private void LoopGroupNode15_Next() { ActionNode14_behaviour = LoopGroupNode15_Item; // ActionNode // Visit uFrame.Actions.GameObjects.ActivateGameObject uFrame.Actions.GameObjects.ActivateGameObject(ActionNode14_gameObject, ActionNode14_behaviour); }
static public int CancelInvoke(IntPtr l) { try{ if (matchType(l, 2)) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); self.CancelInvoke(); return(0); } else if (matchType(l, 2, typeof(System.String))) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.String a1; checkType(l, 2, out a1); self.CancelInvoke(a1); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public void Initialize(MonoBehaviour parent) { foreach(Bullet.Action action in actions) { action.Initialize(parent); } }
public static bool IsSupported(Shader s, bool needDepth, bool needHdr, MonoBehaviour effect) { if (s == null || !s.isSupported) { Debug.LogWarningFormat("Missing shader for image effect {0}", effect); return false; } if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) { Debug.LogWarningFormat("Image effects aren't supported on this device ({0})", effect); return false; } if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) { Debug.LogWarningFormat("Depth textures aren't supported on this device ({0})", effect); return false; } if (needHdr && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) { Debug.LogWarningFormat("Floating point textures aren't supported on this device ({0})", effect); return false; } return true; }
/// <summary> /// Create modal helper with the specified parent, sprite and color. /// </summary> /// <param name="parent">Parent.</param> /// <param name="sprite">Sprite.</param> /// <param name="color">Color.</param> /// <returns>Modal helper index</returns> public static int Open(MonoBehaviour parent, Sprite sprite = null, Color? color = null) { //проверить есть ли в кеше if (!Templates.Exists(key)) { Templates.FindTemplates(); CreateTemplate(); } var modal = Templates.Instance(key); modal.transform.SetParent(Utilites.FindCanvas(parent.transform), false); modal.gameObject.SetActive(true); modal.transform.SetAsLastSibling(); var rect = modal.GetComponent<RectTransform>(); rect.sizeDelta = new Vector2(0, 0); rect.anchorMin = new Vector2(0, 0); rect.anchorMax = new Vector2(1, 1); rect.anchoredPosition = new Vector2(0, 0); var img = modal.GetComponent<Image>(); if (sprite!=null) { img.sprite = sprite; } if (color!=null) { img.color = (Color)color; } used.Add(modal.GetInstanceID(), modal); return modal.GetInstanceID(); }
/*******************************************************/ /* !@brief : リソースロード * @param[in] : path -> リソースパス * @param[in] : type -> リソースタイプ * @retval : Object * @date : 2014/05/02 * @author : コロソブス(korombus) *******************************************************/ public object Load(UnityEngine.MonoBehaviour MBeh, string path, System.Type type) { data = null; MBeh.StartCoroutine(create(MBeh, path, type)); Debug.Log(data); return(data); }
public StepControl(MasterPlayer player, MonoBehaviour context) { m_player = player; m_context = context; m_context.StartCoroutine(UpdateCo()); }
public bool Preload(TextAsset asset, UnityEngine.MonoBehaviour mono, Action <IConfigVoMap <K1> > onEnd, Action <float> onProcess) { if (asset == null || mono == null) { return(false); } if (m_Map == null) { m_Map = new Dictionary <K1, Dictionary <K2, V> >(); } else { m_Map.Clear(); } ConfigDictionary.PreloadWrap <K1, K2, V>(m_Map, asset, mono, out m_IsJson, (IDictionary maps) => { IConfigVoMap <K1> ret = maps != null ? this : null; if (onEnd != null) { onEnd(ret); } }, onProcess); return(true); }
public static Kind Of(GameObject entity, out NetEntityID entID, out UnityEngine.MonoBehaviour view) { if (entity == null) { entID = unassigned; view = null; return(Kind.Missing); } uLink.NetworkView component = entity.GetComponent <uLink.NetworkView>(); if (component != null) { entID = new NetEntityID(component.viewID); view = component; return(Kind.Net); } NGCView view3 = entity.GetComponent <NGCView>(); if (view3 != null) { entID = new NetEntityID(view3); view = view3; return(Kind.NGC); } entID = unassigned; view = null; return(Kind.Missing); }
public bool Preload(byte[] buffer, UnityEngine.MonoBehaviour mono, Action <IConfigVoMap <K> > onEnd, Action <float> onProcess) { if (buffer == null || mono == null) { return(false); } if (m_Map == null) { m_Map = new Dictionary <K, V>(); } else { m_Map.Clear(); } ConfigDictionary.PreloadWrap <K, V>(m_Map, buffer, mono, out m_IsJson, (IDictionary maps) => { IConfigVoMap <K> ret = maps != null ? this : null; if (onEnd != null) { onEnd(ret); } }, onProcess); return(true); }
public void Play(MonoBehaviour owner, float delay, float time, System.Action<float> whenUpdate, System.Action<bool> whenFinish) { this.Play(owner, delay, time, false, iTweenSimple.LoopType.none, whenUpdate, null, whenFinish); }
public static Kind Of(UnityEngine.MonoBehaviour script) { NetEntityID yid; UnityEngine.MonoBehaviour behaviour; return(Of(script, out yid, out behaviour)); }
public static bool HasSameTagAs(this Collider source, MonoBehaviour self) { if (source == null || source.gameObject == null || source.gameObject.tag == null) return false; return source.gameObject.tag.Equals(self.gameObject.tag, StringComparison.OrdinalIgnoreCase); }
public bool Dequeue(UnityEngine.MonoBehaviour script, ulong playhead, out InterpTimedEvent node, ref InterpTimedEvent.LList.Iterator iter_) { if (this.count <= 0) { node = null; return(false); } InterpTimedEvent.Dir dir = (!iter_.started ? this.first : iter_.d); while (dir.has) { if ((double)((float)playhead) >= dir.node.info.timestamp) { if (dir.node.component == script) { node = dir.node; iter_.d = node.next; iter_.started = true; this.Remove(node); return(true); } dir = dir.node.next; } else { break; } } iter_.d = new InterpTimedEvent.Dir(); iter_.started = true; node = null; return(false); }
public AutoNotificationManager(MonoBehaviour behaviour) { if (behaviour == null) throw new System.ArgumentNullException("behaviour"); _behaviour = behaviour; _handlers = new Dictionary<System.Type, System.Delegate>(); this.Init(); }
static public int IsInvoking(IntPtr l) { try{ if (matchType(l, 2, typeof(string))) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Boolean ret = self.IsInvoking(a1); pushValue(l, ret); return(1); } else if (matchType(l, 2)) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.Boolean ret = self.IsInvoking(); pushValue(l, ret); return(1); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
/// <summary> /// just sets the x scale to -x /// </summary> /// <param name="component"></param> public static void FlipXScale(MonoBehaviour component) { RectTransform rectTransform = component.GetComponent<RectTransform>(); Vector3 scale = rectTransform.localScale; scale.x *= -1f; rectTransform.localScale = scale; }
private void LoopGroupNode28_Next() { ActionNode30_behaviour = LoopGroupNode28_Item; // ActionNode // Visit uFrame.Actions.GameObjects.DeactiateGameObject uFrame.Actions.GameObjects.DeactiateGameObject(ActionNode30_gameObject, ActionNode30_behaviour); }
public void DrawAudioFilterGUI(MonoBehaviour behaviour) { int filterChannelCount = AudioUtil.GetCustomFilterChannelCount(behaviour); if (filterChannelCount <= 0) return; if (this.dataOut == null) this.dataOut = new EditorGUI.VUMeter.SmoothingData[filterChannelCount]; double num = (double) AudioUtil.GetCustomFilterProcessTime(behaviour) / 1000000.0; float r = (float) num / ((float) AudioSettings.outputSampleRate / 1024f / (float) filterChannelCount); GUILayout.BeginHorizontal(); GUILayout.Space(13f); GUILayout.BeginVertical(); EditorGUILayout.Space(); for (int channel = 0; channel < filterChannelCount; ++channel) EditorGUILayout.VUMeterHorizontal(AudioUtil.GetCustomFilterMaxOut(behaviour, channel), ref this.dataOut[channel], GUILayout.MinWidth(50f), GUILayout.Height(5f)); GUILayout.EndVertical(); Color color = GUI.color; GUI.color = new Color(r, 1f - r, 0.0f, 1f); GUILayout.Box(string.Format("{0:00.00}ms", (object) num), new GUILayoutOption[2] { GUILayout.MinWidth(40f), GUILayout.Height(20f) }); GUI.color = color; GUILayout.EndHorizontal(); EditorGUILayout.Space(); GUIView.current.Repaint(); }
private void Awake() { Scene.ActiveMB = this; Scene.GameStats = this._gameStats; Scene.SceneTracker = this._sceneTracker; Scene.MutantControler = this._mutantControler; Scene.MutantSpawnManager = this._mutantSpawnManager; Scene.Yacht = this._yacht; Scene.PlaneCrash = this._plane; Scene.PlaneCrashAnimGO = this._planeCrashAnimGO; Scene.TriggerCutScene = this._triggerCutScene; Scene.RainFollowGO = this._rainFollowGO; Scene.RainTypes = this._rainTypes; Scene.WeatherSystem = this._weatherSystem; Scene.HudGui = this._hudGui; Scene.Cams = this._cams; Scene.Clock = this._clock; Scene.Atmosphere = this._atmos; Scene.WorkScheduler = this._workScheduler; Scene.LoadSave = this._loadSave; Scene.PlaneGreebles = this._planeGreebles; Scene.OceanFlat = this._oceanFlat; Scene.OceanCeto = this._oceanCeto; Scene.ShoreMask = this._shoreMask; Scene.SinkHoleCenter = this._sinkHoleCenter; Scene.CaveGrounds = this._caveGrounds; }
static public int constructor(IntPtr l) { UnityEngine.MonoBehaviour o; o = new UnityEngine.MonoBehaviour(); pushObject(l, o); return(1); }
bool ActivatePanelOnlyFor(UnityEngine.MonoBehaviour uiElement) { bool result = false; if (_Image) { bool act = _Image == uiElement; _ImagePanel.gameObject.SetActive(act); result = result || act; } if (TextComponent) { bool act = TextComponent == uiElement; _TextPanel.gameObject.SetActive(act); result = result || act; } if (_Toggle) { bool act = _Toggle == uiElement; _TogglePanel.gameObject.SetActive(act); result = result || act; } return(result); }
private void AddToActionList(List<SetEnabledOnDialogueEvent.SetEnabledAction> actions, MonoBehaviour component, Toggle state) { SetEnabledOnDialogueEvent.SetEnabledAction newAction = new SetEnabledOnDialogueEvent.SetEnabledAction(); newAction.state = state; newAction.target = component; actions.Add(newAction); }
public static NetEntityID.Kind Of(UnityEngine.MonoBehaviour script) { NetEntityID netEntityID; UnityEngine.MonoBehaviour monoBehaviour; return(NetEntityID.Of(script, out netEntityID, out monoBehaviour)); }
public static NetEntityID.Kind Of(GameObject entity, out NetEntityID entID, out UnityEngine.MonoBehaviour view) { if (!entity) { entID = NetEntityID.unassigned; view = null; return(NetEntityID.Kind.Missing); } uLink.NetworkView component = entity.GetComponent <uLink.NetworkView>(); if (component) { entID = new NetEntityID(component.viewID); view = component; return(NetEntityID.Kind.Net); } NGCView nGCView = entity.GetComponent <NGCView>(); if (nGCView) { entID = new NetEntityID(nGCView); view = nGCView; return(NetEntityID.Kind.NGC | NetEntityID.Kind.Net); } entID = NetEntityID.unassigned; view = null; return(NetEntityID.Kind.Missing); }
public static IDisposable MarkCapturePhase(MonoBehaviour target) { Count++; return Observable.TimerFrame(AnimationSpeed * Count) .Subscribe(_ => target.GetComponent<Renderer>().material.color = Color.green); }
internal static IEnumerator Request(MonoBehaviour caller, EngageRequest request, EngageResponse response) { string requestJSON = request.ToJSON(); string url = DDNA.Instance.ResolveEngageURL(requestJSON); HttpRequest httpRequest = new HttpRequest(url); httpRequest.HTTPMethod = HttpRequest.HTTPMethodType.POST; httpRequest.HTTPBody = requestJSON; httpRequest.TimeoutSeconds = DDNA.Instance.Settings.HttpRequestEngageTimeoutSeconds; httpRequest.setHeader("Content-Type", "application/json"); System.Action<int, string, string> httpHandler = (statusCode, data, error) => { string engagementKey = "DDSDK_ENGAGEMENT_" + request.DecisionPoint + "_" + request.Flavour; if (error == null && statusCode >= 200 && statusCode < 300) { try { PlayerPrefs.SetString(engagementKey, data); } catch (Exception exception) { Logger.LogWarning("Unable to cache engagement: "+exception.Message); } } else { Logger.LogDebug("Engagement failed with "+statusCode+" "+error); if (PlayerPrefs.HasKey(engagementKey)) { Logger.LogDebug("Using cached response"); data = "{\"isCachedResponse\":true," + PlayerPrefs.GetString(engagementKey).Substring(1); } else { data = "{}"; } } response(data, statusCode, error); }; yield return caller.StartCoroutine(Network.SendRequest(httpRequest, httpHandler)); }
public bool Next() { if (_sequence.Count == 0) return false; _next = _sequence.Dequeue(); return true; }
public void InitByBaseType(SerializedObject serializedObject, UnityEngine.MonoBehaviour target, string baseTypeFullName) { Init(serializedObject, target); allTypes = Help.GetBaseType(baseTypeFullName); allTypes.Insert(0, null); }
// 因为List<T>里获得T类型有一个数组分配所以建议游戏运行时,不要用这个函数 // 只用在测试中 public static Dictionary <K, V> TestToWrap <K, V>(byte[] buffer, out bool isJson, bool isLoadAll = false, UnityEngine.MonoBehaviour loadAllCortine = null) where V : class, new() { isJson = false; if (buffer == null || buffer.Length <= 0) { return(null); } Dictionary <K, V> ret = ConfigWrap.TestCommonToObject <K, V>(buffer, isLoadAll, loadAllCortine); if (ret == null) { try { string text = System.Text.Encoding.UTF8.GetString(buffer); ret = JsonMapper.ToObject <Dictionary <K, V> >(text); isJson = true; } catch { ret = null; } } return(ret); }
public static void MoveAlignmentFromRightToLeft(MonoBehaviour component) { RectTransform rectTransform = component.GetComponent<RectTransform>(); rectTransform.anchorMin = new Vector2(0f, 1f); rectTransform.anchorMax = new Vector2(0f, 1f); rectTransform.anchoredPosition = new Vector2(-rectTransform.anchoredPosition.x + rectTransform.rect.width, rectTransform.anchoredPosition.y); }
/// <summary> /// This is called every time we swap back to this /// i.e. this will be re-entered while it's still active /// </summary> public void OnEnable() { Debug.Log("EventSwitchboardViewer enabled"); if (target != null) { RearJackObject = Switchboard.Target; if (RearJackObject != null) { InitialiseTargetSelectionModules(RearJackObject); } } if (reorderableList == null) { reorderableList = new ReorderableList( Switchboard.CordCircuits, typeof(CordCircuit), true, true, true, true ); reorderableList.serializedProperty = serializedObject.FindProperty("CordCircuits"); } reorderableList.drawHeaderCallback += DrawCordCircuitListHeader; reorderableList.drawElementCallback += ReorderableListRenderCircuitEntry; reorderableList.onAddCallback += ReorderableListAddCordCircuit; reorderableList.onRemoveCallback += ReorderableListDeleteCircuit; reorderableList.elementHeightCallback += ReorderableListCalculateElementHeight; }
static public int IsInvoking(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); var ret = self.IsInvoking(); pushValue(l, ret); return(1); } else if (argc == 2) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.String a1; checkType(l, 2, out a1); var ret = self.IsInvoking(a1); pushValue(l, ret); return(1); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
// PRIVATE STATIC //-------------------------------------- // Methods //-------------------------------------- // PUBLIC ///<summary> /// Constructor ///</summary> public FirstState (MonoBehaviour aTarget_monobehavior) { // //Debug.Log ("FirstState.constructor()"); _target_monobehavior = aTarget_monobehavior; }
public HollywoodMVCSContext(MonoBehaviour view) : base(view, ContextStartupFlags.MANUAL_MAPPING) { _hollywoodContextView = view.GetComponent<IHollywoodContextView>(); if (_hollywoodContextView == null) throw (new Exception("HollywoodMVCSContext constructor error, there's no IHollywoodContextView instance on context's view !!!")); Start(); }
public override void Reset() { base.Reset(); this.tempResource = null; }
public void InitByAttribute(SerializedObject serializedObject, UnityEngine.MonoBehaviour target, System.Type attributeType) { Init(serializedObject, target); allTypes = Help.GetCustomAttributesType(attributeType); allTypes.Insert(0, null); }
/// <summary> /// Set up a revert info for a static object. /// </summary> /// <param name="monoBehaviour">The MonoBehaviour that is making this RevertInfo.</param> /// <param name="type">The type of the static object</param> /// <param name="memberName">The member name of the field/property/method to be called on revert.</param> /// <param name="value">The current value you want to save.</param> public RevertInfo(MonoBehaviour monoBehaviour, Type type, string memberName, object value) { this.MonoBehaviour = monoBehaviour; this.Type = type; this.value = value; this.MemberInfo = Type.GetMember(memberName); }
static public int StopCoroutine(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (matchType(l, argc, 2, typeof(UnityEngine.Coroutine))) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); UnityEngine.Coroutine a1; checkType(l, 2, out a1); self.StopCoroutine(a1); return(0); } else if (matchType(l, argc, 2, typeof(System.Collections.IEnumerator))) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.Collections.IEnumerator a1; checkType(l, 2, out a1); self.StopCoroutine(a1); return(0); } else if (matchType(l, argc, 2, typeof(string))) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.String a1; checkType(l, 2, out a1); self.StopCoroutine(a1); return(0); } return(error(l, "No matched override function to call")); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Check for a usable tango application component in the scene. Draw warning if /// one could not be found. /// /// Should be called first before using any other TangoPrefabInspectorHelper function /// during a given frame, to determine if a valid TangoApplication reference exists /// with which to call other TangoPrefabInspectorHelper methods. /// </summary> /// <returns><c>true</c>, if a tango application on an active GameObject can be identified, /// <c>false</c> otherwise.</returns> /// <param name="inspectedBehaviour">Prefab behavior that's being inspected.</param> /// <param name="tangoApplication">Prefab inspector's reference to Tango Application, or /// null if no Tango Application on an active GameObject can be identified.</param> public static bool CheckForTangoApplication(MonoBehaviour inspectedBehaviour, ref TangoApplication tangoApplication) { if (tangoApplication == null || !tangoApplication.gameObject.activeInHierarchy) { tangoApplication = GameObject.FindObjectOfType<TangoApplication>(); } // Note: .isActiveAndEnabled is the appropriate thing to check here because all Register() // calls on existing Tango prefabs are called in Start(), which won't occur until both the // behaviour is enabled and the game object it is attached to is active. // // Conversely, if any of the tango prefabs called Register() in Awake(), the correct thing // to check against would be .gameObject.activeInHeirarchy, since Awake is called when the // game object it is attached to is active, regardless of whether the behaviour itself is // enabled. if (tangoApplication == null && inspectedBehaviour.isActiveAndEnabled) { EditorGUILayout.HelpBox("Could not find an active TangoApplication component in the scene.\n\n" + "Component will not function correctly if it cannot find " + "an active TangoApplication component at runtime.", MessageType.Warning); return false; } return tangoApplication != null; }
static public int CancelInvoke(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); self.CancelInvoke(); pushValue(l, true); return(1); } else if (argc == 2) { UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l); System.String a1; checkType(l, 2, out a1); self.CancelInvoke(a1); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
private void ProcessBehaviour(MonoBehaviour behaviour) { Type componentType = behaviour.GetType(); ClassDataHolder data = ReflectionDataCache.GetClassData(componentType); for (int i = 0; i < data.PropertyInfos.Length; i++) { PropertyInfo property = data.PropertyInfos[i]; if (data.PropertyAttributes[i]) continue; ThrowIfNotNull(property.GetValue(behaviour, null)); object dependency = _context.Resolve(property.PropertyType); property.SetValue(behaviour, dependency, null); } for (int i = 0; i < data.FieldInfos.Length; i++) { FieldInfo field = data.FieldInfos[i]; if (data.FieldAttributes[i]) continue; ThrowIfNotNull(field.GetValue(behaviour)); object dependency = _context.Resolve(field.FieldType); field.SetValue(behaviour, dependency); } }
public bool Dequeue(UnityEngine.MonoBehaviour script, ulong playhead, out InterpTimedEvent node, ref Iterator iter_) { if (this.count <= 0) { node = null; return(false); } for (InterpTimedEvent.Dir dir = !iter_.started ? this.first : iter_.d; dir.has; dir = dir.node.next) { if (playhead < dir.node.info.timestamp) { break; } if (dir.node.component == script) { node = dir.node; iter_.d = node.next; iter_.started = true; this.Remove(node); return(true); } } iter_.d = new InterpTimedEvent.Dir(); iter_.started = true; node = null; return(false); }
public void DrawAudioFilterGUI(MonoBehaviour behaviour) { int customFilterChannelCount = AudioUtil.GetCustomFilterChannelCount(behaviour); if (customFilterChannelCount > 0) { if (this.dataOut == null) { this.dataOut = new EditorGUI.VUMeter.SmoothingData[customFilterChannelCount]; } double num2 = ((double) AudioUtil.GetCustomFilterProcessTime(behaviour)) / 1000000.0; float r = ((float) num2) / ((((float) AudioSettings.outputSampleRate) / 1024f) / ((float) customFilterChannelCount)); GUILayout.BeginHorizontal(new GUILayoutOption[0]); GUILayout.Space(13f); GUILayout.BeginVertical(new GUILayoutOption[0]); EditorGUILayout.Space(); for (int i = 0; i < customFilterChannelCount; i++) { GUILayoutOption[] optionArray1 = new GUILayoutOption[] { GUILayout.MinWidth(50f), GUILayout.Height(5f) }; EditorGUILayout.VUMeterHorizontal(AudioUtil.GetCustomFilterMaxOut(behaviour, i), ref this.dataOut[i], optionArray1); } GUILayout.EndVertical(); Color color = GUI.color; GUI.color = new Color(r, 1f - r, 0f, 1f); GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.MinWidth(40f), GUILayout.Height(20f) }; GUILayout.Box(string.Format("{0:00.00}ms", num2), options); GUI.color = color; GUILayout.EndHorizontal(); EditorGUILayout.Space(); GUIView.current.Repaint(); } }
/// <summary> /// Logs a session and returns session information on success. /// </summary> public static void LogSession(MonoBehaviour mb, ClientArgs args, Guid userId, string detail, string revisionId, Action<Guid, string> onSuccess, Action<string> onFailure) { var data = new Dictionary<string, object>(); data.Add("user_id", userId); data.Add("release_id", args.ReleaseId); // XXX (kasiu): Need to check if this is the right DateTime string to send. I THINK THIS IS WRONG BUT I DON'T GIVE A FOOBAR RIGHT NOW. FIXME WHEN THE SERVER SCREAMS. data.Add("client_time", DateTime.Now.ToString()); data.Add("detail", detail); data.Add("library_revid", revisionId); // Processing to get session_id Action<string> callback = s => { var s2 = s.Replace("{", "").Replace("}", "").Replace("\"", "").Trim(); var split = s2.Split(','); if (split.Length != 2) { onFailure(string.Format("LogSession received ill-formatted JSON: {0}", s)); } var sessionId = split[0].Split(':')[1].Trim(); var sessionKey = split[1].Split(':')[1].Trim(); onSuccess(new Guid(sessionId), sessionKey); }; var newArgs = new ClientArgs(new Uri(args.BaseUri, "/api/session"), args); SendNonSessionRequest(mb, newArgs, data, callback, onFailure); }
public StrikingState(MonoBehaviour parent) : base(parent) { gameController = (PoolGameController)parent; cue = gameController.cue; cueBall = gameController.cueBall; }
void Awake() { if (fpController == null) fpController = GetComponentInChildren<vp_FPController>(); if (fpCamera == null) fpCamera = GetComponentInChildren<vp_FPCamera>(); if (fpPlayerEventHandler == null) fpPlayerEventHandler = GetComponentInChildren<vp_FPPlayerEventHandler>(); if (fpInput == null) fpInput = GetComponentInChildren<vp_FPInput>(); if (fpHUD == null) fpHUD = GetComponentInChildren<vp_SimpleHUD>(); if (fpCrosshair == null) fpCrosshair = GetComponentInChildren<vp_SimpleCrosshair>(); }
public LevelRestarter(MonoBehaviour coroutineRunner, ScoreDisplayBehaviour scoreDisplayBehaviour, FullscreenScoreDisplayBehaviour fullscreenScoreDisplayBehaviour) { _coroutineRunner = coroutineRunner; _scoreDisplayBehaviour = scoreDisplayBehaviour; _fullscreenScoreDisplayBehaviour = fullscreenScoreDisplayBehaviour; }
private void Start() { if (SCANmechjebMainMenu.Loaded) { print("[SCANsatMechJeb] Starting SCANsat - MechJeb Interface..."); SCANmechjebInt = gameObject.AddComponent<SCANmechjeb>(); } }
public void ExitStateByOwner(UnityEngine.MonoBehaviour Owner) { if (StateHash.ContainsKey(Owner)) { PersistState state = StateHash[Owner]; ExitState(state); } }
public static void LogFullInfo(string varname,MonoBehaviour mono ,object exter = null) { DateTime currentTime = DateTime.Now; if(exter == null) LogMgr.Log( currentTime.ToString() +" || varname:" +varname +" || " + mono +" Enble:"+mono.enabled.ToString() +" || active :"+ mono.gameObject.activeSelf.ToString()); else LogMgr.Log( currentTime.ToString() +" || varname:" +varname +" || " + mono +" Enble:"+mono.enabled.ToString() +" || active :"+ mono.gameObject.activeSelf.ToString() +" || "+ exter.ToString()); }
public AsyncStoper(UnityEngine.MonoBehaviour main, TimeSpan maxTime, EventHandler <EventArgs> @event = null, bool autoReset = false, bool ignoreTimeScale = false) { _Main = main; MaxTime = maxTime; AutoReset = autoReset; IgnoreTimeScale = ignoreTimeScale; OnEnd += @event; }
/// <summary> /// Set up Revert Info for an instance object. /// </summary> /// <param name="monoBehaviour">The MonoBehaviour that is making this RevertInfo.</param> /// <param name="obj">The instance of the object you want to save.</param> /// <param name="memberName">The member name of the field/property/method to be called on revert.</param> /// <param name="value">The current value you want to save.</param> public RevertInfo(MonoBehaviour monoBehaviour, object obj, string memberName, object value) { this.MonoBehaviour = monoBehaviour; this.Instance = obj; this.Type = obj.GetType(); this.value = value; this.MemberInfo = Type.GetMember(memberName); }
public static void RecordObject(MonoBehaviour component, string msg) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 Undo.RegisterUndo(component, msg); #else Undo.RecordObject(component, msg); #endif }
/*******************************************************/ /* !@brief : プレハブからオブジェクトをインスタンス * @param[in] : path -> リソースパス * @param[in] : type -> リソースタイプ * @param[in] : parent -> 親オブジェクトのTransform * @retval : Object * @date : 2014/05/02 * @author : コロソブス(korombus) *******************************************************/ public GameObject PrefabInstanceObj(UnityEngine.MonoBehaviour MBeh, string path, Transform parent, string objName) { MBeh.StartCoroutine(create(MBeh, path, typeof(GameObject), parent)); GameObject obj = data as GameObject; obj.name = objName; return(obj); }
static public int set_useGUILayout(IntPtr l) { UnityEngine.MonoBehaviour o = (UnityEngine.MonoBehaviour)checkSelf(l); bool v; checkType(l, 2, out v); o.useGUILayout = v; return(0); }
public static GameObject CreateObject(this UnityEngine.MonoBehaviour load, GameObject obj, Transform parent = null) { if (Object.Instantiate(obj) is GameObject go) { parent?.AddChild(go.transform); return(go); } return(null); }
protected override void OnWillRemoveAddon() { if (singleton == this) { singleton = null; } this.hasHighlight = false; this.lastUseHighlight = null; }
private static bool GetMB(UnityEngine.MonoBehaviour networkView, out Contextual contextual) { if ((networkView != null) && ((contextual = networkView.GetComponent <Contextual>()) != null)) { return(contextual.exists); } contextual = null; return(false); }
public static int obj_hash(long nIntPtr) { UnityEngine.MonoBehaviour obj = FCGetObj.GetObj <UnityEngine.MonoBehaviour>(nIntPtr); if (obj != null) { return(obj.GetHashCode()); } return(0); }