本文整理汇总了C#中Control.AddChild方法的典型用法代码示例。如果您正苦于以下问题:C# Control.AddChild方法的具体用法?C# Control.AddChild怎么用?C# Control.AddChild使用的例子?那么恭喜您, 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类Control
的用法示例。
在下文中一共展示了Control.AddChild方法的3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: OnInitialize
protected override void OnInitialize()
{
title = "Toolbox";
m_buttonMapping = new Dictionary<Button, CachedControl>();
m_controlsCache = new ToolboxControlCache();
m_root = new Control();
m_root.AddDecorator( new StackContent( StackContent.StackMode.Vertical, StackContent.OverflowMode.Flow ) );
m_root.AddDecorator( new Scrollbars( true, false, true ) );
m_root.SetSize( 100.0f, 100.0f, Control.MetricsUnits.Percentage, Control.MetricsUnits.Percentage );
// Create category foldouts, index them by name so we can assign our controls
Dictionary< string, FoldoutList > foldouts = new Dictionary<string, FoldoutList>();
foreach( string category in m_controlsCache.Categories )
{
FoldoutList foldout = new FoldoutList( category, 4.0f, true );
foldout.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_root.AddChild( foldout );
foldouts.Add( category, foldout );
}
foreach( CachedControl c in m_controlsCache.Controls )
{
Button button = new Button( c.name );
button.SetSize( 100.0f, CONTROL_DISPLAY_HEIGHT, Control.MetricsUnits.Percentage, Control.MetricsUnits.Pixel );
button.Clicked += HandleControlButtonClick;
m_buttonMapping.Add( button, c );
foldouts[ c.category ].AddItem( button );
}
AddChild( m_root );
}
示例2: OnInitialize
protected override void OnInitialize()
{
Vector2 winSize = new Vector3( 312.0f, 265.0f );
maxSize = winSize;
minSize = winSize;
autoRepaintOnSceneChange = true;
m_root = new Control();
m_root.SetSize( 100.0f, 100.0f, Control.MetricsUnits.Percentage, Control.MetricsUnits.Percentage );
m_root.AddDecorator( new StackContent() );
AddChild( m_root );
// Input object field
m_original = new ObjectField( typeof( GameObject ), true, null, "Original" );
m_original.SetHeight( 26.0f, Control.MetricsUnits.Pixel );
m_original.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_original.SetMargin( 5.0f, 5.0f, 5.0f, 5.0f );
m_root.AddChild( m_original );
// Rotation pivot point
m_pivot = new Vector3Field( Vector3.zero, "Pivot:" );
m_pivot.SetHeight( 40.0f, Control.MetricsUnits.Pixel );
m_pivot.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_pivot.SetMargin( 5.0f, 5.0f, 5.0f, 5.0f );
m_root.AddChild( m_pivot );
// Transform control
m_transform = new TransformControl();
m_transform.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_transform.SetMargin( 5.0f, 5.0f, 5.0f, 5.0f );
m_root.AddChild( m_transform );
// Count field
m_count = new IntField( 1, "Duplicate Count:" );
m_count.SetHeight( 26.0f, Control.MetricsUnits.Pixel );
m_count.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_count.SetMargin( 5.0f, 5.0f, 5.0f, 5.0f );
m_root.AddChild( m_count );
// Space field
m_space = new EnumDropdown( Space.World, "Space:" );
m_space.SetHeight( 26.0f, Control.MetricsUnits.Pixel );
m_space.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_space.SetMargin( 5.0f, 5.0f, 5.0f, 5.0f );
m_root.AddChild( m_space );
// Duplicate button
m_duplicate = new Button( "Duplicate" );
m_duplicate.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
m_duplicate.SetMargin( 5.0f, 5.0f, 5.0f, 5.0f );
m_duplicate.Enabled = false;
m_root.AddChild( m_duplicate );
// Events
m_original.ValueChange += m_original_ValueChange;
m_count.ValueChange += m_count_ValueChange;
m_duplicate.Clicked += m_duplicate_Clicked;
SceneView.onSceneGUIDelegate += SceneViewGUI;
}
示例3: OnInitialize
protected override void OnInitialize()
{
// Create a container control that will stack several foldouts with categorized system information
// Control will fill 100% of our viewport, and will create vertical scrollbars if necesary
Control sysinfo = new Control();
sysinfo.AddDecorator( new StackContent( StackContent.StackMode.Vertical, StackContent.OverflowMode.Flow ) );
sysinfo.AddDecorator( new Scrollbars( true, false, true ) );
sysinfo.SetSize( 100.0f, 100.0f, Control.MetricsUnits.Percentage, Control.MetricsUnits.Percentage );
// Create a system information foldout list that will categorize our system information into general and feature categories
// Don't forget to set width to 100% of the container width
FoldoutList system = new FoldoutList( "System", LIST_INDENTATION_PIXELS, true );
system.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
// Create a new foldout list to contain general system infromation and populate it with data
// Child foldouts will stretch horizontally to fill the container
FoldoutList systemGeneral = new FoldoutList( "General", LIST_INDENTATION_PIXELS, true );
systemGeneral.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
systemGeneral.AddItem( new LabelField( SystemInfo.deviceName, "Device Name:" ) );
// Trying to access SystemInfo.deviceUniqueIdentifier from OnGUI seems to made Unity bleed internally, so we pre-cache it
systemGeneral.AddItem( new LabelField( UDID, "UDID:" ) );
systemGeneral.AddItem( new LabelField( SystemInfo.deviceModel, "Model:" ) );
systemGeneral.AddItem( new LabelField( SystemInfo.deviceType.ToString(), "Type:" ) );
systemGeneral.AddItem( new LabelField( SystemInfo.processorType, "Processor Type:" ) );
systemGeneral.AddItem( new LabelField( SystemInfo.processorCount.ToString(), "Processor Count:" ) );
systemGeneral.AddItem( new LabelField( string.Format( "{0} MB", SystemInfo.systemMemorySize ), "System Memory:" ) );
systemGeneral.AddItem( new LabelField( SystemInfo.operatingSystem, "Operating System:" ) );
// Second list for system features
FoldoutList systemFeatures = new FoldoutList( "Features", LIST_INDENTATION_PIXELS, true );
systemFeatures.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
systemFeatures.AddItem( new LabelField( SystemInfo.supportsVibration.ToString(), "Vibration:" ) );
systemFeatures.AddItem( new LabelField( SystemInfo.supportsGyroscope.ToString(), "Gyroscope:" ) );
systemFeatures.AddItem( new LabelField( SystemInfo.supportsAccelerometer.ToString(), "Accelerometer:" ) );
systemFeatures.AddItem( new LabelField( SystemInfo.supportsLocationService.ToString(), "Location Service:" ) );
// Add both category lists to the system list
system.AddItem( systemGeneral );
system.AddItem( systemFeatures );
// Now recreate the previous structure for graphics information with 3 subcategories for general, features and texture support
FoldoutList graphics = new FoldoutList( "Graphics Device", LIST_INDENTATION_PIXELS, true );
graphics.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
FoldoutList graphicsGeneral = new FoldoutList( "General", LIST_INDENTATION_PIXELS, true );
graphicsGeneral.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsDeviceID.ToString(), "ID:" ) );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsDeviceName, "Name:" ) );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsDeviceVendorID.ToString(), "VendorID:" ) );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsDeviceVendor, "Vendor:" ) );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsDeviceVersion, "Version:" ) );
graphicsGeneral.AddItem( new LabelField( string.Format( "{0} MB", SystemInfo.graphicsMemorySize ), "Memory:" ) );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsPixelFillrate.ToString(), "Fillrate:" ) );
graphicsGeneral.AddItem( new LabelField( SystemInfo.graphicsShaderLevel.ToString(), "Shader Level:" ) );
FoldoutList graphicsFeatures = new FoldoutList( "Features", LIST_INDENTATION_PIXELS, true );
graphicsFeatures.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportedRenderTargetCount.ToString(), "Render Target Count:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supports3DTextures.ToString(), "3D Textures:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsComputeShaders.ToString(), "Compute Shaders:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsImageEffects.ToString(), "Image Effects:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsInstancing.ToString(), "Instancing:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsRenderTextures.ToString(), "Render Textures:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsRenderToCubemap.ToString(), "Render To Cubemap:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsShadows.ToString(), "Built-in Shdows:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsSparseTextures.ToString(), "Sparse Textures:" ) );
graphicsFeatures.AddItem( new LabelField( SystemInfo.supportsStencil.ToString(), "Stencil:" ) );
FoldoutList graphicsTextures = new FoldoutList( "Texture Support", LIST_INDENTATION_PIXELS, true );
graphicsTextures.SetWidth( 100.0f, Control.MetricsUnits.Percentage );
graphicsTextures.AddItem( new LabelField( SystemInfo.npotSupport.ToString(), "Non Power of Two:" ) );
foreach ( RenderTextureFormat format in System.Enum.GetValues( typeof( RenderTextureFormat ) ) )
{
graphicsTextures.AddItem( new LabelField( SystemInfo.SupportsRenderTextureFormat( format ).ToString(), format.ToString() ) );
}
graphics.AddItem( graphicsGeneral );
graphics.AddItem( graphicsFeatures );
graphics.AddItem( graphicsTextures );
// Add top level lists to our container element
sysinfo.AddChild( system );
sysinfo.AddChild( graphics );
// Attach parent container
AddChild( sysinfo );
}