Assets/Editor/ScriptEditor/PositionTweenEditor.cs
@@ -3,7 +3,6 @@ // [ Date ]: Wednesday, January 10, 2018 //-------------------------------------------------------- using UnityEditor; using vnxbqy.UI; [CustomEditor(typeof(PositionTween))] public class PositionTweenEditor : TweenEditor Assets/Editor/ScriptEditor/RotationTweenEditor.cs
@@ -3,7 +3,6 @@ // [ Date ]: Wednesday, January 10, 2018 //-------------------------------------------------------- using UnityEditor; using vnxbqy.UI; [CustomEditor(typeof(RotationTween))] public class RotationTweenEditor : TweenEditor Assets/Editor/ScriptEditor/ScaleTweenEditor.cs
@@ -3,7 +3,6 @@ // [ Date ]: Wednesday, January 10, 2018 //-------------------------------------------------------- using UnityEditor; using vnxbqy.UI; [CustomEditor(typeof(ScaleTween))] public class ScaleTweenEditor : TweenEditor Assets/Editor/ScriptEditor/SecondFrameLoaderEditor.cs
@@ -1,5 +1,4 @@ using vnxbqy.UI; using UnityEditor; using UnityEngine; Assets/Editor/ScriptEditor/TweenEditor.cs
@@ -5,7 +5,6 @@ using UnityEngine; using System.Collections; using UnityEditor; using vnxbqy.UI; [CustomEditor(typeof(Tween))] public class TweenEditor : Editor Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs
@@ -7,7 +7,7 @@ //检查window界面里是否引用了builtin里的图片 public class ExportPrefabsNoBuiltin : EditorWindow { private static string topFilePath= "Assets/ResourcesOut/UI/Window/"; private static string topFilePath= "Assets/ResourcesOut/UI/"; Assets/Editor/Tool/IconRepetitionCheck.cs
@@ -6,8 +6,8 @@ public class IconRepetitionCheck : MonoBehaviour { static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite"; static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite/"; static string rootPath = Application.dataPath + "/ResourcesOut/Sprite"; static string spriteRelativePath = "Assets/ResourcesOut/Sprite/"; static Dictionary<long, List<string>> referenceResourceSizeAndNames = new Dictionary<long, List<string>>(); [MenuItem("程序/Sprite/Sprite重复性检查")] Assets/Editor/Tool/PrefabCreateTool.cs
@@ -6,7 +6,6 @@ using UnityEditor; using System.Collections; using UnityEngine.UI; using vnxbqy.UI; public class PrefabCreateTool Assets/Editor/Tool/UpdateAssetBundleName.cs
@@ -29,12 +29,12 @@ public class UpdateSpriteSetting { static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite"; static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite"; static string rootPath = Application.dataPath + "/ResourcesOut/Sprite"; static string spriteRelativePath = "Assets/ResourcesOut/Sprite"; public static void SetRechargeSkin(int pattern) { var toDirectory = Application.dataPath + "/ResourcesOut/UI/Sprite/Recharge"; var toDirectory = Application.dataPath + "/ResourcesOut/Sprite/Recharge"; var oldFiles = new DirectoryInfo(toDirectory).GetFiles("*.png", SearchOption.AllDirectories); foreach (var item in oldFiles) { @@ -55,7 +55,7 @@ { var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "ui/sprite/" + file.Name.Split(".")[0].ToLower(); importer.assetBundleName = "sprite/" + file.Name.Split(".")[0].ToLower(); // EditorUtility.SetDirty(importer); } @@ -66,7 +66,7 @@ var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar); var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "ui/sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower(); importer.assetBundleName = "sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower(); // EditorUtility.SetDirty(importer); } @@ -81,8 +81,7 @@ public class UpdateUIWindowSetting { static string assetRelativePath = "Assets/ResourcesOut/UI/Window"; static string assetRelativePath2 = "Assets/ResourcesOut/UI/PriorityWindow"; static string assetRelativePath = "Assets/ResourcesOut/UI"; [MenuItem("程序/设置资源包名/更新Window(All) AssetBundleName")] public static void SetAllUIWindowAssetBundleName() @@ -92,19 +91,11 @@ { var path = AssetDatabase.GUIDToAssetPath(guid); var importer = AssetImporter.GetAtPath(path); importer.assetBundleName = "ui/window"; importer.assetBundleName = "ui"; // EditorUtility.SetDirty(importer); } guids = AssetDatabase.FindAssets("t:prefab", new string[] { assetRelativePath2 }); foreach (var guid in guids) { var path = AssetDatabase.GUIDToAssetPath(guid); var importer = AssetImporter.GetAtPath(path); importer.assetBundleName = StringUtility.Contact("ui/prioritywindow/", Path.GetFileNameWithoutExtension(path).ToLower()); // EditorUtility.SetDirty(importer); } Debug.Log("Window资源包名更新完成!"); // AssetDatabase.SaveAssets(); // AssetDatabase.Refresh(); @@ -113,17 +104,9 @@ public class UpdateUIPrefabSetting { static string prefabRootPath = Application.dataPath + "/ResourcesOut/UI/Prefab"; static string prefabAssetRelativePath = "Assets/ResourcesOut/UI/Prefab"; static string prefabRootPath = Application.dataPath + "/ResourcesOut/Prefab"; static string prefabAssetRelativePath = "Assets/ResourcesOut/Prefab"; static string bossShowRootPath = Application.dataPath + "/ResourcesOut/UI/BossShow"; static string bossShowAssetRelativePath = "Assets/ResourcesOut/UI/BossShow"; static string godWeaponRootPath = Application.dataPath + "/ResourcesOut/UI/GodWeapon"; static string godWeaponAssetRelativePath = "Assets/ResourcesOut/UI/GodWeapon"; static string treasureRootPath = Application.dataPath + "/ResourcesOut/UI/Treasure"; static string treasureAssetRelativePath = "Assets/ResourcesOut/UI/Treasure"; [MenuItem("程序/设置资源包名/更新Prefab(All) AssetBundleName")] public static void SetAllUIPrefabAssetBundleName() @@ -133,37 +116,11 @@ { var importerPath = prefabAssetRelativePath + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "ui/prefab"; importer.assetBundleName = "prefab"; // EditorUtility.SetDirty(importer); } allFiles = new DirectoryInfo(bossShowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly); foreach (var file in allFiles) { var importerPath = bossShowAssetRelativePath + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "ui/bossshow"; // EditorUtility.SetDirty(importer); } allFiles = new DirectoryInfo(godWeaponRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly); foreach (var file in allFiles) { var importerPath = godWeaponAssetRelativePath + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "ui/godweapon"; // EditorUtility.SetDirty(importer); } allFiles = new DirectoryInfo(treasureRootPath).GetFiles("*.prefab", SearchOption.AllDirectories); foreach (var file in allFiles) { var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar); var importerPath = treasureAssetRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name; var importer = AssetImporter.GetAtPath(importerPath); importer.assetBundleName = "ui/treasure/" + pathStringArray[pathStringArray.Length - 1].ToLower(); // EditorUtility.SetDirty(importer); } Debug.Log("Prefab资源包名更新完成!"); // AssetDatabase.SaveAssets(); // AssetDatabase.Refresh(); Assets/Editor/Tool/UpdateSpritePackingSetting.cs
@@ -10,8 +10,8 @@ public class UpdateSpritePackingSetting { static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite"; static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite"; static string rootPath = Application.dataPath + "/ResourcesOut/Sprite"; static string spriteRelativePath = "Assets/ResourcesOut/Sprite"; [MenuItem("程序/Sprite/标准化Sprite设置")] public static void UpdateAllSpritePackingSetting() Assets/Editor/Tool/WindowTool.cs
@@ -1,6 +1,5 @@ using UnityEngine; using UnityEditor; using vnxbqy.UI; public class WindowTool : EditorWindow { Assets/Editor/UIComponent/CustomImageEditor.cs
@@ -7,7 +7,6 @@ using UnityEditor; using System; namespace vnxbqy.UI { [CustomEditor(typeof(CustomImage)), CanEditMultipleObjects] public class CustomImageEidtor:Editor { @@ -35,7 +34,6 @@ } } Assets/Editor/UIComponent/FlipScrollEditor.cs
@@ -6,8 +6,7 @@ using System.Collections; using UnityEngine.UI; using UnityEditor; namespace vnxbqy.UI { [CustomEditor(typeof(FlipScroll))] [CanEditMultipleObjects] public class FlipScrollEditor : UnityEditor.UI.GraphicEditor @@ -54,7 +53,6 @@ } } } Assets/Editor/UIComponent/FunctionButtonEditor.cs
@@ -2,8 +2,6 @@ using UnityEngine.UI; using UnityEngine; namespace vnxbqy.UI { [CustomEditor(typeof(FunctionButton), true), CanEditMultipleObjects] public class FunctionButtonEditor : UnityEditor.UI.ButtonEditor { @@ -36,5 +34,4 @@ } } } Assets/Editor/UIComponent/LongPressButtonEditor.cs
@@ -1,5 +1,4 @@ using vnxbqy.UI; using UnityEditor; using UnityEditor; [CustomEditor(typeof(LongPressButton), true), CanEditMultipleObjects] Assets/Editor/UIComponent/PolylineImageEditor.cs
@@ -6,7 +6,6 @@ using System.Collections; using UnityEditor; namespace vnxbqy.UI { [CustomEditor(typeof(PolylineImage)), CanEditMultipleObjects] public class PolylineImageEditor:Editor { @@ -37,7 +36,6 @@ } } Assets/Editor/UIComponent/ToggleExEditor.cs
@@ -4,8 +4,6 @@ //-------------------------------------------------------- using UnityEditor; namespace vnxbqy.UI { [CustomEditor(typeof(ToggleEx), true), CanEditMultipleObjects] public class ToggleExEditor : UnityEditor.UI.ToggleEditor @@ -21,7 +19,6 @@ } } Assets/Launch/Common/ResourcesPath.cs
@@ -13,8 +13,8 @@ "standalone"; #endif public const string windowFileBundleName = "ui/window"; public const string uiprefabFileBundleName = "ui/prefab"; public const string windowFileBundleName = "ui"; public const string uiprefabFileBundleName = "prefab"; public readonly static string ResourcesOutPath = Application.dataPath + "/ResourcesOut/"; public const string ResourcesOutAssetPath = "Assets/ResourcesOut/"; @@ -27,15 +27,13 @@ #region 具体asset资源读取路径 public static readonly string MOB_FOLDER_NAME = "gmodels/"; public static readonly string MOB_SUFFIX = "prefab_race_"; public static readonly string EFFECT_Folder_Name = "effect/"; public static readonly string UI_SPRITE_SUFFIX = "UI/Sprite"; public static readonly string UI_WINDOW_SUFFIX = "UI/Window"; public static readonly string UI_PRIORITYWINDOW_SUFFIX = "UI/PriorityWindow"; public static readonly string UI_FONT_SUFFIX = "UI/Font"; public static readonly string UI_PREFAB_SUFFIX = "UI/Prefab"; public static readonly string UI_SPRITE_SUFFIX = "Sprite"; public static readonly string UI_WINDOW_SUFFIX = "UI"; public static readonly string UI_FONT_SUFFIX = "Font"; public static readonly string UI_PREFAB_SUFFIX = "Prefab"; public static readonly string CONFIG_FODLER = ResourcesOutPath + "Config/";