public bool UnloadSpriteImage(string path) {//卸载小图资源 bool bRet = false; bRet = UIAtlasTempTextureManager.GetInstance().UnloadTexture(path, m_Project.Path); return(bRet); }
static public UIAtlasTempTextureManager GetInstance() { if (s_instance == null) { s_instance = new UIAtlasTempTextureManager(); } return(s_instance); }
public void ClearCurrentProject() {//清空当前工程 if (m_Project != null) { //清除临时目录中的资源 UIAtlasTempTextureManager.GetInstance().Clear(m_Project.Path); //清除工程中小图信息 m_Project.ClearSpriteImage(); m_Project = null; } if (onClearCurrentProject != null) { onClearCurrentProject(); } }
static void OnDisable(EditorRoot root) {//窗口无效回调函数 if (UIAtlasEditorModel.GetInstance().IsProjectExist()) { if (!m_bIsOperateSaved) { if (EditorUtility.DisplayDialog("保存工程", "是否保存当前工程", "保存", "取消")) { OnSaveProjBtn(null); } } } UIAtlasTempTextureManager.DestroyInstance(); UIAtlasEditorModel.GetInstance().DestoryInstance(); EditorCommandManager.GetInstance().Clear(); Undo.undoRedoPerformed -= OnUndoRedo; GameObject.DestroyImmediate(m_Counter); GameObject.DestroyImmediate(m_previewObj); }
public Texture2D LoadSpriteImage(string path) {//载入小图资源 if (null == m_Project) { return(null); } AtlasSpriteImage spriteImage = null; m_Project.GetSpriteImage(path, out spriteImage); if (null == spriteImage) { return(null); } Texture2D retTex = UIAtlasTempTextureManager.GetInstance().LoadTexture(path, m_Project.Path, spriteImage.ZoomScale); return(retTex); }
public void UpdateSprite() {//更新全部小图资源 UIAtlasTempTextureManager.GetInstance().Update(); }
public Texture2D GetSpriteZoomTexture(string path) {//取得小图纹理 Texture2D retTex = UIAtlasTempTextureManager.GetInstance().GetSpriteZoomTexture(path, m_Project.Path); return(retTex); }