本文整理汇总了C#中EventDelegate.Clear方法的典型用法代码示例。如果您正苦于以下问题:C# EventDelegate.Clear方法的具体用法?C# EventDelegate.Clear怎么用?C# EventDelegate.Clear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类EventDelegate
的用法示例。
在下文中一共展示了EventDelegate.Clear方法的2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: Field
/// <summary>
/// Draw an editor field for the Unity Delegate.
/// </summary>
static public bool Field (Object undoObject, EventDelegate del, bool removeButton)
{
if (del == null) return false;
bool prev = GUI.changed;
GUI.changed = false;
bool retVal = false;
MonoBehaviour target = del.target;
bool remove = false;
if (removeButton && (del.target != null || del.isValid))
{
if (del.target == null && del.isValid)
{
EditorGUILayout.LabelField("Notify", del.ToString());
}
else
{
target = EditorGUILayout.ObjectField("Notify", del.target, typeof(MonoBehaviour), true) as MonoBehaviour;
}
GUILayout.Space(-20f);
GUILayout.BeginHorizontal();
GUILayout.Space(64f);
#if UNITY_3_5
if (GUILayout.Button("X", GUILayout.Width(20f)))
#else
if (GUILayout.Button("", "ToggleMixed", GUILayout.Width(20f)))
#endif
{
target = null;
remove = true;
}
GUILayout.EndHorizontal();
}
else
{
target = EditorGUILayout.ObjectField("Notify", del.target, typeof(MonoBehaviour), true) as MonoBehaviour;
}
if (remove)
{
NGUIEditorTools.RegisterUndo("Delegate Selection", undoObject);
del.Clear();
EditorUtility.SetDirty(undoObject);
}
else if (del.target != target)
{
NGUIEditorTools.RegisterUndo("Delegate Selection", undoObject);
del.target = target;
EditorUtility.SetDirty(undoObject);
}
if (del.target != null && del.target.gameObject != null)
{
GameObject go = del.target.gameObject;
List<Entry> list = GetMethods(go);
int index = 0;
string[] names = GetMethodNames(list, del.ToString(), out index);
int choice = 0;
GUILayout.BeginHorizontal();
choice = EditorGUILayout.Popup("Method", index, names);
GUILayout.Space(18f);
GUILayout.EndHorizontal();
if (choice > 0)
{
if (choice != index)
{
Entry entry = list[choice - 1];
NGUIEditorTools.RegisterUndo("Delegate Selection", undoObject);
del.target = entry.target;
del.methodName = entry.method.Name;
EditorUtility.SetDirty(undoObject);
GUI.changed = prev;
return true;
}
}
}
retVal = GUI.changed;
GUI.changed = prev;
return retVal;
}
示例2: Field
/// <summary>
/// Draw an editor field for the Unity Delegate.
/// </summary>
static public bool Field (Object undoObject, EventDelegate del, bool removeButton, bool minimalistic)
{
if (del == null) return false;
bool prev = GUI.changed;
GUI.changed = false;
bool retVal = false;
MonoBehaviour target = del.target;
bool remove = false;
if (removeButton && (del.target != null || del.isValid))
{
if (!minimalistic) NGUIEditorTools.SetLabelWidth(82f);
if (del.target == null && del.isValid)
{
EditorGUILayout.LabelField("Notify", del.ToString());
}
else
{
target = EditorGUILayout.ObjectField("Notify", del.target, typeof(MonoBehaviour), true) as MonoBehaviour;
}
GUILayout.Space(-18f);
GUILayout.BeginHorizontal();
GUILayout.Space(70f);
if (GUILayout.Button("", "ToggleMixed", GUILayout.Width(20f), GUILayout.Height(16f)))
{
target = null;
remove = true;
}
GUILayout.EndHorizontal();
}
else target = EditorGUILayout.ObjectField("Notify", del.target, typeof(MonoBehaviour), true) as MonoBehaviour;
if (remove)
{
NGUIEditorTools.RegisterUndo("Delegate Selection", undoObject);
del.Clear();
EditorUtility.SetDirty(undoObject);
}
else if (del.target != target)
{
NGUIEditorTools.RegisterUndo("Delegate Selection", undoObject);
del.target = target;
EditorUtility.SetDirty(undoObject);
}
if (del.target != null && del.target.gameObject != null)
{
GameObject go = del.target.gameObject;
List<Entry> list = GetMethods(go);
int index = 0;
string[] names = PropertyReferenceDrawer.GetNames(list, del.ToString(), out index);
int choice = 0;
GUILayout.BeginHorizontal();
choice = EditorGUILayout.Popup("Method", index, names);
NGUIEditorTools.DrawPadding();
GUILayout.EndHorizontal();
if (choice > 0 && choice != index)
{
Entry entry = list[choice - 1];
NGUIEditorTools.RegisterUndo("Delegate Selection", undoObject);
del.target = entry.target as MonoBehaviour;
del.methodName = entry.name;
EditorUtility.SetDirty(undoObject);
retVal = true;
}
GUI.changed = false;
EventDelegate.Parameter[] ps = del.parameters;
if (ps != null)
{
for (int i = 0; i < ps.Length; ++i)
{
EventDelegate.Parameter param = ps[i];
Object obj = EditorGUILayout.ObjectField(" Arg " + i, param.obj, typeof(Object), true);
if (GUI.changed)
{
GUI.changed = false;
param.obj = obj;
EditorUtility.SetDirty(undoObject);
}
if (obj == null) continue;
GameObject selGO = null;
System.Type type = obj.GetType();
if (type == typeof(GameObject)) selGO = obj as GameObject;
else if (type.IsSubclassOf(typeof(Component))) selGO = (obj as Component).gameObject;
//.........这里部分代码省略.........