예제 #1
0
    // [MenuItem("GameObject/UI/UIText")]
    // static void CreateUIText()
    // {
    //  Type[] types = new Type[]{typeof(Text),typeof(UI_Text)};
    //  GameObject obj = EditorUtility.CreateGameObjectWithHideFlags("Text",HideFlags.None,types);
    //  //
    // }

    // [InitializeOnLoadMethod]
    // static void StartInitializeOnLoadMethod()
    // {
    //  EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
    // }

    // static void OnHierarchyGUI(int instanceID, Rect selectionRect)
    //  {
    //       Event evt = Event.current;
    //       // Debug.LogError("kkk " + evt.button + " " + evt.type);
    //      if (evt != null && selectionRect.Contains(evt.mousePosition)
    //          && evt.button == 1 && evt.type == EventType.MouseDown)
    //      {
    //          Debug.LogError("in");
    //          GameObject selectedGameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
    //       //这里可以判断selectedGameObject的条件
    //          if (selectedGameObject)
    //          {
    //              Debug.LogError("in2");
    //          Vector2 mousePosition = Event.current.mousePosition;

    //          EditorUtility.DisplayPopupMenu(new Rect(mousePosition.x, mousePosition.y, 0, 0), "GameObject/",null);
    //             evt.Use();
    //          }
    //      }
    //  }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        UI_Text text = target as UI_Text;

        text.mTextStr = EditorGUILayout.TextField("Text", text.mTextStr);
        if (this.mTextStr != text.mTextStr)
        {
            this.mTextStr = text.mTextStr;
            text.SetText(text.mTextStr);
        }
        serializedObject.ApplyModifiedProperties();
    }
예제 #2
0
    // [MenuItem("GameObject/UI/UIText")]
    // static void CreateUIText()
    // {
    //  Type[] types = new Type[]{typeof(Text),typeof(UI_Text)};
    //  GameObject obj = EditorUtility.CreateGameObjectWithHideFlags("Text",HideFlags.None,types);
    //  //
    // }

    // [InitializeOnLoadMethod]
    // static void StartInitializeOnLoadMethod()
    // {
    //  EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
    // }

    // static void OnHierarchyGUI(int instanceID, Rect selectionRect)
    //  {
    //       Event evt = Event.current;
    //       // Debug.LogError("kkk " + evt.button + " " + evt.type);
    //      if (evt != null && selectionRect.Contains(evt.mousePosition)
    //          && evt.button == 1 && evt.type == EventType.MouseDown)
    //      {
    //          Debug.LogError("in");
    //          GameObject selectedGameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
    //       //这里可以判断selectedGameObject的条件
    //          if (selectedGameObject)
    //          {
    //              Debug.LogError("in2");
    //          Vector2 mousePosition = Event.current.mousePosition;

    //          EditorUtility.DisplayPopupMenu(new Rect(mousePosition.x, mousePosition.y, 0, 0), "GameObject/",null);
    //             evt.Use();
    //          }
    //      }
    //  }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        UI_Text text = target as UI_Text;

        text.mTextStr = EditorGUILayout.TextField("Text", text.mTextStr);
        if (this.mTextStr != text.mTextStr)
        {
            this.mTextStr = text.mTextStr;
            // TextManager.instance.LoadLanguage(TextManager.CN);
            // text.SetText(text.mTextStr);
        }
        if (GUILayout.Button("Change text"))
        {
            TextManager.instance.LoadLanguage(TextManager.LANGUAGE.CN);
            text.SetText(text.mTextStr);
        }
        serializedObject.ApplyModifiedProperties();
    }