本文整理汇总了C#中UnityEngine.CanvasRenderer.GetMaterial方法的典型用法代码示例。如果您正苦于以下问题:C# CanvasRenderer.GetMaterial方法的具体用法?C# CanvasRenderer.GetMaterial怎么用?C# CanvasRenderer.GetMaterial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UnityEngine.CanvasRenderer
的用法示例。
在下文中一共展示了CanvasRenderer.GetMaterial方法的4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
public void OnEnable()
{
// Get the UI Skin and Styles for the various Editors
TMP_UIStyleManager.GetUIStyles();
fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset");
m_SubMeshComponent = target as TMP_SubMeshUI;
//m_rectTransform = m_SubMeshComponent.rectTransform;
m_canvasRenderer = m_SubMeshComponent.canvasRenderer;
// Create new Material Editor if one does not exists
if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
{
m_materialEditor = Editor.CreateEditor(m_canvasRenderer.GetMaterial());
m_targetMaterial = m_canvasRenderer.GetMaterial();
}
}
示例2: OnEnable
//Drag-n-Drop related properties
//private Rect m_inspectorStartRegion;
//private Rect m_inspectorEndRegion;
public void OnEnable()
{
// Get the UI Skin and Styles for the various Editors
TMP_UIStyleManager.GetUIStyles();
//fontSharedMaterial_prop = serializedObject.FindProperty("m_sharedMaterial");
//raycastTarget_prop = serializedObject.FindProperty("m_RaycastTarget");
m_SubMeshComponent = target as TMP_SubMeshUI;
//m_rectTransform = m_SubMeshComponent.rectTransform;
m_canvasRenderer = m_SubMeshComponent.canvasRenderer;
// Create new Material Editor if one does not exists
if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
{
m_materialEditor = Editor.CreateEditor(m_canvasRenderer.GetMaterial());
m_targetMaterial = m_canvasRenderer.GetMaterial();
//UnityEditorInternal.InternalEditorUtility.SetIsInspectorExpanded(m_targetMaterial, true);
//Debug.Log("Currently Assigned Material is " + m_targetMaterial + ". Font Material is " + m_textMeshProScript.fontSharedMaterial);
}
}
示例3: OnEnable
//private float prev_lineLenght;
//private bool m_isUndoSet;
public void OnEnable()
{
//Debug.Log("New Instance of TMPRO UGUI Editor with ID " + this.GetInstanceID());
// Initialize the Event Listener for Undo Events.
Undo.undoRedoPerformed += OnUndoRedo;
//Undo.postprocessModifications += OnUndoRedoEvent;
text_prop = serializedObject.FindProperty("m_text");
fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
fontSharedMaterial_prop = serializedObject.FindProperty("m_sharedMaterial");
//fontBaseMaterial_prop = serializedObject.FindProperty("m_baseMaterial");
isNewBaseMaterial_prop = serializedObject.FindProperty("m_isNewBaseMaterial");
fontStyle_prop = serializedObject.FindProperty("m_fontStyle");
fontSize_prop = serializedObject.FindProperty("m_fontSize");
fontSizeBase_prop = serializedObject.FindProperty("m_fontSizeBase");
autoSizing_prop = serializedObject.FindProperty("m_enableAutoSizing");
fontSizeMin_prop = serializedObject.FindProperty("m_fontSizeMin");
fontSizeMax_prop = serializedObject.FindProperty("m_fontSizeMax");
//charSpacingMax_prop = serializedObject.FindProperty("m_charSpacingMax");
lineSpacingMax_prop = serializedObject.FindProperty("m_lineSpacingMax");
charWidthMaxAdj_prop = serializedObject.FindProperty("m_charWidthMaxAdj");
// Colors & Gradient
fontColor_prop = serializedObject.FindProperty("m_fontColor");
enableVertexGradient_prop = serializedObject.FindProperty ("m_enableVertexGradient");
fontColorGradient_prop = serializedObject.FindProperty ("m_fontColorGradient");
overrideHtmlColor_prop = serializedObject.FindProperty("m_overrideHtmlColors");
characterSpacing_prop = serializedObject.FindProperty("m_characterSpacing");
lineSpacing_prop = serializedObject.FindProperty("m_lineSpacing");
paragraphSpacing_prop = serializedObject.FindProperty("m_paragraphSpacing");
textAlignment_prop = serializedObject.FindProperty("m_textAlignment");
enableWordWrapping_prop = serializedObject.FindProperty("m_enableWordWrapping");
wordWrappingRatios_prop = serializedObject.FindProperty("m_wordWrappingRatios");
textOverflowMode_prop = serializedObject.FindProperty("m_overflowMode");
pageToDisplay_prop = serializedObject.FindProperty("m_pageToDisplay");
horizontalMapping_prop = serializedObject.FindProperty("m_horizontalMapping");
verticalMapping_prop = serializedObject.FindProperty("m_verticalMapping");
uvOffset_prop = serializedObject.FindProperty("m_uvOffset");
uvLineOffset_prop = serializedObject.FindProperty("m_uvLineOffset");
enableKerning_prop = serializedObject.FindProperty("m_enableKerning");
//isOrthographic_prop = serializedObject.FindProperty("m_isOrthographic");
havePropertiesChanged_prop = serializedObject.FindProperty("m_havePropertiesChanged");
inputSource_prop = serializedObject.FindProperty("m_inputSource");
isInputPasingRequired_prop = serializedObject.FindProperty("isInputParsingRequired");
//isCalculateSizeRequired_prop = serializedObject.FindProperty("m_isCalculateSizeRequired");
enableExtraPadding_prop = serializedObject.FindProperty("m_enableExtraPadding");
isRichText_prop = serializedObject.FindProperty("m_isRichText");
checkPaddingRequired_prop = serializedObject.FindProperty("checkPaddingRequired");
raycastTarget_prop = serializedObject.FindProperty("m_RaycastTarget");
margin_prop = serializedObject.FindProperty("m_margin");
//isMaskUpdateRequired_prop = serializedObject.FindProperty("isMaskUpdateRequired");
//mask_prop = serializedObject.FindProperty("m_mask");
//maskOffset_prop= serializedObject.FindProperty("m_maskOffset");
//maskOffsetMode_prop = serializedObject.FindProperty("m_maskOffsetMode");
//maskSoftness_prop = serializedObject.FindProperty("m_maskSoftness");
//vertexOffset_prop = serializedObject.FindProperty("m_vertexOffset");
//sortingLayerID_prop = serializedObject.FindProperty("m_sortingLayerID");
//sortingOrder_prop = serializedObject.FindProperty("m_sortingOrder");
hasFontAssetChanged_prop = serializedObject.FindProperty("hasFontAssetChanged");
// Get the UI Skin and Styles for the various Editors
TMP_UIStyleManager.GetUIStyles();
m_textMeshProScript = (TextMeshProUGUI)target;
m_rectTransform = Selection.activeGameObject.GetComponent<RectTransform>();
m_uiRenderer = Selection.activeGameObject.GetComponent<CanvasRenderer>();
// Add a Material Component if one does not exists
/*
m_materialComponent = Selection.activeGameObject.GetComponent<MaterialComponent> ();
if (m_materialComponent == null)
{
m_materialComponent = Selection.activeGameObject.AddComponent<MaterialComponent> ();
}
*/
// Create new Material Editor if one does not exists
if (m_uiRenderer != null && m_uiRenderer.GetMaterial() != null)
{
m_materialEditor = Editor.CreateEditor(m_uiRenderer.GetMaterial());
m_targetMaterial = m_uiRenderer.GetMaterial();
//UnityEditorInternal.InternalEditorUtility.SetIsInspectorExpanded(m_targetMaterial, true);
//.........这里部分代码省略.........
示例4: OnEnable
//.........这里部分代码省略.........
verticalMapping_prop = serializedObject.FindProperty("m_verticalMapping");
uvOffset_prop = serializedObject.FindProperty("m_uvOffset");
uvLineOffset_prop = serializedObject.FindProperty("m_uvLineOffset");
enableKerning_prop = serializedObject.FindProperty("m_enableKerning");
//isOrthographic_prop = serializedObject.FindProperty("m_isOrthographic");
havePropertiesChanged_prop = serializedObject.FindProperty("havePropertiesChanged");
inputSource_prop = serializedObject.FindProperty("m_inputSource");
isInputPasingRequired_prop = serializedObject.FindProperty("isInputParsingRequired");
//isAffectingWordWrapping_prop = serializedObject.FindProperty("isAffectingWordWrapping");
enableExtraPadding_prop = serializedObject.FindProperty("m_enableExtraPadding");
isRichText_prop = serializedObject.FindProperty("m_isRichText");
checkPaddingRequired_prop = serializedObject.FindProperty("checkPaddingRequired");
margin_prop = serializedObject.FindProperty("m_margin");
//isMaskUpdateRequired_prop = serializedObject.FindProperty("isMaskUpdateRequired");
//mask_prop = serializedObject.FindProperty("m_mask");
maskOffset_prop= serializedObject.FindProperty("m_maskOffset");
//maskOffsetMode_prop = serializedObject.FindProperty("m_maskOffsetMode");
//maskSoftness_prop = serializedObject.FindProperty("m_maskSoftness");
//vertexOffset_prop = serializedObject.FindProperty("m_vertexOffset");
//sortingLayerID_prop = serializedObject.FindProperty("m_sortingLayerID");
//sortingOrder_prop = serializedObject.FindProperty("m_sortingOrder");
hasFontAssetChanged_prop = serializedObject.FindProperty("hasFontAssetChanged");
// Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
string tmproAssetFolderPath = TMPro_EditorUtility.GetAssetLocation();
if (EditorGUIUtility.isProSkin)
{
mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_DarkSkin.guiskin", typeof(GUISkin)) as GUISkin;
alignLeft = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignLeft.psd", typeof(Texture2D)) as Texture2D;
alignCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignCenter.psd", typeof(Texture2D)) as Texture2D;
alignRight = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignRight.psd", typeof(Texture2D)) as Texture2D;
alignJustified = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignJustified.psd", typeof(Texture2D)) as Texture2D;
alignTop = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignTop.psd", typeof(Texture2D)) as Texture2D;
alignMiddle = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignMiddle.psd", typeof(Texture2D)) as Texture2D;
alignBottom = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignBottom.psd", typeof(Texture2D)) as Texture2D;
}
else
{
mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_LightSkin.guiskin", typeof(GUISkin)) as GUISkin;
alignLeft = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignLeft_Light.psd", typeof(Texture2D)) as Texture2D;
alignCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignCenter_Light.psd", typeof(Texture2D)) as Texture2D;
alignRight = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignRight_Light.psd", typeof(Texture2D)) as Texture2D;
alignJustified = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignJustified_Light.psd", typeof(Texture2D)) as Texture2D;
alignTop = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignTop_Light.psd", typeof(Texture2D)) as Texture2D;
alignMiddle = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignMiddle_Light.psd", typeof(Texture2D)) as Texture2D;
alignBottom = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignBottom_Light.psd", typeof(Texture2D)) as Texture2D;
}
if (mySkin != null)
{
Section_Label = mySkin.FindStyle("Section Label");
//Group_Label = mySkin.FindStyle("Group Label");
textAreaBox = mySkin.FindStyle("Text Area Box (Editor)");
alignContent_A = new GUIContent[] {
new GUIContent(alignLeft, "Left"),
new GUIContent(alignCenter, "Center"),
new GUIContent(alignRight, "Right"),
new GUIContent(alignJustified, "Justified") };
alignContent_B = new GUIContent[] {
new GUIContent(alignTop, "Top"),
new GUIContent(alignMiddle, "Middle"),
new GUIContent(alignBottom, "Bottom") };
}
m_textMeshProScript = (TextMeshProUGUI)target;
m_rectTransform = Selection.activeGameObject.GetComponent<RectTransform>();
m_uiRenderer = Selection.activeGameObject.GetComponent<CanvasRenderer>();
// Add a Material Component if one does not exists
/*
m_materialComponent = Selection.activeGameObject.GetComponent<MaterialComponent> ();
if (m_materialComponent == null)
{
m_materialComponent = Selection.activeGameObject.AddComponent<MaterialComponent> ();
}
*/
// Create new Material Editor if one does not exists
if (m_uiRenderer != null && m_uiRenderer.GetMaterial() != null)
{
m_materialEditor = Editor.CreateEditor(m_uiRenderer.GetMaterial());
m_targetMaterial = m_uiRenderer.GetMaterial();
//Debug.Log("Currently Assigned Material is " + m_targetMaterial + ". Font Material is " + m_textMeshProScript.fontSharedMaterial);
}
//m_updateManager = Camera.main.gameObject.GetComponent<TMPro_UpdateManager>();
}