C# 클래스 UIStateToggleBtn, marblemadness

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

공개 프로퍼티들

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

보호된 프로퍼티들

프로퍼티 타입 설명
curStateIndex int
layerState int
overLayerState int
stateChangeWhileDeactivated bool
stateIndices ].int[

공개 메소드들

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

Creates a GameObject and attaches this component type to it.

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

Creates a GameObject and attaches this component type to it.

DrawPostStateSelectGUI ( int selState ) : int
DrawPreStateSelectGUI ( int selState, bool inspector ) : int
DrawPreTransitionUI ( int selState, IGUIScriptSelector gui ) : void
GetStateLabel ( int index ) : string
GetTransitions ( int index ) : EZTransitionList
InitUVs ( ) : void
OnInput ( POINTER_INFO, &ptr ) : void
SetStateLabel ( int index, string label ) : void
SetToggleState ( int s ) : void

Sets the button's toggle state to the specified state.

SetToggleState ( int s, bool suppressTransition ) : void

Sets the button's toggle state to the specified state.

SetToggleState ( string stateName ) : void

Sets the button's toggle state to the specified state. Does nothing if the specified state is not found.

SetToggleState ( string stateName, bool suppressTransition ) : void

Sets the button's toggle state to the specified state. Does nothing if the specified state is not found.

Start ( ) : void
ToggleState ( ) : int

Toggles the button's state to the next in the sequence and returns the resulting state number.

보호된 메소드들

메소드 설명
Awake ( ) : void
DisableMe ( ) : void
OnEnable ( ) : void
SetLayerState ( int s ) : 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 ) : UIStateToggleBtn,
name string Name to give to the new GameObject.
pos Vector3 Position, in world space, where the new object should be created.
리턴 UIStateToggleBtn,

Create() 정적인 공개 메소드

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

DisableMe() 보호된 메소드

protected DisableMe ( ) : void
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

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

OnEnable() 보호된 메소드

protected OnEnable ( ) : void
리턴 void

OnInput() 공개 메소드

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

SetLayerState() 보호된 메소드

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

SetStateLabel() 공개 메소드

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

SetToggleState() 공개 메소드

Sets the button's toggle state to the specified state.
public SetToggleState ( int s ) : void
s int The zero-based state number/index.
리턴 void

SetToggleState() 공개 메소드

Sets the button's toggle state to the specified state.
public SetToggleState ( int s, bool suppressTransition ) : void
s int The zero-based state number/index.
suppressTransition bool Whether or not to suppress transitions when changing states.
리턴 void

SetToggleState() 공개 메소드

Sets the button's toggle state to the specified state. Does nothing if the specified state is not found.
public SetToggleState ( string stateName ) : void
stateName string
리턴 void

SetToggleState() 공개 메소드

Sets the button's toggle state to the specified state. Does nothing if the specified state is not found.
public SetToggleState ( string stateName, bool suppressTransition ) : void
stateName string
suppressTransition bool Whether or not to suppress transitions when changing states.
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

ToggleState() 공개 메소드

Toggles the button's state to the next in the sequence and returns the resulting state number.
public ToggleState ( ) : int
리턴 int

프로퍼티 상세

curStateIndex 보호되어 있는 프로퍼티

protected int curStateIndex
리턴 int

defaultState 공개적으로 프로퍼티

Zero-based index of the state that should be the default, initial state.
public int defaultState
리턴 int

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

layerState 보호되어 있는 프로퍼티

protected int layerState
리턴 int

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

overLayerState 보호되어 있는 프로퍼티

protected int overLayerState
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[

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