Begin() public method

public Begin ( ) : void
return void
示例#1
0
        private static void HandleKeyDown(SceneView sceneView)
        {
            if (Event.current.keyCode == KeyCode.Escape && GUIUtility.hotControl == s_ViewToolID)
            {
                GUIUtility.hotControl = 0;
                ResetDragState();
            }

            if (Tools.s_LockedViewTool == ViewTool.FPS)
            {
                Event   evt        = Event.current;
                Vector3 lastMotion = s_Motion;
                if (evt.keyCode == ((Event)kFPSForward).keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.z = 1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSBack).keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.z = -1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSLeft).keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.x = -1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSRight).keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.x = 1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSUp).keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.y = 1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSDown).keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.y = -1;
                    evt.Use();
                }

                if (evt.type != EventType.KeyDown && lastMotion.sqrMagnitude == 0)
                {
                    s_FPSTiming.Begin();
                }
            }
        }
 private static void HandleKeyDown(SceneView sceneView)
 {
     if ((Event.current.keyCode == KeyCode.Escape) && (GUIUtility.hotControl == s_ViewToolID))
     {
         ResetDragState();
     }
     if (Tools.s_LockedViewTool == UnityEditor.ViewTool.FPS)
     {
         Event   current = Event.current;
         Vector3 vector  = s_Motion;
         if (current.keyCode == kFPSForward.keyCode)
         {
             sceneView.viewIsLockedToObject = false;
             s_Motion.z = 1f;
             current.Use();
         }
         else if (current.keyCode == kFPSBack.keyCode)
         {
             sceneView.viewIsLockedToObject = false;
             s_Motion.z = -1f;
             current.Use();
         }
         else if (current.keyCode == kFPSLeft.keyCode)
         {
             sceneView.viewIsLockedToObject = false;
             s_Motion.x = -1f;
             current.Use();
         }
         else if (current.keyCode == kFPSRight.keyCode)
         {
             sceneView.viewIsLockedToObject = false;
             s_Motion.x = 1f;
             current.Use();
         }
         else if (current.keyCode == kFPSUp.keyCode)
         {
             sceneView.viewIsLockedToObject = false;
             s_Motion.y = 1f;
             current.Use();
         }
         else if (current.keyCode == kFPSDown.keyCode)
         {
             sceneView.viewIsLockedToObject = false;
             s_Motion.y = -1f;
             current.Use();
         }
         if ((current.type != EventType.KeyDown) && (vector.sqrMagnitude == 0f))
         {
             s_FPSTiming.Begin();
         }
     }
 }
        private void HandleCameraKeyDown()
        {
            if (Event.current.keyCode == KeyCode.Escape)
            {
                ResetCameraControl();
            }

            if (m_CurrentViewTool == ViewTool.FPS)
            {
                Event   evt        = Event.current;
                Vector3 lastMotion = m_Motion;
                if (evt.keyCode == ((Event)kFPSForward).keyCode)
                {
                    m_Motion.z = 1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSBack).keyCode)
                {
                    m_Motion.z = -1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSLeft).keyCode)
                {
                    m_Motion.x = -1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSRight).keyCode)
                {
                    m_Motion.x = 1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSUp).keyCode)
                {
                    m_Motion.y = 1;
                    evt.Use();
                }
                else if (evt.keyCode == ((Event)kFPSDown).keyCode)
                {
                    m_Motion.y = -1;
                    evt.Use();
                }

                if (evt.type != EventType.KeyDown && lastMotion.sqrMagnitude == 0)
                {
                    m_FPSTiming.Begin();
                }
            }
        }
 private void HandleCameraKeyDown()
 {
     if (Event.current.keyCode == KeyCode.Escape)
     {
         this.ResetCameraControl();
     }
     if (this.m_CurrentViewTool == UnityEditor.ViewTool.FPS)
     {
         Event   current = Event.current;
         Vector3 motion  = this.m_Motion;
         if (current.keyCode == kFPSForward.keyCode)
         {
             this.m_Motion.z = 1f;
             current.Use();
         }
         else if (current.keyCode == kFPSBack.keyCode)
         {
             this.m_Motion.z = -1f;
             current.Use();
         }
         else if (current.keyCode == kFPSLeft.keyCode)
         {
             this.m_Motion.x = -1f;
             current.Use();
         }
         else if (current.keyCode == kFPSRight.keyCode)
         {
             this.m_Motion.x = 1f;
             current.Use();
         }
         else if (current.keyCode == kFPSUp.keyCode)
         {
             this.m_Motion.y = 1f;
             current.Use();
         }
         else if (current.keyCode == kFPSDown.keyCode)
         {
             this.m_Motion.y = -1f;
             current.Use();
         }
         if ((current.type != EventType.KeyDown) && (motion.sqrMagnitude == 0f))
         {
             m_FPSTiming.Begin();
         }
     }
 }