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https://github.com/lllyasviel/YGOProUnity_V2.git
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93 lines
2.5 KiB
C#
93 lines
2.5 KiB
C#
//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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/// <summary>
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/// Inspector class used to edit UITextures.
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/// </summary>
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[CanEditMultipleObjects]
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[CustomEditor(typeof(UI2DSprite), true)]
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public class UI2DSpriteEditor : UIBasicSpriteEditor
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{
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UI2DSprite mSprite;
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protected override void OnEnable ()
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{
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base.OnEnable();
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mSprite = target as UI2DSprite;
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}
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/// <summary>
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/// Should we draw the widget's custom properties?
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/// </summary>
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protected override bool ShouldDrawProperties ()
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{
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GUI.changed = false;
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SerializedProperty sp = NGUIEditorTools.DrawProperty("2D Sprite", serializedObject, "mSprite");
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#if !UNITY_4_3
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if (GUI.changed)
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{
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UnityEngine.Sprite sprite = sp.objectReferenceValue as Sprite;
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if (sprite != null)
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{
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SerializedProperty border = serializedObject.FindProperty("mBorder");
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border.vector4Value = sprite.border;
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}
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}
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#endif
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NGUISettings.sprite2D = sp.objectReferenceValue as Sprite;
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NGUIEditorTools.DrawProperty("Material", serializedObject, "mMat");
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if (mSprite.material == null || serializedObject.isEditingMultipleObjects)
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{
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NGUIEditorTools.DrawProperty("Shader", serializedObject, "mShader");
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}
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NGUIEditorTools.DrawProperty("Pixel Size", serializedObject, "mPixelSize");
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SerializedProperty fa = serializedObject.FindProperty("mFixedAspect");
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bool before = fa.boolValue;
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NGUIEditorTools.DrawProperty("Fixed Aspect", fa);
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if (fa.boolValue != before) (target as UIWidget).drawRegion = new Vector4(0f, 0f, 1f, 1f);
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if (fa.boolValue)
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{
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EditorGUILayout.HelpBox("Note that Fixed Aspect mode is not compatible with Draw Region modifications done by sliders and progress bars.", MessageType.Info);
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}
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return (sp.objectReferenceValue != null);
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}
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/// <summary>
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/// Allow the texture to be previewed.
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/// </summary>
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public override bool HasPreviewGUI ()
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{
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return (Selection.activeGameObject == null || Selection.gameObjects.Length == 1) &&
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(mSprite != null) && (mSprite.mainTexture as Texture2D != null);
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}
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/// <summary>
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/// Draw the sprite preview.
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/// </summary>
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public override void OnPreviewGUI (Rect rect, GUIStyle background)
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{
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if (mSprite != null && mSprite.sprite2D != null)
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{
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Texture2D tex = mSprite.mainTexture as Texture2D;
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if (tex != null) NGUIEditorTools.DrawSprite(tex, rect, mSprite.color, mSprite.sprite2D.textureRect, mSprite.border);
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}
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}
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}
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