bool TryParseOldColor(ref int iStart) { //[rrggbb][-] int length = m_szText.Length; if (iStart + 3 > length) { return(false); } if (m_szText[iStart + 1] == '-' && m_szText[iStart + 2] == ']') { if (m_colors.size > 0) { m_colors.Pop(); } iStart += 2; return(true); } if (iStart + 8 > length) { return(false); } if (m_szText[iStart + 7] != ']') { return(false); } for (int i = 0; i < 6; ++i) { char ch = m_szText[iStart + i + 1]; if (ch >= '0' && ch <= '9') { continue; } if (ch >= 'a' && ch <= 'f') { continue; } if (ch >= 'A' && ch <= 'F') { continue; } return(false); } int nR = GetX16(iStart + 1); int nG = GetX16(iStart + 3); int nB = GetX16(iStart + 5); Color32 c = new Color32((byte)nR, (byte)nG, (byte)nB, (byte)255); m_colors.Add(c); iStart += 7; return(true); }
/// <summary> /// Create a new draw call, reusing an old one if possible. /// </summary> static UIDrawCall Create(string name) { #if SHOW_HIDDEN_OBJECTS && UNITY_EDITOR name = (name != null) ? "_UIDrawCall [" + name + "]" : "DrawCall"; #endif if (mInactiveList.size > 0) { UIDrawCall dc = mInactiveList.Pop(); mActiveList.Add(dc); if (name != null) { dc.name = name; } NGUITools.SetActive(dc.gameObject, true); return(dc); } #if UNITY_EDITOR // If we're in the editor, create the game object with hide flags set right away GameObject go = UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(name, #if SHOW_HIDDEN_OBJECTS HideFlags.DontSave | HideFlags.NotEditable, typeof(UIDrawCall)); #else HideFlags.HideAndDontSave, typeof(UIDrawCall)); #endif UIDrawCall newDC = go.GetComponent <UIDrawCall>(); #else GameObject go = new GameObject(name); DontDestroyOnLoad(go); UIDrawCall newDC = go.AddComponent <UIDrawCall>(); #endif // Create the draw call mActiveList.Add(newDC); return(newDC); }
/// <summary> /// Return to the previous window. /// </summary> static public void GoBack() { CreateInstance(); if (mHistory.size > 0) { if (mActive != null) { if (showSound != null) { NGUITools.PlaySound(hideSound); } mFading.Add(mActive); mActive = null; } while (mActive == null) { mActive = mHistory.Pop(); if (mActive != null) { mActive.alpha = 0f; mActive.gameObject.SetActive(true); mFading.Remove(mActive); break; } } } else { Close(); } }
private static UIDrawCall Create(string name) { //IL_0034: Unknown result type (might be due to invalid IL or missing references) //IL_003a: Expected O, but got Unknown //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0047: Expected O, but got Unknown if (mInactiveList.size > 0) { UIDrawCall uIDrawCall = mInactiveList.Pop(); mActiveList.Add(uIDrawCall); if (name != null) { uIDrawCall.set_name(name); } NGUITools.SetActive(uIDrawCall.get_gameObject(), true); return(uIDrawCall); } GameObject val = new GameObject(name); Object.DontDestroyOnLoad(val); UIDrawCall uIDrawCall2 = val.AddComponent <UIDrawCall>(); mActiveList.Add(uIDrawCall2); return(uIDrawCall2); }
/// <summary> /// Return to the previous window. /// </summary> static public void GoBack() { CreateInstance(); if (mHistory.size > 0) { if (mActive != null) { mFading.Add(mActive); mActive = null; } while (mActive == null) { mActive = mHistory.Pop(); if (mActive != null) { mActive.alpha = 0; //mActive.SetAlphaRecursive(0f, false); mActive.gameObject.SetActive(true); mFading.Remove(mActive); break; } } } }
// allocate an object public T Allocate() { if (objectPool.size > 0) { return(objectPool.Pop()); } return(new T()); }
// 控制临时变量作用域,出栈 public void DepthRemove() { BetterList <string> topValueNames = stackTempValueName.Pop(); for (int i = 0; i < topValueNames.size; i++) { dictValues.Remove(topValueNames[i]); } topValueNames.Clear(); s_tempValueNamePool.Add(topValueNames); }
// 控制临时变量作用域,进栈 public void DepthAdd() { if (s_tempValueNamePool.size > 0) { stackTempValueName.Add(s_tempValueNamePool.Pop()); } else { stackTempValueName.Add(new BetterList <string>()); } }
public static BetterList <CLS_Content.Value> NewParamList() { if (s_paramListPool.size > 0) { return(s_paramListPool.Pop()); } else { return(new BetterList <CLS_Content.Value>()); } }
public void DeleteLine() { int vertexCount = mVertexList.size; int startIndex = mLineStack.Pop(); for (int i = vertexCount - 1; i >= startIndex; i--) { mVertexList.Pop(); } DeleteTriangles(vertexCount - 2 - startIndex); RenderLines(); }
public T GetObject() { T newObject = default(T); if (freeList.size > 0) { newObject = freeList.Pop(); } else { newObject = creator(); } return(newObject); }
public static CLS_Content NewContent(ICLS_Environment environment) { if (s_contentPool.size > 0) { CLS_Content content = s_contentPool.Pop(); content.environment = environment; return(content); } else { CLS_Content content = new CLS_Content(); content.environment = environment; return(content); } }
private static UIDrawCall Create(string name) { if (mInactiveList.size > 0) { UIDrawCall uIDrawCall = mInactiveList.Pop(); mActiveList.Add(uIDrawCall); if (name != null) { uIDrawCall.name = name; } NGUITools.SetActive(uIDrawCall.gameObject, state: true); return(uIDrawCall); } GameObject gameObject = new GameObject(name); UnityEngine.Object.DontDestroyOnLoad(gameObject); UIDrawCall uIDrawCall2 = gameObject.AddComponent <UIDrawCall>(); mActiveList.Add(uIDrawCall2); return(uIDrawCall2); }
static UIDrawCall Create(string name) { if (mInactiveList.size > 0) { UIDrawCall dc = mInactiveList.Pop(); mActiveList.Add(dc); if (name != null) { dc.name = name; } NGUITools.SetActive(dc.gameObject, true); return(dc); } GameObject go = new GameObject(name); DontDestroyOnLoad(go); UIDrawCall newDC = go.AddComponent <UIDrawCall>(); mActiveList.Add(newDC); return(newDC); }
public void OutStack(ICLS_Expression expr) { stackExpr.Pop(); }
public void OutStackContent(CLS_Content content) { stackContent.Pop(); }