public GetStateElementInfo ( int stateNum ) : ASCSEInfo, | ||
stateNum | int | |
return | ASCSEInfo, |
void ShowSpriteSettings() { AutoSpriteControlBase cont = (AutoSpriteControlBase)control; // Get the info for this state/element: stateInfo = cont.GetStateElementInfo(curState); // Put up a texture drop box: // Load the texture: if (stateInfo.stateObj.frameGUIDs.Length < 1) { stateInfo.tex = null; } else { stateInfo.tex = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(stateInfo.stateObj.frameGUIDs[0]), typeof(Texture2D)); } BeginMonitorChanges(); // Select the texture for the state: stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D)); EndMonitorChanges(); // Re-assign the state info to the control: // If we have an available frame, assign the new GUID if (stateInfo.stateObj.frameGUIDs.Length > 0) { stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex)); } // Else only create a new GUID element if the selection is non-null: else if (stateInfo.tex != null) { stateInfo.stateObj.frameGUIDs = new string[1]; stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex)); } // Else, don't do anything. Period. transitions = stateInfo.transitions; }
void ShowSpriteSettings() { AutoSpriteControlBase cont = (AutoSpriteControlBase)control; // Get the info for this state/element: stateInfo = cont.GetStateElementInfo(curState); // See if the sprite timeline is available: if (ste == null) { System.Reflection.Assembly asm = System.Reflection.Assembly.GetAssembly(typeof(UICtlEditor)); System.Type steType = asm.GetType("SpriteTimeline"); if (steType != null) { ste = (ISTE)System.Activator.CreateInstance(steType); ste.Setup(position, 0); } } // NOW see if the timeline is available: if (ste != null) { ste.SetCurAnim(curState); needRepaint = ste.STEOnGUI(-(20f + height), out textureAreaBottom); } else { // Put up a texture drop box: // Load the texture: if (stateInfo.stateObj.frameGUIDs.Length < 1) { stateInfo.stateObj.frameGUIDs = new string[1] { "" }; } stateInfo.tex = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(stateInfo.stateObj.frameGUIDs[0]), typeof(Texture2D)); BeginMonitorChanges(); #if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9) // Draw a "clear" button: if (GUI.Button(new Rect(clearRect.x, clearRect.y + height, clearRect.width, clearRect.height), "X")) { stateInfo.tex = null; } // Select the texture for the state: stateInfo.tex = (Texture2D)EditorGUI.ObjectField(tempRect, stateInfo.tex, typeof(Texture2D)); textureAreaBottom = tempRect.yMax + ctlVirtSpace; #else // Select the texture for the state: stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D)); textureAreaBottom = 0; // This tells us to use Layout. #endif // Handle drag and drop from an outside source: EventType eventType = Event.current.type; if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform) { // Validate what is being dropped: if (DragAndDrop.objectReferences[0] is Texture2D) { // Show a copy icon on the drag DragAndDrop.visualMode = DragAndDropVisualMode.Copy; if (eventType == EventType.DragPerform) { DragAndDrop.AcceptDrag(); stateInfo.tex = (Texture2D)DragAndDrop.objectReferences[0]; needRepaint = true; } Event.current.Use(); } } EndMonitorChanges(); // Re-assign the state info to the control: stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex)); } transitions = stateInfo.transitions; }