当前位置: 首页>>代码示例>>C#>>正文


C# UnityEditor.MenuCommand类代码示例

本文整理汇总了C#中UnityEditor.MenuCommand的典型用法代码示例。如果您正苦于以下问题:C# MenuCommand类的具体用法?C# MenuCommand怎么用?C# MenuCommand使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


MenuCommand类属于UnityEditor命名空间,在下文中一共展示了MenuCommand类的15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: BackupTransform

 public static void BackupTransform(MenuCommand command)
 {
     if (command.context is Component) {
         var component = (Component)command.context;
         fiBackupManager.CreateBackup(component);
     }
 }
开发者ID:jacobdufault,项目名称:fullinspector,代码行数:7,代码来源:fiContextMenus.cs

示例2: PasteComponentAsNew

        static void PasteComponentAsNew( MenuCommand command )
        {
            TileComponent component = command.context as TileComponent;
            Tile tile = component.tile;

            TileComponentUtility.PasteComponentAsNew( tile );
        }
开发者ID:sgmtjp,项目名称:Git-SODATERUTOWER,代码行数:7,代码来源:TileComponentContextMenu.cs

示例3: BackupBaseBehavior

 public static void BackupBaseBehavior(MenuCommand command)
 {
     if (command.context is Component) {
         var component = (Component)command.context;
         fiBackupManager.CreateBackup(component);
     }
 }
开发者ID:jacobdufault,项目名称:fullinspector,代码行数:7,代码来源:fiContextMenus.cs

示例4: CreateGameObjectAsChild

		static void CreateGameObjectAsChild (MenuCommand command)
		{
			Transform tr = (Transform)command.context;
			GameObject go = new GameObject ("Locator_");
			go.transform.parent = tr;
			go.transform.localPosition = Vector3.zero;
		}
开发者ID:maruton,项目名称:Sample_Fade,代码行数:7,代码来源:CreateLocatorHere.cs

示例5: BatchTargets

        private static void BatchTargets(MenuCommand aCommand)
        {
            BatchingUtil batcher = aCommand.context as BatchingUtil;
            if(batcher == null)
            {
                return;
            }
            List<GameObject> targets = new List<GameObject>();
            IEnumerator iter = batcher.transform.GetEnumerator();
            while(iter.MoveNext())
            {
                Transform transform = iter.Current as Transform;
                if(transform == null)
                {
                    DebugUtils.LogWarning("Missing transform while trying to batch targets.");
                    continue;
                }
                if(transform.renderer != null)
                {
                    targets.Add(transform.gameObject);
                }
            }

            batcher.m_Targets = targets.ToArray();
            EditorUtility.SetDirty(batcher);
        }
开发者ID:NathanSaidas,项目名称:OnLooker_Unity,代码行数:26,代码来源:BatchingUtil.cs

示例6: SubmitTest

 private static bool SubmitTest(MenuCommand cmd)
 {
   AssetList listFromSelection = Provider.GetAssetListFromSelection();
   if (Provider.enabled)
     return Provider.SubmitIsValid((ChangeSet) null, listFromSelection);
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:ProjectContextMenu.cs

示例7: CheckOutBothTest

 private static bool CheckOutBothTest(MenuCommand cmd)
 {
   AssetList listFromSelection = Provider.GetAssetListFromSelection();
   if (Provider.enabled)
     return Provider.CheckoutIsValid(listFromSelection, CheckoutMode.Both);
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:ProjectContextMenu.cs

示例8: PasteMaterialProperties

        static void PasteMaterialProperties(MenuCommand command)
        {

            if (m_copiedProperties == null)
            {
                Debug.LogWarning("No Material Properties to Paste. Use Copy Material Properties first.");
                return;
            }

            Material mat = (Material)command.context;

            Undo.RecordObject(mat, "Paste Material");
            if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
            {
                // Preserve unique SDF properties from destination material.
                m_copiedProperties.SetTexture(ShaderUtilities.ID_MainTex, mat.GetTexture(ShaderUtilities.ID_MainTex));
                m_copiedProperties.SetFloat(ShaderUtilities.ID_GradientScale, mat.GetFloat(ShaderUtilities.ID_GradientScale));
                m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureWidth, mat.GetFloat(ShaderUtilities.ID_TextureWidth));
                m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureHeight, mat.GetFloat(ShaderUtilities.ID_TextureHeight));
            }

            EditorShaderUtilities.CopyMaterialProperties(m_copiedProperties, mat);

            // Copy ShaderKeywords from one material to the other.
            mat.shaderKeywords = m_copiedProperties.shaderKeywords;

            // Let TextMeshPro Objects that this mat has changed.
            TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
        }
开发者ID:koko11,项目名称:MatrixVR,代码行数:29,代码来源:TMPro_ContextMenus.cs

示例9: GetLatestTest

 private static bool GetLatestTest(MenuCommand cmd)
 {
   AssetList listFromSelection = Provider.GetAssetListFromSelection();
   if (Provider.enabled)
     return Provider.GetLatestIsValid(listFromSelection);
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:ProjectContextMenu.cs

示例10: CreateGameObjectContext

        public static void CreateGameObjectContext(MenuCommand menuCommand)
        {
            var root = new GameObject("GameObjectContext").AddComponent<GameObjectContext>();
            Selection.activeGameObject = root.gameObject;

            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
        }
开发者ID:Soren025,项目名称:Zenject,代码行数:7,代码来源:ZenMenuItems.cs

示例11: CreateBone

		public static void CreateBone(MenuCommand menuCommand)
		{
			GameObject bone = new GameObject("New bone");
			Bone2D boneComponent = bone.AddComponent<Bone2D>();

			Undo.RegisterCreatedObjectUndo(bone, "Create bone");

			bone.transform.position = GetDefaultInstantiatePosition();

			GameObject selectedGO = Selection.activeGameObject;
			if(selectedGO)
			{
				bone.transform.parent = selectedGO.transform;

				Vector3 localPosition = bone.transform.localPosition;
				localPosition.z = 0f;

				bone.transform.localPosition = localPosition;
				bone.transform.localRotation = Quaternion.identity;
				bone.transform.localScale = Vector3.one;
				
				Bone2D selectedBone = selectedGO.GetComponent<Bone2D>();

				if(selectedBone)
				{
					if(!selectedBone.child)
					{
						bone.transform.position = selectedBone.endPosition;
						selectedBone.child = boneComponent;
					}
				}
			}

			Selection.activeGameObject = bone;
		}
开发者ID:Kundara,项目名称:project1,代码行数:35,代码来源:ContextMenu.cs

示例12: ContextCreateSpriteMesh

		static void ContextCreateSpriteMesh(MenuCommand menuCommand)
		{
			GameObject spriteRendererGO = Selection.activeGameObject;
			SpriteRenderer spriteRenderer = null;
			SpriteMesh spriteMesh = null;
			
			if(spriteRendererGO)
			{
				spriteRenderer = spriteRendererGO.GetComponent<SpriteRenderer>();
			}
			
			if(spriteRenderer &&
			   spriteRenderer.sprite)
			{
				SpriteMesh overrideSpriteMesh =  SpriteMeshPostprocessor.GetSpriteMeshFromSprite(spriteRenderer.sprite);

				if(overrideSpriteMesh)
				{
					spriteMesh = overrideSpriteMesh;
				}else{
					spriteMesh = SpriteMeshUtils.CreateSpriteMesh(spriteRenderer.sprite);
				}
			}
			
			if(spriteMesh)
			{
				Undo.SetCurrentGroupName("create SpriteMeshInstance"); 
				Undo.DestroyObjectImmediate(spriteRenderer);
				SpriteMeshUtils.CreateSpriteMeshInstance(spriteMesh,spriteRendererGO,true);
				
				Selection.activeGameObject = spriteRendererGO;
			}else{
				Debug.Log("Select a SpriteRenderer with a Sprite to convert to SpriteMesh");
			}
		}
开发者ID:Kundara,项目名称:project1,代码行数:35,代码来源:ContextMenu.cs

示例13: CopyAtlas

        static void CopyAtlas(MenuCommand command)
        {
            Material mat = command.context as Material;

            m_copiedAtlasProperties = new Material(mat);
            m_copiedAtlasProperties.hideFlags = HideFlags.DontSave;
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:7,代码来源:TMPro_ContextMenus.cs

示例14: DoFind

        private static void DoFind(MenuCommand data)
        {
            var script = Selection.activeObject as MonoScript;
            if (script == null) return;

            var klass = script.GetClass();
            if (typeof(Component).IsAssignableFrom(klass))
            {
                if (_window == null)
                {
                    _window = EditorWindow.GetWindow<ComponentSearchWindow>();
                    _window._mode = 0;
                    _window._targetScript = script;
                    _window._forceRefresh = true;
                    _window.Show();
                    _window.position = new Rect(20, 80, 500, 300);
                }
                else
                {
                    _window._mode = 0;
                    _window._targetScript = script;
                    _window._forceRefresh = true;
                    _window.Focus();
                }
            }
        }
开发者ID:yuanchunfa,项目名称:spacepuppy-unity-framework,代码行数:26,代码来源:ComponentSearchWindow.cs

示例15: CreatePulse

 public static void CreatePulse(MenuCommand menuCommand)
 {
     var pulse = new GameObject("Pulse", typeof(Pulse));
     GameObjectUtility.SetParentAndAlign(pulse, menuCommand.context as GameObject);
     Undo.RegisterCreatedObjectUndo(pulse, "Create " + pulse.name);
     Selection.activeGameObject = pulse;
 }
开发者ID:CarlosMeloStuff,项目名称:PulseSequencer,代码行数:7,代码来源:PulseEditorHelpers.cs


注:本文中的UnityEditor.MenuCommand类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。