C# 클래스 UniMerge.Util

파일 보기 프로젝트 열기: dggriffin/Rain-Rain-Ritual

공개 프로퍼티들

프로퍼티 타입 설명
TAB_SIZE float

공개 메소드들

메소드 설명
Center ( ObjectMerge.EmptyVoid element ) : void
ChildOfParent ( GameObject obj, GameObject parent ) : bool
ClearLog ( ) : void
Foldout ( bool &open, GUIContent content, ObjectMerge.EmptyVoid draw ) : void
Foldout ( bool &open, GUIContent content, ObjectMerge.EmptyVoid draw, ObjectMerge.EmptyVoid moreLabel ) : void
Foldout ( bool &open, string title, ObjectMerge.EmptyVoid draw ) : void
Foldout ( bool &open, string title, ObjectMerge.EmptyVoid draw, ObjectMerge.EmptyVoid moreLabel ) : void
GameObjectToList ( GameObject obj, List list ) : void
Indent ( ObjectMerge.EmptyVoid draw ) : void
Indent ( float width, ObjectMerge.EmptyVoid draw ) : void
IsPrefabParent ( GameObject g ) : bool

Determine whether the object is part of a prefab, and if it is the root of the prefab tree

PingButton ( string content, Object obj ) : void
PropEqual ( UnityEditor.SerializedProperty mine, UnityEditor.SerializedProperty theirs, GameObject mineParent, GameObject theirsParent ) : IEnumerable
SetProperty ( UnityEditor.SerializedProperty from, UnityEditor.SerializedProperty to ) : void

비공개 메소드들

메소드 설명
CheckChildren ( UnityEditor.SerializedProperty mine, UnityEditor.SerializedProperty theirs, GameObject mineParent, GameObject theirsParent ) : IEnumerable

메소드 상세

Center() 공개 정적인 메소드

public static Center ( ObjectMerge.EmptyVoid element ) : void
element ObjectMerge.EmptyVoid
리턴 void

ChildOfParent() 공개 정적인 메소드

public static ChildOfParent ( GameObject obj, GameObject parent ) : bool
obj UnityEngine.GameObject
parent UnityEngine.GameObject
리턴 bool

ClearLog() 공개 정적인 메소드

public static ClearLog ( ) : void
리턴 void

Foldout() 공개 정적인 메소드

public static Foldout ( bool &open, GUIContent content, ObjectMerge.EmptyVoid draw ) : void
open bool
content UnityEngine.GUIContent
draw ObjectMerge.EmptyVoid
리턴 void

Foldout() 공개 정적인 메소드

public static Foldout ( bool &open, GUIContent content, ObjectMerge.EmptyVoid draw, ObjectMerge.EmptyVoid moreLabel ) : void
open bool
content UnityEngine.GUIContent
draw ObjectMerge.EmptyVoid
moreLabel ObjectMerge.EmptyVoid
리턴 void

Foldout() 공개 정적인 메소드

public static Foldout ( bool &open, string title, ObjectMerge.EmptyVoid draw ) : void
open bool
title string
draw ObjectMerge.EmptyVoid
리턴 void

Foldout() 공개 정적인 메소드

public static Foldout ( bool &open, string title, ObjectMerge.EmptyVoid draw, ObjectMerge.EmptyVoid moreLabel ) : void
open bool
title string
draw ObjectMerge.EmptyVoid
moreLabel ObjectMerge.EmptyVoid
리턴 void

GameObjectToList() 공개 정적인 메소드

public static GameObjectToList ( GameObject obj, List list ) : void
obj UnityEngine.GameObject
list List
리턴 void

Indent() 공개 정적인 메소드

public static Indent ( ObjectMerge.EmptyVoid draw ) : void
draw ObjectMerge.EmptyVoid
리턴 void

Indent() 공개 정적인 메소드

public static Indent ( float width, ObjectMerge.EmptyVoid draw ) : void
width float
draw ObjectMerge.EmptyVoid
리턴 void

IsPrefabParent() 공개 정적인 메소드

Determine whether the object is part of a prefab, and if it is the root of the prefab tree
public static IsPrefabParent ( GameObject g ) : bool
g UnityEngine.GameObject
리턴 bool

PingButton() 공개 정적인 메소드

public static PingButton ( string content, Object obj ) : void
content string
obj Object
리턴 void

PropEqual() 공개 정적인 메소드

public static PropEqual ( UnityEditor.SerializedProperty mine, UnityEditor.SerializedProperty theirs, GameObject mineParent, GameObject theirsParent ) : IEnumerable
mine UnityEditor.SerializedProperty
theirs UnityEditor.SerializedProperty
mineParent UnityEngine.GameObject
theirsParent UnityEngine.GameObject
리턴 IEnumerable

SetProperty() 공개 정적인 메소드

public static SetProperty ( UnityEditor.SerializedProperty from, UnityEditor.SerializedProperty to ) : void
from UnityEditor.SerializedProperty
to UnityEditor.SerializedProperty
리턴 void

프로퍼티 상세

TAB_SIZE 공개적으로 정적으로 프로퍼티

public static float TAB_SIZE
리턴 float