public RemoveUITreeNodeCmd(TreeNode node, LayoutManager layoutmng, EditorTreeView tree) { m_node = node; //m_layout_mng = layoutmng; m_tree = tree; m_parent = m_node.Parent; }
private void setChildrenTree(EditorTreeView tree) { //mTree = tree; for (int i = 0; i < Children.Count; i++) { setChildrenTree(tree); } }
public UITreeNodeDragCmd(TreeNode node, TreeNode destnode, EditorTreeView tree) { m_node = node; m_oldParent = node.Parent; m_newParent = destnode; m_tree = tree; m_element = node.DataKey as UIElement; m_oldEleParent = (m_oldParent == null ? tree.DataKey : m_oldParent.DataKey) as UIElement; m_newEleParent = (m_newParent == null ? tree.DataKey : m_newParent.DataKey) as UIElement; }
public void ResetUITree() { curSelUI = null; Layout cur_layout = m_layout_mng.CurEditLayout; if (cur_layout == null) { uiTree = null; return; } buildUITree(cur_layout.Root); }
public void ResetLayoutTree() { layoutTree = new EditorTreeView(); layoutTree.OnDrag += onFileTreeDrag; layoutTree.OnNodeToggleChange += onLayoutNodeToggleChange; layoutTree.CanRenameNode = false; for (int i = 0; i < m_layout_mng.LayoutCount; i++) { TreeNode node = TreeNodeFactory.CreateNewLayoutTreeNode(m_layout_mng.GetLayoutName(i), m_layout_mng.IsLayoutVisible(i), m_layout_mng.CurEditLayoutIndex == i); node.DataKey = i; layoutTree.AddRootNode(node); } }
private void buildUITree(UIElement element) { uiTree = new EditorTreeView(); //uiTree.OnDrag += onDragNode; //uiTree.OnDrop += onDropNode; uiTree.OnNodeToggleChange += onUINodeToggleChange; uiTree.OnNodeNameChange += onUINodeNameChange; uiTree.OnNodeSelChange += onUINodeSelChange; uiTree.AddMenuItem("添加节点", AddNode); uiTree.AddMenuItem("删除节点", RemoveNode); TreeNode node = TreeNodeFactory.CreateNewUITreeNode(element.Name, element.Hide, element.Freeze, element.Lock); node.DataKey = element; node.CanRenameByUI = !LayoutTool.HasUI(element.gameObject, false); uiTree.AddRootNode(node); buildUITreeRev(element, node); }
public AddUITreeNodeCmd(TreeNode node, LayoutManager layoutmng, EditorTreeView tree) { m_node = node; m_layout_mng = layoutmng; m_tree = tree; }