SendEvent 公共函数会将选中的 Event 传递给所选的可见窗口。Event 可以在 EventType 列表中找到。 In the following scripts SendEventExample looks up the ReceiveEventExample window. A Paste event is then sent over when the button is pressed. // Send an event to another editor window. The second /...
has connected./// </summary>/// <param name="handler">The callback function. It must return true if it takes ownership of a client.</param>/// <param name="name">The name of the client to prefer. If set, this handler has priority over clients that have the given name.</param>/...
Script 脚本 调用节点时要运行的操作。 OnExecute() 当这个节点被调用时运行UnityEvent。 Links To 链接 使用下拉菜单手动设置链接,调整它们的优先级,并调整它们的顺序。 Conditions 条件 你可以使用指向并单击下拉菜单或手动输入来将Lua表达式添加到条件字段,以允许对话仅在Lua表达式为真时才使用该输入。 例如,假设你...
6.Run time communication between Unity Engine code and our script code 1 It's useful for us to understand that our scripts written in C# run in a slightly different way to the code that makes up much of the Unity Engine. Most of the core functionality of the Unity Engine is written ...
Canvas.SendWillRenderCanvases contains the invocation of the C# scripts that are subscribed to the Canvas component’s willRenderCanvases Event. Unity UI’s CanvasUpdateRegistry class receives this event and uses it to run the Rebuild process, described previously. It is expected that any dirty ...
public static event Action<ICompanionAppClient> ClientDisconnected = delegate { }; struct ConnectHandler { public string Name; public DateTime Time; public Func<ICompanionAppClient, bool> Handler; } readonly Dictionary<string, Type> s_TypeToClientType = new Dictionary<string, Type>(); ...
3. myScript.NotifyMouseOver(); 4. } 1. 2. 3. 4. 这样做没问题,但是不够好。因为你需要一直保持另外一个对象的引用,如果想通知多个对象要保持多个引用。代码会变得很乱。 Messages 消息 另一个办法是用SendMessage或SendMessageUpwards方法。看上去这是解决问题的最好办法,但是这些方法存在严重的缺陷,以我...
Log("Another Action!!!"), DropdownMenuAction.AlwaysEnabled); }); } void ReplaceContextMenu(VisualElement element) { element.RegisterCallback<ContextualMenuPopulateEvent>((evt) => { evt.menu.ClearItems(); evt.menu.AppendAction("The only action", (x) => Debug.Log("The only action!"), ...
Global User Script:全局用户脚本,在运行时可以加载数据库设置的Lua代码 Emphasis Settings:重点设置,可以标注设置颜色值 Global Search & Replace:全局搜索和替换允许您在对话数据库中搜索(可选替换)文本。 Merge Database:允许你将另一个对话数据库的内容合并到当前正在编辑的对话数据库中。
◆ Static function DrawLine(from:Vector3,to:Vector3):void 描述:绘制一条线从from到to. Var Larget:Transform; function OnDrawGizmosSelected() { if(target != null) { //从transform到target绘制一条蓝色的线 Gizmos.color = Color.blue;