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C# Event.Equals方法代码示例

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


在下文中一共展示了Event.Equals方法的3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: HandleKeyboardShortcuts

    /// <summary>
    /// Determines which key command is pressed and responds accordingly.
    /// </summary>
    /// <param name="keyDownEvent">The keyboard event.</param>
    /// <returns>True if the keyboard shortcut exists, false otherwise.</returns>
    public void HandleKeyboardShortcuts(Event keyDownEvent)
    {
        KeyCode key = keyDownEvent.keyCode;

        // Tools:

        // Move/resize
        if (key == CutsceneHotkeys.MoveResizeTool.key) {
            currentTool = Tool.MoveResize;
            EDebug.Log("Cutscene Editor: switching to Move/Resize tool");
        // Scissors
        } else if (key == CutsceneHotkeys.ScissorsTool.key) {
            currentTool = Tool.Scissors;
            EDebug.Log("Cutscene Editor: switching to Scissors tool");
        // Zoom
        } else if (key == CutsceneHotkeys.ZoomTool.key) {
            currentTool = Tool.Zoom;
            EDebug.Log("Cutscene Editor: switching to Zoom tool");
        }

        // Timeline navigation:

        // Set in point
        else if (key == CutsceneHotkeys.SetInPont.key) {
            scene.inPoint = scene.playhead;
            EDebug.Log("Cutscene Editor: setting in point");
        // Set out point
        } else if (key == CutsceneHotkeys.SetOutPoint.key) {
            scene.outPoint = scene.playhead;
            EDebug.Log("Cutscene Editor: setting out point");
        // Scrub left
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("left"))) {
            scene.playhead -= CutsceneTimeline.scrubSmallJump;
            EDebug.Log("Cutscene Editor: moving playhead left");
        // Scrub left large
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("#left"))) {
            scene.playhead -= CutsceneTimeline.scrubLargeJump;
            EDebug.Log("Cutscene Editor: moving playhead left");
        // Scrub right
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("right"))) {
            scene.playhead += CutsceneTimeline.scrubSmallJump;
            EDebug.Log("Cutscene Editor: moving playhead right");
        // Scrub right large
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("#right"))) {
            scene.playhead += CutsceneTimeline.scrubLargeJump;
            EDebug.Log("Cutscene Editor: moving playhead right");
        // Go to previous split point
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("up"))) {
            scene.playhead = selectedTrack.GetTimeOfNextSplit(scene.playhead);
            EDebug.Log("Cutscene Editor: moving playhead to previous split point");
        // Go to next split point
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("down"))) {
            scene.playhead = selectedTrack.GetTimeOfPreviousSplit(scene.playhead);
            EDebug.Log("Cutscene Editor: moving playhead to next split point");
        // Go to in point
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("#up"))) {
            scene.playhead = scene.inPoint;
            EDebug.Log("Cutscene Editor: moving playhead to next split point");
        // Go to out point
        } else if (keyDownEvent.Equals(Event.KeyboardEvent("#down"))) {
            scene.playhead = scene.outPoint;
            EDebug.Log("Cutscene Editor: moving playhead to next split point");
        }

        // Track selection:

        // Select track 1
          else if (key == CutsceneHotkeys.SelectTrack1.key) {
            SelectTrackAtIndex(1);
        // Select track 2
        } else if (key == CutsceneHotkeys.SelectTrack2.key) {
            SelectTrackAtIndex(2);
        // Select track 3
        } else if (key == CutsceneHotkeys.SelectTrack3.key) {
            SelectTrackAtIndex(3);
        // Select track 4
        } else if (key == CutsceneHotkeys.SelectTrack4.key) {
            SelectTrackAtIndex(4);
        // Select track 5
        } else if (key == CutsceneHotkeys.SelectTrack5.key) {
            SelectTrackAtIndex(5);
        // Select track 6
        } else if (key == CutsceneHotkeys.SelectTrack6.key) {
            SelectTrackAtIndex(6);
        // Select track 7
        } else if (key == CutsceneHotkeys.SelectTrack7.key) {
            SelectTrackAtIndex(7);
        // Select track 8
        } else if (key == CutsceneHotkeys.SelectTrack8.key) {
            SelectTrackAtIndex(8);
        // Select track 9
        } else if (key == CutsceneHotkeys.SelectTrack9.key) {
            SelectTrackAtIndex(9);
        }

//.........这里部分代码省略.........
开发者ID:mminer,项目名称:silverscreen,代码行数:101,代码来源:CutsceneEditor.cs

示例2: key_down

 private bool key_down(Event e, string key)
 {
     return e.Equals(Event.KeyboardEvent(key));
 }
开发者ID:dannisliang,项目名称:PurpleScripts,代码行数:4,代码来源:PurpleLog.cs

示例3: OnSceneGUI

	Event currentEvent;// = (Event)0;

	void OnSceneGUI(SceneView scnView)
	{			
		currentEvent = Event.current;
		
		if(editLevel == EditLevel.Geometry && currentEvent.Equals(Event.KeyboardEvent("v")))
		{
			currentEvent.Use();
			snapToVertex = true;
		}

		/**
		 * Snap stuff
		 */
		if(currentEvent.type == EventType.KeyUp)
			snapToVertex = false;

		if(currentEvent.type == EventType.MouseDown && currentEvent.button == 1)
			rightMouseDown = true;

		if(currentEvent.type == EventType.MouseUp && currentEvent.button == 1 || currentEvent.type == EventType.Ignore)
			rightMouseDown = false;

		#if !PROTOTYPE
			// e.type == EventType.DragUpdated || 
			if(currentEvent.type == EventType.DragPerform)
			{
				GameObject go = HandleUtility.PickGameObject(currentEvent.mousePosition, false);

				if(go != null && System.Array.Exists(DragAndDrop.objectReferences, x => x is Texture2D || x is Material))
				{
					pb_Object pb = go.GetComponent<pb_Object>();

					if( pb )
					{
						Material mat = null;
						foreach(Object t in DragAndDrop.objectReferences)
						{
							if(t is Material)
							{
								mat = (Material)t;
								break;
							}
							/* This works, but throws some bullshit errors. Not creating a material leaks, so disable this functionality. */
							else
							if(t is Texture2D)
							{
								mat = new Material(Shader.Find("Diffuse"));
								mat.mainTexture = (Texture2D)t;

								string texPath = AssetDatabase.GetAssetPath(mat.mainTexture);
								int lastDot = texPath.LastIndexOf(".");
								texPath = texPath.Substring(0, texPath.Length - (texPath.Length-lastDot));
								texPath = AssetDatabase.GenerateUniqueAssetPath(texPath + ".mat");

								AssetDatabase.CreateAsset(mat, texPath);
								AssetDatabase.Refresh();

								break;
							}
						}

						if(mat != null)
						{
							if(editLevel == EditLevel.Geometry)
							{
								pbUndo.RecordObjects(selection, "Set Face Materials");

								foreach(pb_Object pbs in selection)
									pbs.SetFaceMaterial(pbs.SelectedFaces.Length < 1 ? pbs.faces : pbs.SelectedFaces, mat);

							}
							else
							{
								pbUndo.RecordObject(pb, "Set Object Material");
								pb.SetFaceMaterial(pb.faces, mat);
							}

							pb.ToMesh();
							pb.Refresh();
							pb.Optimize();

							currentEvent.Use();
						}
					}
				}
			}
		#endif

		DrawHandleGUI(scnView);

		if(editLevelToolbarRect.Contains(currentEvent.mousePosition))
			scnView.Repaint();

		if(!rightMouseDown && getKeyUp != KeyCode.None)
		{
			if(ShortcutCheck(currentEvent))
			{
				currentEvent.Use();
//.........这里部分代码省略.........
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:101,代码来源:pb_Editor.cs


注:本文中的UnityEngine.Event.Equals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。