Ejemplo n.º 1
0
    public void SelectMark(string spriteName, int index)
    {
        XmlMarker tmp_xmlData = xmlArrayList [index] as  XmlMarker;

        selectedMark = spriteName;

        GameObject markPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
        MarkXmlUI  mark_ui    = markPrefab.GetComponent <MarkXmlUI> ();

        mark_ui.name         = tmp_xmlData.locationName;
        mark_ui.coordinate_x = tmp_xmlData.coordinate_x;
        mark_ui.coordinate_y = tmp_xmlData.coordinate_y;

        mark_ui.normalPixelInset_x = tmp_xmlData.normalPixelInset_x;
        mark_ui.normalPixelInset_y = tmp_xmlData.normalPixelInset_y;
        mark_ui.normalPixelInset_w = tmp_xmlData.normalPixelInset_w;
        mark_ui.normalPixelInset_h = tmp_xmlData.normalPixelInset_h;

        mark_ui.textPixelInset_x = tmp_xmlData.textPixelInset_x;
        mark_ui.textPixelInset_y = tmp_xmlData.textPixelInset_y;
        mark_ui.textFontSize     = tmp_xmlData.textFontSize;

        mark_ui.normalColor = new Color(tmp_xmlData.normalColor_r / 255.0f, tmp_xmlData.normalColor_g / 255.0f, tmp_xmlData.normalColor_b / 255.0f, tmp_xmlData.normalColor_a / 255.0f);

        mark_ui.textShow = tmp_xmlData.textShow;

        mark_ui.textColor = new Color(tmp_xmlData.textColor_r / 255.0f, tmp_xmlData.textColor_g / 255.0f, tmp_xmlData.textColor_b / 255.0f, tmp_xmlData.textColor_a / 255.0f);

        mark_ui.mainTexture   = Resources.Load("UI/" + tmp_xmlData.normalSprite) as Texture2D;
        mark_ui.overTexture   = Resources.Load("UI/" + tmp_xmlData.hoverSprite) as Texture2D;
        mark_ui.activeTexture = Resources.Load("UI/" + tmp_xmlData.activeSprite) as Texture2D;

        Select(markPrefab);
    }
Ejemplo n.º 2
0
    public void updateXmlMark(int index)
    {
        XmlMarker  tmp_xmlData = xmlArrayList [index] as  XmlMarker;
        GameObject Prefab      = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;

        MarkXmlUI mark_ui = Prefab.GetComponent <MarkXmlUI> ();

        tmp_xmlData.locationName = mark_ui.name;
        tmp_xmlData.coordinate_x = mark_ui.coordinate_x;

        tmp_xmlData.coordinate_y       = mark_ui.coordinate_y;
        tmp_xmlData.normalPixelInset_x = mark_ui.normalPixelInset_x;

        tmp_xmlData.normalPixelInset_y = mark_ui.normalPixelInset_y;
        tmp_xmlData.normalPixelInset_w = mark_ui.normalPixelInset_w;
        tmp_xmlData.normalPixelInset_h = mark_ui.normalPixelInset_h;

        tmp_xmlData.normalPixelInset_x = mark_ui.normalPixelInset_x;
        tmp_xmlData.normalPixelInset_y = mark_ui.normalPixelInset_y;

        tmp_xmlData.textFontSize = mark_ui.textFontSize;

        tmp_xmlData.normalColor_r = (int)(mark_ui.normalColor.r * 255);
        tmp_xmlData.normalColor_g = (int)(mark_ui.normalColor.g * 255);
        tmp_xmlData.normalColor_b = (int)(mark_ui.normalColor.b * 255);
        tmp_xmlData.normalColor_a = (int)(mark_ui.normalColor.a * 255);

        tmp_xmlData.textShow     = mark_ui.textShow;
        tmp_xmlData.textFontSize = mark_ui.textFontSize;

        tmp_xmlData.textColor_r = (int)(mark_ui.textColor.r * 255);
        tmp_xmlData.textColor_g = (int)(mark_ui.textColor.g * 255);
        tmp_xmlData.textColor_b = (int)(mark_ui.textColor.b * 255);
        tmp_xmlData.textColor_a = (int)(mark_ui.textColor.a * 255);


        if (mark_ui.mainTexture != null)
        {
            tmp_xmlData.normalSprite = mark_ui.mainTexture.name;
        }
        if (mark_ui.overTexture != null)
        {
            tmp_xmlData.hoverSprite = mark_ui.overTexture.name;
        }
        if (mark_ui.activeTexture != null)
        {
            tmp_xmlData.activeSprite = mark_ui.activeTexture.name;
        }


        xmlArrayList [index] = tmp_xmlData;
    }