public void SelectMark(string spriteName, int index) { XmlMarker tmp_xmlData = xmlArrayList [index] as XmlMarker; selectedMark = spriteName; GameObject markPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; MarkXmlUI mark_ui = markPrefab.GetComponent <MarkXmlUI> (); mark_ui.name = tmp_xmlData.locationName; mark_ui.coordinate_x = tmp_xmlData.coordinate_x; mark_ui.coordinate_y = tmp_xmlData.coordinate_y; mark_ui.normalPixelInset_x = tmp_xmlData.normalPixelInset_x; mark_ui.normalPixelInset_y = tmp_xmlData.normalPixelInset_y; mark_ui.normalPixelInset_w = tmp_xmlData.normalPixelInset_w; mark_ui.normalPixelInset_h = tmp_xmlData.normalPixelInset_h; mark_ui.textPixelInset_x = tmp_xmlData.textPixelInset_x; mark_ui.textPixelInset_y = tmp_xmlData.textPixelInset_y; mark_ui.textFontSize = tmp_xmlData.textFontSize; mark_ui.normalColor = new Color(tmp_xmlData.normalColor_r / 255.0f, tmp_xmlData.normalColor_g / 255.0f, tmp_xmlData.normalColor_b / 255.0f, tmp_xmlData.normalColor_a / 255.0f); mark_ui.textShow = tmp_xmlData.textShow; mark_ui.textColor = new Color(tmp_xmlData.textColor_r / 255.0f, tmp_xmlData.textColor_g / 255.0f, tmp_xmlData.textColor_b / 255.0f, tmp_xmlData.textColor_a / 255.0f); mark_ui.mainTexture = Resources.Load("UI/" + tmp_xmlData.normalSprite) as Texture2D; mark_ui.overTexture = Resources.Load("UI/" + tmp_xmlData.hoverSprite) as Texture2D; mark_ui.activeTexture = Resources.Load("UI/" + tmp_xmlData.activeSprite) as Texture2D; Select(markPrefab); }
public void updateXmlMark(int index) { XmlMarker tmp_xmlData = xmlArrayList [index] as XmlMarker; GameObject Prefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; MarkXmlUI mark_ui = Prefab.GetComponent <MarkXmlUI> (); tmp_xmlData.locationName = mark_ui.name; tmp_xmlData.coordinate_x = mark_ui.coordinate_x; tmp_xmlData.coordinate_y = mark_ui.coordinate_y; tmp_xmlData.normalPixelInset_x = mark_ui.normalPixelInset_x; tmp_xmlData.normalPixelInset_y = mark_ui.normalPixelInset_y; tmp_xmlData.normalPixelInset_w = mark_ui.normalPixelInset_w; tmp_xmlData.normalPixelInset_h = mark_ui.normalPixelInset_h; tmp_xmlData.normalPixelInset_x = mark_ui.normalPixelInset_x; tmp_xmlData.normalPixelInset_y = mark_ui.normalPixelInset_y; tmp_xmlData.textFontSize = mark_ui.textFontSize; tmp_xmlData.normalColor_r = (int)(mark_ui.normalColor.r * 255); tmp_xmlData.normalColor_g = (int)(mark_ui.normalColor.g * 255); tmp_xmlData.normalColor_b = (int)(mark_ui.normalColor.b * 255); tmp_xmlData.normalColor_a = (int)(mark_ui.normalColor.a * 255); tmp_xmlData.textShow = mark_ui.textShow; tmp_xmlData.textFontSize = mark_ui.textFontSize; tmp_xmlData.textColor_r = (int)(mark_ui.textColor.r * 255); tmp_xmlData.textColor_g = (int)(mark_ui.textColor.g * 255); tmp_xmlData.textColor_b = (int)(mark_ui.textColor.b * 255); tmp_xmlData.textColor_a = (int)(mark_ui.textColor.a * 255); if (mark_ui.mainTexture != null) { tmp_xmlData.normalSprite = mark_ui.mainTexture.name; } if (mark_ui.overTexture != null) { tmp_xmlData.hoverSprite = mark_ui.overTexture.name; } if (mark_ui.activeTexture != null) { tmp_xmlData.activeSprite = mark_ui.activeTexture.name; } xmlArrayList [index] = tmp_xmlData; }
public void SelectMarkClear() { GameObject markPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; MarkXmlUI mark_ui = markPrefab.GetComponent <MarkXmlUI> (); mark_ui.name = mark_ui.coordinate_x = mark_ui.coordinate_y = ""; mark_ui.normalPixelInset_x = mark_ui.normalPixelInset_y = mark_ui.normalPixelInset_w = mark_ui.normalPixelInset_h = mark_ui.textPixelInset_x = mark_ui.textPixelInset_y = mark_ui.textFontSize = 0; mark_ui.normalColor = mark_ui.textColor = Color.white; mark_ui.textShow = false; mark_ui.mainTexture = mark_ui.overTexture = mark_ui.activeTexture = null; Select(markPrefab); }
public override void OnInspectorGUI() { GUILayout.BeginHorizontal(); GUI.backgroundColor = Color.cyan; GUILayout.Label("Location Name"); markXml_ui.name = GUILayout.TextField(markXml_ui.name); GUILayout.EndHorizontal(); GUI.backgroundColor = Color.white; GUILayout.Space(6); EditorGUILayout.LabelField("Longitude (X)"); markXml_ui.coordinate_x = EditorGUILayout.TextField(markXml_ui.coordinate_x); EditorGUILayout.LabelField("Latitude (Y)"); markXml_ui.coordinate_y = EditorGUILayout.TextField(markXml_ui.coordinate_y); GUILayout.Space(10); EditorGUILayout.LabelField("Mark Image info"); MarkXmlUI.BeginContents(); EditorGUILayout.BeginHorizontal(); //GUILayout.Space (10); EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField("Nomal", GUILayout.Width(50)); markXml_ui.mainTexture = EditorGUILayout.ObjectField("", markXml_ui.mainTexture, typeof(Texture2D), false) as Texture2D; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField("Hover", GUILayout.Width(50)); markXml_ui.overTexture = EditorGUILayout.ObjectField("", markXml_ui.overTexture, typeof(Texture2D), false) as Texture2D; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField("Active", GUILayout.Width(50)); markXml_ui.activeTexture = EditorGUILayout.ObjectField("", markXml_ui.activeTexture, typeof(Texture2D), false) as Texture2D; EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); GUILayout.Space(10); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Color"); markXml_ui.normalColor = EditorGUILayout.ColorField(markXml_ui.normalColor); EditorGUILayout.EndHorizontal(); MarkXmlUI.FloatPair("Pixel Inset", "X", "Y", markXml_ui.normalPixelInset_x, markXml_ui.normalPixelInset_y); MarkXmlUI.FloatPair("", "Width", "Height", markXml_ui.normalPixelInset_w, markXml_ui.normalPixelInset_h); GUILayout.Space(20); EditorGUILayout.LabelField("Mark Text info"); GUILayout.BeginHorizontal(); markXml_ui.textShow = EditorGUILayout.Toggle("Text Show", markXml_ui.textShow, GUILayout.Width(100f)); GUILayout.Label("Mark Text show"); GUILayout.EndHorizontal(); MarkXmlUI.BeginContents(); MarkXmlUI.FloatPair("Pixel Offset", "X", "Y", markXml_ui.textPixelInset_x, markXml_ui.textPixelInset_y); markXml_ui.textFontSize = EditorGUILayout.IntField("Font Size", markXml_ui.textFontSize, GUILayout.MinWidth(30f)); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Color"); markXml_ui.textColor = EditorGUILayout.ColorField(markXml_ui.textColor); EditorGUILayout.EndHorizontal(); mAlignmentType = (AlignmentType)EditorGUILayout.EnumPopup("Alignment", mAlignmentType, GUILayout.MinWidth(200f)); MarkXmlUI.EndContents(); MarkXmlUI.EndContents(); //inspector changed if (GUI.changed) { manager.updateXmlMark(manager.selectListIndex); } }
void OnEnable() { manager = GameObject.Find("Manager").GetComponent <Xml_Manager> (); markXml_ui = target as MarkXmlUI; }