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C# FlowWindow.GetAttachItem方法代码示例

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


在下文中一共展示了FlowWindow.GetAttachItem方法的1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: CreateTransition

        public static void CreateTransition(FlowWindow flowWindow, 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:ly774508966,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.FlowWindow.GetAttachItem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。