C# 클래스 UnityEditor.ParticleEffectUI

파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
m_Emitters UnityEditor.ParticleSystemUI[]
m_Owner ParticleEffectUIOwner
m_ShowBounds bool
m_ShowWireframe bool
m_VerticalLayout bool

Private Properties

프로퍼티 타입 설명
ApplyModifiedProperties void
ClampWindowContentSizes void
DrawSelectionMarker void
GetAllModulesVisible bool
GetDirectParticleSystemChildrenRecursive void
GetDisabledColor UnityEngine.Color
GetNumEnabledRenderers int
GetParticleSystemGameObjects UnityEngine.GameObject[]
GetParticleSystems UnityEngine.ParticleSystem[]
GetRoot UnityEngine.ParticleSystem
GetSelectedParticleSystemUIs List
HandleKeyboardShortcuts void
InitAllEmitters void
IsPaused bool
IsPlayOnAwake bool
IsPlaying bool
IsShowOnlySelectedMode bool
IsStopped bool
MultiParticleSystemGUI void
Pause void
Play void
PlayBackTimeGUI void
PlayStopGUI void
RefreshShowOnlySelected void
ResizeHandling UnityEngine.Rect
SceneViewGUICallback void
SetAllModulesVisible void
SetShowOnlySelectedMode void
ShouldManagePlaybackState bool
SingleParticleSystemGUI void
Stop void
UndoRedoPerformed void
UpdateProperties void
WindowCurveEditorGUI void

공개 메소드들

메소드 설명
Clear ( ) : void
CreateParticleSystem ( ParticleSystem parentOfNewParticleSystem, SubModuleUI defaultType ) : GameObject
GetMinSize ( ) : Vector2
GetNextParticleSystemName ( ) : string
GetParticleSystemCurveEditor ( ) : ParticleSystemCurveEditor
GetParticleSystemUIForParticleSystem ( ParticleSystem shuriken ) : ParticleSystemUI
GetParticleSystemUIList ( List shurikens ) : List
InitializeIfNeeded ( ParticleSystem shuriken ) : bool
IsParticleSystemUIVisible ( ParticleSystemUI psUI ) : bool
OnGUI ( ) : void
OnSceneGUI ( ) : void
OnSceneViewGUI ( ) : void
ParticleEffectUI ( ParticleEffectUIOwner owner ) : System
PlayOnAwakeChanged ( bool newPlayOnAwake ) : void
Refresh ( ) : void
ValidateParticleSystemProperty ( UnityEditor.SerializedProperty shurikenProperty ) : bool

비공개 메소드들

메소드 설명
ApplyModifiedProperties ( ) : void
ClampWindowContentSizes ( ) : void
DrawSelectionMarker ( Rect rect ) : void
GetAllModulesVisible ( ) : bool
GetDirectParticleSystemChildrenRecursive ( Transform transform, List particleSystems ) : void
GetDisabledColor ( ) : Color
GetNumEnabledRenderers ( ) : int
GetParticleSystemGameObjects ( ) : UnityEngine.GameObject[]
GetParticleSystems ( ParticleSystem root ) : UnityEngine.ParticleSystem[]
GetRoot ( ) : ParticleSystem
GetSelectedParticleSystemUIs ( ) : List
HandleKeyboardShortcuts ( ParticleSystem root ) : void
InitAllEmitters ( ParticleSystem shurikens ) : void
IsPaused ( ) : bool
IsPlayOnAwake ( ) : bool
IsPlaying ( ) : bool
IsShowOnlySelectedMode ( ) : bool
IsStopped ( ParticleSystem root ) : bool
MultiParticleSystemGUI ( bool verticalLayout ) : void
Pause ( ) : void
Play ( ) : void
PlayBackTimeGUI ( ParticleSystem root ) : void
PlayStopGUI ( ) : void
RefreshShowOnlySelected ( ) : void
ResizeHandling ( bool verticalLayout ) : Rect
SceneViewGUICallback ( Object target, SceneView sceneView ) : void
SetAllModulesVisible ( bool showAll ) : void
SetShowOnlySelectedMode ( bool enable ) : void
ShouldManagePlaybackState ( ParticleSystem root ) : bool
SingleParticleSystemGUI ( ) : void
Stop ( ) : void
UndoRedoPerformed ( ) : void
UpdateProperties ( ) : void
WindowCurveEditorGUI ( bool verticalLayout ) : void

메소드 상세

Clear() 공개 메소드

public Clear ( ) : void
리턴 void

CreateParticleSystem() 공개 메소드

public CreateParticleSystem ( ParticleSystem parentOfNewParticleSystem, SubModuleUI defaultType ) : GameObject
parentOfNewParticleSystem UnityEngine.ParticleSystem
defaultType SubModuleUI
리턴 UnityEngine.GameObject

GetMinSize() 공개 정적인 메소드

public static GetMinSize ( ) : Vector2
리턴 UnityEngine.Vector2

GetNextParticleSystemName() 공개 메소드

public GetNextParticleSystemName ( ) : string
리턴 string

GetParticleSystemCurveEditor() 공개 메소드

public GetParticleSystemCurveEditor ( ) : ParticleSystemCurveEditor
리턴 ParticleSystemCurveEditor

GetParticleSystemUIForParticleSystem() 공개 메소드

public GetParticleSystemUIForParticleSystem ( ParticleSystem shuriken ) : ParticleSystemUI
shuriken UnityEngine.ParticleSystem
리턴 ParticleSystemUI

GetParticleSystemUIList() 공개 메소드

public GetParticleSystemUIList ( List shurikens ) : List
shurikens List
리턴 List

InitializeIfNeeded() 공개 메소드

public InitializeIfNeeded ( ParticleSystem shuriken ) : bool
shuriken UnityEngine.ParticleSystem
리턴 bool

IsParticleSystemUIVisible() 공개 메소드

public IsParticleSystemUIVisible ( ParticleSystemUI psUI ) : bool
psUI ParticleSystemUI
리턴 bool

OnGUI() 공개 메소드

public OnGUI ( ) : void
리턴 void

OnSceneGUI() 공개 메소드

public OnSceneGUI ( ) : void
리턴 void

OnSceneViewGUI() 공개 메소드

public OnSceneViewGUI ( ) : void
리턴 void

ParticleEffectUI() 공개 메소드

public ParticleEffectUI ( ParticleEffectUIOwner owner ) : System
owner ParticleEffectUIOwner
리턴 System

PlayOnAwakeChanged() 공개 메소드

public PlayOnAwakeChanged ( bool newPlayOnAwake ) : void
newPlayOnAwake bool
리턴 void

Refresh() 공개 메소드

public Refresh ( ) : void
리턴 void

ValidateParticleSystemProperty() 공개 메소드

public ValidateParticleSystemProperty ( UnityEditor.SerializedProperty shurikenProperty ) : bool
shurikenProperty UnityEditor.SerializedProperty
리턴 bool

프로퍼티 상세

m_Emitters 공개적으로 프로퍼티

public ParticleSystemUI[],UnityEditor m_Emitters
리턴 UnityEditor.ParticleSystemUI[]

m_Owner 공개적으로 프로퍼티

public ParticleEffectUIOwner m_Owner
리턴 ParticleEffectUIOwner

m_ShowBounds 공개적으로 정적으로 프로퍼티

public static bool m_ShowBounds
리턴 bool

m_ShowWireframe 공개적으로 정적으로 프로퍼티

public static bool m_ShowWireframe
리턴 bool

m_VerticalLayout 공개적으로 정적으로 프로퍼티

public static bool m_VerticalLayout
리턴 bool