Property | Type | Description | |
---|---|---|---|
currentConnectingAnchor | Anchor | ||
currentDraggingAnchor | Anchor | ||
currentManipulatingNode | |||
currentManipulatingNodeOffset | Vector2 | ||
currentSelectedGroup |
Property | Type | Description |
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Method | Description | |
---|---|---|
BeginZoomArea ( float zoomScale, |
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ClosestPointOnRectangle ( Vector2 point, |
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CreateMenuSort ( CreateMenu a, CreateMenu b ) : int |
Sorts the create menu using the Uri scheme.
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|
DrawBezier ( Vector2 start, Vector2 end, Color color, float size, float bendiness = 50 ) : void |
Draws a bezier with a specified bendiness.
|
|
Duplicate ( |
Duplicates the gameObject the same as the Unity way.
|
|
EndZoomArea ( ) : void | ||
FindAnchorRenderer ( |
Find the anchor renderer that best matches the anchor type.
|
|
FindNodeRenderer ( |
Find a Rendering.NodeRenderer that matches the type of node to render.
|
|
FindNodeTypes ( ) : List |
Finds all types that have the CreateMenu attribute. These should be type of Node.
|
|
FindStyleByName ( |
Iterates through the custom styles of a GUISkin and finds a custom style by name.
|
|
GetCurrentAssetPath ( ) : string |
Gets the current asset path.
|
|
PointOnBezier ( Vector2 s, Vector2 e, Vector2 st, Vector2 et, float t ) : Vector2 |
Finds the point on the bezier curve at T.
|
|
PointOnBezier ( Vector2 s, Vector2 e, float t, float bendiness = 50 ) : Vector2 |
Finds a point on the Bezier curve at time T based on bendiness.
|
|
SafeDestroy ( |
Destroys the gameobject in both Run mode and edit mode safely.
|
|
Truncate ( string source, int length, string trail = "..." ) : string |
Returns a truncated version of a string based on additional parameters supplied.
|
public static BeginZoomArea ( float zoomScale, |
||
zoomScale | float | |
screenCoordsArea | ||
return |
public static ClosestPointOnRectangle ( Vector2 point, |
||
point | Vector2 | |
rect | ||
return | Vector2 |
public static CreateMenuSort ( CreateMenu a, CreateMenu b ) : int | ||
a | CreateMenu | |
b | CreateMenu | |
return | int |
public static DrawBezier ( Vector2 start, Vector2 end, Color color, float size, float bendiness = 50 ) : void | ||
start | Vector2 | Start. |
end | Vector2 | End. |
color | Color | Color. |
size | float | Size. |
bendiness | float | Bendiness. |
return | void |
public static Duplicate ( |
||
obj | ||
return |
public static FindAnchorRenderer ( |
||
anchorType | Anchor type. | |
return | object |
public static FindNodeRenderer ( |
||
nodeType | Node type. | |
return | object |
public static FindStyleByName ( |
||
skin | ||
styleName | string | |
return |
public static GetCurrentAssetPath ( ) : string | ||
return | string |
public static PointOnBezier ( Vector2 s, Vector2 e, Vector2 st, Vector2 et, float t ) : Vector2 | ||
s | Vector2 | S. |
e | Vector2 | E. |
st | Vector2 | St. |
et | Vector2 | Et. |
t | float | T. |
return | Vector2 |
public static PointOnBezier ( Vector2 s, Vector2 e, float t, float bendiness = 50 ) : Vector2 | ||
s | Vector2 | S. |
e | Vector2 | E. |
t | float | T. |
bendiness | float | Bendiness. |
return | Vector2 |
public static SafeDestroy ( |
||
gameObject | ||
return | void |
public static Truncate ( string source, int length, string trail = "..." ) : string | ||
source | string | |
length | int | |
trail | string | |
return | string |
public static Anchor currentConnectingAnchor | ||
return | Anchor |
public static Anchor currentDraggingAnchor | ||
return | Anchor |
public static Node,Nodify.Runtime currentManipulatingNode | ||
return |
public static Vector2 currentManipulatingNodeOffset | ||
return | Vector2 |