增加A2WToolBox工具集,增加Launch场景核LaunchPanel
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/*
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* Copyright (c) 2019 Made With Monster Love (Pty) Ltd
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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using UnityEngine;
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namespace MonsterLove.StateMachine
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{
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public class StateDriverUnity
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{
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public StateEvent Awake;
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public StateEvent LateUpdate;
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public StateEvent<int> OnAnimatorIK;
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public StateEvent OnAnimatorMove;
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public StateEvent<bool> OnApplicationFocus;
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public StateEvent OnApplicationPause;
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public StateEvent OnApplicationQuit;
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public StateEvent<float[], int> OnAudioFilterRead;
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public StateEvent OnBecameInvisible;
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public StateEvent OnBecameVisible;
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public StateEvent<Collider> OnCollisionEnter;
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public StateEvent<Collision2D> OnCollisionEnter2D;
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public StateEvent<Collider> OnCollisionExit;
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public StateEvent<Collider2D> OnCollisionExit2D;
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public StateEvent<Collision> OnCollisionStay;
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public StateEvent<Collision2D> OnCollisionStay2D;
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public StateEvent OnConnectedToServer;
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public StateEvent<ControllerColliderHit> OnControllerColliderHit;
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public StateEvent OnDestroy;
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public StateEvent OnDisable;
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public StateEvent OnDrawGizmos;
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public StateEvent OnDrawGizmosSelected;
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public StateEvent OnEnable;
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public StateEvent OnGUI;
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public StateEvent<float> OnJointBreak;
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public StateEvent<Joint2D> OnJointBreak2D;
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public StateEvent OnMouseDown;
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public StateEvent OnMouseDrag;
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public StateEvent OnMouseEnter;
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public StateEvent OnMouseExit;
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public StateEvent OnMouseOver;
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public StateEvent OnMouseUp;
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public StateEvent OnMouseUpAsButton;
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public StateEvent<GameObject> OnParticleCollision;
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public StateEvent OnParticleSystemStopped;
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public StateEvent OnParticleTrigger;
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public StateEvent OnPostRender;
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public StateEvent OnPreCull;
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public StateEvent<RenderTexture, RenderTexture> OnRenderImage;
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public StateEvent OnRenderObject;
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public StateEvent OnTransformChildrenChanged;
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public StateEvent OnTransformParentChanged;
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public StateEvent<Collider> OnTriggerEnter;
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public StateEvent<Collider2D> OnTriggerEnter2D;
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public StateEvent<Collider> OnTriggerExit;
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public StateEvent<Collider2D> OnTriggerExit2D;
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public StateEvent<Collider> OnTriggerStay;
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public StateEvent<Collider2D> OnTriggerStay2D;
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public StateEvent OnValidate;
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public StateEvent OnWillRenderOjbect;
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public StateEvent Reset;
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public StateEvent Start;
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public StateEvent Update;
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//Unity Networking Deprecated
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//public StateEvent<NetworkDisconnection> OnDisconnectedFromServer;
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//public StateEvent<NetworkConnectionError> OnFailedToConnect;
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//public StateEvent<NetworkConnectionError> OnFailedToConnectToMasterServer;
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//public StateEvent<MasterServerEvent> OnMasterServerEvent;
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//public StateEvent<NetworkMessageInfo> OnNetworkInstantiate;
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//public StateEvent<NetworkPlayer> OnPlayerConnected;
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//public StateEvent<NetworkPlayer> OnPlayerDisconnected;
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//public StateEvent<BitStream, NetworkMessageInfo> OnSerializeNetworkView;
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//public StateEvent OnSeverInitialized;
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}
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}
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