void OnEnable() { CTS_Data = AssetDatabase.LoadAssetAtPath("Assets/ClickToFormat/Resources/UI_Styles.asset",typeof(CTS_Helper)) as CTS_Helper; // if(_FC == null) // { // //Checks for folder // if(!System.IO.Directory.Exists(Application.dataPath + "/../Assets/ClickToFormat/Resources/")) // AssetDatabase.CreateFolder("Assets/ClickToFormat","Resources"); // // _FC = ScriptableObject.CreateInstance<FormattingList>(); // EditorUtility.SetDirty(_FC); // AssetDatabase.CreateAsset(_FC,"Assets/ClickToFormat/Resources/UI_Styles.asset"); // AssetDatabase.SaveAssets(); // AssetDatabase.Refresh(); // //_FC = (FormattingListsAsset)Resources.Load("UI_Styles.asset"); // } imageList = CTS_Data.imageList; textList = CTS_Data.textList; }
// Use this for initialization void Start() { //ensure only runs in edit mode if(Application.isPlaying) { this.enabled = false; } if(useThisImageList == null) useThisImageList = new List<bool>(); if(useThisTextList == null) useThisTextList = new List<bool>(); imageList.Clear(); textList.Clear(); CTS_Data = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/ClickToFormat/Resources/UI_Styles.asset",typeof(CTS_Helper)) as CTS_Helper; text = this.GetComponent<Text>(); image = this.GetComponent<Image>(); if (text != null) hasText = true; if (image != null) hasImage = true; }