当前位置: 首页>>代码示例>>C#>>正文


C# BetterList.Add方法代码示例

本文整理汇总了C#中BetterList.Add方法的典型用法代码示例。如果您正苦于以下问题:C# BetterList.Add方法的具体用法?C# BetterList.Add怎么用?C# BetterList.Add使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BetterList的用法示例。


在下文中一共展示了BetterList.Add方法的15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,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: WriteToBuffers

 public void WriteToBuffers(BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color32> c, BetterList<Vector3> n, BetterList<Vector4> t)
 {
     if ((this.mRtpVerts != null) && (this.mRtpVerts.size > 0))
     {
         if (n == null)
         {
             for (int i = 0; i < this.mRtpVerts.size; i++)
             {
                 v.Add(this.mRtpVerts.buffer[i]);
                 u.Add(this.uvs.buffer[i]);
                 c.Add(this.cols.buffer[i]);
             }
         }
         else
         {
             for (int j = 0; j < this.mRtpVerts.size; j++)
             {
                 v.Add(this.mRtpVerts.buffer[j]);
                 u.Add(this.uvs.buffer[j]);
                 c.Add(this.cols.buffer[j]);
                 n.Add(this.mRtpNormal);
                 t.Add(this.mRtpTan);
             }
         }
     }
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:26,代码来源:UIGeometry.cs

示例2: OnFill

    /// <summary>
    /// Virtual function called by the UIScreen that fills the buffers.
    /// </summary>
    public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color> cols)
    {
        verts.Add(new Vector3(1f,  0f, 0f));
        verts.Add(new Vector3(1f, -1f, 0f));
        verts.Add(new Vector3(0f, -1f, 0f));
        verts.Add(new Vector3(0f,  0f, 0f));

        uvs.Add(Vector2.one);
        uvs.Add(new Vector2(1f, 0f));
        uvs.Add(Vector2.zero);
        uvs.Add(new Vector2(0f, 1f));

        cols.Add(color);
        cols.Add(color);
        cols.Add(color);
        cols.Add(color);
    }
开发者ID:quiker,项目名称:hexagon,代码行数:20,代码来源:UITexture.cs

示例3: GetListOfSprites

 public BetterList<string> GetListOfSprites(string match)
 {
     if (this.mReplacement != null)
     {
         return this.mReplacement.GetListOfSprites(match);
     }
     if (string.IsNullOrEmpty(match))
     {
         return this.GetListOfSprites();
     }
     if (this.mSprites.Count == 0)
     {
         this.Upgrade();
     }
     BetterList<string> list = new BetterList<string>();
     int num = 0;
     int count = this.mSprites.Count;
     while (num < count)
     {
         UISpriteData data = this.mSprites[num];
         if (((data != null) && !string.IsNullOrEmpty(data.name)) && string.Equals(match, data.name, StringComparison.OrdinalIgnoreCase))
         {
             list.Add(data.name);
             return list;
         }
         num++;
     }
     char[] separator = new char[] { ' ' };
     string[] strArray = match.Split(separator, StringSplitOptions.RemoveEmptyEntries);
     for (int i = 0; i < strArray.Length; i++)
     {
         strArray[i] = strArray[i].ToLower();
     }
     int num4 = 0;
     int num5 = this.mSprites.Count;
     while (num4 < num5)
     {
         UISpriteData data2 = this.mSprites[num4];
         if ((data2 != null) && !string.IsNullOrEmpty(data2.name))
         {
             string str = data2.name.ToLower();
             int num6 = 0;
             for (int j = 0; j < strArray.Length; j++)
             {
                 if (str.Contains(strArray[j]))
                 {
                     num6++;
                 }
             }
             if (num6 == strArray.Length)
             {
                 list.Add(data2.name);
             }
         }
         num4++;
     }
     return list;
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:58,代码来源:UIAtlas.cs

示例4: OnFill

	public override void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		base.OnFill (verts, uvs, cols);
		
		
		Vector2 uv0 = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
		Vector2 uv1 = new Vector2(mOuterUV.xMax, mOuterUV.yMax);
		
		verts.Add(new Vector3(1f,  0f, 0f));
		verts.Add(new Vector3(1f,  0f, extrusionDepth));
		verts.Add(new Vector3(1f,  -1f, extrusionDepth));
		verts.Add(new Vector3(1f,  -1f, 0f));
		
		verts.Add(new Vector3(1f,  0f, 0f));
		verts.Add(new Vector3(0f,  0f, 0f));
		verts.Add(new Vector3(0f,  0f, extrusionDepth));
		verts.Add(new Vector3(1f,  0f, extrusionDepth));
		
		verts.Add(new Vector3(0f,  -1f, 0f));
		verts.Add(new Vector3(0f,  -1f, extrusionDepth));
		verts.Add(new Vector3(0f,  0f, extrusionDepth));
		verts.Add(new Vector3(0f,  0f, 0f));
		
		verts.Add(new Vector3(1f,  -1f, extrusionDepth));
		verts.Add(new Vector3(0f,  -1f, extrusionDepth));
		verts.Add(new Vector3(0f,  -1f, 0f));
		verts.Add(new Vector3(1f,  -1f, 0f));
		
		for( int i = 0 ; i < 4 ; i++ ) {
			uvs.Add(uv1);
			uvs.Add(new Vector2(uv1.x, uv0.y));
			uvs.Add(uv0);
			uvs.Add(new Vector2(uv0.x, uv1.y));
		}
		
#if UNITY_3_5_4
		Color col = color;
#else
		Color32 col = color;
#endif
		for( int i = 0 ; i < 16 ; i++ ) {
			cols.Add(col);
		}
		
	}
开发者ID:unit9,项目名称:swip3,代码行数:45,代码来源:UIExtrudedSprite.cs

示例5: OnFill

 public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
 {
     Color c = base.color;
     c.a *= base.mPanel.finalAlpha;
     Color32 item = !this.premultipliedAlpha ? c : NGUITools.ApplyPMA(c);
     Vector4 drawingDimensions = this.drawingDimensions;
     verts.Add(new Vector3(drawingDimensions.x, drawingDimensions.y));
     verts.Add(new Vector3(drawingDimensions.x, drawingDimensions.w));
     verts.Add(new Vector3(drawingDimensions.z, drawingDimensions.w));
     verts.Add(new Vector3(drawingDimensions.z, drawingDimensions.y));
     uvs.Add(new Vector2(this.mRect.xMin, this.mRect.yMin));
     uvs.Add(new Vector2(this.mRect.xMin, this.mRect.yMax));
     uvs.Add(new Vector2(this.mRect.xMax, this.mRect.yMax));
     uvs.Add(new Vector2(this.mRect.xMax, this.mRect.yMin));
     cols.Add(item);
     cols.Add(item);
     cols.Add(item);
     cols.Add(item);
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:19,代码来源:UITexture.cs

示例6: OnEnable

	void OnEnable ()
	{
		Dictionary<string, string[]> dict = Localization.dictionary;

		if (dict.Count > 0)
		{
			mKeys = new BetterList<string>();

			foreach (KeyValuePair<string, string[]> pair in dict)
			{
				if (pair.Key == "KEY") continue;
				mKeys.Add(pair.Key);
			}
			mKeys.Sort(delegate (string left, string right) { return left.CompareTo(right); });
		}
	}
开发者ID:jixiang111,项目名称:TTUI-Framework,代码行数:16,代码来源:UILocalizeEditor.cs

示例7: ApplyShadow

 private void ApplyShadow(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y)
 {
     Color mEffectColor = this.mEffectColor;
     mEffectColor.a *= base.alpha * base.mPanel.finalAlpha;
     Color32 color2 = ((this.bitmapFont == null) || !this.bitmapFont.premultipliedAlpha) ? mEffectColor : NGUITools.ApplyPMA(mEffectColor);
     for (int i = start; i < end; i++)
     {
         verts.Add(verts.buffer[i]);
         uvs.Add(uvs.buffer[i]);
         cols.Add(cols.buffer[i]);
         Vector3 vector = verts.buffer[i];
         vector.x += x;
         vector.y += y;
         verts.buffer[i] = vector;
         cols.buffer[i] = color2;
     }
 }
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:17,代码来源:UILabel.cs

示例8: OnFill

    /// <summary>
    /// 负责显示内容,它的工作是填写如何显示,显示什么。就是把需要显示的内容存储在UIWidget
    /// </summary>
    /// <param name="verts"></param>
    /// <param name="uvs">显示的多边形形状</param>
    /// <param name="cols">颜色调配</param>
    public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        // 开始画网格, 顶点, 矩形
        Vector3[] arrVerts = localCorners;  // 直接由4个角组成矩形吧
        for (int i = 0; i < arrVerts.Length; i++)
        {
            verts.Add(arrVerts[i]);
        }

        // 贴图点
        for (int i = 0; i < arrVerts.Length; i++)
        {
            uvs.Add(new Vector2(0, 0));
        }

        // 顶点颜色
        Color pmaColor = NGUITools.ApplyPMA(this.color);  // NGUI PMA
        for (int i = 0; i < arrVerts.Length; i++)
        {
            cols.Add(pmaColor);
        }
    }
开发者ID:mr-kelly,项目名称:ProjectWeak,代码行数:28,代码来源:UIColorQuad.cs

示例9: GetListOfSprites

    /// <summary>
    /// Convenience function that retrieves a list of all sprite names.
    /// </summary>
    public BetterList<string> GetListOfSprites()
    {
        if (mReplacement != null) return mReplacement.GetListOfSprites();
        if (mSprites.Count == 0) Upgrade();

        BetterList<string> list = new BetterList<string>();

        for (int i = 0, imax = mSprites.Count; i < imax; ++i)
        {
            UISpriteData s = mSprites[i];
            if (s != null && !string.IsNullOrEmpty(s.name)) list.Add(s.name);
        }
        return list;
    }
开发者ID:jennydvr,项目名称:Speedrun,代码行数:17,代码来源:UIAtlas.cs

示例10: OnDisable

	/// <summary>
	/// It's often useful to be able to tell which keys are used in localization, and which are not.
	/// For this to work properly it's advised to play through the entire game and view all localized content before hitting the Stop button.
	/// </summary>

	void OnDisable ()
	{
		string final = "";
		BetterList<string> full = new BetterList<string>();

		// Create a list of all the known keys
		foreach (KeyValuePair<string, string> pair in mDictionary) full.Add(pair.Key);

		// Sort the full list
		full.Sort(delegate(string s1, string s2) { return s1.CompareTo(s2); });

		// Create the final string with the localization keys
		for (int i = 0; i < full.size; ++i)
		{
			string key = full[i];
			string val = mDictionary[key].Replace("\n", "\\n");
			if (mUsed.Contains(key)) final += key + " = " + val + "\n";
			else final += "//" + key + " = " + val + "\n";
		}
		
		// Show the final report in a format that makes it easy to copy/paste into the original localization file
		if (!string.IsNullOrEmpty(final))
			Debug.Log("// Localization Report\n\n" + final);

		mLocalizationLoaded = false;
		mLanguageIndex = -1;
		mLocalization.Clear();
		mDictionary.Clear();
	}
开发者ID:Jefferson-Henrique,项目名称:fuzzy-char-creation,代码行数:34,代码来源:Localization.cs

示例11: ApplyShadow

	void ApplyShadow (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y)
#endif
	{
#if UNITY_3_5_4
		Color c = mEffectColor;
		c.a = c.a * color.a;
		Color col = c;
#else
		Color c = mEffectColor;
		c.a = c.a * color.a;
		Color32 col = c;
#endif
		for (int i = start; i < end; ++i)
		{
			verts.Add(verts.buffer[i]);
			uvs.Add(uvs.buffer[i]);
			cols.Add(cols.buffer[i]);

			Vector3 v = verts.buffer[i];
			v.x += x;
			v.y += y;
			verts.buffer[i] = v;
			cols.buffer[i] = col;
		}
	}
开发者ID:proudaut,项目名称:GlobalGameJam,代码行数:25,代码来源:UILabel.cs

示例12: SlicedFill

    /// <summary>
    /// Sliced sprite fill function is more complicated as it generates 9 AutoTargetImages instead of 1.
    /// </summary>
    protected void SlicedFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        if (mOuterUV == mInnerUV)
        {
            SimpleFill(verts, uvs, cols);
            return;
        }

        Vector2[] v = new Vector2[4];
        Vector2[] uv = new Vector2[4];

        Texture tex = mainTexture;

        v[0] = Vector2.zero;
        v[1] = Vector2.zero;
        v[2] = new Vector2(1f, -1f);
        v[3] = new Vector2(1f, -1f);

        if (tex != null)
        {
            float pixelSize = atlas.pixelSize;
            float borderLeft = (mInnerUV.xMin - mOuterUV.xMin) * pixelSize;
            float borderRight = (mOuterUV.xMax - mInnerUV.xMax) * pixelSize;
            float borderTop = (mInnerUV.yMax - mOuterUV.yMax) * pixelSize;
            float borderBottom = (mOuterUV.yMin - mInnerUV.yMin) * pixelSize;

            Vector3 scale = cachedTransform.localScale;
            scale.x = Mathf.Max(0f, scale.x);
            scale.y = Mathf.Max(0f, scale.y);

            Vector2 sz = new Vector2(scale.x / tex.width, scale.y / tex.height);
            Vector2 tl = new Vector2(borderLeft / sz.x, borderTop / sz.y);
            Vector2 br = new Vector2(borderRight / sz.x, borderBottom / sz.y);

            Pivot pv = pivot;

            // We don't want the sliced sprite to become smaller than the summed up border size
            if (pv == Pivot.Right || pv == Pivot.TopRight || pv == Pivot.BottomRight)
            {
                v[0].x = Mathf.Min(0f, 1f - (br.x + tl.x));
                v[1].x = v[0].x + tl.x;
                v[2].x = v[0].x + Mathf.Max(tl.x, 1f - br.x);
                v[3].x = v[0].x + Mathf.Max(tl.x + br.x, 1f);
            }
            else
            {
                v[1].x = tl.x;
                v[2].x = Mathf.Max(tl.x, 1f - br.x);
                v[3].x = Mathf.Max(tl.x + br.x, 1f);
            }

            if (pv == Pivot.Bottom || pv == Pivot.BottomLeft || pv == Pivot.BottomRight)
            {
                v[0].y = Mathf.Max(0f, -1f - (br.y + tl.y));
                v[1].y = v[0].y + tl.y;
                v[2].y = v[0].y + Mathf.Min(tl.y, -1f - br.y);
                v[3].y = v[0].y + Mathf.Min(tl.y + br.y, -1f);
            }
            else
            {
                v[1].y = tl.y;
                v[2].y = Mathf.Min(tl.y, -1f - br.y);
                v[3].y = Mathf.Min(tl.y + br.y, -1f);
            }

            uv[0] = new Vector2(mOuterUV.xMin, mOuterUV.yMax);
            uv[1] = new Vector2(mInnerUV.xMin, mInnerUV.yMax);
            uv[2] = new Vector2(mInnerUV.xMax, mInnerUV.yMin);
            uv[3] = new Vector2(mOuterUV.xMax, mOuterUV.yMin);
        }
        else
        {
            // No texture -- just use zeroed out texture coordinates
            for (int i = 0; i < 4; ++i) uv[i] = Vector2.zero;
        }

        Color colF = color;
        colF.a *= mPanel.alpha;
        Color32 col = atlas.premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;

        for (int x = 0; x < 3; ++x)
        {
            int x2 = x + 1;

            for (int y = 0; y < 3; ++y)
            {
                if (!mFillCenter && x == 1 && y == 1) continue;

                int y2 = y + 1;

                verts.Add(new Vector3(v[x2].x, v[y].y, 0f));
                verts.Add(new Vector3(v[x2].x, v[y2].y, 0f));
                verts.Add(new Vector3(v[x].x, v[y2].y, 0f));
                verts.Add(new Vector3(v[x].x, v[y].y, 0f));

                uvs.Add(new Vector2(uv[x2].x, uv[y].y));
                uvs.Add(new Vector2(uv[x2].x, uv[y2].y));
//.........这里部分代码省略.........
开发者ID:Kimsanggu,项目名称:Maze,代码行数:101,代码来源:UISprite.cs

示例13: ParseSymbol

	/// <summary>
	/// Parse an embedded symbol, such as [FFAA00] (set color) or [-] (undo color change). Returns whether the index was adjusted.
	/// </summary>

	static public bool ParseSymbol (string text, ref int index, BetterList<Color> colors, bool premultiply)
	{
		if (colors == null) return ParseSymbol(text, ref index);

		int length = text.Length;

		if (index + 2 < length && text[index] == '[')
		{
			if (text[index + 1] == '-')
			{
				if (text[index + 2] == ']')
				{
					if (colors != null && colors.size > 1)
						colors.RemoveAt(colors.size - 1);
					index += 3;
					return true;
				}
			}
			else if (index + 7 < length)
			{
				if (text[index + 7] == ']')
				{
					if (colors != null)
					{
						Color c = ParseColor(text, index + 1);

						if (EncodeColor(c) != text.Substring(index + 1, 6).ToUpper())
							return false;

						c.a = colors[colors.size - 1].a;
						if (premultiply && c.a != 1f)
							c = Color.Lerp(mInvisible, c, c.a);

						colors.Add(c);
					}
					index += 8;
					return true;
				}
			}
		}
		return false;
	}
开发者ID:Jetblacktsunami,项目名称:TreasureCove,代码行数:46,代码来源:NGUIText.cs

示例14: OnFill

	override public void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
#endif

	{
		Vector2 uv0 = new Vector2(mOuterUV.xMin, mOuterUV.yMin);
		Vector2 uv1 = new Vector2(mOuterUV.xMax, mOuterUV.yMax);

		verts.Add(new Vector3(1f,  0f, 0f));
		verts.Add(new Vector3(1f, -1f, 0f));
		verts.Add(new Vector3(0f, -1f, 0f));
		verts.Add(new Vector3(0f,  0f, 0f));

		uvs.Add(uv1);
		uvs.Add(new Vector2(uv1.x, uv0.y));
		uvs.Add(uv0);
		uvs.Add(new Vector2(uv0.x, uv1.y));

#if UNITY_3_5_4
		Color col = color;
#else
		Color32 col = color;
#endif
		cols.Add(col);
		cols.Add(col);
		cols.Add(col);
		cols.Add(col);
	}
开发者ID:btasdoven,项目名称:ScienceWars,代码行数:27,代码来源:UISprite.cs

示例15: ApplyShadow

	/// <summary>
	/// Apply a shadow effect to the buffer.
	/// </summary>

	void ApplyShadow (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols, int start, int end, float x, float y)
	{
		Color c = mEffectColor;
		c.a *= alpha * mPanel.alpha;
		Color32 col = (font.premultipliedAlpha) ? NGUITools.ApplyPMA(c) : c;

		for (int i = start; i < end; ++i)
		{
			verts.Add(verts.buffer[i]);
			uvs.Add(uvs.buffer[i]);
			cols.Add(cols.buffer[i]);

			Vector3 v = verts.buffer[i];
			v.x += x;
			v.y += y;
			verts.buffer[i] = v;
			cols.buffer[i] = col;
		}
	}
开发者ID:lbddk,项目名称:ahzs-client,代码行数:23,代码来源:UILabel.cs


注:本文中的BetterList.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。