public void Update() { if (AssetMode.Update()) { Reload(); } }
void DeleteGroups(object b) { var selectedNodes = b as List <AssetMode.GroupInfo>; AssetMode.HandleGroupsDelete(selectedNodes); ReloadAndSelect(new List <int>()); }
private void Awake() { instance = this; GameObject obj = GameObject.FindGameObjectWithTag("UserEvaluation"); UserEvaluation eval = obj.GetComponent <UserEvaluation>(); assetMode = eval.assetMode; }
public ResGroupTreeEditor(TreeViewState state, AssetGroupMgr ctrl, MultiColumnHeaderState mchs) : base(state, new MultiColumnHeader(mchs)) { showBorder = true; showAlternatingRowBackgrounds = false; DefaultStyles.label.richText = true; AssetMode.Rebuild(); mController = ctrl; Refresh(); Reload(); }
void RemoveAssets(object obj) { List <AssetTreeViewItem> list = obj as List <AssetTreeViewItem>; List <string> reAssets = new List <string>(); foreach (AssetTreeViewItem item in list) { reAssets.Add(item.asset.data.name); } AssetMode.RemoveAssets(reAssets, group.Name); ReloadAndSelect(new int[0]); }
private void Update() { if (Time.realtimeSinceStartup - m_UpdateDelay > 0.1f) { m_UpdateDelay = Time.realtimeSinceStartup; if (AssetMode.Update()) { Repaint(); } } }
public void NextScene() { if (ids.Count == 0) { currentScene = 3; } else { int index = Random.Range(0, ids.Count); currentScene = ids[index]; ids.RemoveAt(index); } switch (currentScene) { case 0: SceneManager.LoadSceneAsync("GameScene"); assetMode = AssetMode.SPRITE; break; case 1: SceneManager.LoadSceneAsync("GameScene"); assetMode = AssetMode.BLACK_WHITE; break; case 2: SceneManager.LoadSceneAsync("GameScene"); assetMode = AssetMode.PRIMITIVE; break; case 3: logger.Save(); PlayerPrefs.SetInt("id", PlayerPrefs.GetInt("id", -1) + 1); SceneManager.LoadScene("MenuScene"); Destroy(gameObject); break; } }
/// <summary> /// 有东西被拖动到了这 /// </summary> /// <param name="args"></param> /// <returns></returns> protected override DragAndDropVisualMode HandleDragAndDrop(DragAndDropArgs args) { if (IsValidDragDrop(args)) { if (args.performDrop) { List <string> name = AssetMode.AddAssetToGroup(DragAndDrop.paths, group.Name); foreach (string path in DragAndDrop.paths) { Debug.Log("SetupDragAndDrop 2" + path); } ReloadAndSelect(name); } return(DragAndDropVisualMode.Copy);//Move; } return(DragAndDropVisualMode.Rejected); }
/// <summary> /// 更改名称完成 /// </summary> /// <param name="args"></param> protected override void RenameEnded(RenameEndedArgs args) { base.RenameEnded(args); if (args.newName != null && args.newName.Length > 0 && args.newName != args.originalName) { //args.newName = args.newName.ToLower(); args.acceptedRename = true; args.acceptedRename = AssetMode.HandleGroupRename(args.originalName, args.newName); if (args.acceptedRename) { ReloadAndSelect(args.itemID, false); } } else { args.acceptedRename = false; } }
internal void SetSelectedGroups(string groupNames) { assets.Clear(); if (string.IsNullOrEmpty(groupNames)) { this.group = null; } else { this.group = AssetMode.GetGroupInfo(groupNames); string[] datas = AssetMode.resInfo.GetAssetsNames(this.group.Name); int id = 0; foreach (string str in datas) { AssetMode.AssetInfo info = new AssetMode.AssetInfo(id++, str); assets.Add(info); } } //m_Controller.SetSelectedItems(null); //m_SourceBundles = bundles.ToList(); SetSelection(new List <int>()); Reload(); }
protected override void ContextClickedItem(int id) { if (mContextOnItem) { mContextOnItem = false; return; } mContextOnItem = true; List <AssetMode.GroupInfo> selectedNodes = new List <AssetMode.GroupInfo>(); foreach (var nodeID in GetSelection()) { selectedNodes.Add(AssetMode.GetGroupInfo(nodeID)); } GenericMenu menu = new GenericMenu(); if (selectedNodes.Count == 1) { menu.AddItem(new GUIContent("删除 " + selectedNodes[0].Name + "资源组"), false, DeleteGroups, selectedNodes); menu.AddItem(new GUIContent("Rename"), false, RenameGroupName, selectedNodes); menu.AddItem(new GUIContent("添加资源组 "), false, CreateResGroup, null); } menu.ShowAsContext(); }
void CreateResGroup(object context) { string name = AssetMode.HandleGroupCreate(); ReloadAndSelect(AssetMode.GetGroupInfo(name).NameHashCode, true); }