コード例 #1
0
 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.CanvasRenderer>(entity);
     context.AddMissingUnityComponent <UnityEngine.UI.Image>(entity, image =>
     {
         var mat         = image.material = new UnityEngine.Material(UnityEngine.Shader.Find("Tiny/Sprite2D"));
         mat.renderQueue = 3000;
     });
 }
コード例 #2
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.SpriteRenderer>(entity, r =>
     {
         var mat         = r.sharedMaterial = Sprite2DMaterial;
         mat.renderQueue = 3000;
     });
 }
コード例 #3
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.Camera>(entity);
 }
コード例 #4
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 public override void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.Canvas>(entity);
 }
コード例 #5
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.RectTransform>(entity);
 }
コード例 #6
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <Unity.Tiny.Sprite2DRendererHitBox2D>(entity);
 }
コード例 #7
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.Canvas>(entity);
     context.AddMissingUnityComponent <UnityEngine.UI.CanvasScaler>(entity);
 }
コード例 #8
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <UnityEngine.Rendering.SortingGroup>(entity);
 }
コード例 #9
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <Unity.Tiny.RectHitBox2D>(entity);
 }
コード例 #10
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 public void LoadBinding(Entity entity, IBindingContext context)
 {
     context.AddMissingUnityComponent <MeshRenderer>(entity,
                                                     renderer => { renderer.sharedMaterial = new Material(Shader.Find("GUI/Text Shader")); });
     context.AddMissingUnityComponent <TText>(entity);
 }