コード例 #1
0
 public override void OnInspectorGUI()
 {
     serializedObject.Update();
     ShowUtil.ScriptTitle(target);
     injectionList.DoLayoutList();
     serializedObject.ApplyModifiedProperties();
     DrawApplyButton();
 }
コード例 #2
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();
            ShowUtil.ScriptTitle(target);
            EditorGUILayout.Space();
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.PropertyField(serializedObject.FindProperty("outputDir"), new GUIContent("输出目录"));
            EditorGUILayout.Space();
            dirFolderOut = EditorGUILayout.Foldout(dirFolderOut, string.Format("基础资源 ({0})", dirs.count));
            if (dirFolderOut)
            {
                dirs.DoLayoutList();
            }

            prefabFolderOut = EditorGUILayout.Foldout(prefabFolderOut, string.Format("预制体 ({0})", prefabs.count));
            if (prefabFolderOut)
            {
                prefabs.DoLayoutList();
            }

            sceneFolderOut = EditorGUILayout.Foldout(sceneFolderOut, string.Format("场景 ({0})", scenes.count));
            if (sceneFolderOut)
            {
                scenes.DoLayoutList();
            }

            excludesFolderOut = EditorGUILayout.Foldout(excludesFolderOut, string.Format("排除 ({0})", excludes.count));
            if (excludesFolderOut)
            {
                excludes.DoLayoutList();
            }

            EditorGUILayout.Space();
            EditorGUILayout.PropertyField(serializedObject.FindProperty("ignoreResPattern"));

            EditorGUILayout.LabelField("注:以上资源获取,排除以_开头的目录和文件");

            EditorGUILayout.Space();

            EditorGUILayout.PropertyField(serializedObject.FindProperty("usePathId"));

            if (EditorGUI.EndChangeCheck())
            {
                serializedObject.ApplyModifiedProperties();
            }

            BundleSet bundleSet = target as BundleSet;

            EditorGUILayout.Space();
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Gen Bundle"))
            {
                EditorApplication.delayCall += () =>
                {
                    if (EditorUtility.DisplayDialog("Gen Bundle", "是否确认要生成所有的AssetBundle?", "Yes", "No"))
                    {
                        bundleSet.Gen(genClear, genInfo);
                    }
                };
            }

            genClear = GUILayout.Toggle(genClear, "重置bundle");
            genInfo  = GUILayout.Toggle(genInfo, "输出信息");
            GUILayout.EndHorizontal();
        }