Beispiel #1
0
 static void ActivatingComponent(this UIText self)
 {
     if (self.unity_uitext == null)
     {
         self.unity_uitext = self.GetGameObject().GetComponent <Text>();
         if (self.unity_uitext == null)
         {
             self.unity_uitext = self.GetGameObject().AddComponent <Text>();
             Log.Info($"添加UI侧组件UIText时,物体{self.GetGameObject().name}上没有找到Text组件");
         }
         self.unity_i18ncomp_touched = self.GetGameObject().GetComponent <I18NText>();
     }
 }
Beispiel #2
0
 //当手动修改text的时候,需要将mono的i18textcomponent给禁用掉
 static void __DisableI18Component(this UIText self, bool enable = false)
 {
     self.ActivatingComponent();
     if (self.unity_i18ncomp_touched != null)
     {
         self.unity_i18ncomp_touched.enabled = enable;
         if (!enable)
         {
             Log.Warning($"组件{self.GetGameObject().name}, text在逻辑层进行了修改,所以应该去掉去预设里面的I18N组件,否则会被覆盖");
         }
     }
 }