Пример #1
0
        /// <summary>
        /// リストビューのアイテムが作られたときに呼ばれるコールバック
        /// </summary>
        /// <param name="go">作られたアイテムのGameObject</param>
        /// <param name="index">アイテムのインデックス</param>
        void CallbackCreateItem(GameObject go, int index)
        {
            AdvBacklog   data    = BacklogManager.Backlogs[index];
            AdvUiBacklog backlog = go.GetComponent <AdvUiBacklog>();

            backlog.Init(data, this.gameObject, index);
        }
		/// <summary>
		/// エディタ上に保存してあるデータをロード
		/// </summary>
		void Load()
		{
			gameScreenWidth = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800);
			gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600);
			font = UtageEditorPrefs.LoadAsset<FontData>(UtageEditorPrefs.Key.CreateAdvEngineWindowFont,
				"Assets/Utage/Examples/ScriptableObject/Example FontData.asset");
			clickSe = UtageEditorPrefs.LoadAsset<AudioClip>(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe,
				"Assets/Utage/Examples/Audio/mouse_click.wav");

			transitionFadeBg = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg,
				"Assets/Utage/Examples/Textures/UI/transitionFadeBg.png");

			msgWindowSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite,
				"Assets/Utage/Examples/Textures/UI/MessageWindow.png");
			isEnableCloseButton = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true);
			closeButtonSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite,
				"Assets/Utage/Examples/Textures/UI/CloseIcon.png");

			selectionItemPrefab = UtageEditorPrefs.LoadPrefab<AdvUiSelection>(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab,
				"Assets/Utage/Examples/Prefabs/SelectionItem.prefab");

			isEnableBackLog = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton,true);
			backLogButtonSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite,
				"Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
			backLogFilterSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite,
				"Assets/Utage/Examples/Textures/UI/filterBg.png");
			backLogScrollUpArrow = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow,
				"Assets/Utage/Examples/Textures/UI/AllowUp.png");
			backLogItemPrefab = UtageEditorPrefs.LoadPrefab<AdvUiBacklog>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab,
				"Assets/Utage/Examples/Prefabs/BacklogItem.prefab");
			backLogCloseButtonSprite = UtageEditorPrefs.LoadAsset<Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite,
				"Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
		}
Пример #3
0
        /// <summary>
        /// エディタ上に保存してあるデータをロード
        /// </summary>
        void Load()
        {
            gameScreenWidth  = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800);
            gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600);
            font             = UtageEditorPrefs.LoadAsset <FontData>(UtageEditorPrefs.Key.CreateAdvEngineWindowFont,
                                                                     "Assets/Utage/Examples/ScriptableObject/Example FontData.asset");
            clickSe = UtageEditorPrefs.LoadAsset <AudioClip>(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe,
                                                             "Assets/Utage/Examples/Audio/mouse_click.wav");

            transitionFadeBg = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg,
                                                                   "Assets/Utage/Examples/Textures/UI/transitionFadeBg.png");

            msgWindowSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite,
                                                                  "Assets/Utage/Examples/Textures/UI/MessageWindow.png");
            isEnableCloseButton = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true);
            closeButtonSprite   = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite,
                                                                      "Assets/Utage/Examples/Textures/UI/CloseIcon.png");

            selectionItemPrefab = UtageEditorPrefs.LoadPrefab <AdvUiSelection>(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab,
                                                                               "Assets/Utage/Examples/Prefabs/SelectionItem.prefab");

            isEnableBackLog     = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true);
            backLogButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite,
                                                                      "Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
            backLogFilterSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite,
                                                                      "Assets/Utage/Examples/Textures/UI/filterBg.png");
            backLogScrollUpArrow = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow,
                                                                       "Assets/Utage/Examples/Textures/UI/AllowUp.png");
            backLogItemPrefab = UtageEditorPrefs.LoadPrefab <AdvUiBacklog>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab,
                                                                           "Assets/Utage/Examples/Prefabs/BacklogItem.prefab");
            backLogCloseButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite,
                                                                           "Assets/Utage/Examples/Textures/UI/SystemButtonSS.png");
        }
Пример #4
0
 /// <summary>
 /// 初期化。スクリプトから動的に生成する場合に
 /// </summary>
 /// <param name="engine">ADVエンジン</param>
 public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab)
 {
     this.engine = engine;
     this.ListView.ItemPrefab = backlogItemPrefab.gameObject;
 }
Пример #5
0
 /// <summary>
 /// 初期化。スクリプトから動的に生成する場合に
 /// </summary>
 /// <param name="engine">ADVエンジン</param>
 public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab)
 {
     this.engine = engine;
     this.ListView.ItemPrefab = backlogItemPrefab.GetComponent <ListViewItem>();
 }
		void DrawProperties(SerializedObject serializedObject)
		{
			GUILayout.BeginHorizontal();
			GUILayout.Label("Reset to default values");
			if (GUILayout.Button("Reset", GUILayout.MaxWidth(80)))
			{
				ResetSave();
			}
			GUILayout.EndHorizontal();
			GUILayout.Space(8f);

			GUILayout.Space(4f);
			int width = EditorGUILayout.IntField("Width", gameScreenWidth);
			if (gameScreenWidth != width && width > 0)
			{
				gameScreenWidth = width;
				Save();
			}
			int height = EditorGUILayout.IntField("Hegiht", gameScreenHeight);
			if (gameScreenHeight != height && height > 0)
			{
				gameScreenHeight = height;
				Save();
			}

			GUILayout.Space(4f);
			UtageEditorToolKit.PropertyField(serializedObject, "font", "Font");
			UtageEditorToolKit.PropertyField(serializedObject, "clickSe", "Click SE");

			//トランジション
			UtageEditorToolKit.BeginGroup("Transition");
			UtageEditorToolKit.PropertyField(serializedObject, "transitionFadeBg", "Transition Fade Bg Sprite");
			UtageEditorToolKit.EndGroup();

			//選択肢
			UtageEditorToolKit.BeginGroup("Selection");
			AdvUiSelection selectionPrefab = UtageEditorToolKit.PrefabField<AdvUiSelection>("itemPrefab", this.selectionItemPrefab);
			if (this.selectionItemPrefab != selectionPrefab)
			{
				this.selectionItemPrefab = selectionPrefab;
				Save();
			}
			UtageEditorToolKit.EndGroup();

			//メッセージウィンドウ
			UtageEditorToolKit.BeginGroup("Message Window");
			UtageEditorToolKit.PropertyField(serializedObject, "msgWindowSprite", "Message Window Sprite");
			UtageEditorToolKit.PropertyField(serializedObject, "isEnableCloseButton", "Is Enable Close Button");
			EditorGUI.BeginDisabledGroup(!this.isEnableCloseButton);
			UtageEditorToolKit.PropertyField(serializedObject, "closeButtonSprite", "Close Button Sprite");
			EditorGUI.EndDisabledGroup();
			UtageEditorToolKit.EndGroup();

			//バックログ
			UtageEditorToolKit.BeginGroup("BackLog");
			UtageEditorToolKit.PropertyField(serializedObject, "isEnableBackLog", "Is Enable BackLog");
			EditorGUI.BeginDisabledGroup(!this.isEnableBackLog);
			UtageEditorToolKit.PropertyField(serializedObject, "backLogButtonSprite", "Open Button Sprite");
			UtageEditorToolKit.PropertyField(serializedObject, "backLogFilterSprite", "Filter Sprite");
			UtageEditorToolKit.PropertyField(serializedObject, "backLogCloseButtonSprite", "Close Button Sprite");
			UtageEditorToolKit.PropertyField(serializedObject, "backLogScrollUpArrow", "Scroll Arrow");
			AdvUiBacklog backLogItemPrefab = UtageEditorToolKit.PrefabField<AdvUiBacklog>("itemPrefab", this.backLogItemPrefab);
			if (this.backLogItemPrefab != backLogItemPrefab)
			{
				this.backLogItemPrefab = backLogItemPrefab;
				Save();
			}
			EditorGUI.EndDisabledGroup();
			UtageEditorToolKit.EndGroup();

			bool isEnable = (font != null && transitionFadeBg != null && msgWindowSprite != null && selectionItemPrefab != null);
			EditorGUI.BeginDisabledGroup(!isEnable);
			if (GUILayout.Button("Create"))
			{
				CreateAdvEngile();
			}
			EditorGUI.EndDisabledGroup();
		}
Пример #7
0
        void DrawProperties(SerializedObject serializedObject)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label("Reset to default values");
            if (GUILayout.Button("Reset", GUILayout.MaxWidth(80)))
            {
                ResetSave();
            }
            GUILayout.EndHorizontal();
            GUILayout.Space(8f);

            GUILayout.Space(4f);
            int width = EditorGUILayout.IntField("Width", gameScreenWidth);

            if (gameScreenWidth != width && width > 0)
            {
                gameScreenWidth = width;
                Save();
            }
            int height = EditorGUILayout.IntField("Hegiht", gameScreenHeight);

            if (gameScreenHeight != height && height > 0)
            {
                gameScreenHeight = height;
                Save();
            }

            GUILayout.Space(4f);
            UtageEditorToolKit.PropertyField(serializedObject, "font", "Font");
            UtageEditorToolKit.PropertyField(serializedObject, "clickSe", "Click SE");

            //トランジション
            UtageEditorToolKit.BeginGroup("Transition");
            UtageEditorToolKit.PropertyField(serializedObject, "transitionFadeBg", "Transition Fade Bg Sprite");
            UtageEditorToolKit.EndGroup();

            //選択肢
            UtageEditorToolKit.BeginGroup("Selection");
            AdvUiSelection selectionPrefab = UtageEditorToolKit.PrefabField <AdvUiSelection>("itemPrefab", this.selectionItemPrefab);

            if (this.selectionItemPrefab != selectionPrefab)
            {
                this.selectionItemPrefab = selectionPrefab;
                Save();
            }
            UtageEditorToolKit.EndGroup();

            //メッセージウィンドウ
            UtageEditorToolKit.BeginGroup("Message Window");
            UtageEditorToolKit.PropertyField(serializedObject, "msgWindowSprite", "Message Window Sprite");
            UtageEditorToolKit.PropertyField(serializedObject, "isEnableCloseButton", "Is Enable Close Button");
            EditorGUI.BeginDisabledGroup(!this.isEnableCloseButton);
            UtageEditorToolKit.PropertyField(serializedObject, "closeButtonSprite", "Close Button Sprite");
            EditorGUI.EndDisabledGroup();
            UtageEditorToolKit.EndGroup();

            //バックログ
            UtageEditorToolKit.BeginGroup("BackLog");
            UtageEditorToolKit.PropertyField(serializedObject, "isEnableBackLog", "Is Enable BackLog");
            EditorGUI.BeginDisabledGroup(!this.isEnableBackLog);
            UtageEditorToolKit.PropertyField(serializedObject, "backLogButtonSprite", "Open Button Sprite");
            UtageEditorToolKit.PropertyField(serializedObject, "backLogFilterSprite", "Filter Sprite");
            UtageEditorToolKit.PropertyField(serializedObject, "backLogCloseButtonSprite", "Close Button Sprite");
            UtageEditorToolKit.PropertyField(serializedObject, "backLogScrollUpArrow", "Scroll Arrow");
            AdvUiBacklog backLogItemPrefab = UtageEditorToolKit.PrefabField <AdvUiBacklog>("itemPrefab", this.backLogItemPrefab);

            if (this.backLogItemPrefab != backLogItemPrefab)
            {
                this.backLogItemPrefab = backLogItemPrefab;
                Save();
            }
            EditorGUI.EndDisabledGroup();
            UtageEditorToolKit.EndGroup();

            bool isEnable = (font != null && transitionFadeBg != null && msgWindowSprite != null && selectionItemPrefab != null);

            EditorGUI.BeginDisabledGroup(!isEnable);
            if (GUILayout.Button("Create"))
            {
                CreateAdvEngile();
            }
            EditorGUI.EndDisabledGroup();
        }
		/// <summary>
		/// 初期化。スクリプトから動的に生成する場合に
		/// </summary>
		/// <param name="engine">ADVエンジン</param>
		public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab)
		{
			this.engine = engine;
			this.ListView.ItemPrefab = backlogItemPrefab.gameObject;
		}
		/// <summary>
		/// 初期化。スクリプトから動的に生成する場合に
		/// </summary>
		/// <param name="engine">ADVエンジン</param>
		public void InitOnCreate(AdvEngine engine, AdvUiBacklog backlogItemPrefab)
		{
			this.engine = engine;
			this.ListView.ItemPrefab = backlogItemPrefab.GetComponent<LegacyUiListViewItem>();
		}