예제 #1
0
    /// <summary>
    /// Load all items from Editor Prefs.
    /// </summary>

    void Load()
    {
        mTab  = NGUISettings.GetInt("NGUI Prefab Tab", 0);
        mMode = NGUISettings.GetEnum <Mode>("NGUI Prefab Mode", mMode);

        foreach (Item item in mItems)
        {
            DestroyTexture(item);
        }
        mItems.Clear();

        string data = NGUISettings.GetString(saveKey, "");

        if (string.IsNullOrEmpty(data))
        {
            Reset();
        }
        else
        {
            if (string.IsNullOrEmpty(data))
            {
                return;
            }
            string[] guids = data.Split('|');
            foreach (string s in guids)
            {
                AddGUID(s, -1);
            }
            RectivateLights();
        }
    }
예제 #2
0
    /// <summary>
    /// Load all items from Editor Prefs.
    /// </summary>

    void Load()
    {
        mTab  = NGUISettings.GetInt("NGUI Prefab Tab", 0);
        mMode = NGUISettings.GetEnum <Mode>("NGUI Prefab Mode", mMode);
        {
            // foreach(var item in mItems)
            var __enumerator5 = (mItems).GetEnumerator();
            while (__enumerator5.MoveNext())
            {
                var item = (Item)__enumerator5.Current;
                DestroyTexture(item);
            }
        }
        mItems.Clear();

        string data = NGUISettings.GetString(saveKey, "");

        if (string.IsNullOrEmpty(data))
        {
            Reset();
        }
        else
        {
            if (string.IsNullOrEmpty(data))
            {
                return;
            }
            string[] guids = data.Split('|');
            {
                var __array6       = guids;
                var __arrayLength6 = __array6.Length;
                for (int __i6 = 0; __i6 < __arrayLength6; ++__i6)
                {
                    var s = (string)__array6[__i6];
                    AddGUID(s, -1);
                }
            }
            RectivateLights();
        }
    }
예제 #3
0
        static public void AddLabel()
        {
            GameObject go = NGUIEditorTools.SelectedRoot(true);

            if (go != null)
            {
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2
                Undo.RegisterSceneUndo("Add a Label");
#endif

                TextFxNGUI w = NGUITools.AddWidget <TextFxNGUI>(go);
                w.name           = NEW_INSTANCE_NAME;
                w.ambigiousFont  = NGUISettings.ambigiousFont;
                w.text           = "New Label";
                w.pivot          = NGUISettings.pivot;
                w.width          = 120;
                w.height         = Mathf.Max(20, NGUISettings.GetInt("NGUI Font Height", 16));
                w.fontStyle      = NGUISettings.fontStyle;
                w.fontSize       = NGUISettings.fontSize;
                w.applyGradient  = true;
                w.gradientBottom = new Color(0.7f, 0.7f, 0.7f);
                w.AssumeNaturalSize();
                //				return w;

                if (w.bitmapFont == null && w.trueTypeFont == null)
                {
                    w.trueTypeFont = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
                }

                Selection.activeGameObject = w.gameObject;
            }
            else
            {
                Debug.Log("You must select a game object first.");
            }
        }