public void LoadButton()
    {
        UnityEngine.Object[] objects = DropAreaGUI();

        if (objects != null)
        {
            SpriteAnimeInfo info = objects[0] as SpriteAnimeInfo;
            if (info.info.Count != 0)
            {
                ClearFrameList();

                spriteGroupSelect = info.info[0].group;
                spriteSetSelect   = info.info[0].set;

                framePerSec = info.fps;
                loop        = info.loop;

                for (int i = 0; i < info.info.Count; ++i)
                {
                    AddFrame(info.info[i]);
                }

                curve    = info.curveInfo;
                saveName = info.name;
            }
            else
            {
                EditorUtility.DisplayDialog("Error", "why save this file. this file is empty", "ok");
            }
        }
    }
    public static SpriteAnimeInfo Create(List <Define.SpriteInfo> i, AnimationCurve curve, float fps, string name, bool l)
    {
        SpriteAnimeInfo asset = ScriptableObject.CreateInstance <SpriteAnimeInfo>();

        asset.info      = i;
        asset.curveInfo = curve;
        asset.fps       = fps;
        asset.loop      = l;

        string path = "Assets/" + name + ".asset";

        AssetDatabase.CreateAsset(asset, path);
        AssetDatabase.SaveAssets();

        return(asset);
    }
Beispiel #3
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    public void Set(SpriteAnimeInfo i)
    {
        animeInfo = i;

        if (animeInfo == null || animeInfo.info == null)
        {
            this.progressCheck = false;
            return;
        }

        loop = animeInfo.loop;

        manager = DatabaseManager.instance;
        info    = animeInfo.info;

        spr = GetComponent <SpriteRenderer>();

        GetSprite();
    }
    public void SaveButton()
    {
        GUILayout.BeginHorizontal();
        GUILayout.Label("fileName : ");
        saveName = EditorGUILayout.TextField(saveName);

        GUILayout.EndHorizontal();

        if (GUILayout.Button("Save"))
        {
            if (saveName == "")
            {
                EditorUtility.DisplayDialog("Error", "fileName is null", "ok");
                return;
            }
            List <Define.SpriteInfo> info = new List <Define.SpriteInfo>();
            for (int i = 0; i < frameList.Count; ++i)
            {
                if (frameList[i].frameInfo != null)
                {
                    frameList[i].frameInfo.frame = i;
                    info.Add(frameList[i].frameInfo);
                }
            }

            if (info.Count == 0)
            {
                EditorUtility.DisplayDialog("Error", "frameList is null", "ok");
                return;
            }

            SpriteAnimeInfo.Create(info, curve, framePerSec, saveName, loop);

            saveName = "";
        }
    }