public void DrawImage(PSImage image, GameObject parent, GameObject ownObj)
        {
            //UnityEngine.UI.Image pic = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_IMAGE, typeof(UnityEngine.UI.Image)) as UnityEngine.UI.Image;
            //string commonImagePath = PSDImporterConst.Globle_BASE_FOLDER + image.name.Replace(".", "/") + PSDImporterConst.PNG_SUFFIX;
            //Debug.Log("==  CommonImagePath  ====" + commonImagePath);
            //Sprite sprite = AssetDatabase.LoadAssetAtPath(commonImagePath, typeof(Sprite)) as Sprite;

            UnityEngine.UI.Image pic = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, parent);

            string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
            Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

            if (sprite == null)
            {
                Debug.Log("loading asset at path: " + PSDImportUtility.baseDirectory + image.name);
            }

            //string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
            //Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
            //UnityEngine.UI.Image myImage = GameObject.Instantiate(pic) as UnityEngine.UI.Image;

            pic.sprite = sprite;
            pic.type   = UnityEngine.UI.Image.Type.Sliced;

            RectTransform rectTransform = pic.GetComponent <RectTransform>();

            rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
            rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
        }
Esempio n. 2
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            RectTransform obj = PSDImportUtility.LoadAndInstant <RectTransform>(PSDImporterConst.ASSET_PATH_EMPTY, layer.name, parent);

            obj.offsetMin = Vector2.zero;
            obj.offsetMax = Vector2.zero;
            obj.anchorMin = Vector2.zero;
            obj.anchorMax = Vector2.one;

            RectTransform rectTransform = parent.GetComponent <RectTransform>();

            obj.sizeDelta        = rectTransform.sizeDelta;
            obj.anchoredPosition = rectTransform.anchoredPosition;

            if (layer.image != null)
            {
                //for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++)
                //{
                PSImage image = layer.image;
                ctrl.DrawImage(image, obj.gameObject);
                //}
            }

            ctrl.DrawLayers(layer.layers, obj.gameObject);
            //obj.transform.SetParent(parent.transform, false); //parent.transform;
        }
Esempio n. 3
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            UnityEngine.UI.RawImage pic;
            if (ownObj != null)
            {
                pic = ownObj.AddMissingComponent <UnityEngine.UI.RawImage>();
            }
            else
            {
                pic = PSDImportUtility.LoadAndInstant <UnityEngine.UI.RawImage>(PSDImporterConst.ASSET_PATH_RAWIMAGE, image.name, parent);
            }

//             string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
//             Texture2D texture = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D;
//             if (texture == null)
//             {
//                 Debug.Log("loading asset at path: " + PSDImportUtility.baseDirectory + image.name);
//             }
            Texture2D texture = image.LoadAssetAtPath <Texture2D>() as Texture2D;

            pic.texture = texture as Texture;
            RectTransform rectTransform = pic.GetComponent <RectTransform>();

            PSDImportUtility.SetAnchorMiddleCenter(rectTransform);
            rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
            rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
        }
Esempio n. 4
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            //UnityEngine.UI.Image temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_IMAGE, typeof(UnityEngine.UI.Image)) as UnityEngine.UI.Image;
            UnityEngine.UI.Image panel = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, layer.name, parent);//GameObject.Instantiate(temp) as UnityEngine.UI.Image;

            panel.name = layer.name;

            ctrl.DrawLayers(layer.layers, panel.gameObject);//子节点

            //for (int i = 0; i < layer.images.Length; i++)
            //{
            PSImage image = layer.image;

            if (image.name.ToLower().Contains("background"))
            {
                string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
                panel.sprite = sprite;

                RectTransform rectTransform = panel.GetComponent <RectTransform>();
                rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);

                //panel.transform.SetParent(parent.transform, false); //parent = parent.transform;
            }
            else
            {
                ctrl.DrawImage(image, panel.gameObject);
            }
            //}
        }
Esempio n. 5
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            TabGroup tabGroup = PSDImportUtility.LoadAndInstant <TabGroup>(PSDImporterConst.ASSET_PATH_TABGROUP, layer.name, parent);

            if (layer.layers == null)
            {
                Debug.LogError("error! bad tabgroup layers.");
                return;
            }

            for (int index = 0; index < layer.layers.Length; index++)
            {
                Layer  subLayer  = layer.layers[index];
                string layerName = subLayer.name;           //Shop_Tab:Shop
                if (layerName.ToLower().Contains("_tab"))
                {
                    Tab tab = ImportTabLayer(subLayer, tabGroup.gameObject);
                    tab.group = tabGroup;
                }
                else
                {
                    ctrl.DrawLayer(subLayer, tabGroup.gameObject);
                }
            }
        }
        public void DrawLayer(Layer layer, GameObject parent)
        {
            RectTransform obj           = PSDImportUtility.LoadAndInstant <RectTransform>(PSDImporterConst.ASSET_PATH_LAYOUTELEMENT, layer.name, parent);
            RectTransform rectTransform = parent.GetComponent <RectTransform>();

            obj.sizeDelta        = new Vector2(layer.size.width, layer.size.height);
            obj.anchoredPosition = new Vector2(layer.position.x, layer.position.y);

            var le = obj.GetComponent <LayoutElement>();

            le.preferredWidth  = layer.size.width;
            le.preferredHeight = layer.size.height;

            if (layer.image != null)
            {
                //for (int imageIndex = 0; imageIndex < layer.layers.Length; imageIndex++)
                //{
                PSImage image = layer.image;
                ctrl.DrawImage(image, obj.gameObject);
                //}
            }

            ctrl.DrawLayers(layer.layers, obj.gameObject);
            //obj.transform.SetParent(parent.transform, false); //parent.transform;
        }
Esempio n. 7
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            RectTransform halfRectTrans = parent.GetComponent <RectTransform>();

            //2017.1.20注:因为已经修改为layer会创建gameobject,所以不再需要加载预设,直接在parent下组装即可
            //创建一个节点存放两张半图
            //var halfRectTrans = PSDImportUtility.LoadAndInstant<RectTransform>(PSDImporterConst.ASSET_PATH_HALFIMAGE, image.name, parent);
            PSDImportUtility.SetAnchorMiddleCenter(halfRectTrans);
            halfRectTrans.sizeDelta        = new Vector2(image.size.width, image.size.height);
            halfRectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y);

            UnityEngine.UI.Image leftOrUpSprite   = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, halfRectTrans.gameObject);
            UnityEngine.UI.Image rightOrLowSprite = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, halfRectTrans.gameObject);

            string assetPath = "";

            if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
            {
                assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
            }
            else
            {
                assetPath = PSDImporterConst.Globle_BASE_FOLDER + image.name.Replace(".", "/") + PSDImporterConst.PNG_SUFFIX;
            }

            Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

            if (sprite == null)
            {
                Debug.Log("loading asset at path: " + assetPath);
            }

            leftOrUpSprite.sprite   = sprite;
            rightOrLowSprite.sprite = sprite;
            RectTransform lOrURectTrans = leftOrUpSprite.GetComponent <RectTransform>();
            RectTransform rOrLRectTrans = rightOrLowSprite.GetComponent <RectTransform>();

            Vector2 size;

            if (image.imageType == ImageType.UpHalfImage)
            {
                size = new Vector2(image.size.width, image.size.height / 2f);
                lOrURectTrans.sizeDelta        = size;
                lOrURectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y + image.size.height / 4f);//还未设置父节点,要用绝对坐标

                rOrLRectTrans.sizeDelta        = size;
                rOrLRectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y - image.size.height / 4f);
                rOrLRectTrans.localEulerAngles = new Vector3(180, 0, 0);
            }
            else
            {
                size = new Vector2(image.size.width / 2f, image.size.height);
                lOrURectTrans.sizeDelta        = size;
                lOrURectTrans.anchoredPosition = new Vector2(image.position.x - image.size.width / 4f, image.position.y);
                rOrLRectTrans.sizeDelta        = size;
                rOrLRectTrans.anchoredPosition = new Vector2(image.position.x + image.size.width / 4f, image.position.y);
                rOrLRectTrans.localEulerAngles = new Vector3(0, 180, 0);
            }
        }
Esempio n. 8
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            RectTransform halfRectTrans = parent.GetComponent <RectTransform>();

            PSDImportUtility.SetAnchorMiddleCenter(halfRectTrans);
            halfRectTrans.sizeDelta        = new Vector2(image.size.width, image.size.height);
            halfRectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y);

            UnityEngine.UI.Image leftOrUpSprite;
            if (ownObj != null)
            {
                leftOrUpSprite = ownObj.AddMissingComponent <UnityEngine.UI.Image>();
            }
            else
            {
                leftOrUpSprite = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, halfRectTrans.gameObject);
            }

            //string assetPath = "";
            //if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
            //{
            //    assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
            //}
            //else
            //{
            //    assetPath = PSDImporterConst.Globle_BASE_FOLDER + image.name.Replace(".", "/") + PSDImporterConst.PNG_SUFFIX;
            //}

            //Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
            Sprite sprite = image.LoadAssetAtPath <Sprite>() as Sprite;

//             if (sprite == null)
//             {
//                 Debug.Log("loading asset at path: " + assetPath);
//             }

            leftOrUpSprite.sprite = sprite;
            RectTransform lOrURectTrans = leftOrUpSprite.GetComponent <RectTransform>();

            lOrURectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y);

            //添加镜像组件
            var mirror = lOrURectTrans.gameObject.AddComponent <UGUI.Effects.Mirror>();

            if (image.imageType == ImageType.BottomHalfImage)
            {
                mirror.mirrorType = UGUI.Effects.Mirror.MirrorType.Vertical;
            }
            else if (image.imageType == ImageType.LeftHalfImage)
            {
                mirror.mirrorType = UGUI.Effects.Mirror.MirrorType.Horizontal;
            }
            else if (image.imageType == ImageType.QuarterImage)
            {
                mirror.mirrorType = UGUI.Effects.Mirror.MirrorType.Quarter;
            }
            mirror.SetNativeSize();
        }
Esempio n. 9
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            UnityEngine.UI.Button button = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Button>(PSDImporterConst.ASSET_PATH_BUTTON, layer.name, parent);

            if (layer.layers != null)
            {
                for (int imageIndex = 0; imageIndex < layer.layers.Length; imageIndex++)
                {
                    PSImage image     = layer.layers[imageIndex].image;
                    string  lowerName = image.name.ToLower();
                    if (image.imageType != ImageType.Label && image.imageType != ImageType.Texture)
                    {
                        if (image.imageSource == ImageSource.Custom || image.imageSource == ImageSource.Common)
                        {
                            string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                            Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

                            if (image.name.ToLower().Contains("normal"))
                            {
                                button.image.sprite = sprite;
                                RectTransform rectTransform = button.GetComponent <RectTransform>();
                                rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                                rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);

                                adjustButtonBG(image.imageType, button);
                            }
                            else if (image.name.ToLower().Contains("pressed"))
                            {
                                button.transition = UnityEngine.UI.Selectable.Transition.SpriteSwap;
                                UnityEngine.UI.SpriteState state = button.spriteState;
                                state.pressedSprite = sprite;
                                button.spriteState  = state;
                            }
                            else if (image.name.ToLower().Contains("disabled"))
                            {
                                button.transition = UnityEngine.UI.Selectable.Transition.SpriteSwap;
                                UnityEngine.UI.SpriteState state = button.spriteState;
                                state.disabledSprite = sprite;
                                button.spriteState   = state;
                            }
                            else if (image.name.ToLower().Contains("highlighted"))
                            {
                                button.transition = UnityEngine.UI.Selectable.Transition.SpriteSwap;
                                UnityEngine.UI.SpriteState state = button.spriteState;
                                state.highlightedSprite = sprite;
                                button.spriteState      = state;
                            }
                        }
                    }
                    else
                    {
                        //ctrl.DrawImage(image, button.gameObject);
                        ctrl.DrawLayer(layer.layers[imageIndex], button.gameObject);
                    }
                }
            }
        }
Esempio n. 10
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
            {
                UnityEngine.UI.Image pic;
                if (ownObj != null)
                {
                    pic = ownObj.AddMissingComponent <UnityEngine.UI.Image>();
                }
                else
                {
                    pic = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, parent);
                }

                RectTransform rectTransform = pic.GetComponent <RectTransform>();
                rectTransform.offsetMin = new Vector2(0.5f, 0.5f);
                rectTransform.offsetMax = new Vector2(0.5f, 0.5f);
                rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
                rectTransform.anchorMax = new Vector2(0.5f, 0.5f);

                string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

                if (sprite == null)
                {
                    Debug.Log("loading asset at path: " + PSDImportUtility.baseDirectory + image.name);
                }

                pic.sprite = sprite;

                rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
            }
            else if (image.imageSource == ImageSource.Global)
            {
                UnityEngine.UI.Image pic;
                if (ownObj != null)
                {
                    pic = ownObj.AddMissingComponent <UnityEngine.UI.Image>();
                }
                else
                {
                    pic = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, parent);
                }

                RectTransform rectTransform = pic.GetComponent <RectTransform>();
                rectTransform.offsetMin = new Vector2(0.5f, 0.5f);
                rectTransform.offsetMax = new Vector2(0.5f, 0.5f);
                rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
                rectTransform.anchorMax = new Vector2(0.5f, 0.5f);

                SetGlobalImage(pic, image);
                pic.name = image.name;
            }
        }
Esempio n. 11
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            RectTransform halfRectTrans = parent.GetComponent <RectTransform>();

            //2017.1.20注:因为已经修改为layer会创建gameobject,所以不再需要加载预设,直接在parent下组装即可
            //创建一个节点存放两张半图
            //var halfRectTrans = PSDImportUtility.LoadAndInstant<RectTransform>(PSDImporterConst.ASSET_PATH_HALFIMAGE, image.name, parent);
            PSDImportUtility.SetAnchorMiddleCenter(halfRectTrans);
            halfRectTrans.sizeDelta        = new Vector2(image.size.width, image.size.height);
            halfRectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y);

            UnityEngine.UI.Image leftOrUpSprite = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Image>(PSDImporterConst.ASSET_PATH_IMAGE, image.name, halfRectTrans.gameObject);

            string assetPath = "";

            if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
            {
                assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
            }
            else
            {
                assetPath = PSDImporterConst.Globle_BASE_FOLDER + image.name.Replace(".", "/") + PSDImporterConst.PNG_SUFFIX;
            }

            Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

            if (sprite == null)
            {
                Debug.Log("loading asset at path: " + assetPath);
            }

            leftOrUpSprite.sprite = sprite;
            RectTransform lOrURectTrans = leftOrUpSprite.GetComponent <RectTransform>();

            lOrURectTrans.anchoredPosition = new Vector2(image.position.x, image.position.y);

            //添加镜像组件
            var mirror = lOrURectTrans.gameObject.AddComponent <UGUI.Effects.Mirror>();

            if (image.imageType == ImageType.BottomHalfImage)
            {
                mirror.mirrorType = UGUI.Effects.Mirror.MirrorType.Vertical;
            }
            else if (image.imageType == ImageType.LeftHalfImage)
            {
                mirror.mirrorType = UGUI.Effects.Mirror.MirrorType.Horizontal;
            }
            else if (image.imageType == ImageType.QuarterImage)
            {
                mirror.mirrorType = UGUI.Effects.Mirror.MirrorType.Quarter;
            }
            mirror.SetNativeSize();
        }
Esempio n. 12
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        private Tab ImportTabLayer(Layer layer, GameObject parent)
        {
            string tabName = layer.name.Substring(0, layer.name.IndexOf("_Tab"));
            string tag     = layer.name.LastIndexOf(':') == -1 ? tabName : layer.name.Substring(layer.name.LastIndexOf(':') + 1);
            //Debug.LogWarning("tab name = " + tabName + "  tab tag = " + tag);

            Tab tab = PSDImportUtility.LoadAndInstant <Tab>(PSDImporterConst.ASSET_PATH_TAB, tabName, parent);

            tab.tag = tag;

            if (layer.layers == null)
            {
                Debug.LogError("error! bad tab layers.");
                return(null);
            }

            for (int index = 0; index < layer.layers.Length; index++)
            {
                Layer   subLayer = layer.layers[index];
                PSImage image    = subLayer.image;
                if (image != null)
                {
                    string lowerName = image.name.ToLower();
                    if (lowerName.Contains("_tabsel"))
                    {
                        ctrl.DrawImage(image, tab.gameObject, tab.graphic.gameObject);
                    }
                    else if (lowerName.Contains("_tabunsel"))
                    {
                        ctrl.DrawImage(image, tab.gameObject, tab.targetGraphic.gameObject);
                    }
                    else
                    {
                        ctrl.DrawImage(image, tab.gameObject);
                    }
                }
                else
                {
                    if (subLayer.name.ToLower().Contains("_page"))
                    {
                        string name = subLayer.name.Substring(0, subLayer.name.Length - 5);
                        tab.page.gameObject.name = name;
                        ctrl.DrawLayers(subLayer.layers, tab.page.gameObject);      //跳过page层,只绘制子
                    }
                    else
                    {
                        ctrl.DrawLayer(subLayer, tab.gameObject);
                    }
                }
            }

            return(tab);
        }
Esempio n. 13
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            //UnityEngine.UI.ScrollRect temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_SCROLLVIEW, typeof(UnityEngine.UI.ScrollRect)) as UnityEngine.UI.ScrollRect;
            UnityEngine.UI.ScrollRect scrollRect = PSDImportUtility.LoadAndInstant <UnityEngine.UI.ScrollRect>(PSDImporterConst.ASSET_PATH_SCROLLVIEW, layer.name, parent);
            //scrollRect.transform.SetParent(parent.transform, false); //parent = parent.transform;


            RectTransform rectTransform = scrollRect.GetComponent <RectTransform>();

            rectTransform.sizeDelta        = new Vector2(layer.size.width, layer.size.height);
            rectTransform.anchoredPosition = new Vector2(layer.position.x, layer.position.y);

            if (layer.layers != null)
            {
                string type = layer.arguments[0].ToUpper();
                switch (type)
                {
                case "V":
                    //scrollRect.vertical = true;
                    //scrollRect.horizontal = false;
                    if (layer.arguments.Length > 4)
                    {
                        BuildGridScrollView(scrollRect, layer, parent, true);
                        return;
                    }
                    else
                    {
                        BuildVerticalScrollView(scrollRect, layer);
                    }
                    break;

                case "H":
                    //scrollRect.vertical = false;
                    //scrollRect.horizontal = true;
                    if (layer.arguments.Length > 4)
                    {
                        BuildGridScrollView(scrollRect, layer, parent, false);
                        return;
                    }
                    else
                    {
                        BuildHorizonScrollView(scrollRect, layer);
                    }
                    break;

                default:
                    break;
                }

                ctrl.DrawLayers(layer.layers, scrollRect.content.gameObject);
            }
        }
Esempio n. 14
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        public void BeginDrawUILayers()
        {
            RectTransform obj = PSDImportUtility.LoadAndInstant <RectTransform>(PSDImporterConst.ASSET_PATH_EMPTY, PSDImportUtility.baseFilename, PSDImportUtility.canvas.gameObject);

            obj.offsetMin = Vector2.zero;
            obj.offsetMax = Vector2.zero;
            obj.anchorMin = Vector2.zero;
            obj.anchorMax = Vector2.one;

            for (int layerIndex = 0; layerIndex < psdUI.layers.Length; layerIndex++)
            {
                DrawLayer(psdUI.layers[layerIndex], obj.gameObject);
            }
            AssetDatabase.Refresh();
        }
Esempio n. 15
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            //UnityEngine.UI.Toggle temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_TOGGLE, typeof(UnityEngine.UI.Toggle)) as UnityEngine.UI.Toggle;
            UnityEngine.UI.Toggle toggle = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Toggle>(PSDImporterConst.ASSET_PATH_TOGGLE, layer.name, parent);// GameObject.Instantiate(temp) as UnityEngine.UI.Toggle;

            if (layer.image != null)
            {
                //for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++)
                //{
                PSImage image = layer.image;

                if (image.name.ToLower().Contains("background"))
                {
                    if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
                    {
                        string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                        Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
                        toggle.image.sprite = sprite;

                        RectTransform rectTransform = toggle.GetComponent <RectTransform>();
                        rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                        rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);

                        //rectTransform.SetParent(parent.transform, true);

                        //PosLoader posloader = toggle.gameObject.AddComponent<PosLoader>();
                        //posloader.worldPos = rectTransform.position;
                    }
                }
                else if (image.name.ToLower().Contains("mask"))
                {
                    if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
                    {
                        string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                        Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
                        toggle.graphic.GetComponent <UnityEngine.UI.Image>().sprite = sprite;
                    }
                }
                else
                {
                    ctrl.DrawImage(image, toggle.graphic.gameObject);
                }
                //}
            }
        }
Esempio n. 16
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            UnityEngine.UI.GridLayoutGroup gridLayoutGroup = PSDImportUtility.LoadAndInstant <UnityEngine.UI.GridLayoutGroup>(PSDImporterConst.ASSET_PATH_GRID, layer.name, parent);

            RectTransform rectTransform = gridLayoutGroup.GetComponent <RectTransform>();

            rectTransform.sizeDelta        = new Vector2(layer.size.width, layer.size.height);
            rectTransform.anchoredPosition = new Vector2(layer.position.x, layer.position.y);

            gridLayoutGroup.padding = new RectOffset();

            float width, height;

            if (float.TryParse(layer.arguments[2], out width) && float.TryParse(layer.arguments[3], out height))
            {
                gridLayoutGroup.cellSize = new Vector2(width, height);
            }
            gridLayoutGroup.spacing = new Vector2(System.Convert.ToInt32(layer.arguments[4]), System.Convert.ToInt32(layer.arguments[5]));

            ctrl.DrawLayers(layer.layers, gridLayoutGroup.gameObject);
        }
Esempio n. 17
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            RectTransform obj = PSDImportUtility.LoadAndInstant <RectTransform>(PSDImporterConst.ASSET_PATH_EMPTY, layer.name, parent);

            obj.offsetMin = Vector2.zero;
            obj.offsetMax = Vector2.zero;
            obj.anchorMin = Vector2.zero;
            obj.anchorMax = Vector2.one;

            RectTransform rectTransform = parent.GetComponent <RectTransform>();

            obj.sizeDelta        = rectTransform.sizeDelta;
            obj.anchoredPosition = rectTransform.anchoredPosition;

            if (layer.image != null)
            {
                PSImage image = layer.image;
                //ctrl.DrawImage(image, obj.gameObject);
                ctrl.DrawImage(image, parent, obj.gameObject);
            }

            ctrl.DrawLayers(layer.layers, obj.gameObject);
        }
Esempio n. 18
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            UnityEngine.UI.Toggle toggle = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Toggle>(PSDImporterConst.ASSET_PATH_TOGGLE, layer.name, parent);

            if (layer.layers == null)
            {
                Debug.LogError("error! bad toggle layers.");
                return;
            }

            for (int index = 0; index < layer.layers.Length; index++)
            {
                Layer   subLayer = layer.layers[index];
                PSImage image    = subLayer.image;
                if (image != null)
                {
                    string lowerName = image.name.ToLower();
                    if (lowerName.Contains("_checkmark"))
                    {
                        ctrl.DrawImage(image, toggle.gameObject, toggle.graphic.gameObject);
                    }
                    else if (lowerName.Contains("_background"))
                    {
                        ctrl.DrawImage(image, toggle.gameObject, toggle.targetGraphic.gameObject);
                    }
                    else
                    {
                        ctrl.DrawImage(image, toggle.gameObject);
                    }
                }
                else
                {
                    ctrl.DrawLayer(subLayer, toggle.gameObject);
                }
            }
        }
Esempio n. 19
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            UnityEngine.UI.Text myText;
            if (ownObj != null)
            {
                myText = ownObj.AddComponent <UnityEngine.UI.Text>();
            }
            else
            {
                myText = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Text>(PSDImporterConst.ASSET_PATH_TEXT, image.name, parent);
            }

            RectTransform rectTransform = myText.GetComponent <RectTransform>();

            rectTransform.offsetMin = new Vector2(0.5f, 0.5f);
            rectTransform.offsetMax = new Vector2(0.5f, 0.5f);
            rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
            rectTransform.anchorMax = new Vector2(0.5f, 0.5f);

            //UnityEngine.UI.Text myText = PSDImportUtility.LoadAndInstant<Text>(PSDImporterConst.ASSET_PATH_TEXT, image.name, parent);
            //                        myText.color = image.arguments[0];
            //                        myText.font = image.arguments[1];
            Debug.Log("Label Color : " + image.arguments[0]);
            Debug.Log("fontSize : " + image.arguments[2]);

            Color color;

            if (UnityEngine.ColorUtility.TryParseHtmlString(("#" + image.arguments[0]), out color))
            {
                myText.color = color;
            }
            else
            {
                Debug.Log(image.arguments[0]);
            }

            float size;

            if (float.TryParse(image.arguments[2], out size))
            {
                myText.fontSize = (int)size;
            }

            myText.text = image.arguments[3];

            //设置字体,注意unity中的字体名需要和导出的xml中的一致
            string fontFolder;

            if (image.arguments[1].ToLower().Contains("static"))
            {
                fontFolder = PSDImporterConst.FONT_STATIC_FOLDER;
            }
            else
            {
                fontFolder = fontFolder = PSDImporterConst.FONT_FOLDER;
            }
            string fontFullName = fontFolder + image.arguments[1] + PSDImporterConst.FONT_SUFIX;

            Debug.Log("font name ; " + fontFullName);
            var font = AssetDatabase.LoadAssetAtPath(fontFullName, typeof(Font)) as Font;

            if (font == null)
            {
                Debug.LogWarning("Load font failed : " + fontFullName);
            }
            else
            {
                myText.font = font;
            }
            //ps的size在unity里面太小,文本会显示不出来,暂时选择溢出
            myText.verticalOverflow   = VerticalWrapMode.Overflow;
            myText.horizontalOverflow = HorizontalWrapMode.Overflow;
            //设置对齐
            if (image.arguments.Length >= 5)
            {
                myText.alignment = ParseAlignmentPS2UGUI(image.arguments[4]);
            }

            rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
            rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
        }
Esempio n. 20
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        public void DrawLayer(Layer layer, GameObject parent)
        {
            //UnityEngine.UI.Slider temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.PREFAB_PATH_SLIDER, typeof(UnityEngine.UI.Slider)) as UnityEngine.UI.Slider;
            UnityEngine.UI.Slider slider = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Slider>(PSDImporterConst.ASSET_PATH_SLIDER, layer.name, parent); //GameObject.Instantiate(temp) as UnityEngine.UI.Slider;

            RectTransform rectTransform = slider.GetComponent <RectTransform>();

            rectTransform.sizeDelta        = new Vector2(layer.size.width, layer.size.height);
            rectTransform.anchoredPosition = new Vector2(layer.position.x, layer.position.y);

            //slider.transform.SetParent(parent.transform, true); //parent = parent.transform;

            PosLoader posloader = slider.gameObject.AddComponent <PosLoader>();

            posloader.worldPos = rectTransform.position;

            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;
            }

            for (int i = 0; i < layer.layers.Length; i++)
            {
                PSImage image     = layer.layers[i].image;
                string  assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                Sprite  sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

                if (image.name.ToLower().Contains("bg"))
                {
                    var bgRect  = slider.transform.Find("Background").GetComponent <RectTransform>();
                    var bgImage = bgRect.GetComponent <UnityEngine.UI.Image>();
                    if (image.imageType != ImageType.SliceImage)
                    {
                        bgImage.type = Image.Type.Simple;
                    }
                    bgImage.sprite   = sprite;
                    bgRect.sizeDelta = new Vector2(image.size.width, image.size.height);
                }
                else if (image.name.ToLower().Contains("fill"))
                {
                    var fillImage = slider.fillRect.GetComponent <UnityEngine.UI.Image>();
                    if (image.imageType != ImageType.SliceImage)
                    {
                        fillImage.type = Image.Type.Simple;
                    }
                    fillImage.sprite = sprite;

                    var fillArea = slider.transform.Find("Fill Area").GetComponent <RectTransform>();
                    fillArea.sizeDelta = new Vector2(image.size.width, image.size.height);
                }
                else if (image.name.ToLower().Contains("handle"))       //默认没有handle
                {
                    var handleRectTrans = slider.transform.Find("Handle Slide Area/Handle").GetComponent <RectTransform>();
                    var handleSprite    = handleRectTrans.GetComponent <UnityEngine.UI.Image>();
                    slider.handleRect   = handleRectTrans;
                    handleSprite.sprite = sprite;

                    handleRectTrans.gameObject.SetActive(true);
                }
            }
        }
Esempio n. 21
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        public void DrawImage(PSImage image, GameObject parent, GameObject ownObj = null)
        {
            UnityEngine.UI.Text myText;
            if (ownObj != null)
            {
                myText = ownObj.AddMissingComponent <UnityEngine.UI.Text>();
            }
            else
            {
                myText = PSDImportUtility.LoadAndInstant <UnityEngine.UI.Text>(PSDImporterConst.ASSET_PATH_TEXT, image.name, parent);
            }

            RectTransform rectTransform = myText.GetComponent <RectTransform>();

            rectTransform.SetAnchorMiddleCenter();

            //UnityEngine.UI.Text myText = PSDImportUtility.LoadAndInstant<Text>(PSDImporterConst.ASSET_PATH_TEXT, image.name, parent);
            //                        myText.color = image.arguments[0];
            //                        myText.font = image.arguments[1];
            Debug.Log("Label Color : " + image.arguments[0]);
            Debug.Log("fontSize : " + image.arguments[2]);

            Color color;

            if (UnityEngine.ColorUtility.TryParseHtmlString(("#" + image.arguments[0]), out color))
            {
                if (image.opacity > -1)
                {
                    color.a = image.opacity / 100f;

                    Debug.Log("Opacity:" + color.a);
                }

                color.r = (float)Math.Pow((color.r), 0.45);
                color.g = (float)Math.Pow((color.g), 0.45);
                color.b = (float)Math.Pow((color.b), 0.45);

                myText.color = color;
            }
            else
            {
                Debug.Log(image.arguments[0]);
            }

            float size;

            if (float.TryParse(image.arguments[2], out size))
            {
                myText.fontSize = (int)Math.Round(size);
            }

            myText.text = image.arguments[3];

            //设置字体,注意unity中的字体名需要和导出的xml中的一致
            string fontFolder;

            if (image.arguments[1].ToLower().Contains("static"))
            {
                fontFolder = PSDImporterConst.FONT_STATIC_FOLDER;
            }
            else
            {
                fontFolder = PSDImporterConst.FONT_FOLDER;
            }
            string fontFullName = fontFolder + image.arguments[1] + PSDImporterConst.FONT_SUFIX;

            Debug.Log("font name ; " + fontFullName);
            var font = AssetDatabase.LoadAssetAtPath(fontFullName, typeof(Font)) as Font;

            if (font == null)
            {
                Debug.LogWarning("Load font failed : " + fontFullName);
            }
            else
            {
                myText.font = font;
            }
            //ps的size在unity里面太小,文本会显示不出来,暂时选择溢出
            myText.verticalOverflow   = VerticalWrapMode.Overflow;
            myText.horizontalOverflow = HorizontalWrapMode.Overflow;
            //设置对齐
            if (image.arguments.Length >= 5)
            {
                myText.alignment = ParseAlignmentPS2UGUI(image.arguments[4]);
            }
            else
            {
                // 默认居中
                myText.alignment = TextAnchor.MiddleLeft;
            }

            // OutLine
            if (!string.IsNullOrEmpty(image.outline))
            {
                Debug.LogError(image.outline);

                var _temp = image.outline.Split('|');

                // 第一位颜色
                Color effectColor;

                Outline _outline = ownObj.AddMissingComponent <Outline>();

                if (UnityEngine.ColorUtility.TryParseHtmlString(("#" + _temp[0]), out effectColor))
                {
                    _outline.effectColor = effectColor;
                }
                // 第二位

                // 第三位
            }

            rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
            rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
        }