HideFlags
How do I use Hide Flags
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
151 | tex.hideFlags = HideFlags.HideAndDontSave; | 1 |
184 | tex.hideFlags = HideFlags.HideAndDontSave; | 2 |
992 | photonHandler.gameObject.hideFlags = 0; | 3 |
1081 | photonHandler.gameObject.hideFlags = 0; | 4 |
File name: ReorderableListResources.cs
Copy
147 public static Texture2D CreatePixelTexture( string name, Color color )
148 {
149 var tex = new Texture2D( 1, 1, TextureFormat.ARGB32, false, true );
150 tex.name = name;
151 tex.hideFlags = HideFlags.HideAndDontSave;
152 tex.filterMode = FilterMode.Point;
153 tex.SetPixel( 0, 0, color );
154 tex.Apply();
155 return tex;
156 }
File name: ReorderableListResources.cs
Copy
168 private static void LoadResourceAssets()
169 {
170 var skin = EditorGUIUtility.isProSkin ? s_DarkSkin : s_LightSkin;
171 s_Cached = new Texture2D[ skin.Length ];
172
173 for( int i = 0; i < s_Cached.Length; ++i )
174 {
175 // Get image data (PNG) from base64 encoded strings.
176 byte[] imageData = Convert.FromBase64String( skin[ i ] );
177
178 // Gather image size from image data.
179 int texWidth, texHeight;
180 GetImageSize( imageData, out texWidth, out texHeight );
181
182 // Generate texture asset.
183 var tex = new Texture2D( texWidth, texHeight, TextureFormat.ARGB32, false, true );
184 tex.hideFlags = HideFlags.HideAndDontSave;
185 tex.name = "(Generated) ReorderableList:" + i;
186 tex.filterMode = FilterMode.Point;
187 tex.LoadImage( imageData );
188
189 s_Cached[ i ] = tex;
190 }
191
192 s_LightSkin = null;
193 s_DarkSkin = null;
194 }
File name: PhotonNetwork.cs
Copy
974 static PhotonNetwork()
975 {
976 #if UNITY_EDITOR
977 if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
978 {
979 //Debug.Log(string.Format("PhotonNetwork.ctor() Not playing {0} {1}", UnityEditor.EditorApplication.isPlaying, UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode));
980 return;
981 }
982
983 // This can happen when you recompile a script IN play made
984 // This helps to surpress some errors, but will not fix breaking
985 PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
986 if (photonHandlers != null && photonHandlers.Length > 0)
987 {
988 Debug.LogWarning("Unity recompiled. Connection gets closed and replaced. You can connect as 'new' client.");
989 foreach (PhotonHandler photonHandler in photonHandlers)
990 {
991 //Debug.Log("Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
992 photonHandler.gameObject.hideFlags = 0;
993 GameObject.DestroyImmediate(photonHandler.gameObject);
994 Component.DestroyImmediate(photonHandler);
995 }
996 }
997 #endif
998
999 Application.runInBackground = true;
1000
1001 // Set up a MonoBehaviour to run Photon, and hide it
1002 GameObject photonGO = new GameObject();
1003 photonMono = (PhotonHandler)photonGO.AddComponent
1004 photonGO.name = "PhotonMono";
1005 photonGO.hideFlags = HideFlags.HideInHierarchy;
1006
1007
1008 // Set up the NetworkingPeer and use protocol of PhotonServerSettings
1009 networkingPeer = new NetworkingPeer(photonMono, string.Empty, PhotonNetwork.PhotonServerSettings.Protocol);
1010
1011
1012 // Local player
1013 CustomTypes.Register();
1014 }
File name: PhotonNetwork.cs
Copy
1072 public static void InternalCleanPhotonMonoFromSceneIfStuck()
1073 {
1074 PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
1075 if (photonHandlers != null && photonHandlers.Length > 0)
1076 {
1077 Debug.Log("Cleaning up hidden PhotonHandler instances in scene. Please save it. This is not an issue.");
1078 foreach (PhotonHandler photonHandler in photonHandlers)
1079 {
1080 // Debug.Log("Removing Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
1081 photonHandler.gameObject.hideFlags = 0;
1082
1083 if (photonHandler.gameObject != null && photonHandler.gameObject.name == "PhotonMono")
1084 {
1085 GameObject.DestroyImmediate(photonHandler.gameObject);
1086 }
1087
1088 Component.DestroyImmediate(photonHandler);
1089 }
1090 }
1091 }
HideFlags 126 lượt xem
Gõ tìm kiếm nhanh...