View GraphicRaycaster.cs
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
[AddComponentMenu("Event/Graphic Raycaster")]
[RequireComponent(typeof(Canvas))]
public class GraphicRaycaster : BaseRaycaster, ISerializationCallbackReceiver
View InputField.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
View PhysicalResolution.cs
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
[RequireComponent (typeof (Canvas))]
[ExecuteInEditMode]
[AddComponentMenu("Layout/Physical Resolution", 102)]
public class PhysicalResolution : UIBehaviour
{
View Image.cs
using System;
using System.Collections.Generic;
namespace UnityEngine.UI
{
/// <summary>
/// Image is a textured element in the UI hierarchy.
/// </summary>
[AddComponentMenu("UI/Image", 10)]
View Graphic.cs
using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI.CoroutineTween;
namespace UnityEngine.UI
{
/// <summary>
/// Base class for all UI components that should be derived from when creating new Graphic types.
View Text.cs
using System;
using System.Collections.Generic;
using System.Text;
namespace UnityEngine.UI
{
/// <summary>
/// Labels are graphics that display text.
/// </summary>
View ReferenceResolution.cs
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
[RequireComponent (typeof (Canvas))]
[ExecuteInEditMode]
[AddComponentMenu("Layout/Reference Resolution", 101)]
public class ReferenceResolution : UIBehaviour
{
View GameObjectCreator
using UnityEngine;
using UnityEditor;
//Put this under a folder called Editor in your project
public class EmptyGOCreator
{
[MenuItem ("GameObject/Create Empty at level %g")]
static void CreateEmptyGOAtLevel ()
{
var go = new GameObject("GameObject");
View Shadow.cs
using System.Collections.Generic;
namespace UnityEngine.UI
{
[AddComponentMenu ("UI/Effects/Shadow", 14)]
public class Shadow : BaseVertexEffect
{
[SerializeField]
private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
View ControllerInputModule.cs
using UnityEngine;
using UnityEngine.EventSystems;
[AddComponentMenu("Event/Controller Input Module")]
public class ControllerInputModule : BaseInputModule
{
private float m_NextAction;
protected ControllerInputModule()
{}