Exemplo n.º 1
0
    private static void CreateUIOfflineData(GameObject obj)
    {
        obj.layer = LayerMask.NameToLayer("UI");
        UIOfflineData uiOfflineData = obj.GetComponent <UIOfflineData>();

        if (uiOfflineData == null)
        {
            uiOfflineData = obj.AddComponent <UIOfflineData>();
        }
        uiOfflineData.BindData();
        EditorUtility.SetDirty(obj);
        Debug.Log("修改了UI " + obj.name + " Prefab.");
        AssetDatabase.Refresh();
    }
Exemplo n.º 2
0
    public static void CreateUIOfflineData(GameObject obj)
    {
        UIOfflineData data = obj.GetComponent <UIOfflineData>();

        if (data == null)
        {
            data = obj.AddComponent <UIOfflineData>();
        }
        data.BindData();
        EditorUtility.SetDirty(obj);
        Debug.Log("修改了" + obj.gameObject.name + "离线数据");
        Resources.UnloadUnusedAssets();
        AssetDatabase.Refresh();
    }
Exemplo n.º 3
0
    public static void CreateUIData(GameObject obj)
    {
        obj.layer = LayerMask.NameToLayer("UI");
        UIOfflineData uiData = obj.GetComponent <UIOfflineData>();

        if (uiData == null)
        {
            uiData = obj.AddComponent <UIOfflineData>();
        }
        uiData.BindData();
        EditorUtility.SetDirty(obj);
        Debug.Log("修改了" + obj.name + "UI prefab!");
        Resources.UnloadUnusedAssets();
        AssetDatabase.Refresh();
    }
Exemplo n.º 4
0
        public static void CreateUIData(GameObject gameObject)
        {
            gameObject.layer = LayerMask.NameToLayer("UI");

            UIOfflineData uiOfflineData = gameObject.GetComponent <UIOfflineData>();

            if (uiOfflineData == null)
            {
                uiOfflineData = gameObject.AddComponent <UIOfflineData>();
            }

            uiOfflineData.BindData();
            EditorUtility.SetDirty(gameObject);
            Debug.Log($"修改了UI{gameObject.name}Prefab");
            Resources.UnloadUnusedAssets();
            AssetDatabase.Refresh();
        }
    public static void CreateUIOfflineData()
    {
        GameObject[] objsArray = Selection.gameObjects;

        for (int i = 0; i < objsArray.Length; i++)
        {
            UIOfflineData uiData = objsArray[i].GetComponent <UIOfflineData>();
            if (uiData == null)
            {
                uiData = objsArray[i].AddComponent <UIOfflineData>();
            }
            uiData.BindData(objsArray[i]);
            EditorUtility.DisplayProgressBar("生成UI离线数据", objsArray[i].name, i * 1.0f / objsArray.Length);
            EditorUtility.SetDirty(objsArray[i]);
        }

        AssetDatabase.Refresh();
        EditorUtility.ClearProgressBar();
        Debug.Log("生成UI离线数据完成。。");
    }
Exemplo n.º 6
0
        public static void CreateUIData(string path)
        {
            GameObject obj = PrefabUtility.LoadPrefabContents(path);

            obj.layer = LayerMask.NameToLayer("UI");
            UIOfflineData uiData = obj.GetComponent <UIOfflineData>();

            if (uiData == null)
            {
                uiData = obj.AddComponent <UIOfflineData>();
            }
            uiData.BindData();
            EditorUtility.SetDirty(obj);
            Debug.Log("修改了" + obj.name + "prefab!");
            if (PrefabUtility.SaveAsPrefabAsset(obj, path))
            {
                PrefabUtility.UnloadPrefabContents(obj);
            }
            Resources.UnloadUnusedAssets();
            AssetDatabase.Refresh();
        }