本文整理汇总了C#中UnityEngine.UI.Windows.Plugins.Flow.FlowWindow.SetScreen方法的典型用法代码示例。如果您正苦于以下问题:C# FlowWindow.SetScreen方法的具体用法?C# FlowWindow.SetScreen怎么用?C# FlowWindow.SetScreen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.UI.Windows.Plugins.Flow.FlowWindow
的用法示例。
在下文中一共展示了FlowWindow.SetScreen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: SelectWindow
private void SelectWindow(FlowWindow window) {
for (int i = 0; i < window.states.Length; ++i) window.SetCompletedState(i, CompletedState.NotReady);
if (window.compiled == false) {
this.ShowNotification(new GUIContent("You need to compile this window to use `Select` command"));
} else {
if (Directory.Exists(window.compiledDirectory) == false) {
window.compiledDirectory = Path.GetDirectoryName(AssetDatabase.GetAssetPath(FlowSystem.GetData())) + "/" + window.compiledNamespace.Replace(FlowSystem.GetData().namespaceName, string.Empty) + "/" + window.compiledNamespace.Replace(".", "/");
}
Selection.activeObject = AssetDatabase.LoadAssetAtPath(window.compiledDirectory.Trim('/'), typeof(Object));
EditorGUIUtility.PingObject(Selection.activeObject);
//if (window.screen == null) {
window.SetCompletedState(0, CompletedState.NotReady);
var files = AssetDatabase.FindAssets("t:GameObject", new string[] { window.compiledDirectory.Trim('/') + "/Screens" });
foreach (var file in files) {
var path = AssetDatabase.GUIDToAssetPath(file);
var go = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
if (go != null) {
var screen = go.GetComponent<WindowBase>();
if (screen != null) {
window.SetScreen(screen);
window.SetCompletedState(0, CompletedState.Ready);
var lWin = screen as LayoutWindowType;
if (lWin != null) {
if (lWin.layout.layout != null) {
window.SetCompletedState(1, CompletedState.Ready);
window.SetCompletedState(2, (lWin.layout.components.Any((c) => c.component == null) == true) ? CompletedState.ReadyButWarnings : CompletedState.Ready);
} else {
window.SetCompletedState(0, CompletedState.NotReady);
window.SetCompletedState(1, CompletedState.NotReady);
window.SetCompletedState(2, CompletedState.NotReady);
}
} else {
window.SetCompletedState(1, CompletedState.Ready);
}
break;
} else {
window.SetCompletedState(0, CompletedState.ReadyButWarnings);
}
}
}
//}
}
}