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C# Data.GetScreen方法代码示例

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


在下文中一共展示了Data.GetScreen方法的6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: CreateOnScene

		private void CreateOnScene(FD.FlowWindow window) {

			if (window.compiled == false) {
				
				this.ShowNotification(new GUIContent("You need to compile this window to use `Create on Scene` command"));
				
			} else {

				var screen = window.GetScreen();
				if (screen != null) {

					screen.CreateOnScene(callEvents: false);

				}

			}

		}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:18,代码来源:EditorWindow.cs

示例2: DrawWindowLayout

		public void DrawWindowLayout(FD.FlowWindow window) {
			
			var flowWindowWithLayout = FlowSystem.GetData().HasView(FlowView.Layout);
			if (flowWindowWithLayout == true) {

				GUILayout.Box(string.Empty, FlowSystemEditorWindow.styles.layoutBoxStyle, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true));
				var rect = GUILayoutUtility.GetLastRect();
				
				if (window.OnPreviewGUI(rect,
				                        FlowSystemEditorWindow.defaultSkin.button,
				                        FlowSystemEditorWindow.styles.layoutBoxStyle,
				                        drawInfo: true,
				                        selectable: true,
				                        onCreateScreen: () => {
					
					this.SelectWindow(window);
					FlowChooserFilter.CreateScreen(Selection.activeObject, window.compiledNamespace, "/Screens", () => {
						
						this.SelectWindow(window);
						
					});
					
				}, onCreateLayout: () => {
					
					this.SelectWindow(window);
					Selection.activeObject = window.GetScreen();
					FlowChooserFilter.CreateLayout(Selection.activeObject, Selection.activeGameObject, () => {
						
						this.SelectWindow(window);
						
					});
					
				}) == true) {
					
					// Set for waiting connection
					var element = WindowLayoutElement.waitForComponentConnectionElementTemp;
					
					this.WaitForAttach(window.id, element);
					
					WindowLayoutElement.waitForComponentConnectionTemp = false;
					
				}
				
				UnityEditor.UI.Windows.Plugins.Flow.Flow.OnDrawWindowLayoutGUI(rect, window);
				
			}
			
		}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:48,代码来源:EditorWindow.cs

示例3: DrawWindowToolbar


//.........这里部分代码省略.........
						} else {
							
							// Was not as default
							FlowSystem.GetDefaultWindows().Add(id);
							
						}
						
						FlowSystem.SetDirty();
						
					}
					
				}
				
				GUILayout.FlexibleSpace();
				
				if (window.IsSmall() == false && FlowSceneView.IsActive() == false && window.storeType == FD.FlowWindow.StoreType.NewScreen) {

					var state = GUILayout.Button("Screen", buttonDropdownStyle);
					if (Event.current.type == EventType.Repaint) {

						this.layoutStateSelectButtonRect = GUILayoutUtility.GetLastRect();

					}

					if (state == true) {

						var menu = new GenericMenu();
						menu.AddItem(new GUIContent("Select Package"), on: false, func: () => { this.SelectWindow(window); });
						
						if (window.compiled == true) {

							menu.AddItem(new GUIContent("Edit..."), on: false, func: () => {

								var path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(window.GetScreen()));
								var filename = window.compiledDerivedClassName + ".cs";
								EditorUtility.OpenWithDefaultApp(string.Format("{0}/../{1}", path, filename));

							});

						}

						menu.AddItem(new GUIContent("Create on Scene"), on: false, func: () => { this.CreateOnScene(window); });

						var screen = window.GetScreen();

						var methodsCount = 0;
						WindowSystem.CollectCallVariations(screen, (types, names) => {

							++methodsCount;

						});

						menu.AddDisabledItem(new GUIContent("Calls/Methods: " + methodsCount.ToString()));
						menu.AddSeparator("Calls/");

						if (window.compiled == true &&
						    screen != null) {

							methodsCount = 0;
							WindowSystem.CollectCallVariations(screen, (types, names) => {

								var parameters = new List<string>();
								for (int i = 0; i < types.Length; ++i) {

									parameters.Add(ME.Utilities.FormatParameter(types[i]) + " " + names[i]);
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:66,代码来源:EditorWindow.cs

示例4: OnFlowWindowGUI

		public override void OnFlowWindowGUI(FD.FlowWindow window) {

			var data = FlowSystem.GetData();
			if (data == null) return;

			if (data.modeLayer == ModeLayer.Audio) {

				if (window.IsContainer() == true ||
				    window.IsSmall() == true ||
				    window.IsShowDefault() == true)
					return;

				var screen = window.GetScreen();
				if (screen != null) {

					GUILayout.BeginHorizontal();
					{
						var playType = (int)screen.audio.playType;
						playType = GUILayoutExt.Popup(playType, new string[2] { "Keep Current", "Restart If Equals" }, FlowSystemEditorWindow.defaultSkin.label, GUILayout.Width(EditorGUIUtility.labelWidth));
						screen.audio.playType = (UnityEngine.UI.Windows.Audio.Window.PlayType)playType;

						var rect = GUILayoutUtility.GetLastRect();

						/*var newId = */AudioPopupEditor.Draw(new Rect(rect.x + rect.width, rect.y, window.rect.width - EditorGUIUtility.labelWidth - 10f, rect.height), screen.audio.id, (result) => {

							screen.audio.id = result;
							window.audioEditor = null;

						}, screen.audio.clipType, screen.audio.flowData.audio, null);
						/*if (newId != screen.audio.id) {

							screen.audio.id = newId;
							window.audioEditor = null;

						}*/

					}
					GUILayout.EndHorizontal();
					
					var state = data.audio.GetState(screen.audio.clipType, screen.audio.id);
					if (state != null && state.clip != null) {
						
						GUILayout.BeginVertical();
						{

							GUILayout.Box(string.Empty, FlowSystemEditorWindow.styles.layoutBoxStyle, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true));
							var rect = GUILayoutUtility.GetLastRect();

							if (Event.current.type == EventType.MouseDown && rect.Contains(Event.current.mousePosition) == true) {

								window.audioEditor = null;

							}

							if (window.audioEditor == null) {

								EditorPrefs.SetBool("AutoPlayAudio", false);
								window.audioEditor = Editor.CreateEditor(state.clip);
								//System.Type.GetType("AudioUtil").InvokeMember("StopClip", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public, null, null, new object[] { state.clip });

							}

							if (Event.current.type != EventType.MouseDrag && Event.current.type != EventType.DragPerform) {

								window.audioEditor.OnPreviewGUI(rect, EditorStyles.helpBox);
								GUILayout.BeginHorizontal();
								window.audioEditor.OnPreviewSettings();
								GUILayout.EndHorizontal();

							}

						}
						GUILayout.EndVertical();
						
					}

				}

			}

		}
开发者ID:anton-nesterenko,项目名称:Unity3d.UI.Windows,代码行数:81,代码来源:AudioAddon.cs

示例5: DrawTransitionChooser

		public void DrawTransitionChooser(FD.FlowWindow.AttachItem attach, FD.FlowWindow fromWindow, FD.FlowWindow toWindow, Vector2 offset, float size) {

			var _size = Vector2.one * size;
			var rect = new Rect(Vector2.Lerp(fromWindow.rect.center, toWindow.rect.center, 0.5f) + offset - _size * 0.5f, _size);

			var transitionStyle = ME.Utilities.CacheStyle("UI.Windows.Styles.DefaultSkin", "TransitionIcon", (name) => FlowSystemEditorWindow.defaultSkin.FindStyle("TransitionIcon"));
			var transitionStyleBorder = ME.Utilities.CacheStyle("UI.Windows.Styles.DefaultSkin", "TransitionIconBorder", (name) => FlowSystemEditorWindow.defaultSkin.FindStyle("TransitionIconBorder"));
			if (transitionStyle != null && transitionStyleBorder != null) {

				if (fromWindow.GetScreen() != null) {

					System.Action onClick = () => {
						
						FlowChooserFilter.CreateTransition(fromWindow, toWindow, "/Transitions", (element) => {
							
							FlowSystem.Save();
							
						});

					};

					// Has transition or not?
					var hasTransition = attach.transition != null && attach.transitionParameters != null;
					if (hasTransition == true) {

						GUI.DrawTexture(rect, Texture2D.blackTexture, ScaleMode.ScaleAndCrop, false);

						var hovered = rect.Contains(Event.current.mousePosition);
						if (attach.editor == null) {

							attach.editor = Editor.CreateEditor(attach.transitionParameters) as IPreviewEditor;
							hovered = true;

						}

						if (attach.editor.HasPreviewGUI() == true) {

							if (hovered == false) {

								attach.editor.OnDisable();

							} else {

								attach.editor.OnEnable();
								
							}

							var style = new GUIStyle(EditorStyles.toolbarButton);
							attach.editor.OnPreviewGUI(Color.white, rect, style, false, false, hovered);

						}

						if (GUI.Button(rect, string.Empty, transitionStyleBorder) == true) {

							onClick();

						}

					} else {
						
						GUI.Box(rect, string.Empty, transitionStyle);
						if (GUI.Button(rect, string.Empty, transitionStyleBorder) == true) {
							
							onClick();

						}

					}

				}

			}

		}
开发者ID:hxingchh,项目名称:Unity3d.UI.Windows,代码行数:74,代码来源:EditorWindow.cs

示例6: CreateTransition

		public static void CreateTransition(FD.FlowWindow flowWindow, FD.FlowWindow toWindow, string localPath, System.Action<TransitionInputTemplateParameters> callback = null) {

			if (flowWindow.GetScreen() == null) return;

			var screenPath = AssetDatabase.GetAssetPath(flowWindow.GetScreen());
			screenPath = System.IO.Path.GetDirectoryName(screenPath);
			var splitted = screenPath.Split(new string[] {"/"}, System.StringSplitOptions.RemoveEmptyEntries);
			var packagePath = string.Join("/", splitted, 0, splitted.Length - 1);
			var path = packagePath + localPath;

			FlowChooserFilterWindow.Show<TransitionInputTemplateParameters>(
				root: null,
			    onSelect: (element) => {
				
				// Clean up previous transitions if exists
				var attachItem = flowWindow.GetAttachItem(toWindow);
				if (attachItem != null) {
					
					if (attachItem.transition != null && attachItem.transitionParameters != null) {

						AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(attachItem.transitionParameters.gameObject));
						
						attachItem.transition = null;
						attachItem.transitionParameters = null;

					}
					
				}

				if (System.IO.Directory.Exists(path) == false) {

					System.IO.Directory.CreateDirectory(path);

				}

				if (element == null) return;

				var elementPath = AssetDatabase.GetAssetPath(element.gameObject);
				var targetName = "Transition-" + element.gameObject.name + "-" + (toWindow.IsFunction() == true ? FlowSystem.GetWindow(toWindow.functionId).directory : toWindow.directory);
				var targetPath = path + "/" + targetName + ".prefab";

				if (AssetDatabase.CopyAsset(elementPath, targetPath) == true) {

					AssetDatabase.ImportAsset(targetPath);

					var newInstance = AssetDatabase.LoadAssetAtPath<GameObject>(targetPath);
					var instance = newInstance.GetComponent<TransitionInputTemplateParameters>();
					instance.useAsTemplate = false;
					EditorUtility.SetDirty(instance);

					attachItem.transition = instance.transition;
					attachItem.transitionParameters = instance;

					if (callback != null) callback(instance);

				}

			},
			onEveryGUI: (element) => {
				
				// on gui
				
				var style = new GUIStyle(GUI.skin.label);
				style.wordWrap = true;
				
				if (element != null) {

					GUILayout.Label(element.name, style);

				} else {

					GUILayout.Label("None", style);

				}

			},
			predicate: (element) => {

				var elementPath = AssetDatabase.GetAssetPath(element.gameObject);
				var isInPackage = FlowProjectWindowObject.IsValidPackage(elementPath + "/../");

				if (element.transition != null && (isInPackage == true || element.useAsTemplate == true)) {

					var name = element.GetType().FullName;
					var baseName = name.Substring(0, name.IndexOf("Parameters"));

					var type = System.Type.GetType(baseName + ", " + element.GetType().Assembly.FullName, throwOnError: true, ignoreCase: true);
					if (type != null) {

						var attribute = type.GetCustomAttributes(inherit: true).OfType<TransitionCameraAttribute>().FirstOrDefault();
						if (attribute != null) {

							return true;

						} else {

							Debug.Log("No Attribute: " + baseName, element);

						}

//.........这里部分代码省略.........
开发者ID:RuFengLau,项目名称:Unity3d.UI.Windows,代码行数:101,代码来源:FlowChooserFilter.cs


注:本文中的UnityEngine.UI.Windows.Plugins.Flow.Data.GetScreen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。