bcirpggithubmirror/GameEngineResearch/ErpgUnity3d/Library/PackageCache/com.unity.collab-proxy@1.3.8/Editor/Assets
2021-02-02 20:59:14 -07:00
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Icons Adding template 2021-02-02 20:59:14 -07:00
Layouts Adding template 2021-02-02 20:59:14 -07:00
Styles Adding template 2021-02-02 20:59:14 -07:00
Icons.meta Adding template 2021-02-02 20:59:14 -07:00
Layouts.meta Adding template 2021-02-02 20:59:14 -07:00
README.md Adding template 2021-02-02 20:59:14 -07:00
README.md.meta Adding template 2021-02-02 20:59:14 -07:00
StringAssets.cs Adding template 2021-02-02 20:59:14 -07:00
StringAssets.cs.meta Adding template 2021-02-02 20:59:14 -07:00
Styles.meta Adding template 2021-02-02 20:59:14 -07:00
UiConstants.cs Adding template 2021-02-02 20:59:14 -07:00
UiConstants.cs.meta Adding template 2021-02-02 20:59:14 -07:00

Assets

This directory contains the non-code assets for the Collaborate UI.

Overview

<root>
  ├── Icons/
  ├── Layouts/
  ├── Styles/
  ├── StringAssets.cs
  └── UiConstants.cs
  • StringAssets.cs contains all the static string resources for the package.
  • UiConstants.cs conatins a number of static values used to control the UI.

Editing

USS and UXML files are inspired by the respective CSS and XML files. USS is a non-struct subset of CSS and each View and Component has the option of having its own USS and/or UXML file. For USS, to specifiy dark vs light style, prepend a .dark or .light to the line. For example:

.dark .divider-vertical {
    background-color: var(--divider-dark);
}

.light .divider-vertical {
    background-color: var(--divider-light);
}

Documentation about the two file types is provided within the Unity documentation for UiElements: https://docs.unity3d.com/2020.1/Documentation/Manual/UIElements.html

In general each Component and View will have its own layout file. When adding new components with their uxml factories the UIElements schema will need to updated within the editor if you want auto completion in your editor. Click Assets/Update UIElements Schema in the Editor to update the definitions.