/// <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> /// 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(); } }