C# 클래스 ObjectHelper

파일 보기 프로젝트 열기: dggriffin/Rain-Rain-Ritual 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
children List
components List
foldout bool
mine GameObject
parent ObjectHelper,

공개 메소드들

메소드 설명
BubbleRefresh ( ) : void
Copy ( bool toMine ) : void
DestroyAndClearRefs ( Object obj, bool isMine ) : void
DoRefresh ( ) : IEnumerator
DoRefresh ( OnRefreshComplete onComplete ) : IEnumerator
Draw ( ) : void

Default draw for drawing the root. Should only be called on root object NOTE: Why is width not 0?

Draw ( float width ) : void

Draw this node in the tree.

ExpandDiffs ( ) : bool
FindComp ( Object find, bool isMine ) : ComponentHelper,
FindObj ( Object find, bool isMine ) : ObjectHelper,
FindRefs ( Object source, bool isMine, List properties ) : void
GetDrawCount ( ) : int
GetObjectSpouse ( GameObject obj, bool isMine ) : GameObject

Get the spouse (counterpart) of an object within this tree. If the spouse is missing, copy the object and return the copy

Refresh ( ) : IEnumerable

Refresh is a very crucial function. Not only does it refresh the abstracted lists of ObjectHelpers and ComponentHelpers to reflect the actual scene, it is responsible for actually comparing objects

SetFoldoutRecur ( bool state ) : void
UnsetFlagRecursive ( ) : void

비공개 메소드들

메소드 설명
ComponentIsFiltered ( System type ) : bool
Copy ( GameObject original, bool isMine ) : GameObject

Do the actual GameObject copy. This is generalized because the process is totally symmetrical. Come to think of it so is the other version of Copy. I can probably merge these back together.

DrawObject ( bool isMine, float width ) : void
GetObject ( bool isMine ) : GameObject
SameObject ( GameObject mine, GameObject theirs ) : bool

메소드 상세

BubbleRefresh() 공개 메소드

public BubbleRefresh ( ) : void
리턴 void

Copy() 공개 메소드

public Copy ( bool toMine ) : void
toMine bool
리턴 void

DestroyAndClearRefs() 공개 메소드

public DestroyAndClearRefs ( Object obj, bool isMine ) : void
obj UnityEngine.Object
isMine bool
리턴 void

DoRefresh() 공개 메소드

public DoRefresh ( ) : IEnumerator
리턴 IEnumerator

DoRefresh() 공개 메소드

public DoRefresh ( OnRefreshComplete onComplete ) : IEnumerator
onComplete OnRefreshComplete
리턴 IEnumerator

Draw() 공개 메소드

Default draw for drawing the root. Should only be called on root object NOTE: Why is width not 0?
public Draw ( ) : void
리턴 void

Draw() 공개 메소드

Draw this node in the tree.
public Draw ( float width ) : void
width float
리턴 void

ExpandDiffs() 공개 메소드

public ExpandDiffs ( ) : bool
리턴 bool

FindComp() 공개 메소드

public FindComp ( Object find, bool isMine ) : ComponentHelper,
find UnityEngine.Object
isMine bool
리턴 ComponentHelper,

FindObj() 공개 메소드

public FindObj ( Object find, bool isMine ) : ObjectHelper,
find UnityEngine.Object
isMine bool
리턴 ObjectHelper,

FindRefs() 공개 메소드

public FindRefs ( Object source, bool isMine, List properties ) : void
source UnityEngine.Object
isMine bool
properties List
리턴 void

GetDrawCount() 공개 메소드

public GetDrawCount ( ) : int
리턴 int

GetObjectSpouse() 공개 메소드

Get the spouse (counterpart) of an object within this tree. If the spouse is missing, copy the object and return the copy
public GetObjectSpouse ( GameObject obj, bool isMine ) : GameObject
obj GameObject The object we're looking for
isMine bool Whether the object came from Mine (left)
리턴 GameObject

Refresh() 공개 메소드

Refresh is a very crucial function. Not only does it refresh the abstracted lists of ObjectHelpers and ComponentHelpers to reflect the actual scene, it is responsible for actually comparing objects
public Refresh ( ) : IEnumerable
리턴 IEnumerable

SetFoldoutRecur() 공개 메소드

public SetFoldoutRecur ( bool state ) : void
state bool
리턴 void

UnsetFlagRecursive() 공개 메소드

public UnsetFlagRecursive ( ) : void
리턴 void

프로퍼티 상세

children 공개적으로 프로퍼티

public List children
리턴 List

components 공개적으로 프로퍼티

public List components
리턴 List

foldout 공개적으로 프로퍼티

public bool foldout
리턴 bool

mine 공개적으로 프로퍼티

public GameObject mine
리턴 GameObject

parent 공개적으로 프로퍼티

public ObjectHelper, parent
리턴 ObjectHelper,