本文整理汇总了C#中UnityEngine.Object.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# Object.ToString方法的具体用法?C# Object.ToString怎么用?C# Object.ToString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.Object
的用法示例。
在下文中一共展示了Object.ToString方法的8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: OnGUI
//.........这里部分代码省略.........
Texture2D preview;
hotbarPreviewCache.TryGetValue(hotbarObjects[i], out preview);
if (preview != null)
cnt.image = preview;
else
cnt.image = AssetDatabase.GetCachedIcon(AssetDatabase.GetAssetPath(hotbarObjects[i]));
if(useTooltip)
cnt.tooltip = hotbarObjects[i].name;
Rect r = widgetHost.Widgets[i];
//object selection
if (e.rawType == EventType.MouseDown)
{
if (r.Contains(e.mousePosition))
{
//Drag object
if (e.button == 0)
{
if (e.clickCount != 2)
{
selectedObj = hotbarObjects[i];
DragAndDrop.PrepareStartDrag();
string path = AssetDatabase.GetAssetPath(selectedObj);
if (path != "")
DragAndDrop.paths = new string[] { path };
if (selectedObj != null)
DragAndDrop.objectReferences = new Object[] { selectedObj };
DragAndDrop.StartDrag(selectedObj.ToString());
e.Use();
}
else if (e.clickCount == 2)
{
if (hotbarObjects[i].GetType() == EditorPlus.EPlusDefaultType)
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (Directory.Exists(path))
{
string[] subFolders = Directory.GetDirectories(path);
if (subFolders.Length != 0)
{
AssetDatabase.OpenAsset(AssetDatabase.LoadMainAssetAtPath(subFolders[0]));
break;
}
string[] content = Directory.GetFiles(path);
if(content.Length == 0)
{
AssetDatabase.OpenAsset(hotbarObjects[i]);
}
else
{
foreach(string file in content)
{
Object asset = AssetDatabase.LoadMainAssetAtPath(file);
if(asset != null)
{
EditorGUIUtility.PingObject(asset);
break;
}
示例2: ValidateLevelScene
private Object ValidateLevelScene(Object levelScene)
{
if (levelScene != null) {
string name = levelScene.ToString ();
if (name.Contains (" (UnityEngine.SceneAsset)") && name.Contains (LevelsPackage.Suffix)) {
return levelScene;
}
}
return null;
}
示例3: StartLoading
private void StartLoading()
{
Configuration.Instance.Deserilized = false;
//Configuration.Instance.Initialized = false;
#if DEBUG
if (DebugMode)
Debug.Log("ConfigLoader: loading configuration.");
#endif
if (AsyncMode)
{
var url = UnityEngine.Application.isEditor ? EditorConfigUrl : ConfigUrl;
#if DEBUG
if (DebugMode)
Debug.Log(string.Format("ConfigLoader: loading in Async mode [{0}]", url));
#endif
_connector = new HttpConnector
{
Url = url,
CacheBuster = CacheBuster,
FaultHandler = OnAsyncFault,
ResponseMode = ResponseMode.WWW,
Timeout = 30,
//LogCalls = true
};
_connector.Send(new Responder(OnAsyncResult));
}
else
{
#if DEBUG
if (DebugMode)
Debug.Log(string.Format("ConfigLoader: loading from Resources [{0}]", ConfigPath));
#endif
_config = Resources.Load(ConfigPath);
if (null == _config)
{
string msg = string.Format(ConfigurationException.LoadingError);
#if DEBUG
if (DebugMode)
Debug.Log(msg);
#endif
//Alert.Show(msg, "Configuration error");
if (null != ResultHandler)
ResultHandler(msg);
}
else
{
Configuration.Instance.ProcessConfig(_config.ToString());
if (null != ResultHandler)
ResultHandler(Configuration.Instance.Application);
}
}
}
示例4: GetObjectType
private static ObjectType GetObjectType(Object activeObject)
{
if (activeObject == null) return ObjectType.None;
if (activeObject is GameObject)
{
if (Instance._breadcrumbs != null)
if (activeObject == Instance._breadcrumbs.gameObject) return ObjectType.InspectorBreadcrumbs;
PrefabType pt = PrefabUtility.GetPrefabType((GameObject)activeObject);
if (pt == PrefabType.None || pt == PrefabType.DisconnectedModelPrefabInstance || pt == PrefabType.DisconnectedPrefabInstance ||
pt == PrefabType.MissingPrefabInstance || pt == PrefabType.ModelPrefabInstance || pt == PrefabType.PrefabInstance)
return ObjectType.Instance;
}
if (activeObject as UnityEngine.TextAsset != null)
return ObjectType.TextAssets;
if (activeObject.ToString().Contains("UnityEngine.SceneAsset"))
return ObjectType.Scene;
var asset_path = AssetDatabase.GetAssetPath(activeObject);
if (string.IsNullOrEmpty(asset_path))
{
if (activeObject.GetType().ToString().Contains("AssetStoreAssetInspector"))
return ObjectType.AssetStoreAssetInspector;
else
return ObjectType.Asset;
}
if (asset_path.StartsWith("ProjectSettings/")) return ObjectType.ProjectSettings;
try
{
System.IO.FileAttributes file_attr = System.IO.File.GetAttributes(Application.dataPath + "/" + asset_path.Replace("Assets/", ""));
if ((file_attr & System.IO.FileAttributes.Directory) == System.IO.FileAttributes.Directory)
return ObjectType.Folder;
}
catch { }
return ObjectType.Asset;
}
示例5: OpenMonoScript
private void OpenMonoScript()
{
string path = EditorUtility.OpenFilePanel( "Open A Template", XEditorSetting.ProjectPath, "" );
if( path == "" )
return;
path = FileUtil.GetProjectRelativePath( path );
ScriptFile = AssetDatabase.LoadAssetAtPath<MonoScript>( path );
XLogger.Log( "script is : " + ScriptFile.ToString() );
}
示例6: OnGUI
//.........这里部分代码省略.........
if (GUI.Button(new Rect(r.x + r.width / 2, r.y, r.width / 2, r.height), new GUIContent("Next", Next)))
{
EditorPlusHistoryInternal.HistoryNavigationForward();
}
//-----------------------------------------------
//draw favorites
for (int i = 0; i < EditorPlusHistoryInternal.favorites.Count; ++i)
{
if (GUI.skin != IconsSkinFav)
GUI.skin = IconsSkinFav;
r = widgetHostFavs.Widgets[i + 1];
if (e.rawType == EventType.MouseDown)
{
if (r.Contains(e.mousePosition))
{
//Drag object
if (e.button == 0)
{
highlightInFavs = true;
if (e.clickCount != 2)
{
selectedObj = EditorPlusHistoryInternal.favorites[i];
DragAndDrop.PrepareStartDrag();
if (selectedObj.GetType() != typeof(UnityEngine.GameObject))
DragAndDrop.paths = new string[] { AssetDatabase.GetAssetPath(selectedObj) };
DragAndDrop.objectReferences = new Object[] { selectedObj };
DragAndDrop.StartDrag(selectedObj.ToString());
}
else if (e.clickCount == 2)
{
Selection.activeObject = EditorPlusHistoryInternal.favorites[i];
if (Selection.activeObject.GetType() != typeof(UnityEngine.GameObject))
{
if (Selection.activeObject.GetType() == EditorPlus.EPlusDefaultType)
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (Directory.Exists(path))
{
string[] subFolders = Directory.GetDirectories(path);
if (subFolders.Length != 0)
{
AssetDatabase.OpenAsset(AssetDatabase.LoadMainAssetAtPath(subFolders[0]));
break;
}
string[] content = Directory.GetFiles(path);
if (content.Length == 0)
{
EditorGUIUtility.PingObject(Selection.activeObject);
}
else
{
foreach (string file in content)
{
Object asset = AssetDatabase.LoadMainAssetAtPath(file);
if (asset != null)
{
EditorGUIUtility.PingObject(asset);
示例7: OnUpdateGUI
protected override void OnUpdateGUI()
{
value = GetValue<UnityEngine.Object>();
dropbox.text = (value == null ? "null" : value.ToString());
}
示例8: OnGUI
void OnGUI()
{
GUILayout.BeginHorizontal();
bool retVal = GUILayout.Button("Add To", GUILayout.Width(76f));
GUI.color = Color.white;
GUILayout.Label("Select the parent in the Hierarchy View", GUILayout.MinWidth(10000f));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Select TexturePacker metafile");
m_TexturePackerMetafile = EditorGUILayout.ObjectField(m_TexturePackerMetafile, typeof(TextAsset), false);
GUILayout.EndHorizontal();
if (retVal)
{
if(m_TexturePackerMetafile != null)
{
Dictionary<string, UITextureInfo> test = loadTexturesFromTexturePackerJSON(m_TexturePackerMetafile.ToString());
foreach(KeyValuePair<string, UITextureInfo> u in test)
{
Debug.Log(u.Key);
Debug.Log(u.Value);
}
}
Debug.Log("yay!");
//CreateMeshes();
}
}