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C# SerializedProperty.ValidateObjectReferenceValue方法代码示例

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


在下文中一共展示了SerializedProperty.ValidateObjectReferenceValue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: ValidateObjectFieldAssignment

 internal static UnityEngine.Object ValidateObjectFieldAssignment(UnityEngine.Object[] references, System.Type objType, SerializedProperty property)
 {
   if (references.Length > 0)
   {
     bool flag1 = DragAndDrop.objectReferences.Length > 0;
     bool flag2 = references[0] != (UnityEngine.Object) null && references[0].GetType() == typeof (Texture2D);
     if (objType == typeof (Sprite) && flag2 && flag1)
       return (UnityEngine.Object) SpriteUtility.TextureToSprite(references[0] as Texture2D);
     if (property != null)
     {
       if (references[0] != (UnityEngine.Object) null && property.ValidateObjectReferenceValue(references[0]))
         return references[0];
       if ((property.type == "PPtr<Sprite>" || property.type == "PPtr<$Sprite>" || property.type == "vector") && (flag2 && flag1))
         return (UnityEngine.Object) SpriteUtility.TextureToSprite(references[0] as Texture2D);
     }
     else
     {
       if (references[0] != (UnityEngine.Object) null && references[0].GetType() == typeof (GameObject) && typeof (Component).IsAssignableFrom(objType))
         references = (UnityEngine.Object[]) ((GameObject) references[0]).GetComponents(typeof (Component));
       foreach (UnityEngine.Object reference in references)
       {
         if (reference != (UnityEngine.Object) null && objType.IsAssignableFrom(reference.GetType()))
           return reference;
       }
     }
   }
   return (UnityEngine.Object) null;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:28,代码来源:EditorGUI.cs

示例2: ValidateObjectFieldAssignment

		internal static UnityEngine.Object ValidateObjectFieldAssignment(UnityEngine.Object[] references, Type objType, SerializedProperty property)
		{
			if (references.Length > 0)
			{
				bool flag = DragAndDrop.objectReferences.Length > 0;
				bool flag2 = references[0] != null && references[0].GetType() == typeof(Texture2D);
				if (objType == typeof(Sprite) && flag2 && flag)
				{
					return SpriteUtility.TextureToSprite(references[0] as Texture2D);
				}
				if (property != null)
				{
					if (references[0] != null && property.ValidateObjectReferenceValue(references[0]))
					{
						return references[0];
					}
					if ((property.type == "PPtr<Sprite>" || property.type == "PPtr<$Sprite>" || property.type == "vector") && flag2 && flag)
					{
						return SpriteUtility.TextureToSprite(references[0] as Texture2D);
					}
				}
				else
				{
					if (references[0] != null && references[0].GetType() == typeof(GameObject) && typeof(Component).IsAssignableFrom(objType))
					{
						GameObject gameObject = (GameObject)references[0];
						references = gameObject.GetComponents(typeof(Component));
					}
					UnityEngine.Object[] array = references;
					for (int i = 0; i < array.Length; i++)
					{
						UnityEngine.Object @object = array[i];
						if (@object != null && objType.IsAssignableFrom(@object.GetType()))
						{
							return @object;
						}
					}
				}
			}
			return null;
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:41,代码来源:EditorGUI.cs


注:本文中的UnityEditor.SerializedProperty.ValidateObjectReferenceValue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。