// [MenuItem("GameObject/UI/UIText")] // static void CreateUIText() // { // Type[] types = new Type[]{typeof(Text),typeof(UI_Text)}; // GameObject obj = EditorUtility.CreateGameObjectWithHideFlags("Text",HideFlags.None,types); // // // } // [InitializeOnLoadMethod] // static void StartInitializeOnLoadMethod() // { // EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI; // } // static void OnHierarchyGUI(int instanceID, Rect selectionRect) // { // Event evt = Event.current; // // Debug.LogError("kkk " + evt.button + " " + evt.type); // if (evt != null && selectionRect.Contains(evt.mousePosition) // && evt.button == 1 && evt.type == EventType.MouseDown) // { // Debug.LogError("in"); // GameObject selectedGameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject; // //这里可以判断selectedGameObject的条件 // if (selectedGameObject) // { // Debug.LogError("in2"); // Vector2 mousePosition = Event.current.mousePosition; // EditorUtility.DisplayPopupMenu(new Rect(mousePosition.x, mousePosition.y, 0, 0), "GameObject/",null); // evt.Use(); // } // } // } public override void OnInspectorGUI() { serializedObject.Update(); UI_Text text = target as UI_Text; text.mTextStr = EditorGUILayout.TextField("Text", text.mTextStr); if (this.mTextStr != text.mTextStr) { this.mTextStr = text.mTextStr; text.SetText(text.mTextStr); } serializedObject.ApplyModifiedProperties(); }
// [MenuItem("GameObject/UI/UIText")] // static void CreateUIText() // { // Type[] types = new Type[]{typeof(Text),typeof(UI_Text)}; // GameObject obj = EditorUtility.CreateGameObjectWithHideFlags("Text",HideFlags.None,types); // // // } // [InitializeOnLoadMethod] // static void StartInitializeOnLoadMethod() // { // EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI; // } // static void OnHierarchyGUI(int instanceID, Rect selectionRect) // { // Event evt = Event.current; // // Debug.LogError("kkk " + evt.button + " " + evt.type); // if (evt != null && selectionRect.Contains(evt.mousePosition) // && evt.button == 1 && evt.type == EventType.MouseDown) // { // Debug.LogError("in"); // GameObject selectedGameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject; // //这里可以判断selectedGameObject的条件 // if (selectedGameObject) // { // Debug.LogError("in2"); // Vector2 mousePosition = Event.current.mousePosition; // EditorUtility.DisplayPopupMenu(new Rect(mousePosition.x, mousePosition.y, 0, 0), "GameObject/",null); // evt.Use(); // } // } // } public override void OnInspectorGUI() { serializedObject.Update(); UI_Text text = target as UI_Text; text.mTextStr = EditorGUILayout.TextField("Text", text.mTextStr); if (this.mTextStr != text.mTextStr) { this.mTextStr = text.mTextStr; // TextManager.instance.LoadLanguage(TextManager.CN); // text.SetText(text.mTextStr); } if (GUILayout.Button("Change text")) { TextManager.instance.LoadLanguage(TextManager.LANGUAGE.CN); text.SetText(text.mTextStr); } serializedObject.ApplyModifiedProperties(); }