示例#1
0
    protected override void OnPopulateMesh(VertexHelper toFill)
    {
        toFill.Clear();
        if (_Models == null || _Models.Count <= 0)
        {
            return;
        }
        Color32 color32 = color;

        //TODO lizhixiong
        //在计算定点的时候需要知道Unity的一些默认规则,否则容易陷入泥潭..
        //1.在生成三角片的时候坐标原点是左下角,不是常用的屏幕坐标系(左上角),UV也一样。
        //2.Unity ugui 默认的三角形的定点绘制顺序如下
        //              0   1
        //              3   2
        //  索引 ->   012 230
        for (int i = 0; i < _Models.Count; i++)
        {
            GTextEmotionModel model = _Models[i];
            GEmotionAsset     asset = model.GetEmotionAsset();
            if (asset != null)
            {
                Vector4 outerUV = asset.GetOuterUV();
                uvMin.Set(outerUV.x, outerUV.w);
                uvMax.Set(outerUV.z, outerUV.y);
                AddQuad(toFill, model.PosMin, model.PosMax, color32, uvMin, uvMax);
            }
        }
    }
示例#2
0
    public void Export()
    {
        string       textPath = Application.dataPath + "/../emoji.txt";
        StreamWriter sw       = null;

        try
        {
            sw = new StreamWriter(textPath, false, new System.Text.UTF8Encoding(false));
            sw.WriteLine("--所有Emoji对应ID ");
            string s_fileContent = "";
            for (int i = 0; i < asset.Count; i++)
            {
                GEmotionAsset emotionAsset = asset.GetEmotionAssetAt(i);
                s_fileContent += asset.Index2Id(i).ToString() + ", " + emotionAsset.Name + "\n";
            }
            sw.Write(s_fileContent);
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }
        finally
        {
            if (sw != null)
            {
                sw.Close();
            }
        }

        Debug.Log(textPath);
    }
示例#3
0
    public override void OnInspectorGUI()
    {
        if (asset == null)
        {
            return;
        }

        if (GUILayout.Button("导出txt"))
        {
            Export();
        }

        ve2ScorllView = GUILayout.BeginScrollView(ve2ScorllView);
        GUILayout.Label("表情信息列表");
        for (int i = 0; i < asset.Count; i++)
        {
            GEmotionAsset emotionAsset = asset.GetEmotionAssetAt(i);
            //EditorGUILayout.ObjectField(emotionAsset.Name, emotionAsset.IconSprite, typeof(Sprite), false);
            GUILayout.Space(5);
            EditorGUILayout.LabelField("Id:" + asset.Index2Id(i).ToString() + " Name:" + emotionAsset.Name);
            //EditorGUILayout.LabelField("Povit:" + emotionAsset.Pivot.ToString() + " Rect:" + emotionAsset.Rect.ToString());
        }

        GUILayout.EndScrollView();
    }
    public static List <GEmotionAsset> GetSpritesInfor(Texture2D tex, out int sysIconCount)
    {
        List <GEmotionAsset> emotionAssets = new List <GEmotionAsset>();
        string filePath = UnityEditor.AssetDatabase.GetAssetPath(tex);

        Object[] objects = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(filePath);

        sysIconCount = 0;

        for (int i = 0; i < objects.Length; i++)
        {
            if (objects[i].GetType() == typeof(Sprite))
            {
                GEmotionAsset temp   = new GEmotionAsset();
                Sprite        sprite = objects[i] as Sprite;
                //temp.Id = i;
                temp.IconSprite = sprite;

#if UNITY_EDITOR
                temp.Id = GetIDFromName(sprite.name);

                if (temp.Id < GTextEmotionAssets.EMOJI_ICON_START)
                {
                    sysIconCount += 1;
                }
#endif //UNITY_EDITOR

                emotionAssets.Add(temp);
            }
        }

#if UNITY_EDITOR
        emotionAssets.Sort(CompareAsset);   //sort by name
#endif //UNITY_EDITOR

        if (sysIconCount >= GTextEmotionAssets.EMOJI_ICON_START)
        {
            Debug.LogError("sysIconCount > " + (GTextEmotionAssets.EMOJI_ICON_START - 1));
        }

        for (int i = 1; i < sysIconCount; i++)
        {
            if (emotionAssets[i].Id - emotionAssets[i - 1].Id != 1)
            {
                Debug.LogError("CBT_SysEmoji 数字不连续 At" + emotionAssets[i - 1].Id);
            }
        }

        for (int i = sysIconCount + 1; i < emotionAssets.Count; i++)
        {
            if (emotionAssets[i].Id - emotionAssets[i - 1].Id != 1)
            {
                Debug.LogError("CBT_Emoji 数字不连续 At" + emotionAssets[i - 1].Id);
            }
        }

        return(emotionAssets);
    }
示例#5
0
    public GEmotionAsset GetEmotionAssetByName(string emotionName)
    {
        GEmotionAsset ast = this._EmotionAssets.Find(item => item.Name == emotionName);

        if (ast != null)
        {
            return(ast);
        }
        return(null);
    }
 static int CompareAsset(GEmotionAsset x, GEmotionAsset y)
 {
     if (x.Id > y.Id)
     {
         return(1);
     }
     else if (x.Id == y.Id)
     {
         return(0);
     }
     else
     {
         return(-1);
     }
 }