public void OnGUI() { //GUILayout.Box("", guiLayout.ToArray()); //GUILayout.BeginArea(new Rect(5, 5, 500, 500)); area.OnGUIUpdate(); but.OnGUIUpdate(); label.OnGUIUpdate(); space.OnGUIUpdate(); but.OnGUIUpdate(); label.OnGUIUpdate(); popup.OnGUIUpdate(); text.OnGUIUpdate(); text.OnGUIUpdate(); toggle.OnGUIUpdate(); toggle.OnGUIUpdate(); toggle.OnGUIUpdate(); toggle.OnGUIUpdate(); //GUILayout.EndArea(); area.EndArea(); //tempEditor.DrawDefaultInspector(); //tempEditor.DrawPreview(new Rect(0, 600, 800, 200)); if (tempEditor != null) { //tempEditor.OnInspectorGUI(); //tempEditor.DrawPreview(new Rect(0,700, 800, 200)); tempEditor.OnInteractivePreviewGUI(new Rect(0, 700, 800, 200), EditorStyles.whiteLabel); } //D.LogWarning(tempEditor.target.GetType().ToString()); // GameObject hero = tempEditor.target as GameObject; // Animation ani = hero.GetComponent<Animation>(); // if (!isFrist) { isFrist = true; //tempEditor.OnInteractivePreviewGUI(new Rect(0, 700, 800, 200), EditorStyles.whiteLabel); } }
private void OnGUI() { _SVNArea.OnGUIUpdate(); GUILayout.BeginHorizontal(); _SVNLabel.OnGUIUpdate(); _SVNPathBut.OnGUIUpdate(); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); _ResSaveLavel.OnGUIUpdate(); _ResSaveBut.OnGUIUpdate(); GUILayout.EndHorizontal(); _SVNArea.EndArea(); HS_Label.Create("需要更新的目录:").OnGUIUpdate(); HS_GUITool.BeginGroup(); { foreach (string path in UpdatePaths) { HS_Label.Create(path).OnGUIUpdate(); } } HS_GUITool.EndGroup(); GUILayout.BeginHorizontal(); HS_Button.Create("添加目录", () => { string temp = EditorUtility.OpenFolderPanel("选择路径", "", ""); if (!string.IsNullOrEmpty(temp) && !_UpdatePaths.Contains(temp)) { _UpdatePaths.Add(temp); temp = HS_Base.C2N(temp); if (!PlayerPrefs.HasKey(UPDATE_PATH_LIST_KEY)) { PlayerPrefs.SetString(UPDATE_PATH_LIST_KEY, temp); } else { string paths = PlayerPrefs.GetString(UPDATE_PATH_LIST_KEY); paths += "|" + temp; PlayerPrefs.SetString(UPDATE_PATH_LIST_KEY, paths); } } PlayerPrefs.Save(); }).OnGUIUpdate(); HS_Button.Create("清空目录", () => { if (EditorUtility.DisplayDialog("提示", "确定清空目录吗?", "确认", "取消")) { _UpdatePaths.Clear(); PlayerPrefs.DeleteKey(UPDATE_PATH_LIST_KEY); PlayerPrefs.Save(); } }).OnGUIUpdate(); GUILayout.EndHorizontal(); /* * HS_Button.Create("测试更新", () => * { * foreach (string p in UpdatePaths) * { * RunCommand(p, SVN_ROOT, " clear", true); * RunCommand(p, SVN_ROOT, " uodate", true); * } * }).OnGUIUpdate(); */ }