private static void CreateUIOfflineData(GameObject obj) { obj.layer = LayerMask.NameToLayer("UI"); UIOfflineData uiOfflineData = obj.GetComponent <UIOfflineData>(); if (uiOfflineData == null) { uiOfflineData = obj.AddComponent <UIOfflineData>(); } uiOfflineData.BindData(); EditorUtility.SetDirty(obj); Debug.Log("修改了UI " + obj.name + " Prefab."); AssetDatabase.Refresh(); }
public static void CreateUIOfflineData(GameObject obj) { UIOfflineData data = obj.GetComponent <UIOfflineData>(); if (data == null) { data = obj.AddComponent <UIOfflineData>(); } data.BindData(); EditorUtility.SetDirty(obj); Debug.Log("修改了" + obj.gameObject.name + "离线数据"); Resources.UnloadUnusedAssets(); AssetDatabase.Refresh(); }
public static void CreateUIData(GameObject obj) { obj.layer = LayerMask.NameToLayer("UI"); UIOfflineData uiData = obj.GetComponent <UIOfflineData>(); if (uiData == null) { uiData = obj.AddComponent <UIOfflineData>(); } uiData.BindData(); EditorUtility.SetDirty(obj); Debug.Log("修改了" + obj.name + "UI prefab!"); Resources.UnloadUnusedAssets(); AssetDatabase.Refresh(); }
public static void CreateUIData(GameObject gameObject) { gameObject.layer = LayerMask.NameToLayer("UI"); UIOfflineData uiOfflineData = gameObject.GetComponent <UIOfflineData>(); if (uiOfflineData == null) { uiOfflineData = gameObject.AddComponent <UIOfflineData>(); } uiOfflineData.BindData(); EditorUtility.SetDirty(gameObject); Debug.Log($"修改了UI{gameObject.name}Prefab"); Resources.UnloadUnusedAssets(); AssetDatabase.Refresh(); }
public static void CreateUIOfflineData() { GameObject[] objsArray = Selection.gameObjects; for (int i = 0; i < objsArray.Length; i++) { UIOfflineData uiData = objsArray[i].GetComponent <UIOfflineData>(); if (uiData == null) { uiData = objsArray[i].AddComponent <UIOfflineData>(); } uiData.BindData(objsArray[i]); EditorUtility.DisplayProgressBar("生成UI离线数据", objsArray[i].name, i * 1.0f / objsArray.Length); EditorUtility.SetDirty(objsArray[i]); } AssetDatabase.Refresh(); EditorUtility.ClearProgressBar(); Debug.Log("生成UI离线数据完成。。"); }
public static void CreateUIData(string path) { GameObject obj = PrefabUtility.LoadPrefabContents(path); obj.layer = LayerMask.NameToLayer("UI"); UIOfflineData uiData = obj.GetComponent <UIOfflineData>(); if (uiData == null) { uiData = obj.AddComponent <UIOfflineData>(); } uiData.BindData(); EditorUtility.SetDirty(obj); Debug.Log("修改了" + obj.name + "prefab!"); if (PrefabUtility.SaveAsPrefabAsset(obj, path)) { PrefabUtility.UnloadPrefabContents(obj); } Resources.UnloadUnusedAssets(); AssetDatabase.Refresh(); }