void NewPrefab(NEW_TYPE newType) { SaveProject(); GameObject newPrefab; switch (newType) { case NEW_TYPE.NEW_EMPTY: newPrefab = m_DefaultEmptyPrefab; break; case NEW_TYPE.NEW_PLANE: newPrefab = m_DefaultPlanePrefab; break; case NEW_TYPE.NEW_LEGACY: newPrefab = m_DefaultLegacyPrefab; break; case NEW_TYPE.NEW_SHURIKEN: newPrefab = m_DefaultShurikenPrefab; break; default: { NgUtil.LogMessage("NEW_TYPE error !!!"); return; } } string createPath = NgAsset.CreateDefaultUniquePrefab(newPrefab, GetCurrentDirPath() + "NewEffect.prefab"); SetChangePrefab(); SaveProject(); SelectToolbar(m_nProjectIndex, GetGroupIndex(), createPath); }
void NewPrefab(NEW_TYPE newType) { SaveProject(); GameObject newPrefab; switch (newType) { case NEW_TYPE.NEW_EMPTY : newPrefab = m_DefaultEmptyPrefab; break; case NEW_TYPE.NEW_PLANE : newPrefab = m_DefaultPlanePrefab; break; case NEW_TYPE.NEW_LEGACY : newPrefab = m_DefaultLegacyPrefab; break; case NEW_TYPE.NEW_SHURIKEN : newPrefab = m_DefaultShurikenPrefab; break; default : { NgUtil.LogMessage("NEW_TYPE error !!!"); return; } } string createPath = NgAsset.CreateDefaultUniquePrefab(newPrefab, GetCurrentDirPath() + "NewEffect.prefab"); SetChangePrefab(); SaveProject(); SelectToolbar(m_nProjectIndex, GetGroupIndex(), createPath); }