C# 클래스 AutoSpriteControlBase, urban-survivors

Serves as the base for all AutoSprite-based controls. The main purpose of having this is so we can deal with all control types as a group, such as using a custom inspector.
상속: AutoSpriteBase, IControl, IUIObject, IPackableControl
파일 보기 프로젝트 열기: exdev/urban-survivors 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
includeTextInAutoCollider bool
spriteText SpriteText,
text string
textOffsetZ float

보호된 프로퍼티들

프로퍼티 타입 설명
aggregateLayers SpriteRoot[][],
bottomRightEdge Vector2
changeDelegate EZValueChangedDelegate
container IUIContainer
customCollider bool
defaultTextAlignment SpriteText.Alignment_Type
defaultTextAnchor SpriteText.Anchor_Pos
inputDelegate EZInputDelegate
m_controlIsEnabled bool
nullCamera bool
savedColliderSize Vector3
topLeftEdge Vector2

공개 메소드들

메소드 설명
AddInputDelegate ( EZInputDelegate del ) : void
AddValueChangedDelegate ( EZValueChangedDelegate del ) : void
Copy ( IControl c ) : void
Copy ( IControl c, ControlCopyFlags flags ) : void
Copy ( SpriteRoot, s ) : void

Copies all of the specified control's settings to this control, provided they are of the same type. One exception is that layers are not copied as this would require a new allocation and could negatively impact performance at runtime.

Copy ( SpriteRoot, s, ControlCopyFlags flags ) : void

Copies all of the specified control's settings to this control, provided they are of the same type. One exception is that layers are not copied as this would require a new allocation and could negatively impact performance at runtime.

DrawPostStateSelectGUI ( int selState ) : int
DrawPreStateSelectGUI ( int selState, bool inspector ) : int
DrawPreTransitionUI ( int selState, IGUIScriptSelector gui ) : void
EnumStateElements ( ) : string[]
FindOuterEdges ( ) : void
GetStateElementInfo ( int stateNum ) : ASCSEInfo,
GetStateLabel ( int index ) : string

Gets/sets the array of strings that correspond to each control state.

GetTransitions ( int index ) : EZTransitionList
GotFocus ( ) : bool
Hide ( bool tf ) : void
OnDrawGizmos ( ) : void
OnInput ( POINTER_INFO, ptr ) : void
RemoveInputDelegate ( EZInputDelegate del ) : void
RemoveValueChangedDelegate ( EZValueChangedDelegate del ) : void
RequestContainership ( IUIContainer cont ) : bool
SetCamera ( Camera c ) : void
SetInputDelegate ( EZInputDelegate del ) : void
SetStateLabel ( int index, string label ) : void

Sets the string for the specified state label.

SetValueChangedDelegate ( EZValueChangedDelegate del ) : void
Start ( ) : void
TruncateBottom ( float pct ) : void
TruncateLeft ( float pct ) : void
TruncateRight ( float pct ) : void
TruncateTop ( float pct ) : void
Unclip ( ) : void
Untruncate ( ) : void
UpdateCollider ( ) : void

Updates the collider of the control so that it encompasses the extents of the control's content. NOTE: To include the control's associated text in the calculation, be sure to check the includeTextInAutoCollider box.

보호된 메소드들

메소드 설명
AddCollider ( ) : void
Awake ( ) : void
Init ( ) : void
OnDisable ( ) : void
OnEnable ( ) : void
OnResize ( float newWidth, float newHeight, SpriteRoot, sprite ) : void
UseStateLabel ( int index ) : void

메소드 상세

AddCollider() 보호된 메소드

protected AddCollider ( ) : void
리턴 void

AddInputDelegate() 공개 메소드

public AddInputDelegate ( EZInputDelegate del ) : void
del EZInputDelegate
리턴 void

AddValueChangedDelegate() 공개 메소드

public AddValueChangedDelegate ( EZValueChangedDelegate del ) : void
del EZValueChangedDelegate
리턴 void

Awake() 보호된 메소드

protected Awake ( ) : void
리턴 void

Copy() 공개 메소드

public Copy ( IControl c ) : void
c IControl
리턴 void

Copy() 공개 메소드

public Copy ( IControl c, ControlCopyFlags flags ) : void
c IControl
flags ControlCopyFlags
리턴 void

Copy() 공개 메소드

Copies all of the specified control's settings to this control, provided they are of the same type. One exception is that layers are not copied as this would require a new allocation and could negatively impact performance at runtime.
public Copy ( SpriteRoot, s ) : void
s SpriteRoot, Reference to the control whose settings are to be copied to this control.
리턴 void

Copy() 공개 메소드

Copies all of the specified control's settings to this control, provided they are of the same type. One exception is that layers are not copied as this would require a new allocation and could negatively impact performance at runtime.
public Copy ( SpriteRoot, s, ControlCopyFlags flags ) : void
s SpriteRoot, Reference to the control whose settings are to be copied to this control.
flags ControlCopyFlags
리턴 void

DrawPostStateSelectGUI() 공개 메소드

public DrawPostStateSelectGUI ( int selState ) : int
selState int
리턴 int

DrawPreStateSelectGUI() 공개 메소드

public DrawPreStateSelectGUI ( int selState, bool inspector ) : int
selState int
inspector bool
리턴 int

DrawPreTransitionUI() 공개 메소드

public DrawPreTransitionUI ( int selState, IGUIScriptSelector gui ) : void
selState int
gui IGUIScriptSelector
리턴 void

EnumStateElements() 공개 메소드

public EnumStateElements ( ) : string[]
리턴 string[]

FindOuterEdges() 공개 메소드

public FindOuterEdges ( ) : void
리턴 void

GetStateElementInfo() 공개 메소드

public GetStateElementInfo ( int stateNum ) : ASCSEInfo,
stateNum int
리턴 ASCSEInfo,

GetStateLabel() 공개 메소드

Gets/sets the array of strings that correspond to each control state.
public GetStateLabel ( int index ) : string
index int
리턴 string

GetTransitions() 공개 메소드

public GetTransitions ( int index ) : EZTransitionList
index int
리턴 EZTransitionList

GotFocus() 공개 메소드

public GotFocus ( ) : bool
리턴 bool

Hide() 공개 메소드

public Hide ( bool tf ) : void
tf bool
리턴 void

Init() 보호된 메소드

protected Init ( ) : void
리턴 void

OnDisable() 보호된 메소드

protected OnDisable ( ) : void
리턴 void

OnDrawGizmos() 공개 메소드

public OnDrawGizmos ( ) : void
리턴 void

OnEnable() 보호된 메소드

protected OnEnable ( ) : void
리턴 void

OnInput() 공개 메소드

public OnInput ( POINTER_INFO, ptr ) : void
ptr POINTER_INFO,
리턴 void

OnResize() 보호된 메소드

protected OnResize ( float newWidth, float newHeight, SpriteRoot, sprite ) : void
newWidth float
newHeight float
sprite SpriteRoot,
리턴 void

RemoveInputDelegate() 공개 메소드

public RemoveInputDelegate ( EZInputDelegate del ) : void
del EZInputDelegate
리턴 void

RemoveValueChangedDelegate() 공개 메소드

public RemoveValueChangedDelegate ( EZValueChangedDelegate del ) : void
del EZValueChangedDelegate
리턴 void

RequestContainership() 공개 메소드

public RequestContainership ( IUIContainer cont ) : bool
cont IUIContainer
리턴 bool

SetCamera() 공개 메소드

public SetCamera ( Camera c ) : void
c Camera
리턴 void

SetInputDelegate() 공개 메소드

public SetInputDelegate ( EZInputDelegate del ) : void
del EZInputDelegate
리턴 void

SetStateLabel() 공개 메소드

Sets the string for the specified state label.
public SetStateLabel ( int index, string label ) : void
index int index of the state to set.
label string The string to set as the state's label.
리턴 void

SetValueChangedDelegate() 공개 메소드

public SetValueChangedDelegate ( EZValueChangedDelegate del ) : void
del EZValueChangedDelegate
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

TruncateBottom() 공개 메소드

public TruncateBottom ( float pct ) : void
pct float
리턴 void

TruncateLeft() 공개 메소드

public TruncateLeft ( float pct ) : void
pct float
리턴 void

TruncateRight() 공개 메소드

public TruncateRight ( float pct ) : void
pct float
리턴 void

TruncateTop() 공개 메소드

public TruncateTop ( float pct ) : void
pct float
리턴 void

Unclip() 공개 메소드

public Unclip ( ) : void
리턴 void

Untruncate() 공개 메소드

public Untruncate ( ) : void
리턴 void

UpdateCollider() 공개 메소드

Updates the collider of the control so that it encompasses the extents of the control's content. NOTE: To include the control's associated text in the calculation, be sure to check the includeTextInAutoCollider box.
public UpdateCollider ( ) : void
리턴 void

UseStateLabel() 보호된 메소드

protected UseStateLabel ( int index ) : void
index int
리턴 void

프로퍼티 상세

aggregateLayers 보호되어 있는 프로퍼티

protected SpriteRoot[][], aggregateLayers
리턴 SpriteRoot[][],

bottomRightEdge 보호되어 있는 프로퍼티

protected Vector2 bottomRightEdge
리턴 Vector2

changeDelegate 보호되어 있는 프로퍼티

protected EZValueChangedDelegate changeDelegate
리턴 EZValueChangedDelegate

container 보호되어 있는 프로퍼티

protected IUIContainer container
리턴 IUIContainer

customCollider 보호되어 있는 프로퍼티

protected bool customCollider
리턴 bool

defaultTextAlignment 보호되어 있는 프로퍼티

protected SpriteText.Alignment_Type defaultTextAlignment
리턴 SpriteText.Alignment_Type

defaultTextAnchor 보호되어 있는 프로퍼티

protected SpriteText.Anchor_Pos defaultTextAnchor
리턴 SpriteText.Anchor_Pos

includeTextInAutoCollider 공개적으로 프로퍼티

When true, of a collider is generated for the control, the associated text is taken into account when calculating the extents of the collider.
public bool includeTextInAutoCollider
리턴 bool

inputDelegate 보호되어 있는 프로퍼티

protected EZInputDelegate inputDelegate
리턴 EZInputDelegate

m_controlIsEnabled 보호되어 있는 프로퍼티

protected bool m_controlIsEnabled
리턴 bool

nullCamera 보호되어 있는 프로퍼티

protected bool nullCamera
리턴 bool

savedColliderSize 보호되어 있는 프로퍼티

protected Vector3 savedColliderSize
리턴 Vector3

spriteText 공개적으로 프로퍼티

Reference to optional SpriteText which will display this item's text. It is STRONGLY recommended that this mesh exist on a GameObject that is a child of the list item itself.
public SpriteText, spriteText
리턴 SpriteText,

text 공개적으로 프로퍼티

Text to be displayed on the control. Do not set this directly in-code. Instead, use the "Text" property or else your changes will not take effect.
public string text
리턴 string

textOffsetZ 공개적으로 프로퍼티

When text is generated by the control at runtime, it will, by default, have its offsetZ setting set to this value. NOTE: Negative values will result in text being in front of the control. Positive values will place the text behind the control.
public float textOffsetZ
리턴 float

topLeftEdge 보호되어 있는 프로퍼티

protected Vector2 topLeftEdge
리턴 Vector2