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Oenos
tetra-tower
Commits
64e0be2e
Commit
64e0be2e
authored
Jan 15, 2019
by
18손재민
Browse files
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Plain Diff
플레이어가 프레스에 닿거나 플레이어가 있는 방이 삭제될 경우 게임오버됨. 기타 안개 관련 버그 수정함
parent
f352e138
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14 changed files
with
731 additions
and
57 deletions
+731
-57
MapManager.prefab
Assets/Prefabs/MapManager.prefab
+1
-1
DoorInGameUp.prefab
Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameUp.prefab
+0
-1
Press.prefab
Assets/Prefabs/TetrisMap/Press.prefab
+32
-0
CameraController.cs
Assets/Scripts/CameraController.cs
+15
-4
GameManager.cs
Assets/Scripts/GameManager.cs
+2
-2
Door.cs
Assets/Scripts/TetrisMap/Door.cs
+26
-1
MapManager.cs
Assets/Scripts/TetrisMap/MapManager.cs
+29
-45
Press.cs
Assets/Scripts/TetrisMap/Press.cs
+5
-0
Room.cs
Assets/Scripts/TetrisMap/Room.cs
+0
-1
TetriminoSpawner.cs
Assets/Scripts/TetrisMap/TetriminoSpawner.cs
+2
-2
UIElements.xsd
UIElementsSchema/UIElements.xsd
+6
-0
UnityEditor.Experimental.UIElements.xsd
UIElementsSchema/UnityEditor.Experimental.UIElements.xsd
+228
-0
UnityEditor.PackageManager.UI.xsd
UIElementsSchema/UnityEditor.PackageManager.UI.xsd
+116
-0
UnityEngine.Experimental.UIElements.xsd
UIElementsSchema/UnityEngine.Experimental.UIElements.xsd
+269
-0
No files found.
Assets/Prefabs/MapManager.prefab
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Assets/Prefabs/TetrisMap/InGameDoor/DoorInGameUp.prefab
View file @
64e0be2e
...
...
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Assets/Prefabs/TetrisMap/Press.prefab
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64e0be2e
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@@ -21,6 +21,7 @@ GameObject:
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m_Name
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m_TagString
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m_LocalEulerAnglesHint
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BoxCollider2D
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m_CorrespondingSourceObject
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m_PrefabInternal
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m_GameObject
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m_Density
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m_Material
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m_Offset
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m_SpriteTilingProperty
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pivot
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newSize
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Assets/Scripts/CameraController.cs
View file @
64e0be2e
...
...
@@ -51,6 +51,12 @@ public class CameraController : MonoBehaviour {
else
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Tetris
)
originPos
=
tetrisCameraCoord
;
}
/// <summary>
/// Shake camera.
/// </summary>
/// <param name="_amount">Amount of shaking camera.</param>
/// <returns></returns>
public
IEnumerator
CameraShake
(
float
_amount
)
{
float
amount
=
_amount
;
...
...
@@ -64,24 +70,29 @@ public class CameraController : MonoBehaviour {
transform
.
localPosition
=
originPos
;
}
public
IEnumerator
ChangeScene
(
GameManager
.
GameState
_gameState
)
/// <summary>
/// Change scene between tetris and ingame.
/// </summary>
/// <returns></returns>
public
IEnumerator
ChangeScene
()
{
GameObject
grid
=
GameObject
.
Find
(
"Grid"
);
float
sizeDestination
=
0
;
isSceneChanging
=
true
;
if
(
_
gameState
==
GameManager
.
GameState
.
Ingame
)
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
)
{
StartCoroutine
(
mapManager
.
RoomFadeIn
(
MapManager
.
currentRoom
));
grid
.
transform
.
position
=
new
Vector3
(
0
,
0
,
0
);
sizeDestination
=
inGameCameraSize
;
}
else
if
(
_
gameState
==
GameManager
.
GameState
.
Tetris
)
else
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Tetris
)
{
StartCoroutine
(
mapManager
.
RoomFadeOut
(
MapManager
.
currentRoom
));
grid
.
transform
.
position
=
new
Vector3
(
0
,
0
,
2
);
sizeDestination
=
tetrisCameraSize
;
}
while
((
_gameState
==
GameManager
.
GameState
.
Tetris
&&
GetComponent
<
Camera
>().
orthographicSize
<
sizeDestination
-
5
)
||
(
_gameState
==
GameManager
.
GameState
.
Ingame
&&
GetComponent
<
Camera
>().
orthographicSize
>
sizeDestination
+
0.05
))
while
((
GameManager
.
gameState
==
GameManager
.
GameState
.
Tetris
&&
GetComponent
<
Camera
>().
orthographicSize
<
sizeDestination
-
5
)
||
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
&&
GetComponent
<
Camera
>().
orthographicSize
>
sizeDestination
+
0.05
))
{
yield
return
null
;
Vector2
coord
=
Vector2
.
Lerp
(
transform
.
position
,
originPos
,
Mathf
.
Sqrt
(
Time
.
deltaTime
));
...
...
Assets/Scripts/GameManager.cs
View file @
64e0be2e
...
...
@@ -4,7 +4,7 @@ using UnityEngine;
public
class
GameManager
:
MonoBehaviour
{
public
enum
GameState
{
MainMenu
,
Ingame
,
Tetris
,
Pause
,
Inventory
}
public
enum
GameState
{
MainMenu
,
Ingame
,
Tetris
,
Pause
,
Inventory
,
GameOver
}
/// <summary>
/// Which state this game is.
...
...
@@ -32,7 +32,7 @@ public class GameManager : MonoBehaviour {
gameState
=
GameState
.
Tetris
;
else
if
(
gameState
==
GameState
.
Tetris
)
gameState
=
GameState
.
Ingame
;
StartCoroutine
(
FindObjectOfType
<
Camera
>().
GetComponent
<
CameraController
>().
ChangeScene
(
gameState
));
StartCoroutine
(
FindObjectOfType
<
Camera
>().
GetComponent
<
CameraController
>().
ChangeScene
());
}
}
}
Assets/Scripts/TetrisMap/Door.cs
View file @
64e0be2e
...
...
@@ -4,37 +4,63 @@ using UnityEngine;
public
class
Door
:
MonoBehaviour
{
/// <summary>
/// Position of this door.
/// 0 for up, 1 for right, 2 for down, 3 for left.
/// </summary>
public
int
position
;
/// <summary>
/// Entered position of the player. Use this for check if player has entered through this door or not.
/// 0 for up, 1 for right, 2 for down, 3 for left.
/// </summary>
public
int
enteredPosition
;
/// <summary>
/// Animator of this door.
/// </summary>
public
Animator
animatorThisRoom
;
/// <summary>
/// Animator of adjacent door with this door.
/// </summary>
public
Animator
animatorNextRoom
;
private
void
OnTriggerExit2D
(
Collider2D
collision
)
{
if
(
enteredPosition
==
position
&&
collision
.
tag
.
Equals
(
"Player"
))
{
bool
a
=
false
;
switch
(
position
)
{
case
0
:
if
(
collision
.
transform
.
position
.
y
<
GetComponent
<
PolygonCollider2D
>().
transform
.
position
.
y
)
{
Debug
.
Log
(
"case 0"
+
position
+
" "
+
enteredPosition
);
return
;
}
enteredPosition
=
2
;
break
;
case
1
:
if
(
collision
.
transform
.
position
.
x
<
GetComponent
<
PolygonCollider2D
>().
transform
.
position
.
x
)
return
;
enteredPosition
=
3
;
break
;
case
2
:
if
(
collision
.
transform
.
position
.
y
>
GetComponent
<
PolygonCollider2D
>().
transform
.
position
.
y
)
{
Debug
.
Log
(
"case 2"
+
position
+
" "
+
enteredPosition
);
return
;
}
enteredPosition
=
0
;
break
;
case
3
:
if
(
collision
.
transform
.
position
.
x
>
GetComponent
<
PolygonCollider2D
>().
transform
.
position
.
x
)
return
;
enteredPosition
=
1
;
break
;
}
StartCoroutine
(
GameObject
.
Find
(
"MapManager"
).
GetComponent
<
MapManager
>().
RoomFadeOut
(
MapManager
.
currentRoom
));
MapManager
.
currentRoom
=
MapManager
.
tempRoom
;
StartCoroutine
(
GameObject
.
Find
(
"MapManager"
).
GetComponent
<
MapManager
>().
RoomFadeIn
(
MapManager
.
currentRoom
));
if
(
MapManager
.
currentRoom
.
isRoomCleared
!=
true
)
{
animatorThisRoom
.
SetBool
(
"isPlayerTouchEnded"
,
true
);
...
...
@@ -44,7 +70,6 @@ public class Door : MonoBehaviour {
animatorThisRoom
.
SetBool
(
"doorClose"
,
true
);
animatorNextRoom
.
SetBool
(
"doorClose"
,
true
);
}
}
}
}
Assets/Scripts/TetrisMap/MapManager.cs
View file @
64e0be2e
...
...
@@ -61,10 +61,6 @@ public class MapManager : MonoBehaviour {
/// </summary>
public
static
Room
[,]
mapGrid
=
new
Room
[
width
,
height
];
/// <summary>
/// Current state of game.
/// </summary>
public
bool
gameOver
;
/// <summary>
/// Check if tetrimino is falling.
/// </summary>
public
static
bool
isTetriminoFalling
=
false
;
...
...
@@ -161,10 +157,6 @@ public class MapManager : MonoBehaviour {
/// Queue that saves rooms waiting for upgrade tetrimino.
/// </summary>
public
Queue
<
SpecialRoomType
>
roomsWaiting
=
new
Queue
<
SpecialRoomType
>();
/// <summary>
/// Original position of the camera when shaken.
/// </summary>
public
static
Vector3
originPos
;
/*
* functions
...
...
@@ -263,7 +255,8 @@ public class MapManager : MonoBehaviour {
/// <returns></returns>
public
IEnumerator
TetrisPress
(
float
initialCollapseTime
,
Press
leftPress
,
Press
rightPress
)
{
int
doorCounter
=
0
;
int
doorCloseCounter
=
0
;
int
roomDestroyCounter
=
0
;
int
row
=
leftPress
.
row
;
while
(
Time
.
time
-
initialCollapseTime
<
collapseTime
)
{
...
...
@@ -271,13 +264,23 @@ public class MapManager : MonoBehaviour {
float
collapseRate
=
(
Time
.
time
-
initialCollapseTime
)
/
collapseTime
;
leftPress
.
transform
.
localScale
=
new
Vector3
(
collapseRate
*
20
,
1
,
1
);
rightPress
.
transform
.
localScale
=
new
Vector3
(-
collapseRate
*
20
,
1
,
1
);
if
(
collapseRate
-
doorCounter
*
0.2f
>
(
float
)
1
/
12
)
if
(
collapseRate
-
doorC
loseC
ounter
*
0.2f
>
(
float
)
1
/
12
)
{
mapGrid
[
doorCounter
,
row
].
CloseDoor
(
"Up"
,
false
);
mapGrid
[
doorCounter
,
row
].
CloseDoor
(
"Down"
,
false
);
mapGrid
[
width
-
doorCounter
-
1
,
row
].
CloseDoor
(
"Up"
,
false
);
mapGrid
[
width
-
doorCounter
-
1
,
row
].
CloseDoor
(
"Down"
,
false
);
doorCounter
++;
mapGrid
[
doorCloseCounter
,
row
].
CloseDoor
(
"Up"
,
false
);
mapGrid
[
doorCloseCounter
,
row
].
CloseDoor
(
"Down"
,
false
);
mapGrid
[
width
-
doorCloseCounter
-
1
,
row
].
CloseDoor
(
"Up"
,
false
);
mapGrid
[
width
-
doorCloseCounter
-
1
,
row
].
CloseDoor
(
"Down"
,
false
);
doorCloseCounter
++;
}
if
(
collapseRate
-
roomDestroyCounter
*
0.2f
>
0.2f
)
{
if
(
mapGrid
[
roomDestroyCounter
,
row
]
==
currentRoom
||
mapGrid
[
width
-
roomDestroyCounter
-
1
,
row
]
==
currentRoom
)
{
GameManager
.
gameState
=
GameManager
.
GameState
.
GameOver
;
}
//Destroy(mapGrid[roomDestroyCounter, row].gameObject);
//Destroy(mapGrid[width - roomDestroyCounter - 1, row].gameObject);
roomDestroyCounter
++;
}
}
for
(
int
i
=
row
+
1
;
i
<
realHeight
;
i
++)
...
...
@@ -288,7 +291,7 @@ public class MapManager : MonoBehaviour {
break
;
}
}
for
(
int
x
=
0
;
x
<
width
;
x
++)
for
(
int
x
=
0
;
x
<
width
;
x
++)
{
Destroy
(
mapGrid
[
x
,
row
].
gameObject
);
mapGrid
[
x
,
row
]
=
null
;
...
...
@@ -445,8 +448,7 @@ public class MapManager : MonoBehaviour {
{
if
((
int
)
te
.
rooms
[
i
].
mapCoord
.
y
>
19
)
{
gameOver
=
true
;
Debug
.
Log
(
"Game Over"
);
GameManager
.
gameState
=
GameManager
.
GameState
.
GameOver
;
return
;
}
mapGrid
[(
int
)
te
.
rooms
[
i
].
mapCoord
.
x
,
(
int
)
te
.
rooms
[
i
].
mapCoord
.
y
]
=
te
.
rooms
[
i
];
...
...
@@ -728,27 +730,6 @@ public class MapManager : MonoBehaviour {
yield
return
new
WaitForSeconds
(
1f
);
tetriminoSpawner
.
MakeTetrimino
();
}
/*/// <summary>
/// Shake the camera when tetrimino has fallen.
/// </summary>
/// <param name="_amount">Amount you want to shake the camera.</param>
/// <param name="originPos">Original position of the camera.</param>
/// <param name="camera">Camera you want to shake.</param>
/// <returns></returns>
public IEnumerator CameraShake(float _amount, Vector3 _originPos, Camera camera)
{
float amount = _amount;
Vector3 cameraPos = _originPos;
originPos = _originPos;
while (amount > 0)
{
cameraPos = new Vector3(0.2f * Random.insideUnitCircle.x * amount * camera.orthographicSize + originPos.x, Random.insideUnitCircle.y * amount * camera.orthographicSize + originPos.y, originPos.z);
camera.transform.position = cameraPos;
amount -= _amount / 40;
yield return null;
}
camera.transform.localPosition = originPos;
}*/
/// <summary>
/// Make room fade in.
/// </summary>
...
...
@@ -831,6 +812,7 @@ public class MapManager : MonoBehaviour {
}
tetriminoSpawner
=
GameObject
.
Find
(
"TetriminoSpawner"
).
GetComponent
<
TetriminoSpawner
>();
}
// Use this for initialization
void
Start
()
{
...
...
@@ -838,20 +820,22 @@ public class MapManager : MonoBehaviour {
// Update is called once per frame
void
Update
()
{
if
(
!
g
ameOver
)
if
(
GameManager
.
gameState
!=
GameManager
.
GameState
.
G
ameOver
)
{
if
(!
isTetriminoFalling
)
if
(!
isTetriminoFalling
)
{
TetriminoControl
(
currentTetrimino
);
if
(!
isTetriminoFalling
)
if
(!
isTetriminoFalling
)
currentTetrimino
.
transform
.
position
=
new
Vector3
(
currentTetrimino
.
mapCoord
.
x
*
tetrisMapSize
,
tetrisYCoord
[(
int
)
currentTetrimino
.
mapCoord
.
y
],
currentTetrimino
.
mapCoord
.
z
);
if
(
currentGhost
!=
null
)
if
(
currentGhost
!=
null
)
{
GhostControl
(
currentGhost
,
currentTetrimino
);
currentGhost
.
transform
.
position
=
new
Vector3
(
currentGhost
.
mapCoord
.
x
*
tetrisMapSize
,
tetrisYCoord
[(
int
)
currentGhost
.
mapCoord
.
y
],
currentGhost
.
mapCoord
.
z
);
GhostControl
(
currentGhost
,
currentTetrimino
);
currentGhost
.
transform
.
position
=
new
Vector3
(
currentGhost
.
mapCoord
.
x
*
tetrisMapSize
,
tetrisYCoord
[(
int
)
currentGhost
.
mapCoord
.
y
],
currentGhost
.
mapCoord
.
z
);
}
}
}
else
Debug
.
Log
(
"Game Over"
);
}
}
Assets/Scripts/TetrisMap/Press.cs
View file @
64e0be2e
...
...
@@ -32,6 +32,11 @@ public class Press : MonoBehaviour
/// </summary>
public
bool
isLeft
;
private
void
OnTriggerEnter2D
(
Collider2D
collision
)
{
if
(
collision
.
transform
.
tag
.
Equals
(
"Player"
))
GameManager
.
gameState
=
GameManager
.
GameState
.
GameOver
;
}
// Use this for initialization
void
Start
()
{
...
...
Assets/Scripts/TetrisMap/Room.cs
View file @
64e0be2e
...
...
@@ -267,7 +267,6 @@ public class Room : MonoBehaviour
}
}
}
/// <summary>
/// Clear the cleared room.
/// Open all the doors and change fog to cleared fog.
...
...
Assets/Scripts/TetrisMap/TetriminoSpawner.cs
View file @
64e0be2e
...
...
@@ -29,7 +29,7 @@ public class TetriminoSpawner : MonoBehaviour {
/// </summary>
public
void
MakeTetrimino
()
{
if
(
!
mapManager
.
g
ameOver
)
if
(
GameManager
.
gameState
!=
GameManager
.
GameState
.
G
ameOver
)
{
int
randomPosition
=
Random
.
Range
(
0
,
MapManager
.
width
);
int
randomTetrimino
;
...
...
@@ -67,7 +67,7 @@ public class TetriminoSpawner : MonoBehaviour {
/// </summary>
public
void
MakeInitialTetrimino
()
{
if
(
!
mapManager
.
g
ameOver
)
if
(
GameManager
.
gameState
!=
GameManager
.
GameState
.
G
ameOver
)
{
int
randomPosition
=
Random
.
Range
(
0
,
MapManager
.
width
);
int
randomTetrimino
=
TetriminoRandomizer
();
...
...
UIElementsSchema/UIElements.xsd
0 → 100644
View file @
64e0be2e
<?xml version="1.0" encoding="utf-8"?>
<xs:schema
xmlns:engine=
"UnityEngine.Experimental.UIElements"
xmlns:editor=
"UnityEditor.Experimental.UIElements"
elementFormDefault=
"qualified"
xmlns:xs=
"http://www.w3.org/2001/XMLSchema"
>
<xs:import
schemaLocation=
"UnityEngine.Experimental.UIElements.xsd"
namespace=
"UnityEngine.Experimental.UIElements"
/>
<xs:import
schemaLocation=
"UnityEditor.PackageManager.UI.xsd"
namespace=
"UnityEditor.PackageManager.UI"
/>
<xs:import
schemaLocation=
"UnityEditor.Experimental.UIElements.xsd"
namespace=
"UnityEditor.Experimental.UIElements"
/>
</xs:schema>
\ No newline at end of file
UIElementsSchema/UnityEditor.Experimental.UIElements.xsd
0 → 100644
View file @
64e0be2e
This diff is collapsed.
Click to expand it.
UIElementsSchema/UnityEditor.PackageManager.UI.xsd
0 → 100644
View file @
64e0be2e
<?xml version="1.0" encoding="utf-8"?>
<xs:schema
xmlns:engine=
"UnityEngine.Experimental.UIElements"
xmlns:editor=
"UnityEditor.Experimental.UIElements"
elementFormDefault=
"qualified"
targetNamespace=
"UnityEditor.PackageManager.UI"
xmlns:xs=
"http://www.w3.org/2001/XMLSchema"
>
<xs:import
schemaLocation=
"UnityEngine.Experimental.UIElements.xsd"
namespace=
"UnityEngine.Experimental.UIElements"
/>
<xs:complexType
name=
"AlertType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"Alert"
substitutionGroup=
"engine:VisualElement"
xmlns:q1=
"UnityEditor.PackageManager.UI"
type=
"q1:AlertType"
/>
<xs:complexType
name=
"LoadingSpinnerType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"LoadingSpinner"
substitutionGroup=
"engine:VisualElement"
xmlns:q2=
"UnityEditor.PackageManager.UI"
type=
"q2:LoadingSpinnerType"
/>
<xs:complexType
name=
"PackageDetailsType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"PackageDetails"
substitutionGroup=
"engine:VisualElement"
xmlns:q3=
"UnityEditor.PackageManager.UI"
type=
"q3:PackageDetailsType"
/>
<xs:complexType
name=
"PackageGroupType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"PackageGroup"
substitutionGroup=
"engine:VisualElement"
xmlns:q4=
"UnityEditor.PackageManager.UI"
type=
"q4:PackageGroupType"
/>
<xs:complexType
name=
"PackageItemType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"PackageItem"
substitutionGroup=
"engine:VisualElement"
xmlns:q5=
"UnityEditor.PackageManager.UI"
type=
"q5:PackageItemType"
/>
<xs:complexType
name=
"PackageListType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"PackageList"
substitutionGroup=
"engine:VisualElement"
xmlns:q6=
"UnityEditor.PackageManager.UI"
type=
"q6:PackageListType"
/>
<xs:complexType
name=
"PackageSearchFilterTabsType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"PackageSearchFilterTabs"
substitutionGroup=
"engine:VisualElement"
xmlns:q7=
"UnityEditor.PackageManager.UI"
type=
"q7:PackageSearchFilterTabsType"
/>
<xs:complexType
name=
"PackagesLoadingType"
>
<xs:complexContent
mixed=
"false"
>
<xs:restriction
base=
"engine:VisualElementType"
>
<xs:sequence
minOccurs=
"0"
maxOccurs=
"unbounded"
>
<xs:element
ref=
"engine:VisualElement"
/>
</xs:sequence>
<xs:attribute
default=
""
name=
"name"
type=
"xs:string"
use=
"optional"
/>
<xs:attribute
default=
"Position"
name=
"pickingMode"
type=
"engine:VisualElement_pickingMode_Type"
use=
"optional"
/>
<xs:attribute
default=
"-1"
name=
"focusIndex"
type=
"xs:int"
use=
"optional"
/>
<xs:anyAttribute
processContents=
"lax"
/>
</xs:restriction>
</xs:complexContent>
</xs:complexType>
<xs:element
name=
"PackagesLoading"
substitutionGroup=
"engine:VisualElement"
xmlns:q8=
"UnityEditor.PackageManager.UI"
type=
"q8:PackagesLoadingType"
/>
</xs:schema>
\ No newline at end of file
UIElementsSchema/UnityEngine.Experimental.UIElements.xsd
0 → 100644
View file @
64e0be2e
This diff is collapsed.
Click to expand it.
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