三国卡牌客户端基础资源仓库
yyl
2 天以前 ac18067b5e2447bc1ca614a54d50af63a34845df
Merge branch 'master' of http://192.168.1.20:10010/r/Project_SG_client
4个文件已修改
45 ■■■■■ 已修改文件
Assets/Editor/Tool/PrefabCreateTool.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/UpdateAssetBundleName.cs 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/UIBaseEditor.cs 30 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Resources/Prefabs/ScreenMask.prefab 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/PrefabCreateTool.cs
@@ -172,7 +172,8 @@
    {
        var button = UIUtility.CreateWidget("CommonButton", "CommonButton");
        var buttonEx = button.GetComponent<ButtonEx>();
        buttonEx.interval = 0.5f;
        buttonEx.interval = 0.1f;
        buttonEx.pressedScale = 1.05f;
        SetParent(button);
    }
Assets/Editor/Tool/UpdateAssetBundleName.cs
@@ -428,6 +428,7 @@
    public static void SetAllAudioAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.wav", SearchOption.AllDirectories);
        var allFiles1 = new DirectoryInfo(rootPath).GetFiles("*.mp3", SearchOption.AllDirectories);
        foreach (var file in allFiles)
        {
@@ -437,6 +438,15 @@
            importer.assetBundleName = "audio/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
        foreach (var file in allFiles1)
        {
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = assetPath + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "audio/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Audio资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
Assets/Editor/UIComponent/UIBaseEditor.cs
@@ -1,10 +1,10 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
[CustomEditor(typeof(UIBase),true),CanEditMultipleObjects]
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
[CustomEditor(typeof(UIBase),true),CanEditMultipleObjects]
public class UIBaseEditor: Editor
{
{
    public override void OnInspectorGUI() {
        UIBase ui = target as UIBase;
        //增加个按钮 点击生成一个新的遮罩
@@ -23,8 +23,8 @@
                GameObject.DestroyImmediate(ui.screenMask);
                ui.screenMask = null;
            }
        }
        base.OnInspectorGUI();
        }
        base.OnInspectorGUI();
        EditorGUILayout.Space();
@@ -32,7 +32,7 @@
        if (ui.openMask)
        {
            CreateScreen(ui);
            ui.screenMask.GetComponent<Image>().color = new Color32(0, 0, 0, 226);
            ui.screenMask.GetComponent<Image>().color = new Color(0, 0, 0, 0.7f);
        }
        else
        {
@@ -53,8 +53,8 @@
        
    }
    }
    void CreateScreen(UIBase ui)
    {
        if (ui.screenMask == null)
@@ -63,7 +63,7 @@
        ui.screenMask.transform.localPosition = Vector3.zero;
        ui.screenMask.transform.localScale = Vector3.one;
        ui.screenMask.transform.localRotation = Quaternion.identity;
        ui.screenMask.transform.SetAsFirstSibling();
    }
}
        ui.screenMask.transform.SetAsFirstSibling();
    }
}
Assets/Resources/Prefabs/ScreenMask.prefab
@@ -59,7 +59,7 @@
  m_Name: 
  m_EditorClassIdentifier: 
  m_Material: {fileID: 0}
  m_Color: {r: 0, g: 0, b: 0, a: 0.8862745}
  m_Color: {r: 0, g: 0, b: 0, a: 0.7372549}
  m_RaycastTarget: 1
  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
  m_Maskable: 1