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C# dfControl.GetScreenRect方法代码示例

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


在下文中一共展示了dfControl.GetScreenRect方法的1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: renderControl

    private void renderControl( ref dfRenderData buffer, dfControl control, uint checksum, float opacity )
    {
        // Don't render controls that are not currently active
        if( !control.enabled || !control.gameObject.activeSelf )
            return;

        // Don't render controls that are invisible. Keeping a running
        // accumulator for opacity allows us to know a control's final
        // calculated opacity
        var effectiveOpacity = opacity * control.Opacity;
        if( effectiveOpacity <= 0.001f )
        {
            return;
        }

        // If this control has a dfRenderGroup component on it, then pass off all
        // responsibility for rendering that control to the component.
        var renderGroup = GetRenderGroupForControl( control, true );
        if( renderGroup != null && renderGroup != this && renderGroup.enabled )
        {
            renderGroups.Add( renderGroup );
            renderGroup.Render( renderCamera, control, groupOccluders, groupControls, checksum, effectiveOpacity );
            return;
        }

        // Don't render controls that have the IsVisible flag set to FALSE. Note that this is tested
        // *after* checking for the presence of a dfRenderGroup component, since that component (if
        // present) will need to update its own internal state if the control's IsVisible property
        // has changed.
        if( !control.GetIsVisibleRaw() )
            return;

        // Grab the current clip region information off the stack
        var clipInfo = clipStack.Peek();

        // Update the checksum to include the current control
        checksum = dfChecksumUtil.Calculate( checksum, control.Version );

        // Retrieve the control's bounds, which will be used in intersection testing
        // and triangle clipping.
        var bounds = control.GetBounds();
        var screenRect = control.GetScreenRect();
        var occluder = getControlOccluder( ref screenRect, control );

        // Indicates whether the control was not rendered because it fell outside
        // of the currently-active clipping region
        var wasClipped = false;

        if( !( control is IDFMultiRender ) )
        {

            // Ask the control to render itself and return a buffer of the
            // information needed to render it as a Mesh
            var controlData = control.Render();
            if( controlData != null )
            {
                processRenderData( ref buffer, controlData, ref bounds, ref screenRect, checksum, clipInfo, ref wasClipped );
            }

        }
        else
        {

            // Ask the control to render itself and return as many dfRenderData buffers
            // as needed to render all elements of the control as a Mesh
            var childBuffers = ( (IDFMultiRender)control ).RenderMultiple();

            if( childBuffers != null )
            {

                var buffers = childBuffers.Items;
                var bufferCount = childBuffers.Count;

                for( int i = 0; i < bufferCount; i++ )
                {

                    var childBuffer = buffers[ i ];
                    if( childBuffer != null )
                    {
                        processRenderData( ref buffer, childBuffer, ref bounds, ref screenRect, checksum, clipInfo, ref wasClipped );
                    }

                }

            }

        }

        // Allow control to keep track of its clipping state
        control.setClippingState( wasClipped );

        // Keep track of which controls are rendered, and where they appear on-screen
        groupOccluders.Add( occluder );
        groupControls.Add( control );

        // If the control has the "Clip child controls" option set, push
        // its clip region information onto the stack so that all controls
        // lower in the hierarchy are clipped against that region.
        if( control.ClipChildren )
        {
//.........这里部分代码省略.........
开发者ID:zc1415926,项目名称:Unity-SelectCharacter-Scene,代码行数:101,代码来源:dfRenderGroup.cs


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