本文整理汇总了C#中PropertyCollection.HasProperty方法的典型用法代码示例。如果您正苦于以下问题:C# PropertyCollection.HasProperty方法的具体用法?C# PropertyCollection.HasProperty怎么用?C# PropertyCollection.HasProperty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PropertyCollection
的用法示例。
在下文中一共展示了PropertyCollection.HasProperty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: ApplyCustomProperties
/// <summary>
/// Applies to a GameObject any custom property found in PropertyCollection
/// </summary>
/// <param name="gameObject">GameObject to apply custom properties to</param>
/// <param name="properties">PropertyCollection to read custom properties from</param>
public static void ApplyCustomProperties(GameObject gameObject, PropertyCollection properties)
{
// nothing to do here...
if (gameObject == null || properties == null)
return;
// Set a layer number for gameObject
if (properties.HasProperty(Map.Property_Layer))
gameObject.layer = properties.GetPropertyAsInt(Map.Property_Layer);
if (properties.HasProperty(Map.Property_LayerName))
gameObject.layer = LayerMask.NameToLayer(properties.GetPropertyAsString(Map.Property_LayerName));
// Add a tag for gameObject
if (properties.HasProperty(Map.Property_Tag))
gameObject.tag = properties.GetPropertyAsString(Map.Property_Tag);
int c = 1;
// Unity 5 Removed AddComponent("string")...
#if !UNITY_5
// Add Components for this gameObject
while (properties.HasProperty(Map.Property_AddComponent + c))
{
try
{
gameObject.AddComponent(properties.GetPropertyAsString(Map.Property_AddComponent + c));
}
catch (System.Exception e)
{
Debug.LogError(e);
}
c++;
}
c = 1;
#endif
// Can only send messages while playing
if (Application.isPlaying)
{
while (properties.HasProperty(Map.Property_SendMessage + c))
{
string messageToSend = properties.GetPropertyAsString(Map.Property_SendMessage + c);
string[] menssage = messageToSend.Split('|');
if (menssage.Length == 2)
{
gameObject.BroadcastMessage(menssage[0], menssage[1], SendMessageOptions.DontRequireReceiver);
}
if (menssage.Length == 1)
{
gameObject.BroadcastMessage(menssage[0], SendMessageOptions.DontRequireReceiver);
}
c++;
}
}
Renderer renderer = gameObject.GetComponent<Renderer>();
if (renderer != null)
{
if (properties.HasProperty(Map.Property_SortingLayerName))
renderer.sortingLayerName = properties.GetPropertyAsString(Map.Property_SortingLayerName);
if (properties.HasProperty(Map.Property_SortingOrder))
renderer.sortingOrder = properties.GetPropertyAsInt(Map.Property_SortingOrder);
if (properties.HasProperty(Map.Property_SetMaterialColor))
{
string[] splitColor = properties.GetPropertyAsString(Map.Property_SetMaterialColor).Split(',');
if (splitColor.Length >= 1)
{
Material mat;
#if !UNITY_5
mat = new Material(Shader.Find("Diffuse"));
#else
mat = new Material(Shader.Find("Standard"));
mat.SetFloat("_Mode", 3);
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
mat.SetInt("_ZWrite", 0);
mat.DisableKeyword("_ALPHATEST_ON");
mat.EnableKeyword("_ALPHABLEND_ON");
mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
mat.renderQueue = 3000;
#endif
mat.SetColor("_Color", new Color32(
((byte)(int.Parse(string.IsNullOrEmpty(splitColor[0]) ? "255" : splitColor[0]))),
splitColor.Length >= 2 ? ((byte)(int.Parse(splitColor[1]))) : (byte)255,
splitColor.Length >= 3 ? ((byte)(int.Parse(splitColor[2]))) : (byte)255,
splitColor.Length >= 4 ? ((byte)(int.Parse(splitColor[3]))) : (byte)255));
renderer.material = mat;
}
}
}
}
示例2: ApplyCustomProperties
/// <summary>
/// Applies to a GameObject any custom property found in PropertyCollection
/// </summary>
/// <param name="gameObject">GameObject to apply custom properties to</param>
/// <param name="properties">PropertyCollection to read custom properties from</param>
public static void ApplyCustomProperties(GameObject gameObject, PropertyCollection properties)
{
// nothing to do here...
if (gameObject == null || properties == null)
return;
// Set a layer number for gameObject
if (properties.HasProperty(Map.Property_Layer))
gameObject.layer = properties.GetPropertyAsInt(Map.Property_Layer);
if (properties.HasProperty(Map.Property_LayerName))
gameObject.layer = LayerMask.NameToLayer(properties.GetPropertyAsString(Map.Property_LayerName));
// Add a tag for gameObject
if (properties.HasProperty(Map.Property_Tag))
gameObject.tag = properties.GetPropertyAsString(Map.Property_Tag);
int c = 1;
// Unity 5 Removed AddComponent("string")...
#if !UNITY_5
// Add Components for this gameObject
while (properties.HasProperty(Map.Property_AddComponent + c))
{
try
{
gameObject.AddComponent(properties.GetPropertyAsString(Map.Property_AddComponent + c));
}
catch (System.Exception e)
{
Debug.LogError(e);
}
c++;
}
c = 1;
#else
// Add Components for this gameObject
while (properties.HasProperty(Map.Property_AddComponent + c))
{
try
{
//gameObject.AddComponent(System.Type.GetType(properties.GetPropertyAsString(Map.Property_AddComponent + c)));
//gameObject.AddComponent(System.Type.GetType("Door")) as Door;
if(properties.GetPropertyAsString(Map.Property_AddComponent + c) == "Door"){
gameObject.AddComponent<Door>();
}else if(properties.GetPropertyAsString(Map.Property_AddComponent + c) == "CollisionLevel"){
gameObject.AddComponent<CollisionLevel>();
}else if(properties.GetPropertyAsString(Map.Property_AddComponent + c) == "HidePlayer"){
gameObject.AddComponent<HidePlayer>();
}
}
catch (System.Exception e)
{
Debug.LogError(e);
}
c++;
}
c = 1;
//Set variables for Component Door
Door door;
if(door = gameObject.GetComponent<Door>()){
Debug.Log("HAS DOOR");
Property force;
//Debug.Log(gameObject.name+" FORCE "+force.RawValue.ToString());
if(properties.TryGetValue(Map.Property_ForceIn, out force)){
door.ForceIn = float.Parse(force.RawValue);
Debug.Log("ForceIn "+force.RawValue);
}
if(properties.TryGetValue(Map.Property_ForceOut, out force)){
door.ForceOut = float.Parse(force.RawValue);
Debug.Log("ForceOut "+force.RawValue);
}
if(properties.TryGetValue(Map.Property_Goto, out force)){
door.GoTo = force.RawValue;
Debug.Log("Goto "+force.RawValue);
}
if(properties.TryGetValue(Map.Property_In, out force)){
door.In = (Direction) System.Enum.Parse(typeof(Direction), force.RawValue, true);
Debug.Log("In "+force.RawValue);
}
if(properties.TryGetValue(Map.Property_Out, out force)){
door.Out = (Direction) System.Enum.Parse(typeof(Direction), force.RawValue, true);
Debug.Log("Out "+force.RawValue);
}
//.........这里部分代码省略.........