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C# UnityEngine.GUISkin類代碼示例

本文整理匯總了C#中UnityEngine.GUISkin的典型用法代碼示例。如果您正苦於以下問題:C# GUISkin類的具體用法?C# GUISkin怎麽用?C# GUISkin使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


GUISkin類屬於UnityEngine命名空間,在下文中一共展示了GUISkin類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: VideoSuscribeWindow

 public VideoSuscribeWindow(GUISkin skin, RoomVariableManager rvm, Texture2D videoDef, Texture2D videoTimeOut)
 {
     gSkin = skin;
     RoomVariableMgr = rvm;
     windowsCreated = false;
     adviceMessage = "No se selecciono usuario";
     endSuscriptionMessage = "Terminar suscripcion";
     endSuscriptionQuestion = "Desea terminar la suscripcion?";
     videoFrame = new VidFrame(false);
     videoRunning = false;
     adviceWindowOn = false;
     closeQuestionOn = false;
     totalWidth = 500;
     menuWidth = totalWidth/3;
     listWidth = totalWidth-menuWidth;
     totalHeight = 400;
     conectionsList = new List<GUIContent>();
     userScrollPosition = Vector2.zero;
     conectionScrollPosition = Vector2.zero;
     selectedConection = -1;
     tempSelectedConection = -1;
     selectedUser = -1;
     tempSelectedUser = -1;
     videoDefault = videoDef;
     enableWindow = false;
     timedOut = false;
     videoTimedOut = videoTimeOut;
     countDownTimer = new CountDownTimer(10);
 }
開發者ID:CristianCosta,項目名稱:Kinect,代碼行數:29,代碼來源:VideoSuscribeWindow.cs

示例2: Awake

 void Awake()
 {
     this.skin = Resources.Load <GUISkin>(GuiSkinLocation);
     this.recorder = GetComponent<RecordingManaging>();
     this.InitLogo();
     DontDestroyOnLoad(this.gameObject);
 }
開發者ID:freddiehonohan,項目名稱:HapticHealth,代碼行數:7,代碼來源:ModalityManager.cs

示例3: Label

 public Label(string pTextureName, string pLabel, Vector2 pPosition, string pSkinName)
     : base(pTextureName, pPosition)
 {
     _label = pLabel;
     _skin = (GUISkin)Resources.Load(pSkinName);
     if(_skin == null) { throw new Exception("Can't find BasicSkin"); }
 }
開發者ID:eriksvedang,項目名稱:GuiImprove,代碼行數:7,代碼來源:Label.cs

示例4: Button

 /// <summary>
 /// Initializes a new instance of the <see cref="Button"/> class.
 /// </summary>
 /// <param name='bounds'>
 /// Bounds.
 /// </param>
 /// <param name='content'>
 /// Content.
 /// </param>
 /// <param name='style'>
 /// Style.
 /// </param>
 public Button(Rectangle bounds, GUIContent content, GUISkin skin)
     : this()
 {
     this.Bounds = bounds;
     this.Content = content;
     this.Skin = skin;
 }
開發者ID:miguelmartin75,項目名稱:Survival,代碼行數:19,代碼來源:Button.cs

示例5: Styles

			public Styles() {

				#if UNITY_EDITOR
				this.skin = Resources.Load<GUISkin>("UI.Windows/Core/Styles/Boxes/" + (UnityEditor.EditorGUIUtility.isProSkin == true ? "SkinDark" : "SkinLight"));
				this.boxes = new GUIStyle[WindowLayoutStyles.MAX_DEPTH] {
					
					this.skin.FindStyle("flow node 0"),
					this.skin.FindStyle("flow node 1"),
					this.skin.FindStyle("flow node 2"),
					this.skin.FindStyle("flow node 3"),
					this.skin.FindStyle("flow node 4"),
					this.skin.FindStyle("flow node 5")
					
				};
				this.boxesSelected = new GUIStyle[WindowLayoutStyles.MAX_DEPTH] {
					
					this.skin.FindStyle("flow node 0"), // on
					this.skin.FindStyle("flow node 1"),
					this.skin.FindStyle("flow node 2"),
					this.skin.FindStyle("flow node 3"),
					this.skin.FindStyle("flow node 4"),
					this.skin.FindStyle("flow node 5")
					
				};
				
				this.boxSelected = this.skin.FindStyle("flow node 5");
				#endif

			}
開發者ID:zhaoluxyz,項目名稱:Unity3d.UI.Windows,代碼行數:29,代碼來源:WindowLayoutStyles.cs

示例6: Start

	void Start()
	{
		isShow = false;
		addMeshCollider = true;
		ui = (GUISkin) Resources.Load("uteForEditor/uteUI");
		isCombineMesh = true;
	}
開發者ID:gato0429,項目名稱:GlobalGame2016,代碼行數:7,代碼來源:uteExporter.cs

示例7: OnEnable

    GameObject targetGameObject; // The GameObject that this editor uses

    #endregion Fields

    #region Methods

    void OnEnable()
    {
        this.editorSkin = (GUISkin)(Resources.LoadAssetAtPath("Assets/Editor/EditorGUISkin.guiskin", typeof(GUISkin)));

        this.scriptOfOurType = (ProceduralRing)target;
        this.targetGameObject = (GameObject)this.scriptOfOurType.gameObject;
    }
開發者ID:SuperStarPL,項目名稱:Radius,代碼行數:13,代碼來源:ProceduralCylinderLabel.cs

示例8: setTopRightPosition

 public void setTopRightPosition(int x, int y, GUISkin skin)
 {
     setStyle(skin,config.styleName,out config.style);
     config.top = y;
     config.right = x;
     recalculatePositions();
 }
開發者ID:happyjiahan,項目名稱:colorus,代碼行數:7,代碼來源:ColorHistory.cs

示例9: Init

        static public void Init()
        {
            init = true;
            window = (EditorPlusShortcuts)EditorWindow.GetWindow(typeof(EditorPlusShortcuts));
            window.title = "Shortcuts";
            window.minSize = new Vector2(StartMargin.x + ButtonSize.x + ButtonMargin.x, StartMargin.y + ButtonSize.y + ButtonMargin.y);

            widgetHost = new WidgetHost(window.position, StartMargin, ButtonMargin, ButtonSize, 0, 1f, true);

            ShortcutsSkinEdit = AssetDatabase.LoadMainAssetAtPath(EditorPlus.PlusPath + "UnityPlusSkinShortcutsEdit.guiskin") as GUISkin;

            if (Shortcuts == null)
                Shortcuts = new List<string>();

            if (ShortcutsDefaults == null)
                ShortcutsDefaults = new List<string>();

            if (ShortcutsCustoms == null)
                ShortcutsCustoms = new List<string>();

            SaveDefaults();

#if EPlus_5
            SaveDefaultsUI();
#endif

            LoadAllSaves();
            LoadResources();

            EditorPlus.OnSkinSwitched += LoadResources;
        }
開發者ID:PramgaOnce,項目名稱:GlobalGameJam2016,代碼行數:31,代碼來源:EditorPlusShortcuts.cs

示例10: OnEnable

        public void OnEnable()
        {
            font_atlas_prop = serializedObject.FindProperty("atlas");
            font_material_prop = serializedObject.FindProperty("material");
            font_normalStyle_prop = serializedObject.FindProperty("NormalStyle");
            font_boldStyle_prop = serializedObject.FindProperty("BoldStyle");
            font_italicStyle_prop = serializedObject.FindProperty("ItalicStyle");

            m_fontInfo_prop = serializedObject.FindProperty("m_fontInfo");
            m_glyphInfoList_prop = serializedObject.FindProperty("m_glyphInfoList");
            m_kerningInfo_prop = serializedObject.FindProperty("m_kerningInfo");
            m_kerningPair_prop = serializedObject.FindProperty("m_kerningPair");

            //m_isGlyphInfoListExpanded_prop = serializedObject.FindProperty("isGlyphInfoListExpanded");
            //m_isKerningTableExpanded_prop = serializedObject.FindProperty("isKerningTableExpanded");

            m_fontAsset = target as TextMeshProFont;
            m_kerningTable = m_fontAsset.kerningInfo;

            // Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
            string tmproAssetFolderPath = TMPro_EditorUtility.GetAssetLocation();      

            // GUI Skin 
            if (EditorGUIUtility.isProSkin)
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_DarkSkin.guiskin", typeof(GUISkin)) as GUISkin;
            else
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_LightSkin.guiskin", typeof(GUISkin)) as GUISkin;

            if (mySkin != null)
            {
                SectionLabel = mySkin.FindStyle("Section Label");
                GroupLabel = mySkin.FindStyle("Group Label");
                SquareAreaBox85G = mySkin.FindStyle("Square Area Box (85 Grey)");
            }
        }
開發者ID:koko11,項目名稱:MatrixVR,代碼行數:35,代碼來源:TMPro_FontEditor.cs

示例11: ArmorEditor

    public ArmorEditor(GUISkin guiSkin, MainWindowEditor data)
    {
        EditorName = "Armor";

        Init(guiSkin, data);
        LoadData();
    }
開發者ID:reaganq,項目名稱:mixabots,代碼行數:7,代碼來源:ArmorEditor.cs

示例12: Styles

			public Styles() {
				
				this.skin = Resources.Load<GUISkin>("UI.Windows/Core/Styles/" + (EditorGUIUtility.isProSkin == true ? "SkinDark" : "SkinLight"));
				this.transitionA = this.skin.FindStyle("TransitionA");
				this.transitionB = this.skin.FindStyle("TransitionB");

			}
開發者ID:puckery,項目名稱:Unity3d.UI.Windows,代碼行數:7,代碼來源:TransitionInputTemplateParametersEditor.cs

示例13: SettingsMenuWrapper

 public SettingsMenuWrapper(mod.Mod mod, float initialMultiplier)
 {
     _settingsSkin = (GUISkin)Resources.Load("_GUISkins/Settings");
     _regularUI = (GUISkin)Resources.Load("_GUISkins/RegularUI");
     _mod = mod;
     _multiplier = initialMultiplier;
 }
開發者ID:jsbannis,項目名稱:AnimationControl,代碼行數:7,代碼來源:SettingsMenuWrapper.cs

示例14: Start

    // Use this for initialization
    void Start()
    {
         titleSkin = (GUISkin)Resources.Load("TimerGUISkin");
         titleGraphic = (Texture2D)Resources.Load("Title-Logo");

         gameManager = GetComponent<GameManager>();
    }
開發者ID:lenny99,項目名稱:unity3d-witchtraining,代碼行數:8,代碼來源:TitleScreen.cs

示例15: ItemEditor

	public ItemEditor(GUISkin guiSkin, MainWindowEditor data)
	{
		EditorName = "Item";
		
		Init(guiSkin, data);
		LoadData();
	}
開發者ID:reaganq,項目名稱:MagnetBots_unity,代碼行數:7,代碼來源:ItemEditor.cs


注:本文中的UnityEngine.GUISkin類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。