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C# UIToolkit.addTouchableSprite方法代码示例

本文整理汇总了C#中UIToolkit.addTouchableSprite方法的典型用法代码示例。如果您正苦于以下问题:C# UIToolkit.addTouchableSprite方法的具体用法?C# UIToolkit.addTouchableSprite怎么用?C# UIToolkit.addTouchableSprite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UIToolkit的用法示例。


在下文中一共展示了UIToolkit.addTouchableSprite方法的8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: UIColorPicker

 public UIColorPicker( UIToolkit manager, Rect frame, int depth, UIUVRect uvFrame, Vector2 textureCoords )
     : base(frame, depth, uvFrame)
 {
     //We store the coordinates of the top left of the subtexture
     this.textureCoords = textureCoords;
     manager.addTouchableSprite( this );
 }
开发者ID:WreckCenter,项目名称:UIToolkit,代码行数:7,代码来源:UIColorPicker.cs

示例2: create

	/// <summary>
	/// Creates a swipe detector with no related UI
	/// </summary>
	public static UISwipeDetector create( UIToolkit manager, Rect frame, int depth )
	{
		// create the swipe detector
		var detector = new UISwipeDetector( frame, depth, UIUVRect.zero );
		manager.addTouchableSprite( detector );
		
		return detector;
	}
开发者ID:sidev,项目名称:UIToolkit,代码行数:11,代码来源:UISwipeDetector.cs

示例3: UIButton

	public UIButton( UIToolkit manager, Rect frame, int depth, UIUVRect uvFrame, UIUVRect highlightedUVframe ):base( frame, depth, uvFrame )
	{
		// If a highlighted frame has not yet been set use the normalUVframe
		if( highlightedUVframe == UIUVRect.zero )
			highlightedUVframe = uvFrame;
		
		this.highlightedUVframe = highlightedUVframe;
		
		manager.addTouchableSprite( this );
	}
开发者ID:Gelatos,项目名称:TabletopHelper,代码行数:10,代码来源:UIButton.cs

示例4: UISlider

	public UISlider( UIToolkit manager, Rect frame, int depth, UIUVRect uvFrame, UISprite sliderKnob, UISliderLayout layout, bool rotated ):base( frame, depth, uvFrame, rotated )
	{
		this.layout = layout;
		
		// save the sliderKnob and make it a child of the slider for organization purposes
		_sliderKnob = sliderKnob;
		_sliderKnob.parentUIObject = this;
		
		// setup the min/max position values for the sliderKnob
		updateSliderKnobConstraints();
		
		manager.addTouchableSprite( this );
	}
开发者ID:EskemaGames,项目名称:UIToolkit,代码行数:13,代码来源:UISlider.cs

示例5: UIButton

	public UIButton( UIToolkit manager, Rect frame, int depth, UIUVRect uvFrame, UIUVRect highlightedUVframe ):base( frame, depth, uvFrame )
	{
		// Save a copy of our uvFrame here so that when highlighting turns off we have the original UVs
		_normalUVframe = uvFrame;
		
		// If a highlighted frame has not yet been set use the normalUVframe
		if( highlightedUVframe == UIUVRect.zero )
			highlightedUVframe = uvFrame;
		
		this.highlightedUVframe = highlightedUVframe;
		
		manager.addTouchableSprite( this );
	}
开发者ID:reissgrant,项目名称:UIToolkit,代码行数:13,代码来源:UIButton.cs

示例6: UIGhostJoystick

    private UIToolkit _manager; // we need this for getting at texture details after the constructor

    #endregion Fields

    #region Constructors

    public UIGhostJoystick( UIToolkit manager, Rect frame, int depth, UISprite joystickSprite)
        : base(frame, depth, UIUVRect.zero)
    {
        // Save out the uvFrame for the sprite so we can highlight
        _tempUVframe = joystickSprite.uvFrame;

        // Save the joystickSprite and make it a child of the us for organization purposes
        _joystickSprite = joystickSprite;
        _joystickSprite.parentUIObject = this;

        resetJoystick();

        manager.addTouchableSprite( this );
        _manager = manager;
    }
开发者ID:hyakugei,项目名称:UIToolkit,代码行数:21,代码来源:UIGhostJoystick.cs

示例7: UIJoystick

	public UIJoystick( UIToolkit manager, Rect frame, int depth, UISprite joystickSprite, float xPos, float yPos ):base( frame, depth, UIUVRect.zero )
	{
		// Save out the uvFrame for the sprite so we can highlight
		_normalUVframe = joystickSprite.uvFrame;
		
		// Save the joystickSprite and make it a child of the us for organization purposes
		_joystickSprite = joystickSprite;
		_joystickSprite.parentUIObject = this;
		
		// Move the joystick to its default position after converting the offset to a vector3
		_joystickOffset = new Vector3( xPos, yPos );
		
		// Set the maxMovement which will in turn calculate the _joystickBoundary
		this.maxJoystickMovement = _maxJoystickMovement;
		
		resetJoystick();
		
		manager.addTouchableSprite( this );
		_manager = manager;
	}
开发者ID:reissgrant,项目名称:UIToolkit,代码行数:20,代码来源:UIJoystick.cs

示例8: UISlice9

	/// <summary>
	/// Initializes a new instance of the <see cref="UISlice9"/> class.
	/// </summary>
	/// <param name='manager'>
	/// Manager.
	/// </param>
	/// <param name='frame'>
	/// Frame.
	/// </param>
	/// <param name='depth'>
	/// Depth.
	/// </param>
	/// <param name='uvFrame'>
	/// Uv frame.
	/// </param>
	/// <param name='highlightedUVframe'>
	/// Highlighted U vframe.
	/// </param>
	/// <param name='width'>
	/// Final width
	/// </param>
	/// <param name='height'>
	/// Final height
	/// </param>
	/// <param name='sTP'>
	/// Top Margin
	/// </param>
	/// <param name='sRT'>
	/// Right Margin
	/// </param>
	/// <param name='sBT'>
	/// Bottom Margin
	/// </param>
	/// <param name='sLT'>
	/// Left Margin
	/// </param>
	public UISlice9( UIToolkit manager, Rect frame, int depth, UIUVRect uvFrame, UIUVRect highlightedUVframe, int width, int height, int sTP, int sRT, int sBT, int sLT ):base( frame, depth, uvFrame )
	{
		// If a highlighted frame has not yet been set use the normalUVframe
		if( highlightedUVframe == UIUVRect.zero )
			highlightedUVframe = uvFrame;
		
		this.highlightedUVframe = highlightedUVframe;
		
		int stretchedWidth = width - ( sLT + sRT );
		int stretchedHeight = height - ( sTP + sBT );
		this.manager = manager;
		
		// Top Left
		spriteSlices[0] = new UISprite( new Rect( frame.x, frame.y, sLT, sTP ), depth, new UIUVRect( uvFrame.frame.x, uvFrame.frame.y, sLT, sTP, manager.textureSize ) );
		spriteSlices[0].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[0] );
		
		// Top Middle
		spriteSlices[1] = new UISprite( new Rect( frame.x + sLT, frame.y, stretchedWidth, sTP ), depth, new UIUVRect( uvFrame.frame.x + sLT, uvFrame.frame.y, uvFrame.frame.width - ( sRT + sLT ), sTP, manager.textureSize ) );
		spriteSlices[1].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[1] );
		
		// Top Right
		spriteSlices[2] = new UISprite( new Rect( frame.x + sLT + stretchedWidth, frame.y, sRT, sTP ), depth, new UIUVRect( uvFrame.frame.x + sLT + ( uvFrame.frame.width - ( sRT + sLT ) ), uvFrame.frame.y, sRT, sTP, manager.textureSize ) );
		spriteSlices[2].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[2] );
		
		// Middle Left
		spriteSlices[3] = new UISprite( new Rect( frame.x, frame.y + sTP, sLT, stretchedHeight ), depth, new UIUVRect( uvFrame.frame.x, uvFrame.frame.y + sTP, sLT, uvFrame.frame.height - ( sTP + sBT ), manager.textureSize ) );
		spriteSlices[3].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[3] );		
		
		// Middle Middle
		spriteSlices[4] = new UISprite( new Rect( frame.x + sLT, frame.y + sTP, stretchedWidth, stretchedHeight ), depth, new UIUVRect( uvFrame.frame.x + sLT, uvFrame.frame.y + sTP, uvFrame.frame.height - ( sTP + sBT ), (int)frame.width - ( sLT + sRT ), manager.textureSize ) );
		spriteSlices[4].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[4] );		
		
		// Middle Right
		spriteSlices[5] = new UISprite( new Rect( frame.x + sLT + stretchedWidth, frame.y + sTP, sRT, stretchedHeight ), depth, new UIUVRect( uvFrame.frame.x + ( uvFrame.frame.width - sRT ), uvFrame.frame.y + sTP, sRT, uvFrame.frame.height - ( sBT + sTP ), manager.textureSize ) );
		spriteSlices[5].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[5] );		
		
		// Bottom Left
		spriteSlices[6] = new UISprite( new Rect( frame.x, frame.y + sTP + stretchedHeight, sLT, sBT ), depth, new UIUVRect( uvFrame.frame.x, uvFrame.frame.y + ( uvFrame.frame.height - sBT ), sLT, sBT, manager.textureSize ) );
		spriteSlices[6].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[6] );		
		
		// Bottom Middle
		spriteSlices[7] = new UISprite( new Rect( frame.x + sLT, frame.y + sTP + stretchedHeight, stretchedWidth, sBT ), depth, new UIUVRect( uvFrame.frame.x + sLT, uvFrame.frame.y + ( uvFrame.frame.height - sBT ), uvFrame.frame.width - ( sLT + sRT ), sBT, manager.textureSize ) );
		spriteSlices[7].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[7] );
		
		// Bottom Right
		spriteSlices[8] = new UISprite( new Rect( frame.x + sLT + stretchedWidth, frame.y + sTP + stretchedHeight, sRT, sBT ), depth, new UIUVRect( uvFrame.frame.x + sLT + ( uvFrame.frame.width - ( sRT + sLT ) ), uvFrame.frame.y + ( uvFrame.frame.height - sBT ), sRT, sBT, manager.textureSize ) );
		spriteSlices[8].client.transform.parent = this.client.transform;
		manager.addSprite( spriteSlices[8] );
		
		this.setSize( width, height );
		
		manager.addTouchableSprite( this );
	}
开发者ID:Foxzter,项目名称:net.kibotu.sandbox.unity.dragnslay,代码行数:97,代码来源:UISlice9.cs


注:本文中的UIToolkit.addTouchableSprite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。