C# 클래스 UIRadioBtn, marblemadness

상속: AutoSpriteControlBase, IRadioButton
파일 보기 프로젝트 열기: MtvnGames/marblemadness 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
defaultValue bool
delay float
layers SpriteRoot[],
methodToInvoke string
radioGroup int
scriptWithMethodToInvoke MonoBehaviour
soundToPlay UnityEngine.AudioSource
useParentForGrouping bool
whenToInvoke POINTER_INFO.INPUT_EVENT

보호된 프로퍼티들

프로퍼티 타입 설명
btnValue bool
group RadioBtnGroup,
stateChangeWhileDeactivated bool
stateIndices ].int[

공개 메소드들

메소드 설명
Copy ( SpriteRoot, s ) : void
Copy ( SpriteRoot, s, ControlCopyFlags flags ) : void
Create ( string name, Vector3 pos ) : UIRadioBtn,

Creates a GameObject and attaches this component type to it.

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

Creates a GameObject and attaches this component type to it.

DrawPreTransitionUI ( int selState, IGUIScriptSelector gui ) : void
GetStateLabel ( int index ) : string
GetTransitions ( int index ) : EZTransitionList
InitUVs ( ) : void
OnDestroy ( ) : void
OnInput ( POINTER_INFO, &ptr ) : void
SetGroup ( GameObject parent ) : void

Makes the radio button a part of the specified group and it will thenceforth be mutually exclusive to all other radio buttons in the same group.

SetGroup ( Transform parent ) : void

Makes the radio button a part of the specified group and it will thenceforth be mutually exclusive to all other radio buttons in the same group.

SetGroup ( int groupID ) : void

Makes the radio button a part of the specified group and it will thenceforth be mutually exclusive to all other radio buttons in the same group.

SetStateLabel ( int index, string label ) : void
Start ( ) : void

보호된 메소드들

메소드 설명
Awake ( ) : void
DisableMe ( ) : void
OnEnable ( ) : void
PopOtherButtonsInGroup ( ) : void
SetButtonState ( ) : void
SetButtonState ( bool suppressTransition ) : void
SetLayerState ( CONTROL_STATE s ) : void
SetValue ( bool val ) : void
SetValue ( bool val, bool suppressTransition ) : void
StartTransition ( int newState, int prevState ) : void

메소드 상세

Awake() 보호된 메소드

protected Awake ( ) : void
리턴 void

Copy() 공개 메소드

public Copy ( SpriteRoot, s ) : void
s SpriteRoot,
리턴 void

Copy() 공개 메소드

public Copy ( SpriteRoot, s, ControlCopyFlags flags ) : void
s SpriteRoot,
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 ) : UIRadioBtn,
name string Name to give to the new GameObject.
pos Vector3 Position, in world space, where the new object should be created.
리턴 UIRadioBtn,

Create() 정적인 공개 메소드

Creates a GameObject and attaches this component type to it.
static public Create ( string name, Vector3 pos, Quaternion rotation ) : UIRadioBtn,
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 UIRadioBtn,

DisableMe() 보호된 메소드

protected DisableMe ( ) : void
리턴 void

DrawPreTransitionUI() 공개 메소드

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

GetStateLabel() 공개 메소드

public GetStateLabel ( int index ) : string
index int
리턴 string

GetTransitions() 공개 메소드

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

InitUVs() 공개 메소드

public InitUVs ( ) : void
리턴 void

OnDestroy() 공개 메소드

public OnDestroy ( ) : 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

PopOtherButtonsInGroup() 보호된 메소드

protected PopOtherButtonsInGroup ( ) : void
리턴 void

SetButtonState() 보호된 메소드

protected SetButtonState ( ) : void
리턴 void

SetButtonState() 보호된 메소드

protected SetButtonState ( bool suppressTransition ) : void
suppressTransition bool
리턴 void

SetGroup() 공개 메소드

Makes the radio button a part of the specified group and it will thenceforth be mutually exclusive to all other radio buttons in the same group.
public SetGroup ( GameObject parent ) : void
parent GameObject
리턴 void

SetGroup() 공개 메소드

Makes the radio button a part of the specified group and it will thenceforth be mutually exclusive to all other radio buttons in the same group.
public SetGroup ( Transform parent ) : void
parent Transform
리턴 void

SetGroup() 공개 메소드

Makes the radio button a part of the specified group and it will thenceforth be mutually exclusive to all other radio buttons in the same group.
public SetGroup ( int groupID ) : void
groupID int
리턴 void

SetLayerState() 보호된 메소드

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

SetStateLabel() 공개 메소드

public SetStateLabel ( int index, string label ) : void
index int
label string
리턴 void

SetValue() 보호된 메소드

protected SetValue ( bool val ) : void
val bool
리턴 void

SetValue() 보호된 메소드

protected SetValue ( bool val, bool suppressTransition ) : void
val bool
suppressTransition bool
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

btnValue 보호되어 있는 프로퍼티

protected bool btnValue
리턴 bool

defaultValue 공개적으로 프로퍼티

The default value of the button
public bool defaultValue
리턴 bool

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

group 보호되어 있는 프로퍼티

protected RadioBtnGroup, group
리턴 RadioBtnGroup,

layers 공개적으로 프로퍼티

An array of references to sprites which will visually represent this control. Each element (layer) represents another layer to be drawn. This allows you to use multiple sprites to draw a single control, achieving a sort of layered effect. Ex: You can use a second layer to overlay a button with a highlight effect.
public SpriteRoot[], layers
리턴 SpriteRoot[],

methodToInvoke 공개적으로 프로퍼티

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

radioGroup 공개적으로 프로퍼티

The numbered group to which this radio button belongs. Buttons that share a group will be mutually exclusive to one another. This value is only available if RADIOBTN_USE_PARENT is not defined. Otherwise, by default, radio buttons group themselves according to a common parent GameObject.
public int radioGroup
리턴 int

scriptWithMethodToInvoke 공개적으로 프로퍼티

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

soundToPlay 공개적으로 프로퍼티

Sound that will be played when the button is tapped.
public AudioSource,UnityEngine soundToPlay
리턴 UnityEngine.AudioSource

stateChangeWhileDeactivated 보호되어 있는 프로퍼티

protected bool stateChangeWhileDeactivated
리턴 bool

stateIndices 보호되어 있는 프로퍼티

protected int[,] stateIndices
리턴 ].int[

useParentForGrouping 공개적으로 프로퍼티

When true, the radio button will group itself with other radio buttons based on whether they share the same parent GameObject.
public bool useParentForGrouping
리턴 bool

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