public static Texture2D Texture(SWUITex e) { if (!texDic.ContainsKey(e)) { string path = SWCommon.ProductFolder() + "/UI/"; var item = AssetDatabase.LoadAssetAtPath <Texture2D> (path + texPathDic[e]); if (item != null) { texDic.Add(e, item); } } return(texDic[e]); }
public static Material GetMaterial(string name) { if (!matDic.ContainsKey(name)) { string path = SWCommon.ProductFolder() + "/Materials/"; var item = AssetDatabase.LoadAssetAtPath <Material> (path + name + ".mat"); if (item != null) { matDic.Add(name, item); } } return(matDic[name]); }
public static Shader GetShader(string name) { if (!shaderDic.ContainsKey(name)) { string path = SWCommon.ProductFolder() + "/Shaders/"; var item = AssetDatabase.LoadAssetAtPath <Shader> (path + name + ".shader"); if (item != null) { shaderDic.Add(name, item); } } return(shaderDic[name]); }
void Init() { if (preview == null) { GameObject obj = GameObject.Find(name); if (obj == null) { GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject> ( SWCommon.ProductFolder() + "/Prefabs/Preview.prefab"); obj = GameObject.Instantiate(prefab); obj.name = name; obj.hideFlags = HideFlags.HideInHierarchy; } preview = obj.GetComponent <SWPreview> (); preview.Init(startPos); } }