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C# CanvasRenderer.SetMaterial方法代码示例

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


在下文中一共展示了CanvasRenderer.SetMaterial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: Start

 void Start()
 {
     arrowHead.sizeDelta = new Vector2 (arrowHead.rect.width * ARROW_HEAD_SCALE_COEFFICIENT, arrowHead.rect.height * ARROW_HEAD_SCALE_COEFFICIENT);
     arrowTail.sizeDelta = new Vector2 (arrowTail.rect.width, arrowTail.rect.height * ARROW_TAIL_SCALE_COEFFICIENT);
     scoreKeepingScript = GameObject.Find ("World").GetComponent<ScoreKeeping> ();
     ballManagerScript = GetComponent<BallManager> ();
     cameraFollowScript = camera3D.GetComponent<CameraFollow> ();
     levelManage = GameObject.Find ("LevelManager");
     levelManagerScript = levelManage == null ? null : levelManage.GetComponent<LevelManager> ();
     arrowTailRenderer = arrowTail.GetComponent<CanvasRenderer> ();
     arrowTailRenderer.SetMaterial (arrowTailShader, null);
     distance = 0;
     arrowScalePercent = 0;
     overUI = false;
 }
开发者ID:awwilhelm,项目名称:MiniGolfTopoRebuild,代码行数:15,代码来源:ControlBall.cs

示例2: SetupEndCap

	private void SetupEndCap () {		
		m_capVertices = new UIVertex[8];
		Color32 endColor = color;
		if (m_UIVertices.Length > 0) {
			endColor = m_UIVertices[m_vertexCount-1].color;
		}
		for (int i = 0; i < 4; i++) {
			m_capVertices[i].color = color;
			m_capVertices[i+4].color = endColor;
		}
		
		m_capVertices[0].uv0 = new Vector2 (0.0f, .25f);
		m_capVertices[3].uv0 = new Vector2 (0.0f, 0.0f);
		m_capVertices[2].uv0 = new Vector2 (1.0f, 0.0f);
		m_capVertices[1].uv0 = new Vector2 (1.0f, .25f);
		if (capDictionary[m_endCap].capType == EndCap.Mirror) {
			m_capVertices[4].uv0 = new Vector2 (1.0f, .25f);
			m_capVertices[7].uv0 = new Vector2 (1.0f, 0.0f);
			m_capVertices[6].uv0 = new Vector2 (0.0f, 0.0f);
			m_capVertices[5].uv0 = new Vector2 (0.0f, .25f);
		}
		else {
			m_capVertices[4].uv0 = new Vector2 (0.0f, 1.0f);
			m_capVertices[7].uv0 = new Vector2 (0.0f, .75f);
			m_capVertices[6].uv0 = new Vector2 (1.0f, .75f);
			m_capVertices[5].uv0 = new Vector2 (1.0f, 1.0f);
		}
		
		if (m_capRenderer == null) {
			var capObject = new GameObject(name + " cap");
			m_capRenderer = capObject.AddComponent<CanvasRenderer>();
			m_capRenderer.SetMaterial (capDictionary[m_endCap].material, null);
			var rectTransform = capObject.AddComponent<RectTransform>();
			SetupTransform (rectTransform);
			capObject.transform.SetParent (m_vectorObject.transform, false);
		}
	}
开发者ID:t1mmmmY,项目名称:Vectrosity,代码行数:37,代码来源:VectorLine.cs

示例3: SetupFillObject

	private void SetupFillObject () {		
		m_fillVertices = new UIVertex[m_vertexCount];
		
		if (m_fillRenderer == null) {
			var fillObject = new GameObject(name + " fill");
			m_fillRenderer = fillObject.AddComponent<CanvasRenderer>();
			m_fillRenderer.SetMaterial (m_material, null);
			var rectTransform = fillObject.AddComponent<RectTransform>();
			SetupTransform (rectTransform);
			fillObject.transform.SetParent (m_vectorObject.transform, false);
		}
		m_fillObjectSet = true;
	}
开发者ID:t1mmmmY,项目名称:Vectrosity,代码行数:13,代码来源:VectorLine.cs

示例4: SetupLine

	protected void SetupLine (string lineName, Material useMaterial, float width, LineType lineType, Joins joins, bool use2D, bool usePoints, int count) {	
		m_continuous = (lineType == LineType.Continuous);
		m_is2D = use2D;
		m_isPoints = usePoints;
		if (joins == Joins.Fill && !m_continuous) {
			Debug.LogError ("VectorLine: Must use LineType.Continuous if using Joins.Fill for \"" + lineName + "\"");
			return;
		}
		if ( (m_is2D && m_points2 == null) || (!m_is2D && m_points3 == null) ) {
			Debug.LogError ("VectorLine: the points array is null for \"" + lineName + "\"");
			return;
		}
		m_pointsCount = count;
		name = lineName;
		if (!CheckPointCount (count)) return;
		
		m_maxWeldDistance = (width*2) * (width*2);
		m_joins = joins;
		
		if (useMaterial == null) {
			if (defaultMaterial == null) {
				defaultMaterial = new Material(Shader.Find ("UI/Default"));
			}
			m_material = defaultMaterial;
		}
		else {
			m_material = useMaterial;
		}
		
		if (_canvas == null) {
			SetCanvas();
		}
		m_vectorObject = new GameObject(name);
		m_vectorObject.transform.SetParent (_canvas.transform, false);
		m_on2DCanvas = true;
		m_canvasRenderer = m_vectorObject.AddComponent<CanvasRenderer>();
		m_canvasRenderer.SetMaterial (m_material, null);
		m_rectTransform = m_vectorObject.AddComponent<RectTransform>();
		SetupTransform (m_rectTransform);
		
		if (!SetVertexCount()) return;
		
		m_UIVertices = new UIVertex[m_vertexCount];
		SetUVs (0, MaxSegmentIndex());
		color = Color.white;
		m_lineWidths = new float[1];
		m_lineWidths[0] = width * .5f;
		if (!m_is2D) {
			m_screenPoints = new Vector3[m_vertexCount];
		}
		m_drawStart = 0;
		m_drawEnd = m_pointsCount-1;
		
		if (joins == Joins.Fill) {
			SetupFillObject();
		}
	}
开发者ID:t1mmmmY,项目名称:Vectrosity,代码行数:57,代码来源:VectorLine.cs


注:本文中的UnityEngine.CanvasRenderer.SetMaterial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。