public static void Init(Com_Sprite sprite)
    {
        // Get existing open window or if none, make a new one:
        //获取现有的打开窗口或如果没有,创建一个新的

            Debug.Log("Window_EditSprite.Init(" + (sprite != null) + ")");
            var window = EditorWindow.GetWindow<Window_EditSprite>(true, "精灵查看");
            //window.title = "才";
            window.selfInit(sprite);
    }
Exemple #2
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    public static void Init(Com_Sprite sprite)
    {
        // Get existing open window or if none, make a new one:
        //获取现有的打开窗口或如果没有,创建一个新的


        Debug.Log("Window_EditSprite.Init(" + (sprite != null) + ")");
        var window = EditorWindow.GetWindow <Window_EditSprite>(true, "精灵查看");

        //window.title = "才";
        window.selfInit(sprite);
    }
Exemple #3
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    void selfInit(Com_Sprite sprite)
    {
        EditSprite = sprite;
        filesPuppet.Clear();


        TextureBlockMgr.InitOnce();
        MeshGroupMgr.InitOnce();
        foreach (var gg in MeshGroupMgr.mapGroupGroup)
        {
            filesPuppet.Add(gg.Key);
        }
    }
Exemple #4
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    //Load
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();
        Com_Sprite s = this.target as Com_Sprite;

        if (GUILayout.Button("LoadSprite"))
        {
            Window_EditSprite.Init(this.target as Com_Sprite);
            //RenderBoard t = target as RenderBoard;
            //if (t != null)
            //{
            //    t.ReBuild();

            //}
        }
        if (GUILayout.Button("UpdateSprtie"))
        {
            s.RupdateMesh();
        }
    }
    void selfInit(Com_Sprite sprite)
    {
        EditSprite = sprite;
            filesPuppet.Clear();

            TextureBlockMgr.InitOnce();
            MeshGroupMgr.InitOnce();
            foreach (var gg in MeshGroupMgr.mapGroupGroup)
            {
                filesPuppet.Add(gg.Key);
            }
    }