static void OnMakeAtlasCommand(bool bRet) {//Atlas生成完响应函数 if (bRet) { //提示生成成功 EditorUtility.DisplayDialog("生成成功", "Atlas生成完毕\n\n" + "相关文件保存至\"" + UIAtlasEditorModel.GetInstance().GetAtlasSavePath() + "\"", "确认"); m_bIsOperateSaved = false; } else { if (PROJECT_ERROR_TYPE.PROJECT_ERROR_ATLASOUTPU_PATH == UIAtlasEditorModel.GetInstance().GetProjectFailedType()) {//未指定Atlas输出路径 //显示选择路径对话框 string savePath = EditorUtility.SaveFolderPanel("请选择Atlas文件的输出路径", "Assets/", ""); if (savePath.Contains("/Assets")) {//路径合法(Unity相对路径) //获取Unity相对路径 savePath = savePath.Substring(UnityEngine.Application.dataPath.Length - "Assets".Length); //设定Atlas输出路径 UIAtlasEditorModel.GetInstance().SetAtlasSavePath(savePath + "/"); //执行“生成Atlas”命令 AtlasMakeAtlas cmd = new AtlasMakeAtlas(); EditorCommandManager.GetInstance().Add(cmd); m_bIsOperateSaved = false; RegisterUndo("Make Atlas"); } else { //提示输出路径错误message EditorUtility.DisplayDialog("生成失败", "请选择Assets/下的路径", "确认"); } } else if (PROJECT_ERROR_TYPE.PROJECT_ERROR_NONE_IMAGE == UIAtlasEditorModel.GetInstance().GetProjectFailedType()) {//未添加小图 //提示添加小图message EditorUtility.DisplayDialog("生成失败", "请添加小图资源", "确认"); } else { //do nothing } } RequestRepaint(); }
static void OnMakeAtlasBtn(EditorControl c) { //[生成Atlas]按钮压下处理函数 if (!UIAtlasEditorModel.GetInstance().IsProjectExist()) { //工程未创建 //提示创建工程message EditorUtility.DisplayDialog("生成失败", "请先创建工程", "确认"); } else {//工程已存在 AtlasMakeAtlas cmd = new AtlasMakeAtlas(); EditorCommandManager.GetInstance().Add(cmd); m_bIsOperateSaved = false; RegisterUndo("Make Atlas"); } RequestRepaint(); }