Beispiel #1
0
    /// <summary>
    /// 创建预置
    /// </summary>
    /// <param name="_prefab">prefab配置</param>
    void OnCreatePrefab(EditorEngineAssetConfig _prefab)
    {
        if (!EditorStrayFogUtility.assetBundleName.IsIllegalFile(_prefab.name))
        {
            bool isCreate = true;
            if (File.Exists(_prefab.fileName))
            {
                isCreate = EditorUtility.DisplayDialog("Exists Prefab", "The prefab '" + _prefab.fileName + "' already exists,are you sure want to cover it?", "Yes", "No");
            }
            if (isCreate)
            {
                _prefab.CreateAsset();
                GameObject prefab = PrefabUtility.LoadPrefabContents(_prefab.fileName);
                prefab.layer = LayerMask.NameToLayer("UI");
                prefab.AddComponent <RectTransform>();
                PrefabUtility.SaveAsPrefabAsset(prefab, _prefab.fileName);

                AssetDatabase.SaveAssets();
                EditorStrayFogApplication.PingObject(prefab);
                EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
                EditorUtility.DisplayDialog("Create New Window Prefab", "Create window prefab is complete.", "OK");
            }
        }
        else
        {
            EditorUtility.DisplayDialog("Illegal Name", "Window Name is not legal.", "OK");
        }
    }
 /// <summary>
 /// DrawAssetNodes
 /// </summary>
 private void DrawAssetNodes()
 {
     EditorGUILayout.BeginHorizontal();
     if (GUILayout.Button("Build Dynamic Dll"))
     {
         if (EditorStrayFogExecute.ExecuteBuildDynamicDll())
         {
             EditorStrayFogApplication.MenuItemQuickDisplayDialogSucceed("Build Dynamic Dll");
         }
         EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
     }
     EditorGUILayout.EndHorizontal();
 }
 /// <summary>
 /// OnGUI
 /// </summary>
 void OnGUI()
 {
     DrawAssets("【Exists】", mExistsConfigs, ref mScrollViewPositionExists);
     DrawAssets("【NoExists】", mNoExistsConfigs, ref mScrollViewPositionNoExists);
     if (mNoExistsConfigs.Count > 0 && GUILayout.Button("Create Assets"))
     {
         foreach (EditorEngineAssetConfig c in mNoExistsConfigs)
         {
             c.CreateAsset();
         }
         EditorUtility.DisplayDialog("Custom Asset ", "Create Asset success!", "OK");
         EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
         OnLoadConfigs();
     }
 }
Beispiel #4
0
    /// <summary>
    /// 创建脚本
    /// </summary>
    /// <param name="_viewScript">视图脚本</param>
    void OnCreateScript(EditorTextAssetConfig _viewScript)
    {
        if (!EditorStrayFogUtility.assetBundleName.IsIllegalFile(_viewScript.name))
        {
            bool   hasScript     = false;
            string hasScriptPath = string.Empty;
            if (mScriptConfig.paths != null && mScriptConfig.paths.Length > 0)
            {
                for (int i = 0; i < mScriptConfig.paths.Length; i++)
                {
                    mTempUIWindowViewScript.SetDirectory(
                        OnGetDirectory(mScriptConfig.paths[i], Path.GetFileName(_viewScript.directory)));
                    mTempUIWindowViewScript.SetName(_viewScript.name);
                    hasScript    |= File.Exists(mTempUIWindowViewScript.fileName);
                    hasScriptPath = mTempUIWindowViewScript.fileName;
                    if (hasScript)
                    {
                        break;
                    }
                }
            }

            if (hasScript)
            {
                EditorUtility.DisplayDialog("Exists Script",
                                            "The script 【" + _viewScript.name + "】 already exists in 【" + hasScriptPath + "】.",
                                            "OK");
            }
            else
            {
                string windowTemplate = EditorResxTemplete.UIWindowViewTemplete;
                windowTemplate = windowTemplate.Replace("#NAME#", _viewScript.name);
                _viewScript.SetText(windowTemplate);
                _viewScript.CreateAsset();
                EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
                EditorUtility.DisplayDialog("Create New Window Script", "Create window scripts is complete.", "OK");
            }
        }
        else
        {
            EditorUtility.DisplayDialog("Illegal Name", "Window Name is not legal.", "OK");
        }
    }
Beispiel #5
0
    /// <summary>
    /// OnGUI
    /// </summary>
    void OnGUI()
    {
        mNewAssetName = EditorGUILayout.TextField("资源名称", mNewAssetName);
        if (!string.IsNullOrEmpty(mNewAssetName.Trim()))
        {
            mScriptConfig.SetName(mNewAssetName);
            mAssetConfig.SetName(mNewAssetName);
            mAssetConfig.SetType(mNewAssetName);
            EditorGUILayout.LabelField("1." + mScriptConfig.fileName);
            EditorGUILayout.LabelField("2." + mAssetConfig.fileName);
            mScriptContent = mTxtScriptTemplete.Replace("#ClassName#", mNewAssetName);
            mScriptConfig.SetText(mScriptContent);
            EditorGUILayout.HelpBox(mScriptContent, MessageType.Info);

            if (File.Exists(mAssetConfig.fileName))
            {
                if (GUILayout.Button("Brower"))
                {
                    EditorStrayFogApplication.PingObject(mAssetConfig.fileName);
                }
            }
            else if (EditorStrayFogAssembly.IsExistsTypeInApplication(mNewAssetName))
            {
                if (GUILayout.Button("Create Asset"))
                {
                    mAssetConfig.CreateAsset();
                    EditorUtility.DisplayDialog("Custom Asset ", string.Format("Create Asset【{0}】success , path is '{1}'.", mAssetConfig.name, mAssetConfig.fileName), "OK");
                    EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
                }
            }
            else if (GUILayout.Button("Create Script"))
            {
                mScriptConfig.CreateAsset();
                EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
            }
        }
    }
Beispiel #6
0
 /// <summary>
 /// 保存宏定义
 /// </summary>
 void OnSaveDefine()
 {
     EditorStrayFogUtility.macroDefineSymbol.SaveMacroDefineScriptingDefineSymbols(mCoreMacroDefineScriptingDefineSymbolsMaping);
     EditorUtility.DisplayDialog("Setting ScriptDefineSymbols", "Setting ScriptDefineSymbols Success.", "OK");
     EditorStrayFogApplication.ExecuteMenu_AssetsRefresh();
 }