Ejemplo n.º 1
0
    //显示所有模板
    public void ShowAllTemple_GUI()
    {
        if (Selection.GetFiltered(typeof(GameObject), SelectionMode.DeepAssets).Length > 0)
        {
            go_SelectedNode = Selection.GetFiltered(typeof(GameObject), SelectionMode.DeepAssets)[0] as GameObject;
        }
        else
        {
            go_SelectedNode = null;
        }

        EditorGUI.indentLevel = 1;
        b_isFoldUseTemple     = EditorGUILayout.Foldout((b_isFoldUseTemple), "模板列表:");
        if (b_isFoldUseTemple)
        {
            scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.ExpandHeight(false));
            string[] allTemplateName = UITemplateConfigManager.GetUIStyleList();

            for (int i = 0; i < allTemplateName.Length; i++)
            {
                EditorGUI.indentLevel = 2;
                bool b_isFoldTmp = EditorGUILayout.Foldout(GetListIsFold(i), allTemplateName[i] + ":");
                SetListIsFold(i, b_isFoldTmp);
                if (GetListIsFold(i))
                {
                    SingleTemplateInfo(allTemplateName[i]);
                }
            }
            EditorGUILayout.EndScrollView();

            EditorGUILayout.Space();
        }
    }
Ejemplo n.º 2
0
 public void ApplyAllUITemplate()
 {
     allTemplateName = UITemplateConfigManager.GetUIStyleList();
     foreach (var oneTemplateName in allTemplateName)
     {
         ApplyOneTemplate(oneTemplateName);
     }
 }
Ejemplo n.º 3
0
    //删除模板(包括数据)
    void DeleteTemlate(string l_TemplateName)
    {
        UITemplateConfigManager.DestroyData(l_TemplateName);
        GameObject.DestroyImmediate(FindPrefabInTemplateRes(l_TemplateName), true);

        Debug.Log(Application.dataPath + "/../" + c_TemplateResPath + l_TemplateName + ".prefab");

        File.Delete(Application.dataPath + "/../" + c_TemplateResPath + l_TemplateName + ".prefab");
        File.Delete(Application.dataPath + "/../" + c_TemplateResPath + l_TemplateName + ".prefab.meta");
    }
Ejemplo n.º 4
0
    //保存模板
    void SaveTemplate(string l_templateName)
    {
        GameObject saveprefab = GetSavePerfab(go_UITemplate);

        pre_UITemplate = PrefabUtility.CreatePrefab(c_TemplateResPath + l_templateName + ".prefab", saveprefab, ReplacePrefabOptions.ConnectToPrefab);
        UITemplateConfigManager.AddData(l_templateName);

        //PrefabUtility.ConnectGameObjectToPrefab(go_UITemplate, pre_UITemplate);

        GameObject.DestroyImmediate(saveprefab);
    }
Ejemplo n.º 5
0
 //该模板是否已经存在
 bool HaveTheTemlate(string name)
 {
     return(UITemplateConfigManager.HaveTheTemplate(name));
 }