Beispiel #1
0
    // big export
    private static void Custom_EndExport(KBuild_NGUI_ResourceDep uiBuilder)
    {
        ResourceDepBuilder.Clear();
        //KI18NItems exportHashSet;
        //if (uiBuilder.IsBuildAll)
        //{
        //    exportHashSet = uiBuilder.UILabelStrings2;  // 使用全局的,精确的
        //}
        //else
        //    exportHashSet = uiBuilder.UILabelStrings;  // 在原来的基础上

        //int srcFileRowCount = uiBuilder.UIStringsFile.GetHeight();
        //uiBuilder.UIStringsFile = new KTabFile();
        //uiBuilder.UIStringsFile.NewColumn("_String_");
        //uiBuilder.UIStringsFile.NewColumn("_Sources_");

        ////int rowCount = 1;
        //foreach (var kv in exportHashSet.Items)
        //{
        //    var rowCount = uiBuilder.UIStringsFile.NewRow();
        //    uiBuilder.UIStringsFile.SetValue<string>(rowCount, "_String_", kv.Key);
        //    uiBuilder.UIStringsFile.SetValue<string>(rowCount, "_Sources_", string.Join("|", kv.Value.ToArray()));
        //}
        //uiBuilder.UIStringsFile.Save(UILabelStringsFile);
    }
Beispiel #2
0
    // 针对当前打开的单个UI
    static void Custom_ExportCurrentUI(KBuild_NGUI_ResourceDep uiBuilder, string uiScenepath, string uiName,
                                       GameObject objToBuild)
    {
        var info = ResourceDepBuilder.Build(objToBuild);

        //foreach (var path in info.DepAssetPaths)
        //{
        //    Debug.Log(path);
        //}

        //bool reBuildPanel = KAssetVersionControl.TryCheckNeedBuildWithMeta(uiScenepath);

        //KDependencyBuild.BuildGameObject(objToBuild, KBuild_NGUI_ResourceDep.GetBuildRelPath(uiName), reBuildPanel);

        //if (reBuildPanel)
        //    KAssetVersionControl.TryMarkBuildVersion(uiScenepath);

        //_FindLabelLocalization(uiBuilder);
    }