(spriteRenderer.sprite);

				if(overrideSpriteMesh)
				{
					spriteMesh = overrideSpriteMesh;
				}else{
					spriteMesh = SpriteMeshUtils.CreateSpriteMesh(spriteRenderer.sprite);
				}
			}
			
			if(spriteMesh)
			{
				Undo.SetCurrentGroupName("create SpriteMeshInstance"); 
				Undo.DestroyObjectImmediate(spriteRenderer);
				SpriteMeshUtils.CreateSpriteMeshInstance(spriteMesh,spriteRendererGO,true);
				
				Selection.activeGameObject = spriteRendererGO;
			}else{
				Debug.Log("Select a SpriteRenderer with a Sprite to convert to SpriteMesh");
			}
		}
开发者ID:Kundara,项目名称:project1,代码行数:35,代码来源:ContextMenu.cs


示例13: CopyAtlas

        static void CopyAtlas(MenuCommand command)
        {
            Material mat = command.context as Material;

            m_copiedAtlasProperties = new Material(mat);
            m_copiedAtlasProperties.hideFlags = HideFlags.DontSave;
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:7,代码来源:TMPro_ContextMenus.cs


示例14: DoFind

        private static void DoFind(MenuCommand data)
        {
            var script = Selection.activeObject as MonoScript;
            if (script == null) return;

            var klass = script.GetClass();
            if (typeof(Component).IsAssignableFrom(klass))
            {
                if (_window == null)
                {
                    _window = EditorWindow.GetWindow<ComponentSearchWindow>();
                    _window._mode = 0;
                    _window._targetScript = script;
                    _window._forceRefresh = true;
                    _window.Show();
                    _window.position = new Rect(20, 80, 500, 300);
                }
                else
                {
                    _window._mode = 0;
                    _window._targetScript = script;
                    _window._forceRefresh = true;
                    _window.Focus();
                }
            }
        }
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:26,代码来源:ComponentSearchWindow.cs


示例15: CreatePulse

 public static void CreatePulse(MenuCommand menuCommand)
 {
     var pulse = new GameObject("Pulse", typeof(Pulse));
     GameObjectUtility.SetParentAndAlign(pulse, menuCommand.context as GameObject);
     Undo.RegisterCreatedObjectUndo(pulse, "Create " + pulse.name);
     Selection.activeGameObject = pulse;
 }
开发者ID:CarlosMeloStuff,项目名称:PulseSequencer,代码行数:7,代码来源:PulseEditorHelpers.cs


示例16: CreatePattern

 public static void CreatePattern(MenuCommand menuCommand)
 {
     var pattern = new GameObject("Pattern", typeof(Pattern));
     GameObjectUtility.SetParentAndAlign(pattern, menuCommand.context as GameObject);
     Undo.RegisterCreatedObjectUndo(pattern, "Create " + pattern.name);
     Selection.activeGameObject = pattern;
 }
开发者ID:CarlosMeloStuff,项目名称:PulseSequencer,代码行数:7,代码来源:PulseEditorHelpers.cs


示例17: initializeARScene

 static void initializeARScene(MenuCommand cmd)
 {
     GameObject go = new GameObject("ARScene");
     go.AddComponent<ARSceneBehaviour>();
     go.transform.position = Vector3.zero;
     go.transform.rotation = Quaternion.identity;
 }
开发者ID:polycular,项目名称:oekogotschi,代码行数:7,代码来源:ARSceneBehaviourEditor.cs


示例18: RemoveDetailCheck

 internal static bool RemoveDetailCheck(MenuCommand item)
 {
   Terrain context = (Terrain) item.context;
   if (item.userData >= 0)
     return item.userData < context.terrainData.detailPrototypes.Length;
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:TerrainDetailContextMenus.cs


示例19: AddInputField

        public static void AddInputField(MenuCommand menuCommand)
        {
            GameObject inputFieldGO = DefaultControls.CreateInputField(GetStandardResources());
            InputField inputField = inputFieldGO.GetComponent<InputField>();

            var textChild = inputFieldGO.transform.FindChild("Text").gameObject;
            var text = textChild.GetComponent<Text>();
            Object.DestroyImmediate(text);
            UnivText unvText = textChild.AddComponent<UnivText>();
            unvText.text = "";
            unvText.color = Color.black;
            unvText.supportRichText = false;

            inputField.textComponent = unvText;

            var placeholderChild = inputFieldGO.transform.FindChild("Placeholder").gameObject;
            var placeholderText = placeholderChild.GetComponent<Text>();
            Object.DestroyImmediate(placeholderText);
            UnivText placeholderUnvText = placeholderChild.AddComponent<UnivText>();
            placeholderUnvText.text = "הכנס טקסט...";
            placeholderUnvText.fontStyle = FontStyle.Italic;
            // Make placeholder color half as opaque as normal text color.
            Color placeholderColor = unvText.color;
            placeholderColor.a *= 0.5f;
            placeholderUnvText.color = placeholderColor;
            inputField.placeholder = placeholderUnvText;

            PlaceUIElementRoot(inputFieldGO, menuCommand);
        }
开发者ID:TheAnosmic,项目名称:UnityUnivInput,代码行数:29,代码来源:UnivTextEditor.cs


示例20: EditDetail

 internal static void EditDetail(MenuCommand item)
 {
   if (((Terrain) item.context).terrainData.detailPrototypes[item.userData].usePrototypeMesh)
     TerrainWizard.DisplayTerrainWizard<DetailMeshWizard>("Edit Detail Mesh", "Apply").InitializeDefaults((Terrain) item.context, item.userData);
   else
     TerrainWizard.DisplayTerrainWizard<DetailTextureWizard>("Edit Grass Texture", "Apply").InitializeDefaults((Terrain) item.context, item.userData);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:TerrainDetailContextMenus.cs



注:本文中的UnityEditor.MenuCommand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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