/// <summary> /// リストビューのアイテムが作られたときに呼ばれるコールバック /// </summary> /// <param name="go">作られたアイテムのGameObject</param> /// <param name="index">アイテムのインデックス</param> void CallbackCreateItem(GameObject go, int index) { AdvBacklog data = BacklogManager.Backlogs[index]; AdvUiBacklog backlog = go.GetComponent <AdvUiBacklog>(); backlog.Init(data, this.gameObject, index); }
/// <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"); }
/// <summary> /// 初期化。スクリプトから動的に生成する場合に /// </summary> /// <param name="engine">ADVエンジン</param> public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab) { this.engine = engine; this.ListView.ItemPrefab = backlogItemPrefab.gameObject; }
/// <summary> /// 初期化。スクリプトから動的に生成する場合に /// </summary> /// <param name="engine">ADVエンジン</param> public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab) { this.engine = engine; this.ListView.ItemPrefab = backlogItemPrefab.GetComponent <ListViewItem>(); }
void DrawProperties(SerializedObject serializedObject) { GUILayout.BeginHorizontal(); GUILayout.Label("Reset to default values"); if (GUILayout.Button("Reset", GUILayout.MaxWidth(80))) { ResetSave(); } GUILayout.EndHorizontal(); GUILayout.Space(8f); GUILayout.Space(4f); int width = EditorGUILayout.IntField("Width", gameScreenWidth); if (gameScreenWidth != width && width > 0) { gameScreenWidth = width; Save(); } int height = EditorGUILayout.IntField("Hegiht", gameScreenHeight); if (gameScreenHeight != height && height > 0) { gameScreenHeight = height; Save(); } GUILayout.Space(4f); UtageEditorToolKit.PropertyField(serializedObject, "font", "Font"); UtageEditorToolKit.PropertyField(serializedObject, "clickSe", "Click SE"); //トランジション UtageEditorToolKit.BeginGroup("Transition"); UtageEditorToolKit.PropertyField(serializedObject, "transitionFadeBg", "Transition Fade Bg Sprite"); UtageEditorToolKit.EndGroup(); //選択肢 UtageEditorToolKit.BeginGroup("Selection"); AdvUiSelection selectionPrefab = UtageEditorToolKit.PrefabField<AdvUiSelection>("itemPrefab", this.selectionItemPrefab); if (this.selectionItemPrefab != selectionPrefab) { this.selectionItemPrefab = selectionPrefab; Save(); } UtageEditorToolKit.EndGroup(); //メッセージウィンドウ UtageEditorToolKit.BeginGroup("Message Window"); UtageEditorToolKit.PropertyField(serializedObject, "msgWindowSprite", "Message Window Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "isEnableCloseButton", "Is Enable Close Button"); EditorGUI.BeginDisabledGroup(!this.isEnableCloseButton); UtageEditorToolKit.PropertyField(serializedObject, "closeButtonSprite", "Close Button Sprite"); EditorGUI.EndDisabledGroup(); UtageEditorToolKit.EndGroup(); //バックログ UtageEditorToolKit.BeginGroup("BackLog"); UtageEditorToolKit.PropertyField(serializedObject, "isEnableBackLog", "Is Enable BackLog"); EditorGUI.BeginDisabledGroup(!this.isEnableBackLog); UtageEditorToolKit.PropertyField(serializedObject, "backLogButtonSprite", "Open Button Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "backLogFilterSprite", "Filter Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "backLogCloseButtonSprite", "Close Button Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "backLogScrollUpArrow", "Scroll Arrow"); AdvUiBacklog backLogItemPrefab = UtageEditorToolKit.PrefabField<AdvUiBacklog>("itemPrefab", this.backLogItemPrefab); if (this.backLogItemPrefab != backLogItemPrefab) { this.backLogItemPrefab = backLogItemPrefab; Save(); } EditorGUI.EndDisabledGroup(); UtageEditorToolKit.EndGroup(); bool isEnable = (font != null && transitionFadeBg != null && msgWindowSprite != null && selectionItemPrefab != null); EditorGUI.BeginDisabledGroup(!isEnable); if (GUILayout.Button("Create")) { CreateAdvEngile(); } EditorGUI.EndDisabledGroup(); }
void DrawProperties(SerializedObject serializedObject) { GUILayout.BeginHorizontal(); GUILayout.Label("Reset to default values"); if (GUILayout.Button("Reset", GUILayout.MaxWidth(80))) { ResetSave(); } GUILayout.EndHorizontal(); GUILayout.Space(8f); GUILayout.Space(4f); int width = EditorGUILayout.IntField("Width", gameScreenWidth); if (gameScreenWidth != width && width > 0) { gameScreenWidth = width; Save(); } int height = EditorGUILayout.IntField("Hegiht", gameScreenHeight); if (gameScreenHeight != height && height > 0) { gameScreenHeight = height; Save(); } GUILayout.Space(4f); UtageEditorToolKit.PropertyField(serializedObject, "font", "Font"); UtageEditorToolKit.PropertyField(serializedObject, "clickSe", "Click SE"); //トランジション UtageEditorToolKit.BeginGroup("Transition"); UtageEditorToolKit.PropertyField(serializedObject, "transitionFadeBg", "Transition Fade Bg Sprite"); UtageEditorToolKit.EndGroup(); //選択肢 UtageEditorToolKit.BeginGroup("Selection"); AdvUiSelection selectionPrefab = UtageEditorToolKit.PrefabField <AdvUiSelection>("itemPrefab", this.selectionItemPrefab); if (this.selectionItemPrefab != selectionPrefab) { this.selectionItemPrefab = selectionPrefab; Save(); } UtageEditorToolKit.EndGroup(); //メッセージウィンドウ UtageEditorToolKit.BeginGroup("Message Window"); UtageEditorToolKit.PropertyField(serializedObject, "msgWindowSprite", "Message Window Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "isEnableCloseButton", "Is Enable Close Button"); EditorGUI.BeginDisabledGroup(!this.isEnableCloseButton); UtageEditorToolKit.PropertyField(serializedObject, "closeButtonSprite", "Close Button Sprite"); EditorGUI.EndDisabledGroup(); UtageEditorToolKit.EndGroup(); //バックログ UtageEditorToolKit.BeginGroup("BackLog"); UtageEditorToolKit.PropertyField(serializedObject, "isEnableBackLog", "Is Enable BackLog"); EditorGUI.BeginDisabledGroup(!this.isEnableBackLog); UtageEditorToolKit.PropertyField(serializedObject, "backLogButtonSprite", "Open Button Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "backLogFilterSprite", "Filter Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "backLogCloseButtonSprite", "Close Button Sprite"); UtageEditorToolKit.PropertyField(serializedObject, "backLogScrollUpArrow", "Scroll Arrow"); AdvUiBacklog backLogItemPrefab = UtageEditorToolKit.PrefabField <AdvUiBacklog>("itemPrefab", this.backLogItemPrefab); if (this.backLogItemPrefab != backLogItemPrefab) { this.backLogItemPrefab = backLogItemPrefab; Save(); } EditorGUI.EndDisabledGroup(); UtageEditorToolKit.EndGroup(); bool isEnable = (font != null && transitionFadeBg != null && msgWindowSprite != null && selectionItemPrefab != null); EditorGUI.BeginDisabledGroup(!isEnable); if (GUILayout.Button("Create")) { CreateAdvEngile(); } EditorGUI.EndDisabledGroup(); }
/// <summary> /// 初期化。スクリプトから動的に生成する場合に /// </summary> /// <param name="engine">ADVエンジン</param> public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab) { this.engine = engine; this.ListView.ItemPrefab = backlogItemPrefab.GetComponent<LegacyUiListViewItem>(); }