public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_BUTTON, layer.name, parent); UnityEngine.UI.Button button = node.GetComponent <UnityEngine.UI.Button>(); if (layer.images != null) { for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++) { Image image = layer.images[imageIndex]; string lowerName = image.name.ToLower(); if (image.imageType == ImageType.Image && lowerName.StartsWith("n_") || lowerName.StartsWith("p_") || lowerName.StartsWith("d_") || lowerName.StartsWith("h_")) { if (image.arguments == null || image.arguments.Length == 0) { SetSpriteSwipe(image, button); } else { SetColorSwipe(image, button); } } else { ctrl.DrawImage(image, node); } } } return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_IMAGE, layer.name, parent);//GameObject.Instantiate(temp) as UnityEngine.UI.Image; UnityEngine.UI.Image panel = node.GetComponent <UnityEngine.UI.Image>(); ctrl.DrawLayers(layer.layers, node);//子节点 for (int i = 0; i < layer.images.Length; i++) { Image image = layer.images[i]; if (image.name.ToLower().StartsWith("b_")) { PSDImportUtility.SetPictureOrLoadColor(image, panel); PSDImportUtility.SetRectTransform(image, panel.GetComponent <RectTransform>()); panel.name = layer.name; } else { ctrl.DrawImage(image, node); } } return(node); }
void RefreshItem(FightHero fh) { _itemNodeRoot.DestroyChildren(); foreach (var pair in fh.Items) { Item item = pair.Value; GameObject go = Instantiate(_modelNode.GetNode("Item").gameObject); go.transform.SetParent(_itemNodeRoot); UINode itemNode = go.GetComponent <UINode>(); Image image = itemNode.GetRef("Image").GetComponent <Image>(); image.sprite = GameResSys.Instance.GetItem(item.Icon); Button btn = image.gameObject.AddComponent <Button>(); btn.onClick.AddListener(() => { EventSys.Instance.AddEvent(InputEvent.FightItemClicked, item.Id); }); Text num = itemNode.GetRef("Text").GetComponent <Text>(); num.text = item.Count.Value.ToString(); num.raycastTarget = false;//避免遮挡 if (item.UsableInFight) { if (item.JobLimited > 0 && item.JobLimited != ((HeroData)fh.CreatureData).Job) { continue; } Dragable dragable = image.gameObject.AddComponent <Dragable>(); dragable.HasTail = true; dragable.TailSprite = GameResSys.Instance.GetMask(GameConstants.CommonDragTail); dragable.TailColor = item.TheColor; dragable.TailWidth = 20; dragable.Canv = _rootNode.GetComponent <Canvas>(); dragable.ActionId = item.Id; dragable.OnDragStart = OnDragFromItem; } } }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_TOGGLE, layer.name, parent);// GameObject.Instantiate(temp) as UnityEngine.UI.Toggle; UnityEngine.UI.Toggle toggle = node.GetComponent <UnityEngine.UI.Toggle>(); if (layer.images != null) { for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++) { Image image = layer.images[imageIndex]; string lowerName = image.name.ToLower(); if (lowerName.StartsWith("b_")) { PSDImportUtility.SetPictureOrLoadColor(image, toggle.targetGraphic); PSDImportUtility.SetRectTransform(image, toggle.GetComponent <RectTransform>()); } else if (lowerName.StartsWith("m_")) { PSDImportUtility.SetPictureOrLoadColor(image, toggle.graphic); } else { ctrl.DrawImage(image, node); } } } return(node); }
void SetPathPassed(int fromNodeId, int targetNodeId, Color c) { DIKey id = new DIKey(fromNodeId, targetNodeId); UINode node = _nodeLines[id].GetComponent <UINode>(); node.GetComponent <Slider>().value = 1; node.GetRef("Fill").GetComponent <Image>().color = c; }
private UINode DrawRawImage(Image image, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_RawIMAGE, image.name, parent); UnityEngine.UI.RawImage pic = node.GetComponent <UnityEngine.UI.RawImage>(); PSDImportUtility.SetPictureOrLoadColor(image, pic); PSDImportUtility.SetRectTransform(image, pic.GetComponent <RectTransform>()); return(node); }
void ShowWarning(string msg) { Text t = _warning.GetRef("Text").GetComponent <Text>(); t.text = msg; DelayAction da = _warning.GetComponent <DelayAction>(); da.StartDelay(); }
void OnCreatStageView(object p1, object p2) { StageConfig stageConfig = (StageConfig)p1; _nodeUIs = new Dictionary <int, Transform>(); _nodeLines = new Dictionary <DIKey, Transform>(); //_layerHeight = (Screen.height - LayerGap * 2) / stageConfig.Layers.Count; _stageNode.GetRef("StageInfo").GetComponent <Text>().text = stageConfig.Name; foreach (StageLayer stageLayer in stageConfig.Layers) { CreateLayer(stageLayer); } foreach (StageLayer stageLayer in stageConfig.Layers) { foreach (BaseStageNode node in stageLayer.Nodes) { Transform t = _nodeUIs[node.Id]; foreach (int nextNode in node.NextNodes) { Transform nextT = _nodeUIs[nextNode]; GameObject lineModel = Instantiate(_lineModel); lineModel.transform.SetParent(_stageLineRootTrans); SetLineUI(t.position, nextT.position, lineModel.GetComponent <Slider>()); _nodeLines.Add(new DIKey(node.Id, nextNode), lineModel.transform); } } } //set scroll view Height //float AllHeight = LayerHeight * stageConfig.Layers.Count + BottomGap; RectTransform scrollRect = _stageScrollContent.GetComponent <RectTransform>(); scrollRect.sizeDelta = new Vector2(scrollRect.sizeDelta.x, BottomGap); //scroll to bottom Transform scrollView = _stageNode.GetRef("StageScrollView"); scrollView.GetComponent <ScrollRect>().ScrollToBottom(); //CreateHeroSelectView CreateHeroSelectView(); }
public void BeginDrawUILayers() { UINode empty = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_EMPTY, PSDImportUtility.baseFilename, PSDImportUtility.uinode); RectTransform rt = empty.GetComponent <RectTransform>(); rt.sizeDelta = new Vector2(psdUI.psdSize.width, psdUI.psdSize.height); for (int layerIndex = 0; layerIndex < psdUI.layers.Length; layerIndex++) { DrawLayer(psdUI.layers[layerIndex], empty); } AssetDatabase.Refresh(); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_INPUTFIELD, layer.name, parent); UnityEngine.UI.InputField inputfield = node.GetComponent <UnityEngine.UI.InputField>(); if (layer.images != null) { for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++) { Image image = layer.images[imageIndex]; string lowerName = image.name.ToLower(); if (image.imageType == ImageType.Label) { if (lowerName.StartsWith("t_")) { UnityEngine.UI.Text text = (UnityEngine.UI.Text)inputfield.textComponent;//inputfield.transform.Find("Text").GetComponent<UnityEngine.UI.Text>(); PSDImportUtility.SetPictureOrLoadColor(image, inputfield.textComponent); int size; if (int.TryParse(image.arguments[2], out size)) { text.fontSize = size; } } else if (lowerName.StartsWith("p_")) { UnityEngine.UI.Text text = (UnityEngine.UI.Text)inputfield.placeholder;//.transform.Find("Placeholder").GetComponent<UnityEngine.UI.Text>(); PSDImportUtility.SetPictureOrLoadColor(image, inputfield.textComponent); int size; if (int.TryParse(image.arguments[2], out size)) { text.fontSize = size; } } } else { if (lowerName.StartsWith("b_")) { PSDImportUtility.SetPictureOrLoadColor(image, inputfield.image); PSDImportUtility.SetRectTransform(image, inputfield.GetComponent <RectTransform>()); } } } } return(node); }
public static void SetAnchorByNode(UINode node) { RectTransform p_rt = node.parent.GetComponent <RectTransform>(); RectTransform c_rt = node.GetComponent <RectTransform>(); switch (node.anchoType) { case UINode.AnchoType.Custom: SetCustomAnchor(p_rt, c_rt); break; default: SetNormalAnchor(node.anchoType, p_rt, c_rt); break; } }
void OnShowLose(object p1, object p2) { Dictionary <int, FightHero> heros = (Dictionary <int, FightHero>)p1; StringBuilder sb = new StringBuilder(); foreach (var pair in heros) { sb.Append(pair.Value.CreatureData.Name).Append(","); } sb.Append("被打败了"); _loseNode.gameObject.SetActive(true); Text text = _loseNode.GetComponent <UINode>().GetRef("Info").GetComponent <Text>(); text.text = sb.ToString(); }
public override void InitUI(UINode rootNode) { base.InitUI(rootNode); _fightNode = rootNode.GetComponent <UINode>(); Button exitBtn = _fightNode.GetRef("Confirm").GetComponent <Button>(); exitBtn.onClick.AddListener(() => { _fightNode.gameObject.SetActive(false); EventSys.Instance.AddEvent(InputEvent.HeroNodeDetailComfirmed, _nodeId); }); _fightNode.gameObject.SetActive(false); EventSys.Instance.AddHander(ViewEvent.ShowHeroNodeDetails, ShowNodeFight); }
void InitStageUi(UINode rootNode) { _stageNode = rootNode.GetNode("Stage"); _stageCanvas = _stageNode.GetComponent <Canvas>(); Button btnExit = _stageNode.GetRef("ButtonExit").GetComponent <Button>(); btnExit.onClick.AddListener(OnBtnExitClicked); _modelNode = _stageNode.GetNode("Models"); _stageNodeModel = _modelNode.GetNode("Node_model").gameObject; _heroNodeModel = _modelNode.GetNode("HeroNode_model").gameObject; _lineModel = _modelNode.GetNode("Slider_model").gameObject; _layerNameModel = _modelNode.GetRef("LayerName_model").gameObject; _heroShowModel = _modelNode.GetNode("HeroShow_model").gameObject; _stageScrollContent = _stageNode.GetNode("Content"); _stageNodeRootTrans = _stageScrollContent.GetRef("Stage").transform; _stageLineRootTrans = _stageScrollContent.GetRef("Line").transform; _stageLayerRootTrans = _stageScrollContent.GetRef("LayerNames").transform; Button btnReady = _stageNode.GetRef("ButtonReady").GetComponent <Button>(); btnReady.onClick.AddListener(OnBtnReadyClicked); _stageNode.GetRef("HeroShowtList").gameObject.SetActive(true); _stageNode.GetRef("HeroShowtList").gameObject.SetActive(false); _warning = _stageNode.GetNode("Warning"); DelayAction da = _warning.gameObject.AddComponent <DelayAction>(); da.DelaySecond = 1; da.DAction = () => { _warning.gameObject.SetActive(false); }; _warning.gameObject.SetActive(false); _dialog = _stageNode.GetNode("Dialog"); _dialog.GetRef("Button").GetComponent <Button>().onClick.AddListener(() => { EventSys.Instance.AddEvent(InputEvent.FightExit); }); _dialog.gameObject.SetActive(false); _winNode = _stageNode.GetNode("Win"); _winNode.GetRef("Button").GetComponent <Button>().onClick.AddListener(() => { EventSys.Instance.AddEvent(InputEvent.FightExit); }); _winNode.gameObject.SetActive(false); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_EMPTY, layer.name, parent); RectTransform obj = node.GetComponent <RectTransform>(); PSDImportUtility.SetRectTransform(layer, obj, parent.GetComponent <RectTransform>()); if (layer.images != null) { for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++) { Image image = layer.images[imageIndex]; ctrl.DrawImage(image, node); } } ctrl.DrawLayers(layer.layers, node); return(node); }
public override void InitUI(UINode rootNode) { base.InitUI(rootNode); _rewardNode = rootNode.GetComponent <UINode>(); _getBtn = _rewardNode.GetRef("Get").GetComponent <Button>(); _getBtn.onClick.AddListener(GetReward); _getBtn.gameObject.SetActive(false); _exitBtn = _rewardNode.GetRef("Confirm").GetComponent <Button>(); _exitBtn.onClick.AddListener(HideRewardView); _exitBtn.gameObject.SetActive(false); _models = rootNode.GetNode("Models"); _rewardNode.gameObject.SetActive(false); EventSys.Instance.AddHander(ViewEvent.ShowNodeRewardDetails, ShowNodeReward); EventSys.Instance.AddHander(ViewEvent.ShowNodeRewardGet, GetNodeReward); }
public UINode DrawImage(Image image, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_TEXT, image.name, parent); UnityEngine.UI.Text myText = node.GetComponent <Text>(); PSDImportUtility.SetPictureOrLoadColor(image, myText); float size; if (float.TryParse(image.arguments[2], out size)) { myText.fontSize = (int)size; } myText.text = image.arguments[3]; RectTransform rectTransform = myText.GetComponent <RectTransform>(); rectTransform.sizeDelta = new Vector2(image.size.width, image.size.height); rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y); return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_GRID, layer.name, parent); node.anchoType = UINode.AnchoType.Up | UINode.AnchoType.Left; GridLayoutGroup gridLayoutGroup = node.GetComponent <GridLayoutGroup>(); PSDImportUtility.SetRectTransform(layer, gridLayoutGroup.GetComponent <RectTransform>(), node.GetComponent <RectTransform>()); gridLayoutGroup.padding = new RectOffset(1, 1, 1, 1); gridLayoutGroup.cellSize = new Vector2(layer.size.width, layer.size.height); if (layer.arguments != null && layer.arguments.Length > 1) { string rc = layer.arguments[0]; gridLayoutGroup.constraint = rc.ToLower() == "c" ? GridLayoutGroup.Constraint.FixedColumnCount : (rc.ToLower() == "r"? GridLayoutGroup.Constraint.FixedRowCount: GridLayoutGroup.Constraint.Flexible); int count = int.Parse(layer.arguments[1]); gridLayoutGroup.constraintCount = count; } ctrl.DrawImages(layer.images, node); ctrl.DrawLayers(layer.layers, node); return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_GROUP, layer.name, parent); UnityEngine.UI.LayoutGroup group = null; string type = layer.arguments[0].ToLower(); float span = 0; float.TryParse(layer.arguments[1], out span); switch (type) { case "v": group = node.AddComponent <UnityEngine.UI.VerticalLayoutGroup>(); group.childAlignment = TextAnchor.UpperLeft; ((UnityEngine.UI.VerticalLayoutGroup)group).spacing = span; break; case "h": group = node.AddComponent <UnityEngine.UI.HorizontalLayoutGroup>(); group.childAlignment = TextAnchor.UpperLeft; ((UnityEngine.UI.HorizontalLayoutGroup)group).spacing = span; break; } PSDImportUtility.SetRectTransform(layer, group.GetComponent <RectTransform>(), parent.GetComponent <RectTransform>()); UINode[] nodes = pSDImportCtrl.DrawImages(layer.images, node); foreach (var item in nodes) { item.anchoType = UINode.AnchoType.Left | UINode.AnchoType.Up; } nodes = pSDImportCtrl.DrawLayers(layer.layers, node); foreach (var item in nodes) { item.anchoType = UINode.AnchoType.Left | UINode.AnchoType.Up; } return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_SCROLLBAR, layer.name, parent); Scrollbar scrollBar = node.GetComponent <Scrollbar>(); string type = layer.arguments[0].ToUpper(); switch (type) { case "R": scrollBar.direction = Scrollbar.Direction.RightToLeft; break; case "L": scrollBar.direction = Scrollbar.Direction.LeftToRight; break; case "T": scrollBar.direction = Scrollbar.Direction.TopToBottom; break; case "B": scrollBar.direction = Scrollbar.Direction.BottomToTop; break; default: break; } float pecent; if (float.TryParse(layer.arguments[1], out pecent)) { scrollBar.size = pecent; } for (int i = 0; i < layer.images.Length; i++) { Image image = layer.images[i]; string lowerName = image.name.ToLower(); UnityEngine.UI.Image graph = null; if (lowerName.StartsWith("b_")) { graph = scrollBar.GetComponent <UnityEngine.UI.Image>(); PSDImportUtility.SetRectTransform(image, scrollBar.GetComponent <RectTransform>()); scrollBar.name = layer.name; } else if (lowerName.StartsWith("h_")) { graph = scrollBar.handleRect.GetComponent <UnityEngine.UI.Image>(); } if (graph == null) { //忽略Scorllbar其他的artLayer continue; } PSDImportUtility.SetPictureOrLoadColor(image, graph); } return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_DROPDOWN, layer.name, parent); Dropdown dropdown = node.GetComponent <Dropdown>(); ScrollRect scrllRect = dropdown.template.GetComponent <ScrollRect>(); RectTransform content = scrllRect.content; Toggle toggle = content.GetComponentInChildren <Toggle>(); UINode childNode = new UINode(dropdown.template, node); childNode.transform.SetParent(PSDImportUtility.canvas.transform); childNode.anchoType = UINode.AnchoType.Down | UINode.AnchoType.XStretch; //由于设置相对坐标需要,所以修改了部分预制体的状态 childNode.ReprocessEvent = () => { RectTransform rt = childNode.GetComponent <RectTransform>(); rt.pivot = new Vector2(0.5f, 1); rt.anchoredPosition = Vector3.zero; }; for (int i = 0; i < layer.images.Length; i++) { Image image = layer.images[i]; string lowerName = image.name.ToLower(); if (lowerName.StartsWith("b1_")) { PSDImportUtility.SetPictureOrLoadColor(image, dropdown.image); PSDImportUtility.SetRectTransform(image, dropdown.GetComponent <RectTransform>()); dropdown.name = layer.name; } else if (lowerName.StartsWith("b2_")) { PSDImportUtility.SetPictureOrLoadColor(image, dropdown.template.GetComponent <Graphic>()); PSDImportUtility.SetRectTransform(image, dropdown.template); } else if (lowerName.StartsWith("b3_")) { UnityEngine.UI.Image itemimage = (UnityEngine.UI.Image)toggle.targetGraphic; PSDImportUtility.SetPictureOrLoadColor(image, itemimage); content.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, image.size.height); } else if (lowerName.StartsWith("l1_")) { PSDImportUtility.SetPictureOrLoadColor(image, dropdown.captionText); float size; if (float.TryParse(image.arguments[2], out size)) { dropdown.captionText.fontSize = (int)size; } dropdown.captionText.text = image.arguments[3]; } else if (lowerName.StartsWith("l2_")) { PSDImportUtility.SetPictureOrLoadColor(image, dropdown.itemText); float size; if (float.TryParse(image.arguments[2], out size)) { dropdown.itemText.fontSize = (int)size; } dropdown.itemText.text = image.arguments[3]; } else if (lowerName.StartsWith("m_")) { UnityEngine.UI.Image mask = (UnityEngine.UI.Image)toggle.graphic; PSDImportUtility.SetPictureOrLoadColor(image, mask); } else { ctrl.DrawImage(image, node); } } for (int i = 0; i < layer.layers.Length; i++) { Layer child = layer.layers[i]; string lowerName = child.name; if (lowerName.StartsWith("vb_")) { UINode barNode = ctrl.DrawLayer(child, childNode); scrllRect.verticalScrollbar = barNode.GetComponent <Scrollbar>(); scrllRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide; } else { ctrl.DrawLayer(child, node); } } return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_SCROLLVIEW, layer.name, parent); UnityEngine.UI.ScrollRect scrollRect = node.GetComponent <UnityEngine.UI.ScrollRect>(); UINode childNode = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_IMAGE, "Viewport", node); scrollRect.viewport = childNode.GetComponent <RectTransform>(); childNode.AddComponent <Mask>(); childNode.anchoType = UINode.AnchoType.XStretch | UINode.AnchoType.YStretch; UnityEngine.UI.Image graph = scrollRect.GetComponent <UnityEngine.UI.Image>(); bool havebg = false; for (int i = 0; i < layer.images.Length; i++) { Image image = layer.images[i]; if (image.name.ToLower().StartsWith("b_")) { havebg = true; PSDImportUtility.SetPictureOrLoadColor(image, graph); PSDImportUtility.SetRectTransform(image, graph.GetComponent <RectTransform>()); } else { ctrl.DrawImage(image, node); } } if (!havebg) { UnityEngine.Object.DestroyImmediate(graph); PSDImportUtility.SetRectTransform(layer, scrollRect.GetComponent <RectTransform>(), parent.GetComponent <RectTransform>()); } PSDImportUtility.SetRectTransform(layer, childNode.GetComponent <RectTransform>(), scrollRect.GetComponent <RectTransform>()); if (layer.arguments != null) { string type = layer.arguments[0].ToUpper(); switch (type) { case "V": scrollRect.vertical = true; scrollRect.horizontal = false; break; case "H": scrollRect.vertical = false; scrollRect.horizontal = true; break; case "VH": case "HV": scrollRect.vertical = true; scrollRect.horizontal = true; break; default: break; } } if (layer.layers != null) { for (int i = 0; i < layer.layers.Length; i++) { Layer child = layer.layers[i]; string childLowerName = child.name; UINode c_Node = ctrl.DrawLayer(child, childNode); if (childLowerName.StartsWith("c_")) { scrollRect.content = c_Node.GetComponent <RectTransform>(); } else if (childLowerName.StartsWith("vb_")) { scrollRect.verticalScrollbar = c_Node.GetComponent <Scrollbar>(); scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide; } else if (childLowerName.StartsWith("hb_")) { scrollRect.horizontalScrollbar = c_Node.GetComponent <Scrollbar>(); scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHide; } } } return(node); }
public UINode DrawLayer(Layer layer, UINode parent) { UINode node = PSDImportUtility.InstantiateItem(PSDImporterConst.PREFAB_PATH_SLIDER, layer.name, parent); //GameObject.Instantiate(temp) as UnityEngine.UI.Slider; UnityEngine.UI.Slider slider = node.GetComponent <UnityEngine.UI.Slider>(); string type = layer.arguments[0].ToUpper(); switch (type) { case "R": slider.direction = Slider.Direction.RightToLeft; break; case "L": slider.direction = Slider.Direction.LeftToRight; break; case "T": slider.direction = Slider.Direction.TopToBottom; break; case "B": slider.direction = Slider.Direction.BottomToTop; break; default: break; } bool haveHandle = false; for (int i = 0; i < layer.images.Length; i++) { Image image = layer.images[i]; string lowerName = image.name.ToLower(); UnityEngine.UI.Image graph = null; if (lowerName.StartsWith("b_")) { graph = slider.transform.Find("Background").GetComponent <UnityEngine.UI.Image>(); PSDImportUtility.SetRectTransform(image, slider.GetComponent <RectTransform>()); slider.name = layer.name; } else if (lowerName.StartsWith("f_")) { graph = slider.fillRect.GetComponent <UnityEngine.UI.Image>(); } else if (lowerName.StartsWith("h_")) { graph = slider.handleRect.GetComponent <UnityEngine.UI.Image>(); RectTransform rect = graph.GetComponent <RectTransform>(); rect.name = image.name; rect.sizeDelta = new Vector2(image.size.width, 0); rect.anchoredPosition = Vector2.zero; haveHandle = true; } if (graph == null) { continue; } PSDImportUtility.SetPictureOrLoadColor(image, graph); } if (!haveHandle) { UnityEngine.Object.DestroyImmediate(slider.handleRect.parent.gameObject); } return(node); }