public virtual void UpdateUICacheRefence()
 {
     if (Application.isPlaying)
     {
         return;
     }
     m_ImageSetting.m_SpritePath = UICachTool.GetPrefabPath(m_ImageSetting.m_SpritePrefab.gameObject);
 }
 // 当组件改变时候调用
 protected virtual void OnValidate()
 {
     if (Application.isPlaying) return;
     SetMarkTag();
     if (m_ReferenceCacheUIPrefab != null)
     {
         string path = UnityEditor.AssetDatabase.GetAssetPath(m_ReferenceCacheUIPrefab);
         if (string.IsNullOrEmpty(path))
         {
             Debug.LogError("请关联Project 中 Resource 路径下的缓存UI预制体  ::" + gameObject.name);
             return;
         }
         m_LoadPrefabPath = UICachTool.GetPrefabRelativePath(path, "Resources/");
     }//自动更新 m_LoadPrefabPath 路径
 }
Exemple #3
0
 /// <summary>
 /// 更新缓存UI的信息
 /// </summary>
 public void UpdateRelativeCachePath()
 {
     if (Application.isPlaying)
     {
         return;
     }
     m_CachePrefabName = gameObject.name;
     m_AssetPath       = UnityEditor.AssetDatabase.GetAssetPath(gameObject);
     if (string.IsNullOrEmpty(m_AssetPath))
     {
         Debug.LogError("当前脚本必须挂载在Projct 视图中资源上 " + this.GetType());
         return;
     } //在Hierachy 视图中的挂载这个脚本会崩掉
     m_RelativeCachePath = UICachTool.GetPrefabRelativePath(m_AssetPath, "Resources/");
 }
 public override void UpdateUICacheRefence()
 {
     base.UpdateUICacheRefence();
     m_ButtonSetting.m_DisabledSpritePath = UICachTool.GetPrefabPath(m_ButtonSetting.m_DisabledSpritePrefab.gameObject);
 }