/// <summary>
		/// エディタ上に保存してあるデータをロード
		/// </summary>
		void Load()
		{
			gameScreenWidth = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800);
			gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600);
			font = UtageEditorPrefs.LoadAsset<FontData>(UtageEditorPrefs.Key.CreateAdvEngineWindowFont,
				"Assets/Utage/Examples/ScriptableObject/Example FontData.asset");
			clickSe = UtageEditorPrefs.LoadAsset<AudioClip>(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe,
				"Assets/Utage/Examples/Audio/mouse_click.wav");

			transitionFadeBg = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg,
				"Assets/Utage/Examples/Textures/UI/transitionFadeBg.png");

			msgWindowSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite,
				"Assets/Utage/Examples/Textures/UI/MessageWindow.png");
			isEnableCloseButton = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true);
			closeButtonSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite,
				"Assets/Utage/Examples/Textures/UI/CloseIcon.png");

			selectionItemPrefab = UtageEditorPrefs.LoadPrefab<AdvUiSelection>(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab,
				"Assets/Utage/Examples/Prefabs/SelectionItem.prefab");

			isEnableBackLog = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton,true);
			backLogButtonSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite,
				"Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
			backLogFilterSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite,
				"Assets/Utage/Examples/Textures/UI/filterBg.png");
			backLogScrollUpArrow = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow,
				"Assets/Utage/Examples/Textures/UI/AllowUp.png");
			backLogItemPrefab = UtageEditorPrefs.LoadPrefab<AdvUiBacklog>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab,
				"Assets/Utage/Examples/Prefabs/BacklogItem.prefab");
			backLogCloseButtonSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite,
				"Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
		}
        /// <summary>
        /// エディタ上に保存してあるデータをロード
        /// </summary>
        void Load()
        {
            gameScreenWidth  = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800);
            gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600);
            font             = UtageEditorPrefs.LoadAsset <FontData>(UtageEditorPrefs.Key.CreateAdvEngineWindowFont,
                                                                     "Assets/Utage/Examples/ScriptableObject/Example FontData.asset");
            clickSe = UtageEditorPrefs.LoadAsset <AudioClip>(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe,
                                                             "Assets/Utage/Examples/Audio/mouse_click.wav");

            transitionFadeBg = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg,
                                                                   "Assets/Utage/Examples/Textures/UI/transitionFadeBg.png");

            msgWindowSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite,
                                                                  "Assets/Utage/Examples/Textures/UI/MessageWindow.png");
            isEnableCloseButton = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true);
            closeButtonSprite   = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite,
                                                                      "Assets/Utage/Examples/Textures/UI/CloseIcon.png");

            selectionItemPrefab = UtageEditorPrefs.LoadPrefab <AdvUiSelection>(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab,
                                                                               "Assets/Utage/Examples/Prefabs/SelectionItem.prefab");

            isEnableBackLog     = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true);
            backLogButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite,
                                                                      "Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
            backLogFilterSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite,
                                                                      "Assets/Utage/Examples/Textures/UI/filterBg.png");
            backLogScrollUpArrow = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow,
                                                                       "Assets/Utage/Examples/Textures/UI/AllowUp.png");
            backLogItemPrefab = UtageEditorPrefs.LoadPrefab <AdvUiBacklog>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab,
                                                                           "Assets/Utage/Examples/Prefabs/BacklogItem.prefab");
            backLogCloseButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite,
                                                                           "Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
        }
Esempio n. 3
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 /// <summary>
 /// フォントテクスチャの再作成時に呼ばれる(システム内部で使うので、外部から呼ばないこと)
 /// </summary>
 /// <param name="font"></param>
 public void RebuildFont(FontData font)
 {
     if (egnoreRebuild)
     {
         return;
     }
     if (this.Font == font)
     {
         Clear();
         RefreshText();
     }
 }
		/// <summary>
		/// フォントテクスチャの再作成時に呼ばれる(システム内部で使うので、外部から呼ばないこと)
		/// </summary>
		/// <param name="font"></param>
		public void RebuildFont(FontData font)
		{
			if (egnoreRebuild) return;
			if (this.Font == font)
			{
				Clear();
				RefreshText();
			}
		}