Esempio n. 1
0
        /// <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. 2
0
 /// <summary>
 /// エディタ上に保存してあるデータをロード
 /// </summary>
 void Load()
 {
     customProjectSetting = UtageEditorPrefs.LoadAsset <CustomProjectSetting>(
         UtageEditorPrefs.Key.CustomProjectSetting,
         "Assets/Utage/Examples/ScriptableObject/Example CustomProjectSetting.asset");
     gameScreenWidth  = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800);
     gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600);
 }
Esempio n. 3
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        /// <summary>
        /// エディタ上に保存してあるデータをセーブ
        /// </summary>
        void Save()
        {
            UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenWidth, gameScreenWidth);
            UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenHegiht, gameScreenHeight);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowFont, font);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe, clickSe);

            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg, transitionFadeBg);

            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite, msgWindowSprite);
            UtageEditorPrefs.SaveBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, isEnableCloseButton);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite, closeButtonSprite);

            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab, selectionItemPrefab);

            UtageEditorPrefs.SaveBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, isEnableBackLog);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite, backLogButtonSprite);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite, backLogFilterSprite);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow, backLogScrollUpArrow);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab, backLogItemPrefab);
            UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite, backLogCloseButtonSprite);
        }
Esempio n. 4
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        /// <summary>
        /// セーブデータを全て削除
        /// </summary>
        void DeleteAllSaveData()
        {
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.GameScreenWidth);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.GameScreenHegiht);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowFont);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe);

            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg);

            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite);

            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab);

            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab);
            UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite);
        }
Esempio n. 5
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 /// <summary>
 /// エディタ上に保存してあるデータをセーブ
 /// </summary>
 void Save()
 {
     UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CustomProjectSetting, customProjectSetting);
     UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenWidth, gameScreenWidth);
     UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenHegiht, gameScreenHeight);
 }