PlayCanvasSceneCreator 1.0.9
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Public Types | |
enum | Fitting { FITTING_NONE , FITTING_STRETCH , FITTING_SHRINK , FITTING_BOTH } |
float [] Playcanvas.Properties.Layoutgroup.alignment |
case TextAnchor.UpperLeft: alignment = new float[] { 0, 1 };
case TextAnchor.UpperCenter: alignment = new float[] { 0.5f, 1 };
case TextAnchor.UpperRight: alignment = new float[] { 1, 1 };
case TextAnchor.MiddleLeft: alignment = new float[] { 0, 0.5f };
case TextAnchor.MiddleCenter: alignment = new float[] { 0.5f, 0.5f };
case TextAnchor.MiddleRight: alignment = new float[] { 1, 0.5f };
case TextAnchor.LowerLeft: alignment = new float[] { 0, 0 };
case TextAnchor.LowerCenter: alignment = new float[] { 0.5f, 0 };
case TextAnchor.LowerRight: alignment = new float[] { 1, 0 };
int Playcanvas.Properties.Layoutgroup.heightFitting |
heightFitting = unityLayoutGroup.childControlHeight ? Fitting.FITTING_BOTH : Fitting.FITTING_NONE
int Playcanvas.Properties.Layoutgroup.orientation |
0 = horizontal, 1 = vrertical
Grid:
orientation = (int)GridLayoutGroup.startAxis
List<float> Playcanvas.Properties.Layoutgroup.padding |
padding = new List<float>() { left, bottom, right, top }
bool Playcanvas.Properties.Layoutgroup.reverseX |
Grid:
case UnityEngine.UI.GridLayoutGroup.Corner.UpperLeft: reverseX = false;
case UnityEngine.UI.GridLayoutGroup.Corner.UpperRight: reverseX = true;
case UnityEngine.UI.GridLayoutGroup.Corner.LowerLeft: reverseX = false;
case UnityEngine.UI.GridLayoutGroup.Corner.LowerRight: reverseX = true;
bool Playcanvas.Properties.Layoutgroup.reverseY = true |
Vertical:
reverseY = !reverseArrangement
Grid:
case UnityEngine.UI.GridLayoutGroup.Corner.UpperLeft: reverseY = true;
case UnityEngine.UI.GridLayoutGroup.Corner.UpperRight: reverseY = true;
case UnityEngine.UI.GridLayoutGroup.Corner.LowerLeft: reverseY = false;
case UnityEngine.UI.GridLayoutGroup.Corner.LowerRight: reverseY = false;
int Playcanvas.Properties.Layoutgroup.widthFitting |
widthFitting = unityLayoutGroup.childControlWidth ? Fitting.FITTING_BOTH : Fitting.FITTING_NONE
bool Playcanvas.Properties.Layoutgroup.wrap |
wrap = true