/// <summary> /// beginからマウスの座標に追従する線を生成します /// </summary> /// <param name="begin"></param> public void GenerateLineMouse(ObjectLinker begin) { var obj = Instantiate(prefab, lineParent).GetComponent <LinkLine>(); obj.SetBegin(begin); obj.linkEndToMouse = true; }
void MItemCreate(ObjectLinker obj, LinkerMod mod) { T t = new T(); initializer.Reset(t); mod.main = HGUIManager.GameBuffer.Clone(model, initializer); mod.UI = t; }
// POINT OF INTEREST // Use this to link the agent's bodies to the specified processor public void LinkToProcessor(PhysicsProcessor physicsProcessor) { _agentLink = new ObjectLinker[_agentGeom.Length]; for (int iGeom = 0; iGeom < _agentGeom.Length; iGeom++) { _agentLink[iGeom] = new ObjectLinker(_agentGeom[iGeom]); physicsProcessor.AddLink(_agentLink[iGeom]); } }
public HotUILinker(UIContainer container, string mod) { con = container; model = HGUIManager.FindChild(container.model, mod); middle = new ObjectLinker(container); middle.ItemUpdate = MItemUpdate; middle.CalculItemHigh = MCalculItemHigh; middle.ItemCreate = MItemCreate; initializer = new UIInitializer(HotUIBase.ObjectFields(typeof(T))); }
/// <summary> /// 构造函数 /// </summary> /// <param name="container">容器实例</param> /// <param name="mod">UI模型名称</param> public HotUILinker(UIContainer container, UIElement mod) { con = container; model = mod.mod; middle = new ObjectLinker(container, mod); middle.ItemUpdate = MItemUpdate; middle.LayoutCallback = MCalculItemHigh; middle.ItemCreate = MItemCreate; initializer = new UIInitializer(TempReflection.ObjectFields(typeof(T))); }
public void SetEnd(ObjectLinker linker) { linkEndToMouse = false; m_endLinker = linker; Line.SetPosition(1, linker.transform.position); }
public void SetBegin(ObjectLinker linker) { Line.SetPosition(0, linker.transform.position); m_beginLinker = linker; }
public void SetHoveredLinker(ObjectLinker linker) { m_currentHoveredLinker = linker; }