Esempio n. 1
0
    void NewPrefab(NEW_TYPE newType)
    {
        SaveProject();
        GameObject newPrefab;

        switch (newType)
        {
        case NEW_TYPE.NEW_EMPTY: newPrefab = m_DefaultEmptyPrefab;         break;

        case NEW_TYPE.NEW_PLANE: newPrefab = m_DefaultPlanePrefab;         break;

        case NEW_TYPE.NEW_LEGACY: newPrefab = m_DefaultLegacyPrefab;        break;

        case NEW_TYPE.NEW_SHURIKEN: newPrefab = m_DefaultShurikenPrefab;      break;

        default:
        {
            NgUtil.LogMessage("NEW_TYPE error !!!");
            return;
        }
        }
        string createPath = NgAsset.CreateDefaultUniquePrefab(newPrefab, GetCurrentDirPath() + "NewEffect.prefab");

        SetChangePrefab();
        SaveProject();
        SelectToolbar(m_nProjectIndex, GetGroupIndex(), createPath);
    }
Esempio n. 2
0
 void NewPrefab(NEW_TYPE newType)
 {
     SaveProject();
     GameObject	newPrefab;
     switch (newType)
     {
         case NEW_TYPE.NEW_EMPTY		: newPrefab	= m_DefaultEmptyPrefab;		break;
         case NEW_TYPE.NEW_PLANE		: newPrefab	= m_DefaultPlanePrefab;		break;
         case NEW_TYPE.NEW_LEGACY	: newPrefab	= m_DefaultLegacyPrefab;	break;
         case NEW_TYPE.NEW_SHURIKEN	: newPrefab	= m_DefaultShurikenPrefab;	break;
         default :
             {
                 NgUtil.LogMessage("NEW_TYPE error !!!");
                 return;
             }
     }
     string createPath = NgAsset.CreateDefaultUniquePrefab(newPrefab, GetCurrentDirPath() + "NewEffect.prefab");
     SetChangePrefab();
     SaveProject();
     SelectToolbar(m_nProjectIndex, GetGroupIndex(), createPath);
 }