public PSDImportCtrl(Canvas canvas, Data.RuleObject rule, Vector2 canvasSize) { this.canvas = canvas; this.rule = rule; this.canvas = canvas; this.canvasSize = canvasSize; uinode = new UGUINode(canvas.transform, null); InitDrawers(); }
/// <summary> /// 加载图片导入规则 /// </summary> /// <param name="importer"></param> /// <param name="rule"></param> private static void ChargeTextureImportRule(TextureImporter textureImporter, Data.RuleObject rule) { textureImporter.spritePixelsPerUnit = rule.spritePixelsPerUnit; //textureImporter.textureCompression = rule.textureCompression; textureImporter.mipmapEnabled = rule.mipmapEnabled; textureImporter.isReadable = rule.isReadable; textureImporter.wrapMode = rule.wrapMode; textureImporter.filterMode = rule.filterMode; }
/// <summary> /// 快速创建控制器 /// </summary> /// <param name="rule"></param> /// <param name="uiSize"></param> /// <param name="defultCanvas"></param> /// <returns></returns> public static PSDImportCtrl CreatePsdImportCtrlSafty(Data.RuleObject rule, Vector2 uiSize, Canvas defultCanvas = null) { Canvas canvas = null; if (defultCanvas != null) { canvas = defultCanvas; } else { canvas = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster)).GetComponent <Canvas>(); canvas.GetComponent <CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; canvas.renderMode = RenderMode.ScreenSpaceOverlay; } PSDImportCtrl import = new PSDImportCtrl(canvas, rule, uiSize); UnityEngine.UI.CanvasScaler scaler = canvas.GetComponent <UnityEngine.UI.CanvasScaler>(); scaler.referenceResolution = new Vector2(uiSize.x, uiSize.y); return(import); }
public void SetRule(Data.RuleObject rule) { this.rule = rule; }