示例#1
0
    /// <summary>
    /// IOS Splash Image設定
    /// </summary>
    public void UISplashIOSShow()
    {
        GUILayout.Label("IOS Splash 圖片", TitleFrontStyle());

        for (int i = 0; i < mShowSetInfo.IOSSet.SplashImages.Length; i++)
        {
            eMobileSplashScreen aShowScreen = (eMobileSplashScreen)i;
            IconObjectSet(aShowScreen.ToString(),
                          ref mUIUseImages.IOSSplashImages[i],
                          ref mShowSetInfo.IOSSet.SplashImages[i]);
        }
    }
示例#2
0
    /// <summary>
    /// 取得Splash圖片路徑
    /// </summary>
    public static string GetSplashScreenPath(eMobileSplashScreen iScrType, ref Texture2D iImage)
    {
        string aResult = string.Empty;

        iImage = GetSplashScreen(iScrType);
        if (iImage != null)
        {
            aResult = AssetDatabase.GetAssetPath(iImage);
        }

        return(aResult);
    }
示例#3
0
    /// <summary>
    /// 設置Splash圖片
    /// </summary>
    public static void SetSplashScreen(eMobileSplashScreen iScrType, string iPath)
    {
        foreach (var player in Resources.FindObjectsOfTypeAll <PlayerSettings> ())
        {
            var so = new SerializedObject(player);
            so.Update();
            so.FindProperty(iScrType.ToString()).objectReferenceValue = AssetDatabase.LoadAssetAtPath(iPath, typeof(Texture2D));
            so.ApplyModifiedProperties();

            EditorUtility.SetDirty(player);
        }
        AssetDatabase.SaveAssets();
    }
示例#4
0
    // 這邊用到的方法是直接提取PlayerSettings設定檔的內容
    // 設定名稱可以從Edit/ProjectSetting/Editor中把AssetSerialization轉成文字模式
    // 再用記事本檔案查看PlayerSetting是甚麼名字
    // 當PlayerSettings沒有提供相關方法時所採用的最後手段
    #region SerializedObject
    /// <summary>
    /// 取得PlayerSetting上的Splash圖片
    /// </summary>
    public static Texture2D GetSplashScreen(eMobileSplashScreen iScrType)
    {
        Texture2D aResult = null;

        PlayerSettings[] aAllSet = Resources.FindObjectsOfTypeAll <PlayerSettings> ();
        for (int i = 0; i < aAllSet.Length; i++)
        {
            SerializedObject aSO = new SerializedObject(aAllSet[i]);
            aSO.Update();
            aResult = aSO.FindProperty(iScrType.ToString()).objectReferenceValue as Texture2D;
        }
        return(aResult);
    }