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C# SerializedObject.FindProperty方法代码示例

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


在下文中一共展示了SerializedObject.FindProperty方法的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: OnEnable

 void OnEnable()
 {
     serObj = new SerializedObject(target);
     bloomIntensity = serObj.FindProperty("bloomIntensity");
     lensDirtIntensity = serObj.FindProperty("lensDirtIntensity");
     lensDirtTexture = serObj.FindProperty("lensDirtTexture");
 }
开发者ID:ZPZ-Gr2,项目名称:AwesomeGameInSpace,代码行数:7,代码来源:BloomEditor.cs

示例2: DoVariable

		private void DoVariable(FsmVariable variable){
			SerializedObject serializedObject = new SerializedObject (variable);
			SerializedProperty nameProperty = serializedObject.FindProperty ("name");
			SerializedProperty valueProperty = serializedObject.FindProperty ("value");

			GUILayout.BeginHorizontal ();
			serializedObject.Update ();
			EditorGUILayout.PropertyField(nameProperty,GUIContent.none);
			if (valueProperty != null) {
				if (valueProperty.propertyType == SerializedPropertyType.Boolean) {
					EditorGUILayout.PropertyField (valueProperty, GUIContent.none, GUILayout.Width (17));	
				} else {
					EditorGUILayout.PropertyField (valueProperty, GUIContent.none);
				}
			}
			serializedObject.ApplyModifiedProperties ();
			GUILayout.FlexibleSpace ();
			if (GUILayout.Button (FsmEditorStyles.toolbarMinus,FsmEditorStyles.label)) {
				FsmEditor.Root.Variables=ArrayUtility.Remove<FsmVariable>(FsmEditor.Root.Variables,variable);
				UnityEngine.Object.DestroyImmediate(variable,true);
				AssetDatabase.SaveAssets();
			}
			GUILayout.EndHorizontal ();

		}
开发者ID:AlexGam,项目名称:TowerIsland,代码行数:25,代码来源:VariableEditor.cs

示例3: Apply

 internal override void Apply()
 {
     MappingRelevantSettings[] sourceArray = new MappingRelevantSettings[base.targets.Length];
     for (int i = 0; i < base.targets.Length; i++)
     {
         SerializedObject obj2 = new SerializedObject(base.targets[i]);
         SerializedProperty property = obj2.FindProperty("m_AnimationType");
         SerializedProperty property2 = obj2.FindProperty("m_CopyAvatar");
         sourceArray[i].humanoid = property.intValue == 3;
         sourceArray[i].hasNoAnimation = property.intValue == 0;
         sourceArray[i].copyAvatar = property2.boolValue;
     }
     MappingRelevantSettings[] destinationArray = new MappingRelevantSettings[base.targets.Length];
     Array.Copy(sourceArray, destinationArray, base.targets.Length);
     for (int j = 0; j < base.targets.Length; j++)
     {
         if (!this.m_AnimationType.hasMultipleDifferentValues)
         {
             destinationArray[j].humanoid = this.m_AnimationType.intValue == 3;
         }
         if (!this.m_CopyAvatar.hasMultipleDifferentValues)
         {
             destinationArray[j].copyAvatar = this.m_CopyAvatar.boolValue;
         }
     }
     base.serializedObject.ApplyModifiedProperties();
     for (int k = 0; k < base.targets.Length; k++)
     {
         if (sourceArray[k].usesOwnAvatar && !destinationArray[k].usesOwnAvatar)
         {
             SerializedObject serializedObject = new SerializedObject(base.targets[k]);
             AvatarSetupTool.ClearAll(serializedObject);
             serializedObject.ApplyModifiedProperties();
         }
         if (!sourceArray[k].usesOwnAvatar && destinationArray[k].usesOwnAvatar)
         {
             ModelImporter importer = base.targets[k] as ModelImporter;
             if (sourceArray[k].hasNoAnimation)
             {
                 AssetDatabase.ImportAsset(importer.assetPath);
             }
             SerializedObject modelImporterSerializedObject = new SerializedObject(base.targets[k]);
             GameObject original = AssetDatabase.LoadMainAssetAtPath(importer.assetPath) as GameObject;
             Animator component = original.GetComponent<Animator>();
             bool flag = (component != null) && !component.hasTransformHierarchy;
             if (flag)
             {
                 original = UnityEngine.Object.Instantiate<GameObject>(original);
                 AnimatorUtility.DeoptimizeTransformHierarchy(original);
             }
             AvatarSetupTool.AutoSetupOnInstance(original, modelImporterSerializedObject);
             this.m_IsBiped = AvatarBipedMapper.IsBiped(original.transform);
             if (flag)
             {
                 UnityEngine.Object.DestroyImmediate(original);
             }
             modelImporterSerializedObject.ApplyModifiedProperties();
         }
     }
 }
开发者ID:randomize,项目名称:VimConfig,代码行数:60,代码来源:ModelImporterRigEditor.cs

示例4: OnEnable

 public void OnEnable(SerializedObject serializedObject)
 {
     this.m_WidthMultiplier = serializedObject.FindProperty("m_Parameters.widthMultiplier");
     this.m_WidthCurve = serializedObject.FindProperty("m_Parameters.widthCurve");
     this.m_Settings.hRangeMin = 0f;
     this.m_Settings.vRangeMin = 0f;
     this.m_Settings.vRangeMax = 1f;
     this.m_Settings.hRangeMax = 1f;
     this.m_Settings.vSlider = false;
     this.m_Settings.hSlider = false;
     TickStyle style = new TickStyle {
         tickColor = { color = new Color(0f, 0f, 0f, 0.15f) },
         distLabel = 30
     };
     this.m_Settings.hTickStyle = style;
     TickStyle style2 = new TickStyle {
         tickColor = { color = new Color(0f, 0f, 0f, 0.15f) },
         distLabel = 20
     };
     this.m_Settings.vTickStyle = style2;
     this.m_Settings.undoRedoSelection = true;
     this.m_Editor = new CurveEditor(new Rect(0f, 0f, 1000f, 100f), new CurveWrapper[0], false);
     this.m_Editor.settings = this.m_Settings;
     this.m_Editor.margin = 25f;
     this.m_Editor.SetShownHRangeInsideMargins(0f, 1f);
     this.m_Editor.SetShownVRangeInsideMargins(0f, 1f);
     this.m_Editor.ignoreScrollWheelUntilClicked = true;
     Undo.undoRedoPerformed = (Undo.UndoRedoCallback) Delegate.Combine(Undo.undoRedoPerformed, new Undo.UndoRedoCallback(this.UndoRedoPerformed));
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:29,代码来源:LineRendererCurveEditor.cs

示例5: OnInspectorGUI

    public override void OnInspectorGUI()
    {
        SerializedObject myScript = new SerializedObject(target);
        SerializedProperty SpawnGameObject = myScript.FindProperty("SpawnGameObject");
        SerializedProperty SpawnTime = myScript.FindProperty("SpawnTime");
        SerializedProperty DependOnThisState = myScript.FindProperty("DependOnThisState");
        SerializedProperty DestroyTime = myScript.FindProperty("DestroyTime");
        SerializedProperty OffsetDueDirection = myScript.FindProperty("OffsetDueDirection");

        EditorGUILayout.Space(); EditorGUILayout.Space();
        SpawnGameObject.objectReferenceValue =
            EditorGUILayout.ObjectField(new GUIContent("Spawn Game Object"), SpawnGameObject.objectReferenceValue, typeof(GameObject), true) as GameObject;

        if (SpawnGameObject.objectReferenceValue == null) {
            EditorGUILayout.HelpBox(_spawnError, MessageType.Error);
        }

        EditorGUILayout.Slider(SpawnTime, 0.0f, 1.0f, new GUIContent("Spawn Time (%)"));

        EditorGUILayout.Space(); EditorGUILayout.Space();
        EditorGUILayout.PropertyField(DependOnThisState);

        if (DependOnThisState.boolValue) {
            EditorGUILayout.Slider(DestroyTime, 0.0f, 1.0f, new GUIContent("Destroy Time (%)"));
        }

        EditorGUILayout.Space(); EditorGUILayout.Space();
        EditorGUILayout.LabelField("Player Base Setup", EditorStyles.boldLabel);

        EditorGUILayout.HelpBox(_offsetDueDirectionInfo, MessageType.Info);

        EditorGUILayout.PropertyField(OffsetDueDirection);

        myScript.ApplyModifiedProperties();
    }
开发者ID:SpoonmanGames,项目名称:Descend-Into-Heaven,代码行数:35,代码来源:SpawnBehaviourCustomEditor.cs

示例6: OnEnable

	void OnEnable()
	{
		playerId = serializedObject.FindProperty("playerId");
		bodyTrackingDevice = serializedObject.FindProperty("bodyTrackingDevice");
//		gestureSelectionMethod = serializedObject.FindProperty("gestureSelectionMethod");
		wandStart = serializedObject.FindProperty("wandStart");
		wandEnd = serializedObject.FindProperty("wandEnd");
		rotationNoiseCovariance = serializedObject.FindProperty("rotationNoiseCovariance");
		visualizerThreshold = serializedObject.FindProperty("visualizerThreshold");
		visualizerWidth = serializedObject.FindProperty("visualizerWidth");
		visualizerHeight = serializedObject.FindProperty("visualizerHeight");
		wandColor = serializedObject.FindProperty("wandColor");
//		gestureRecognizer = serializedObject.FindProperty("gestureRecognizer");
		wandPositionVisualizer = serializedObject.FindProperty("wandPositionVisualizer");
		showVisualizer = serializedObject.FindProperty("showVisualizer");
		switchToAvailableKinect = serializedObject.FindProperty("switchToAvailableKinect");
		
		skeletonWand = target as RUISSkeletonWand;
		
		if(skeletonWand) {
			gestureSelectionMethodLink = new SerializedObject(skeletonWand);
			guiGestureSelectionMethodChoiceLink = gestureSelectionMethodLink.FindProperty("gestureSelectionMethod");
			gestureScriptLink = gestureSelectionMethodLink.FindProperty("gestureSelectionScriptName");
		}
		
	}
开发者ID:znjRoLS,项目名称:RUISAircraftGunner,代码行数:26,代码来源:RUISSkeletonWandEditor.cs

示例7: LegacyEffectScaleChange

    public void LegacyEffectScaleChange(float Value)
    {
        ParticleEmitter[] ParticleEmitters = GetComponentsInChildren<ParticleEmitter>();
        ParticleAnimator[] ParticleAnimators = GetComponentsInChildren<ParticleAnimator>();
        ParticleRenderer[] ParticleRenderers = GetComponentsInChildren<ParticleRenderer>();

        transform.localScale *= Value;

        foreach (ParticleEmitter _ParticleEmitter in ParticleEmitters)
        {
            _ParticleEmitter.minSize *= Value;
            _ParticleEmitter.maxSize *= Value;
            _ParticleEmitter.localVelocity *= Value;
            _ParticleEmitter.rndAngularVelocity *= Value;
            _ParticleEmitter.rndVelocity *= Value;
            SerializedObject _SerializedObject = new SerializedObject(_ParticleEmitter);
            _SerializedObject.FindProperty("m_Ellipsoid").vector3Value *= Value;
            _SerializedObject.FindProperty("tangentVelocity").vector3Value *= Value;
            _SerializedObject.ApplyModifiedProperties();

        }

        foreach (ParticleAnimator _ParticleAnimator in ParticleAnimators)
        {
            _ParticleAnimator.sizeGrow *= Value;
            _ParticleAnimator.force *= Value;
            _ParticleAnimator.rndForce *= Value;

        }

        foreach (ParticleRenderer _ParticleRenderer in ParticleRenderers)
        {
            _ParticleRenderer.maxParticleSize *= Value;
        }
    }
开发者ID:EricEspinoza,项目名称:ProjectTango,代码行数:35,代码来源:csLegacyEffectChanger.cs

示例8: OnEnable

    void OnEnable()
    {
        srcObj = new SerializedObject(target);

        rampTexture = srcObj.FindProperty("rampTexture");
        amount = srcObj.FindProperty("amount");
    }
开发者ID:Handwiches,项目名称:JimJam,代码行数:7,代码来源:CC_GradientRampEditor.cs

示例9: OnEnable

 void OnEnable()
 {
     t = (IpcIrcEventHandler)target;
     GetTarget = new SerializedObject(t);
     ThisString = GetTarget.FindProperty("triggerPhrase"); // Find the triggerphrase string
     ThisList = GetTarget.FindProperty("myEventList"); // Find the List in our script and create a refrence of it
 }
开发者ID:kamilion,项目名称:lord-helix,代码行数:7,代码来源:IpcIrcEventHandlerEditor.cs

示例10: DrawInspector

    // ===========================================================
    // Static Methods
    // ===========================================================
    
    public static void DrawInspector(SerializedObject so) {
        so.Update();
        
        var mode = so.FindProperty("mode");
        var position = so.FindProperty("position");
        var anchorObject = so.FindProperty("anchorObject");
        var anchorCamera = so.FindProperty("anchorCamera");
        
        MadGUI.PropertyField(mode, "Mode");
        switch ((MadAnchor.Mode) mode.enumValueIndex) {
            case MadAnchor.Mode.ObjectAnchor:
                MadGUI.PropertyField(anchorObject, "Anchor Object", MadGUI.ObjectIsSet);
                MadGUI.PropertyField(anchorCamera, "Anchor Camera", property => property.objectReferenceValue != null || HasMainCamera());

                if (!HasMainCamera()) {
                    GUIMissingMainCameraWarning();
                } else if (anchorCamera.objectReferenceValue == null) {
                    GUIMainCameraWillBeUsed();
                }
                break;
                
            case MadAnchor.Mode.ScreenAnchor:
                MadGUI.PropertyField(position, "Position");
                break;
                
            default:
                MadDebug.Assert(false, "Unknown mode: " + (MadAnchor.Mode) mode.enumValueIndex);
                break;
        }
        
        so.ApplyModifiedProperties();
    }
开发者ID:tng2903,项目名称:game1,代码行数:36,代码来源:MadAnchorInspector.cs

示例11: OnEnable

 // Use this for initialization
 void OnEnable()
 {
     waypoint = new SerializedObject(target);
     lanesCount = waypoint.FindProperty("waypointsCount");
     laneid =  waypoint.FindProperty("pathID");
     objectsCount = (GameObject.FindObjectOfType(typeof(Lane)) as Lane).gameObject.GetComponentsInChildren<WayPoint>().Length;
 }
开发者ID:caglaacun,项目名称:Tower-Defense-Bagual,代码行数:8,代码来源:LaneEditor.cs

示例12: OnGUI

    void OnGUI()
    {
        m_Type = (ItemType)EditorGUILayout.EnumPopup("Item Type", m_Type);
        m_strName = EditorGUILayout.TextField("Name", m_strName);
        m_strDescription = EditorGUILayout.TextField("Description", m_strDescription);

        ScriptableObject target = this;
        SerializedObject so = new SerializedObject(target);
        SerializedProperty sp_picNames = so.FindProperty("m_strPicNames");
        SerializedProperty sp_childItems = so.FindProperty("m_iChildItems");

        EditorGUILayout.PropertyField(sp_picNames, true);
        EditorGUILayout.PropertyField(sp_childItems, true);
        so.ApplyModifiedProperties();


        if (GUILayout.Button("Create"))
        {
            ItemInfo info = new ItemInfo();
            info.m_iID = 0;
            info.m_Type = m_Type;
            info.m_strName = m_strName;
            info.m_strDescription = m_strDescription;
            info.m_iPhotoIDs = m_iPhotoIDs;
            info.m_iChildIDs = m_iChildIDs;

            WriteItemInfo(info);
        }
    }
开发者ID:Fleeting198,项目名称:Crime-Scene-Investigation,代码行数:29,代码来源:CreatItemInfo.cs

示例13: OnInspectorGUI

    public override void OnInspectorGUI()
    {
        aap = serializedObject;
        SerializedProperty movementActions = aap.FindProperty ("actions");
        SerializedProperty fireTags = aap.FindProperty ("fireTags");
        SerializedProperty bulletTags = aap.FindProperty ("bulletTags");

        DanmakuEditorUtils.AttackPatternPropertiesGUI (aap);
        if(EditorGUILayout.PropertyField (movementActions, new GUIContent("Movement Pattern")))
        {
            CommonActionDrawer.attackPattern = target as ActionAttackPattern;
            DanmakuEditorUtils.ActionGroupField(movementActions, this, true);
        }
        if(EditorGUILayout.PropertyField (fireTags))
        {
            CommonActionDrawer.attackPattern = target as ActionAttackPattern;
            DanmakuEditorUtils.TagGroupField(fireTags, this, false);
        }
        if(EditorGUILayout.PropertyField (bulletTags))
        {
            CommonActionDrawer.attackPattern = target as ActionAttackPattern;
            DanmakuEditorUtils.TagGroupField(bulletTags, this, false);
        }
        aap.ApplyModifiedProperties ();
    }
开发者ID:james7132,项目名称:Hysteria,代码行数:25,代码来源:ActionAttackPatternEditor.cs

示例14: OnEnable

	public void OnEnable () {
		serObj = new SerializedObject (target); 
		
		reflectionMask = serObj.FindProperty("reflectionMask");   		
		reflectSkybox = serObj.FindProperty("reflectSkybox");   		
		clearColor = serObj.FindProperty("clearColor");   		
	}
开发者ID:dermisfit,项目名称:Paws,代码行数:7,代码来源:PlanarReflectionEditor.cs

示例15: OnEnable

    void OnEnable()
    {
        srcObj = new SerializedObject(target);

        scale = srcObj.FindProperty("scale");
        brightness = srcObj.FindProperty("brightness");
    }
开发者ID:Handwiches,项目名称:JimJam,代码行数:7,代码来源:CC_LedEditor.cs


注:本文中的UnityEditor.SerializedObject.FindProperty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。