static bool checkShowUIHasProperty(UIProperties property) { foreach (var item in m_uiHandler) { if (item.Properties.HasProperty(property) == true) { return(true); } } return(false); }
/// <summary> /// overridden clone function /// </summary> /// <returns></returns> public override ShapeBase Clone() { // perform deep copy of the dynamic properties UIShapeBase clonedShape = base.Clone() as UIShapeBase; clonedShape.UIProperties = (DynamicPropertyCollection)UIProperties.Clone(); clonedShape.UIProperties.Owner = clonedShape; // clonedShape._snappoints = StaticMeshShape.SNAPPOINTLIST_CACHE_INVALID; // force update next time; // // clonedShape._hotSpotLightGridOfs = null; // clonedShape._cachedBoneList = null; // invalidate cache (and re-cache via children) // clonedShape._copySource = this; // while (clonedShape._copySource._copySource != null) // clonedShape._copySource = clonedShape._copySource._copySource; // ValidateCopySource(); return(clonedShape); }
public static bool HasProperty(this UIProperties flag, UIProperties property) { return((flag & property) == property); }
public UIComponent(UIProperties objectSettings) { this.objectSettings = objectSettings; }
void Awake() { g = this; m_originalObjects = new Dictionary<Cell, List<GameObject>>(); m_playerPlacedObjects = new Dictionary<Cell, List<GameObject>>(); if (!m_UIProperties) m_UIProperties = gameObject.GetComponent<UIProperties>(); }