C# 클래스 UIButton3D, urban-survivors

상속: ControlBase
파일 보기 프로젝트 열기: exdev/urban-survivors 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
delay float
methodToInvoke string
repeat bool
scriptWithMethodToInvoke MonoBehaviour
soundOnClick UnityEngine.AudioSource
soundOnOver UnityEngine.AudioSource
whenToInvoke POINTER_INFO.INPUT_EVENT

보호된 프로퍼티들

프로퍼티 타입 설명
m_ctrlState CONTROL_STATE
states string[]

공개 메소드들

메소드 설명
Copy ( IControl c ) : void
Copy ( IControl c, ControlCopyFlags flags ) : void
Create ( string name, Vector3 pos ) : UIButton3D,

Creates a GameObject and attaches this component type to it.

Create ( string name, Vector3 pos, Quaternion rotation ) : UIButton3D,

Creates a GameObject and attaches this component type to it.

DrawPreTransitionUI ( int selState, IGUIScriptSelector gui ) : void
GetTransitions ( int index ) : EZTransitionList
OnInput ( POINTER_INFO, ptr ) : void
Start ( ) : void

보호된 메소드들

메소드 설명
SetControlState ( CONTROL_STATE s ) : void
StartTransition ( int newState, int prevState ) : void

메소드 상세

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

Create() 정적인 공개 메소드

Creates a GameObject and attaches this component type to it.
static public Create ( string name, Vector3 pos ) : UIButton3D,
name string Name to give to the new GameObject.
pos Vector3 Position, in world space, where the new object should be created.
리턴 UIButton3D,

Create() 정적인 공개 메소드

Creates a GameObject and attaches this component type to it.
static public Create ( string name, Vector3 pos, Quaternion rotation ) : UIButton3D,
name string Name to give to the new GameObject.
pos Vector3 Position, in world space, where the new object should be created.
rotation Quaternion Rotation of the object.
리턴 UIButton3D,

DrawPreTransitionUI() 공개 메소드

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

GetTransitions() 공개 메소드

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

OnInput() 공개 메소드

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

SetControlState() 보호된 메소드

protected SetControlState ( CONTROL_STATE s ) : void
s CONTROL_STATE
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

StartTransition() 보호된 메소드

protected StartTransition ( int newState, int prevState ) : void
newState int
prevState int
리턴 void

프로퍼티 상세

delay 공개적으로 프로퍼티

Delay, in seconds, between the time the control is tapped and the time the method is executed.
public float delay
리턴 float

m_ctrlState 보호되어 있는 프로퍼티

protected CONTROL_STATE m_ctrlState
리턴 CONTROL_STATE

methodToInvoke 공개적으로 프로퍼티

A string containing the name of the method to be invoked.
public string methodToInvoke
리턴 string

repeat 공개적으로 프로퍼티

When repeat is true, the button will call the various delegates and invokes as long as the button is held down. NOTE: If repeat is true, it overrides any setting of "whenToInvoke"/"When To Invoke". One exception to this is that "soundToPlay" is still played based upon "whenToInvoke".
public bool repeat
리턴 bool

scriptWithMethodToInvoke 공개적으로 프로퍼티

Reference to the script component with the method you wish to invoke when the button is tapped.
public MonoBehaviour scriptWithMethodToInvoke
리턴 MonoBehaviour

soundOnClick 공개적으로 프로퍼티

Sound that will be played when the button is activated (pressed)
public AudioSource,UnityEngine soundOnClick
리턴 UnityEngine.AudioSource

soundOnOver 공개적으로 프로퍼티

Sound that will be played when the button is is in an "over" state (mouse over)
public AudioSource,UnityEngine soundOnOver
리턴 UnityEngine.AudioSource

states 보호되어 있는 프로퍼티

protected string[] states
리턴 string[]

whenToInvoke 공개적으로 프로퍼티

Sets what event should have occurred to invoke the associated MonoBehaviour method. Defaults to TAP.
public POINTER_INFO.INPUT_EVENT whenToInvoke
리턴 POINTER_INFO.INPUT_EVENT