C# Class FairyGUI.DisplayObject

Inheritance: EventDispatcher
Show file Open project: fairygui/FairyGUI-unity Class Usage Examples

Public Properties

Property Type Description
gOwner GObject
id uint
name string
onPaint EventCallback0

Protected Properties

Property Type Description
_captureDelegate EventCallback0
_contentRect UnityEngine.Rect
_ownsGameObject bool
_paintingFlag int
_paintingMargin Margin
_paintingMode int
_requireUpdateMesh bool
_skipInFairyBatching bool
_touchDisabled bool
_transformMatrix Matrix4x4?

Public Methods

Method Description
ApplyPivot ( ) : void
Capture ( ) : void
DisplayObject ( ) : FairyGUI.Utils
Dispose ( ) : void
EnsureSizeCorrect ( ) : void
EnterPaintingMode ( int requestorId, Margin margin ) : void

进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。

GetBounds ( DisplayObject targetSpace ) : Rect

GlobalToLocal ( Vector2 point ) : Vector2

将舞台坐标转换为本地坐标

InvalidateBatchingState ( ) : void

LeavePaintingMode ( int requestorId ) : void

离开绘画模式

LocalToGlobal ( Vector2 point ) : Vector2

将本地坐标转换为舞台坐标

RemoveFromParent ( ) : void

SetPosition ( float xv, float yv, float zv ) : void

SetScale ( float xv, float yv ) : void

SetSize ( float wv, float hv ) : void

SetXY ( float xv, float yv ) : void

TransformPoint ( Vector2 point, DisplayObject targetSpace ) : Vector2

TransformRect ( Rect rect, DisplayObject targetSpace ) : Rect

Update ( UpdateContext context ) : void
UpdateHierarchy ( ) : void
UpdatePivotOffset ( ) : void
UpdateTransformMatrix ( ) : void
WorldToLocal ( Vector3 worldPoint, Vector3 direction ) : Vector3

转换世界坐标点到等效的本地xy平面的点。等效的意思是他们在屏幕方向看到的位置一样。 返回的点是在对象的本地坐标空间,且z=0

Protected Methods

Method Description
CreateGameObject ( string gameObjectName ) : void
DestroyGameObject ( ) : void
HitTest ( ) : DisplayObject
InternalHitTest ( ) : DisplayObject
InternalHitTestMask ( ) : DisplayObject
OnSizeChanged ( bool widthChanged, bool heightChanged ) : void
SetGameObject ( GameObject gameObject ) : void
TransformRectPoint ( float px, float py, DisplayObject targetSpace, Rect &rect ) : void

Private Methods

Method Description
InternalSetParent ( Container value ) : void

Method Details

ApplyPivot() public method

public ApplyPivot ( ) : void
return void

Capture() public method

public Capture ( ) : void
return void

CreateGameObject() protected method

protected CreateGameObject ( string gameObjectName ) : void
gameObjectName string
return void

DestroyGameObject() protected method

protected DestroyGameObject ( ) : void
return void

DisplayObject() public method

public DisplayObject ( ) : FairyGUI.Utils
return FairyGUI.Utils

Dispose() public method

public Dispose ( ) : void
return void

EnsureSizeCorrect() public method

public EnsureSizeCorrect ( ) : void
return void

EnterPaintingMode() public method

进入绘画模式,整个对象将画到一张RenderTexture上,然后这种贴图将代替原有的显示内容。 可以在onPaint回调里对这张纹理进行进一步操作,实现特殊效果。 可能有多个地方要求进入绘画模式,这里用requestorId加以区别,取值是1、2、4、8、16以此类推。1024内内部保留。用户自定义的id从1024开始。
public EnterPaintingMode ( int requestorId, Margin margin ) : void
requestorId int
margin Margin 纹理四周的留空。如果特殊处理后的内容大于原内容,那么这里的设置可以使纹理扩大。
return void

GetBounds() public method

public GetBounds ( DisplayObject targetSpace ) : Rect
targetSpace DisplayObject
return UnityEngine.Rect

GlobalToLocal() public method

将舞台坐标转换为本地坐标
public GlobalToLocal ( Vector2 point ) : Vector2
point UnityEngine.Vector2
return UnityEngine.Vector2

HitTest() protected method

protected HitTest ( ) : DisplayObject
return DisplayObject

InternalHitTest() protected method

protected InternalHitTest ( ) : DisplayObject
return DisplayObject

InternalHitTestMask() protected method

protected InternalHitTestMask ( ) : DisplayObject
return DisplayObject

InvalidateBatchingState() public method

public InvalidateBatchingState ( ) : void
return void

LeavePaintingMode() public method

离开绘画模式
public LeavePaintingMode ( int requestorId ) : void
requestorId int
return void

LocalToGlobal() public method

将本地坐标转换为舞台坐标
public LocalToGlobal ( Vector2 point ) : Vector2
point UnityEngine.Vector2
return UnityEngine.Vector2

OnSizeChanged() protected method

protected OnSizeChanged ( bool widthChanged, bool heightChanged ) : void
widthChanged bool
heightChanged bool
return void

RemoveFromParent() public method

public RemoveFromParent ( ) : void
return void

SetGameObject() protected method

protected SetGameObject ( GameObject gameObject ) : void
gameObject UnityEngine.GameObject
return void

SetPosition() public method

public SetPosition ( float xv, float yv, float zv ) : void
xv float
yv float
zv float
return void

SetScale() public method

public SetScale ( float xv, float yv ) : void
xv float
yv float
return void

SetSize() public method

public SetSize ( float wv, float hv ) : void
wv float
hv float
return void

SetXY() public method

public SetXY ( float xv, float yv ) : void
xv float
yv float
return void

TransformPoint() public method

public TransformPoint ( Vector2 point, DisplayObject targetSpace ) : Vector2
point UnityEngine.Vector2
targetSpace DisplayObject null if to world space
return UnityEngine.Vector2

TransformRect() public method

public TransformRect ( Rect rect, DisplayObject targetSpace ) : Rect
rect UnityEngine.Rect
targetSpace DisplayObject null if to world space
return UnityEngine.Rect

TransformRectPoint() protected method

protected TransformRectPoint ( float px, float py, DisplayObject targetSpace, Rect &rect ) : void
px float
py float
targetSpace DisplayObject
rect UnityEngine.Rect
return void

Update() public method

public Update ( UpdateContext context ) : void
context UpdateContext
return void

UpdateHierarchy() public method

public UpdateHierarchy ( ) : void
return void

UpdatePivotOffset() public method

public UpdatePivotOffset ( ) : void
return void

UpdateTransformMatrix() public method

public UpdateTransformMatrix ( ) : void
return void

WorldToLocal() public method

转换世界坐标点到等效的本地xy平面的点。等效的意思是他们在屏幕方向看到的位置一样。 返回的点是在对象的本地坐标空间,且z=0
public WorldToLocal ( Vector3 worldPoint, Vector3 direction ) : Vector3
worldPoint UnityEngine.Vector3
direction UnityEngine.Vector3
return UnityEngine.Vector3

Property Details

_captureDelegate protected property

protected EventCallback0 _captureDelegate
return EventCallback0

_contentRect protected property

protected Rect,UnityEngine _contentRect
return UnityEngine.Rect

_ownsGameObject protected property

protected bool _ownsGameObject
return bool

_paintingFlag protected property

protected int _paintingFlag
return int

_paintingMargin protected property

protected Margin,FairyGUI _paintingMargin
return Margin

_paintingMode protected property

protected int _paintingMode
return int

_requireUpdateMesh protected property

protected bool _requireUpdateMesh
return bool

_skipInFairyBatching protected property

protected bool _skipInFairyBatching
return bool

_touchDisabled protected property

protected bool _touchDisabled
return bool

_transformMatrix protected property

protected Matrix4x4? _transformMatrix
return Matrix4x4?

gOwner public property

public GObject,FairyGUI gOwner
return GObject

id public property

public uint id
return uint

name public property

public string name
return string

onPaint public property

public EventCallback0 onPaint
return EventCallback0