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C# Data.IsShowDefault方法代码示例

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

		public override void OnFlowWindowLayoutGUI(Rect rect, FD.FlowWindow window) {
			
			if (window.isVisibleState == false) return;
			if (window.IsContainer() == true) return;
			if (window.IsSmall() == true && window.IsFunction() == true) return;
			if (window.IsShowDefault() == true) return;

			if (Heatmap.settings == null) Heatmap.settings = Heatmap.GetSettingsFile();

			var settings = Heatmap.settings;
			if (settings != null) {
				
				var data = settings.data.Get(window);
				if (data == null) return;
				
				LayoutWindowType screen;
				var layout = HeatmapSystem.GetLayout(window.id, out screen);
				if (layout == null) return;

				var targetScreenSize = new Vector2(layout.root.editorRect.width, layout.root.editorRect.height);

				foreach (var item in settings.items) {
					
					if (item.show == true && item.enabled == true) {

						foreach (var serviceBase in this.editor.services) {
							
							var service = serviceBase as IAnalyticsService;
							if (service.GetServiceName() == item.serviceName) {

								var key = string.Format("{0}_{1}", item.serviceName, window.id);
								HeatmapResult result;
								if (this.heatmapResultsCache.TryGetValue(key, out result) == true) {

									if (result != null) {

										var texture = this.heatmapTexturesCache[key];
										if (texture != null) {
											
											var scaleFactor = HeatmapSystem.GetFactor(targetScreenSize, rect.size);
											//var scaleFactorCanvas = layout.editorScale > 0f ? 1f / layout.editorScale : 1f;
											//scaleFactor *= scaleFactorCanvas;
											var r = layout.root.editorRect;
											r.x *= scaleFactor;
											r.y *= scaleFactor;
											r.x += rect.x + rect.width * 0.5f;
											r.y += rect.y + rect.height * 0.5f;
											r.width *= scaleFactor;
											r.height *= scaleFactor;

											var c = Color.white;
											GUI.color = c;
											GUI.DrawTexture(r, texture, ScaleMode.StretchToFill, alphaBlend: true);
											GUI.color = Color.white;

										} else {
											
											if (this.noDataTexture != null) GUI.DrawTexture(rect, this.noDataTexture, ScaleMode.ScaleToFit, alphaBlend: true);
											
										}

									} else {

										// still loading...

									}

								} else {

									if (Event.current.type == EventType.Repaint) {

										var rectSize = targetScreenSize;//rect.size;
										var rootRect = layout.root.editorRect;

										this.heatmapResultsCache.Add(key, null);
										this.heatmapTexturesCache.Add(key, null);
										service.GetHeatmapData(window.id, (int)targetScreenSize.x, (int)targetScreenSize.y, item.userFilter, (_result) => {

											var heatmapResult = _result as HeatmapResult;

											// Convert normalized points to real points
											for (int i = 0; i < heatmapResult.points.Length; ++i) {

												var root = layout.GetRootByTag((LayoutTag)heatmapResult.points[i].tag);
												if (root != null) {

													var xn = heatmapResult.points[i].x;
													var yn = heatmapResult.points[i].y;

													var sourceRect = root.editorRect;
													var radius = (float)HeatmapVisualizer.GetRadius();
													sourceRect.x += radius;
													sourceRect.y += radius;
													sourceRect.width -= radius * 2f;
													sourceRect.height -= radius * 2f;

													var scaleFactor = HeatmapSystem.GetFactor(targetScreenSize, rectSize);
													var r = sourceRect;
													r.x *= scaleFactor;
													r.y *= scaleFactor;
//.........这里部分代码省略.........
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:101,代码来源:HeatmapAddon.cs

示例2: OnFlowWindow

		public override void OnFlowWindow(FD.FlowWindow window) {

			if (window.isVisibleState == false) return;
			if (window.IsContainer() == true) return;
			if (window.IsSmall() == true && window.IsFunction() == true) return;
			if (window.IsShowDefault() == true) return;

			if (Heatmap.settings == null) Heatmap.settings = Heatmap.GetSettingsFile();
			
			var settings = Heatmap.settings;
			if (settings != null) {

				var result = new ScreenResult();

				foreach (var item in settings.items) {
					
					if (item.show == true && item.enabled == true) {
						
						foreach (var serviceBase in this.editor.services) {

							var service = serviceBase as IAnalyticsService;
							if (service.GetServiceName() == item.serviceName) {

								var rect = window.rect;
								this.DrawBubble(new Rect(new Vector2(rect.x + rect.width * 0.5f, rect.y), Vector2.zero), 0, window.id, -1, Vector2.zero, "LabelGreen");

								int value;
								var keyTransition = string.Format("{0}_{1}", item.serviceName, window.id);
								if (this.resultsTransitionCache.TryGetValue(keyTransition, out value) == true) {

									result.uniqueCount = value;

								}

								if (result.uniqueCount > 0 && result.popup == false) {

									// Draw exit bubble
									this.DrawBubble(new Vector2(rect.x + rect.width * 0.5f, rect.y + rect.height), result, Vector2.zero, "LabelRed", "{1}");

								}

							}

						}

					}

				}

			}

		}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:52,代码来源:HeatmapAddon.cs

示例3: OnFlowWindowScreenMenuGUI

		public override void OnFlowWindowScreenMenuGUI(FD.FlowWindow window, GenericMenu menu) {
			
			if (window.isVisibleState == false) return;
			if (window.IsContainer() == true) return;
			if (window.IsSmall() == true && window.IsFunction() == true) return;
			if (window.IsShowDefault() == true) return;
			
			if (Heatmap.settings == null) Heatmap.settings = Heatmap.GetSettingsFile();
			
			var settings = Heatmap.settings;
			if (settings != null) {
				
				var data = settings.data.Get(window);
				if (data == null) return;

				foreach (var item in settings.items) {
					
					if (item.show == true && item.enabled == true) {
						
						foreach (var serviceBase in this.editor.services) {

							var service = serviceBase as IAnalyticsService;
							if (service.GetServiceName() == item.serviceName) {
								
								var key = string.Format("{0}_{1}", item.serviceName, window.id);
								var windowId = window.id;
								menu.AddItem(new GUIContent("Open Heatmap..."), false, () => {

									//this.fullScreenData = this.heatmapResultsCache[key];
									this.fullScreenTexture = this.heatmapTexturesCache[key];
									this.fullScreenWindowId = windowId;
									this.fullScreenEditor = null;

									this.openFullScreen = true;
									this.flowEditor.SetDisabled();

								});

							}

						}

					}

				}

			}

		}
开发者ID:MJunak,项目名称:Unity3d.UI.Windows,代码行数:49,代码来源:HeatmapAddon.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


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