public static void LoadUss(string uss) { try { UssValues.Reset(); var result = UssParser.Parse(uss); styles = new List <UssStyleDefinition>(result.styles); foreach (var pair in result.values) { UssValues.SetValue(pair.Key, pair.Value); } applyTime = DateTime.Now; Apply(GameObject.Find("Canvas")); hasError = false; applied = true; #if UNITY_EDITOR UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty( UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()); #endif } catch (Exception e) { hasError = true; Debug.LogException(e); } }
public void OnStyleSheetChanged(string text) { try { var styles = UssParser.Parse(text); UssStyleModifier.Apply( UssRoot.FindRootInScene().gameObject, styles.styles); errorMessage.CrossFadeColor(Color.white, 0.5f, true, true); errorMessage.text = "SUCCESS"; } catch (Exception e) { errorMessage.CrossFadeColor(Color.red, 0.5f, true, true); errorMessage.text = e.Message; } }
public static void ApplyUss(string uss) { try { var result = UssParser.Parse(uss); styles = new List <UssStyleDefinition>(result.styles); foreach (var pair in result.values) { UssValues.SetValue(pair.Key, pair.Value); } Apply(UssRoot.FindRootInScene().gameObject); #if UNITY_EDITOR UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty( UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()); #endif } catch (Exception e) { Debug.LogException(e); } }