C# 클래스 UnityEditor.Unsupported

파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

Private Properties

프로퍼티 타입 설명
CaptureScreenshotImmediate void
ClearSkinCache void
CopyComponentToPasteboard bool
CopyGameObjectsToPasteboard void
CopyStateMachineDataToPasteboard void
DeleteGameObjectSelection void
DuplicateGameObjectsUsingPasteboard void
GetApplicationSettingCompressAssetsOnImport bool
GetBaseUnityDeveloperFolder string
GetLocalIdentifierInFile int
GetNETVersion NETVersion
GetSerializedAssetInterfaceSingleton Object
GetSubmenus string[]
GetSubmenusCommands string[]
GetSubmenusIncludingSeparators string[]
GetTypeFromFullName System.Type
HasStateMachineDataInPasteboard bool
INTERNAL_CALL_MakeNiceVector3 void
INTERNAL_CALL_PasteToStateMachineFromPasteboardInternal void
IsBleedingEdgeBuild bool
IsDestroyScriptableObject bool
IsDeveloperBuildInternal bool
IsHiddenFile bool
IsNativeCodeBuiltInReleaseMode bool
MakeNiceVector3 Vector3
PasteComponentFromPasteboard bool
PasteComponentValuesFromPasteboard bool
PasteGameObjectsFromPasteboard void
PasteToStateMachineFromPasteboardInternal void
PrepareObjectContextMenu void
ResolveSymlinks string
SceneTrackerFlushDirty void
SetAllowCursorHide void
SetAllowCursorLock void
SetApplicationSettingCompressAssetsOnImport void
SetQualitySettingsShadowDistanceTemporarily void
SetRenderSettingsUseFogNoDirty void
SmartReset void
StopPlayingImmediately void

공개 메소드들

메소드 설명
CopyStateMachineDataToPasteboard ( Object stateMachineObject, AnimatorController controller, int layerIndex ) : void
IsDeveloperBuild ( ) : bool
PasteToStateMachineFromPasteboard ( AnimatorStateMachine sm, AnimatorController controller, int layerIndex, Vector3 position ) : void

비공개 메소드들

메소드 설명
CaptureScreenshotImmediate ( string filePath, int x, int y, int width, int height ) : void
ClearSkinCache ( ) : void
CopyComponentToPasteboard ( Component component ) : bool
CopyGameObjectsToPasteboard ( ) : void
CopyStateMachineDataToPasteboard ( Object stateMachineObjects, Vector3 monoPositions, AnimatorController controller, int layerIndex ) : void
DeleteGameObjectSelection ( ) : void
DuplicateGameObjectsUsingPasteboard ( ) : void
GetApplicationSettingCompressAssetsOnImport ( ) : bool
GetBaseUnityDeveloperFolder ( ) : string
GetLocalIdentifierInFile ( int instanceID ) : int
GetNETVersion ( ) : NETVersion
GetSerializedAssetInterfaceSingleton ( string className ) : Object
GetSubmenus ( string menuPath ) : string[]
GetSubmenusCommands ( string menuPath ) : string[]
GetSubmenusIncludingSeparators ( string menuPath ) : string[]
GetTypeFromFullName ( string fullName ) : Type
HasStateMachineDataInPasteboard ( ) : bool
INTERNAL_CALL_MakeNiceVector3 ( Vector3 &vector, Vector3 &value ) : void
INTERNAL_CALL_PasteToStateMachineFromPasteboardInternal ( AnimatorStateMachine sm, AnimatorController controller, int layerIndex, Vector3 &position ) : void
IsBleedingEdgeBuild ( ) : bool
IsDestroyScriptableObject ( ScriptableObject target ) : bool
IsDeveloperBuildInternal ( ) : bool
IsHiddenFile ( string path ) : bool
IsNativeCodeBuiltInReleaseMode ( ) : bool
MakeNiceVector3 ( Vector3 vector ) : Vector3
PasteComponentFromPasteboard ( GameObject go ) : bool
PasteComponentValuesFromPasteboard ( Component component ) : bool
PasteGameObjectsFromPasteboard ( ) : void
PasteToStateMachineFromPasteboardInternal ( AnimatorStateMachine sm, AnimatorController controller, int layerIndex, Vector3 position ) : void
PrepareObjectContextMenu ( Object c, int contextUserData ) : void
ResolveSymlinks ( string path ) : string
SceneTrackerFlushDirty ( ) : void
SetAllowCursorHide ( bool allow ) : void
SetAllowCursorLock ( bool allow ) : void
SetApplicationSettingCompressAssetsOnImport ( bool value ) : void
SetQualitySettingsShadowDistanceTemporarily ( float distance ) : void
SetRenderSettingsUseFogNoDirty ( bool fog ) : void
SmartReset ( Object obj ) : void
StopPlayingImmediately ( ) : void

메소드 상세

CopyStateMachineDataToPasteboard() 공개 정적인 메소드

public static CopyStateMachineDataToPasteboard ( Object stateMachineObject, AnimatorController controller, int layerIndex ) : void
stateMachineObject Object
controller AnimatorController
layerIndex int
리턴 void

IsDeveloperBuild() 공개 정적인 메소드

public static IsDeveloperBuild ( ) : bool
리턴 bool

PasteToStateMachineFromPasteboard() 공개 정적인 메소드

public static PasteToStateMachineFromPasteboard ( AnimatorStateMachine sm, AnimatorController controller, int layerIndex, Vector3 position ) : void
sm AnimatorStateMachine
controller AnimatorController
layerIndex int
position Vector3
리턴 void