예제 #1
0
    void NewPrefab(NEW_TYPE newType)
    {
        SaveProject();
        GameObject newPrefab;

        switch (newType)
        {
        case NEW_TYPE.NEW_EMPTY: newPrefab = m_DefaultEmptyPrefab;         break;

        case NEW_TYPE.NEW_PLANE: newPrefab = m_DefaultPlanePrefab;         break;

        case NEW_TYPE.NEW_LEGACY: newPrefab = m_DefaultLegacyPrefab;        break;

        case NEW_TYPE.NEW_SHURIKEN: newPrefab = m_DefaultShurikenPrefab;      break;

        default:
        {
            NgUtil.LogMessage("NEW_TYPE error !!!");
            return;
        }
        }
        string createPath = NgAsset.CreateDefaultUniquePrefab(newPrefab, GetCurrentDirPath() + "NewEffect.prefab");

        SetChangePrefab();
        SaveProject();
        SelectToolbar(m_nProjectIndex, GetGroupIndex(), createPath);
    }
    void NewPrefab()
    {
        SaveProject();
        string createPath = NgAsset.CreateDefaultUniquePrefab(m_DefaultEffectPrefab, GetCurrentDirPath() + "NewEffect.prefab");

        SetChangePrefab();
        SaveProject();
        SelectToolbar(m_nProjectIndex, GetGroupIndex(), createPath);
    }
예제 #3
0
 void NewPrefab()
 {
     if (m_bGroupFoler == false || m_GroupFolerContents[m_nGroupIndex].text != "")
     {
         SaveProject();
         if (m_CurrentBackgroundInfo != null)
         {
             DestroyImmediate(m_CurrentBackgroundInfo.gameObject);
         }
         string createPath = NgAsset.CreateDefaultUniquePrefab(m_DefaultBackgroundPrefab, NgFile.CombinePath(FXMakerMain.inst.GetResourceDir(FXMakerMain.TOOLDIR_TYPE.BACKGROUNDPREFABS), NgFile.CombinePath(m_GroupFolerContents[m_nGroupIndex].text, "NewBackground.prefab")));
         SaveProject();
         SelectToolbar(m_nGroupIndex, createPath);
     }
 }
	void SaveCurrentObjectToPrefabFile()
	{
		if (m_nProjectIndex < 0)
			return;

		if (FXMakerEffect.inst.m_DefaultEmptyPrefab == null)
		{
			Debug.LogError("FXMakerMain.m_DefaultEmptyPrefab is null");
			return;
		}

		string dstPath = NgFile.CombinePath(m_LoadDirectory, m_SaveFilename + ".prefab");

		dstPath = NgAsset.CreateDefaultUniquePrefab(FXMakerEffect.inst.m_DefaultEmptyPrefab, dstPath);

		GameObject			newPrefab	= NgAsset.LoadPrefab(dstPath);
		PrefabUtility.ReplacePrefab(m_SelectedTransform.gameObject, newPrefab);
		FXMakerAsset.AssetDatabaseSaveAssets();
	}
    void SaveCurveAniToPrefabFile()
    {
        if (m_nProjectIndex < 0)
        {
            return;
        }

        if (m_DefaultSavePrefab == null)
        {
            Debug.LogError("FxmFolderPopup_NcCurveAnimation.m_DefaultSavePrefab is null");
            return;
        }

        string dstPath = NgFile.CombinePath(m_LoadDirectory, m_NcCurveAni_FileKeyword + m_SaveFilename + ".prefab");

        dstPath = NgAsset.CreateDefaultUniquePrefab(m_DefaultSavePrefab, dstPath);

        GameObject       newPrefab = NgAsset.LoadPrefab(dstPath);
        NcCurveAnimation newCom    = newPrefab.AddComponent <NcCurveAnimation>();

        m_CurrentCurveAnimation.CopyTo(newCom, false);
        FXMakerAsset.AssetDatabaseSaveAssets();
    }