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类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<$Sprite>" || property.type == "vector") && (flag2 && flag1))
return (UnityEngine.Object) SpriteUtility.TextureToSprite(references[0] as Texture2D);
}
else
{
if (references[0] != (UnityEngine.Object) null && references[0].GetType() == typeof (GameObject) && typeof (Component).IsAssignableFrom(objType))
references = (UnityEngine.Object[]) ((GameObject) references[0]).GetComponents(typeof (Component));
foreach (UnityEngine.Object reference in references)
{
if (reference != (UnityEngine.Object) null && objType.IsAssignableFrom(reference.GetType()))
return reference;
}
}
}
return (UnityEngine.Object) null;
}
示例2: ValidateObjectFieldAssignment
internal static UnityEngine.Object ValidateObjectFieldAssignment(UnityEngine.Object[] references, Type objType, SerializedProperty property)
{
if (references.Length > 0)
{
bool flag = DragAndDrop.objectReferences.Length > 0;
bool flag2 = references[0] != null && references[0].GetType() == typeof(Texture2D);
if (objType == typeof(Sprite) && flag2 && flag)
{
return SpriteUtility.TextureToSprite(references[0] as Texture2D);
}
if (property != null)
{
if (references[0] != null && property.ValidateObjectReferenceValue(references[0]))
{
return references[0];
}
if ((property.type == "PPtr<Sprite>" || property.type == "PPtr<$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;
}