예제 #1
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Boolean Button(UnityEngine.Rect position, UnityEngine.Texture image)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #2
0
 public static void DisplayCustomMenu(UnityEngine.Rect position, UnityEngine.GUIContent[] options, System.Int32 selected, UnityEditor.SelectMenuItemFunction callback, System.Object userData)
 {
 }
예제 #3
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void Box(UnityEngine.Rect position, UnityEngine.Texture image)
 {
 }
예제 #4
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void Box(UnityEngine.Rect position, UnityEngine.Texture image, UnityEngine.GUIStyle style)
 {
 }
예제 #5
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void DragWindow(UnityEngine.Rect position)
 {
 }
예제 #6
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void DrawTexture(UnityEngine.Rect position, UnityEngine.Texture image, UnityEngine.ScaleMode scaleMode, System.Boolean alphaBlend, System.Single imageAspect)
 {
 }
예제 #7
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void Label(UnityEngine.Rect position, UnityEngine.GUIContent content)
 {
 }
예제 #8
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static UnityEngine.Rect Window(System.Int32 id, UnityEngine.Rect position, UnityEngine.GUI.WindowFunction func, UnityEngine.Texture image)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #9
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Int32 SelectionGrid(UnityEngine.Rect position, System.Int32 selected, UnityEngine.Texture[] images, System.Int32 xCount)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #10
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Int32 SelectionGrid(UnityEngine.Rect position, System.Int32 selected, UnityEngine.GUIContent[] contents, System.Int32 xCount, UnityEngine.GUIStyle style)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #11
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Int32 Toolbar(UnityEngine.Rect position, System.Int32 selected, System.String[] texts, UnityEngine.GUIStyle style)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #12
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Boolean Toggle(UnityEngine.Rect position, System.Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #13
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void DoTextField(UnityEngine.Rect position, System.Int32 id, UnityEngine.GUIContent content, System.Boolean multiline, System.Int32 maxLength, UnityEngine.GUIStyle style)
 {
 }
예제 #14
0
    private void OnSceneGUI()
    {
        RenderAttenuationSpheres();

        if (m_AkAmbient.multiPositionTypeLabel == MultiPositionTypeLabel.Simple_Mode)
        {
            return;
        }

        var someHashCode = GetHashCode();

        UnityEditor.Handles.matrix = m_AkAmbient.transform.localToWorldMatrix;

        for (var i = 0; i < m_AkAmbient.multiPositionArray.Count; i++)
        {
            var pos = m_AkAmbient.multiPositionArray[i];

            UnityEditor.Handles.Label(pos, "Point_" + i);

            var handleSize = UnityEditor.HandleUtility.GetHandleSize(pos);

            // Get the needed data before the handle
            var controlIDBeforeHandle   = UnityEngine.GUIUtility.GetControlID(someHashCode, UnityEngine.FocusType.Passive);
            var isEventUsedBeforeHandle = UnityEngine.Event.current.type == UnityEngine.EventType.Used;

            UnityEditor.Handles.color = UnityEngine.Color.green;
#if UNITY_5_6_OR_NEWER
            UnityEditor.Handles.CapFunction capFunc = UnityEditor.Handles.SphereHandleCap;
#else
            UnityEditor.Handles.DrawCapFunction capFunc = UnityEditor.Handles.SphereCap;
#endif
            UnityEditor.Handles.ScaleValueHandle(0, pos, UnityEngine.Quaternion.identity, handleSize, capFunc, 0);

            if (curPointIndex == i)
            {
                pos = UnityEditor.Handles.PositionHandle(pos, UnityEngine.Quaternion.identity);
            }

            // Get the needed data after the handle
            var controlIDAfterHandle = UnityEngine.GUIUtility.GetControlID(someHashCode, UnityEngine.FocusType.Passive);
            var isEventUsedByHandle  = !isEventUsedBeforeHandle && UnityEngine.Event.current.type == UnityEngine.EventType.Used;

            if (controlIDBeforeHandle < UnityEngine.GUIUtility.hotControl &&
                UnityEngine.GUIUtility.hotControl < controlIDAfterHandle || isEventUsedByHandle)
            {
                curPointIndex = i;
            }

            m_AkAmbient.multiPositionArray[i] = pos;
        }

        if (m_AkAmbient.multiPositionTypeLabel == MultiPositionTypeLabel.Large_Mode)
        {
            UnityEditor.Handles.BeginGUI();

            var   size      = new UnityEngine.Rect(0, 0, 200, 70);
            float xPosition = UnityEngine.Screen.width / UnityEditor.EditorGUIUtility.pixelsPerPoint - size.width - 10;
            float yPosition = UnityEngine.Screen.height / UnityEditor.EditorGUIUtility.pixelsPerPoint - size.height - 50;

            UnityEngine.GUI.Window(0, new UnityEngine.Rect(xPosition, yPosition, size.width, size.height), DoMyWindow, "AkAmbient Tool Bar");

            UnityEditor.Handles.EndGUI();
        }
    }
예제 #15
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Single Slider(UnityEngine.Rect position, System.Single value, System.Single size, System.Single start, System.Single end, UnityEngine.GUIStyle slider, UnityEngine.GUIStyle thumb, System.Boolean horiz, System.Int32 id)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #16
0
            // See the Unity manual on execution order for more information.
            // http://docs.unity3d.com/Manual/ExecutionOrder.html
            private void OnGUI()
            {
                if (bad_installation_popup_ != null) {
                  UnityEngine.Debug.LogError("Spawning: " + bad_installation_popup_);
                  // No-one seems to understand what |anchorMin| and |anchorMax| do at this
                  // time.
                  PopupDialog.SpawnPopupDialog(
                  anchorMin           : default(UnityEngine.Vector2),
                  anchorMax           : default(UnityEngine.Vector2),
                  title               : "Principia",
                  message             : bad_installation_popup_,
                  buttonMessage       : "OK",
                  persistAcrossScenes : true,
                  skin                : null,
                  isModal             : true);
                  bad_installation_popup_ = null;
                  return;
                }

                if (is_post_apocalyptic_) {
                  UnityEngine.GUI.skin = null;
                  apocalypse_window_rectangle_.xMin = apocalypse_window_x_;
                  apocalypse_window_rectangle_.yMin = apocalypse_window_y_;
                  apocalypse_window_rectangle_ = UnityEngine.GUILayout.Window(
                  id         : this.GetHashCode(),
                  screenRect : apocalypse_window_rectangle_,
                  func       : (int id) => {
                  UnityEngine.GUILayout.BeginVertical();
                  UnityEngine.GUILayout.TextArea(revelation_);
                  UnityEngine.GUILayout.EndVertical();
                },
                  text       : "Principia",
                  options    : UnityEngine.GUILayout.MinWidth(500));
                  apocalypse_window_x_ = (int)apocalypse_window_rectangle_.xMin;
                  apocalypse_window_y_ = (int)apocalypse_window_rectangle_.yMin;
                }

                if (KSP.UI.Screens.ApplicationLauncher.Ready && toolbar_button_ == null) {
                  UnityEngine.Texture toolbar_button_texture;
                  LoadTextureOrDie(out toolbar_button_texture, "toolbar_button.png");
                  toolbar_button_ =
                  KSP.UI.Screens.ApplicationLauncher.Instance.AddModApplication(
                  onTrue          : ShowMainWindow,
                  onFalse         : HideMainWindow,
                  onHover         : null,
                  onHoverOut      : null,
                  onEnable        : null,
                  onDisable       : null,
                  visibleInScenes : KSP.UI.Screens.ApplicationLauncher.AppScenes.
                                    ALWAYS,
                  texture         : toolbar_button_texture);
                }
                // Make sure the state of the toolbar button remains consistent with the
                // state of the window.
                if (show_main_window_) {
                  toolbar_button_.SetTrue(makeCall : false);
                } else {
                  toolbar_button_.SetFalse(makeCall : false);
                }

                if (hide_all_gui_) {
                  return;
                } else if (show_main_window_) {
                  UnityEngine.GUI.skin = null;
                  main_window_rectangle_.xMin = main_window_x_;
                  main_window_rectangle_.yMin = main_window_y_;
                  main_window_rectangle_ = UnityEngine.GUILayout.Window(
                  id         : this.GetHashCode(),
                  screenRect : main_window_rectangle_,
                  func       : DrawMainWindow,
                  text       : "Principia",
                  options    : UnityEngine.GUILayout.MinWidth(500));
                  main_window_x_ = (int)main_window_rectangle_.xMin;
                  main_window_y_ = (int)main_window_rectangle_.yMin;

                  render_windows();
                }
            }
예제 #17
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Single HorizontalScrollbar(UnityEngine.Rect position, System.Single value, System.Single size, System.Single leftValue, System.Single rightValue)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #18
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static UnityEngine.Rect Window(System.Int32 id, UnityEngine.Rect clientRect, UnityEngine.GUI.WindowFunction func, UnityEngine.GUIContent title, UnityEngine.GUIStyle style)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #19
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static System.Single VerticalScrollbar(UnityEngine.Rect position, System.Single value, System.Single size, System.Single topValue, System.Single bottomValue, UnityEngine.GUIStyle style)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #20
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void DrawTexture(UnityEngine.Rect position, UnityEngine.Texture image, UnityEngine.ScaleMode scaleMode)
 {
 }
예제 #21
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void BeginGroup(UnityEngine.Rect position)
 {
 }
예제 #22
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void Box(UnityEngine.Rect position, System.String text)
 {
 }
예제 #23
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void BeginGroup(UnityEngine.Rect position, UnityEngine.GUIContent content)
 {
 }
예제 #24
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void Box(UnityEngine.Rect position, System.String text, UnityEngine.GUIStyle style)
 {
 }
예제 #25
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void BeginGroup(UnityEngine.Rect position, UnityEngine.GUIStyle style)
 {
 }
예제 #26
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void Box(UnityEngine.Rect position, UnityEngine.GUIContent content, UnityEngine.GUIStyle style)
 {
 }
예제 #27
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static UnityEngine.Vector2 BeginScrollView(UnityEngine.Rect position, UnityEngine.Vector2 scrollPosition, UnityEngine.Rect viewRect)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #28
0
 public static void DisplayPopupMenu(UnityEngine.Rect position, System.String menuItemPath, UnityEditor.MenuCommand command)
 {
 }
예제 #29
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static UnityEngine.Vector2 BeginScrollView(UnityEngine.Rect position, UnityEngine.Vector2 scrollPosition, UnityEngine.Rect viewRect, System.Boolean alwaysShowHorizontal, System.Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar)
 {
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
예제 #30
0
 public static void Internal_DisplayCustomMenu(UnityEngine.Rect screenPosition, System.String[] options, System.Int32[] enabled, System.Int32[] selected, UnityEditor.SelectMenuItemFunction callback, System.Object userData)
 {
 }
예제 #31
0
파일: GUI.cs 프로젝트: lsmolic/hangoutsrc
 public static void ScrollTo(UnityEngine.Rect position)
 {
 }
	public void OnGUI()
	{
		if(_panelSkin != null)
		{
			UnityEngine.GUI.skin = _panelSkin;
		}

		if(_isShowingPanel)
		{
			_panel = new UnityEngine.Rect(UnityEngine.Screen.width * 0.65f, UnityEngine.Screen.height * 0.7f, UnityEngine.Screen.width * 0.35f, UnityEngine.Screen.height * 0.3f);
			_panel = UnityEngine.GUI.Window(2, _panel, FeelingMonitorPanel, gameObject.name + " Feeling Panel");
		}
	}
예제 #33
0
            // See the Unity manual on execution order for more information.
            // http://docs.unity3d.com/Manual/ExecutionOrder.html
            private void OnGUI()
            {
                if (ApplicationLauncher.Ready && toolbar_button_ == null) {
                  UnityEngine.Texture toolbar_button_texture;
                  LoadTextureOrDie(out toolbar_button_texture, "toolbar_button.png");
                  toolbar_button_ =
                  ApplicationLauncher.Instance.AddModApplication(
                  onTrue          : ShowMainWindow,
                  onFalse         : HideMainWindow,
                  onHover         : null,
                  onHoverOut      : null,
                  onEnable        : null,
                  onDisable       : null,
                  visibleInScenes : ApplicationLauncher.AppScenes.ALWAYS,
                  texture         : toolbar_button_texture);
                }
                // Make sure the state of the toolbar button remains consistent with the
                // state of the window.
                if (show_main_window_) {
                  toolbar_button_.SetTrue(makeCall : false);
                } else {
                  toolbar_button_.SetFalse(makeCall : false);
                }

                if (hide_all_gui_) {
                  return;
                } else if (show_main_window_) {
                  UnityEngine.GUI.skin = HighLogic.Skin;
                  main_window_rectangle_.xMin = main_window_x_;
                  main_window_rectangle_.yMin = main_window_y_;
                  main_window_rectangle_ = UnityEngine.GUILayout.Window(
                  id         : 1,
                  screenRect : main_window_rectangle_,
                  func       : DrawMainWindow,
                  text       : "Principia",
                  options    : UnityEngine.GUILayout.MinWidth(500));
                  main_window_x_ = (int)main_window_rectangle_.xMin;
                  main_window_y_ = (int)main_window_rectangle_.yMin;
                }
            }