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using UnityEngine;
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using System.Collections;
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using UnityEditor;
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using System.IO;
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using Coolape;
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[CustomEditor(typeof(CLUIPlaySound), true)]
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public class CLUIPlaySoundInspector : Editor {
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CLUIPlaySound instance;
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Object asset = null;
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public override void OnInspectorGUI ()
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{
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instance = target as CLUIPlaySound;
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DrawDefaultInspector ();
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if (instance != null) {
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init ();
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NGUIEditorTools.BeginContents ();
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{
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GUILayout.BeginHorizontal ();{
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EditorGUILayout.LabelField ("AudioClip", GUILayout.Width (100));
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asset = EditorGUILayout.ObjectField (asset, typeof(UnityEngine.Object), GUILayout.Width (125));
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}
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GUILayout.EndHorizontal ();
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string soundPath = ECLEditorUtl.getPathByObject (asset);
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instance.soundFileName = Path.GetFileName(soundPath);
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instance.soundName = Path.GetFileNameWithoutExtension(soundPath);
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EditorUtility.SetDirty (instance);
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}
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NGUIEditorTools.EndContents ();
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}
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}
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bool isFinishInit = false;
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void init ()
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{
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if (!isFinishInit || asset == null) {
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isFinishInit = true;
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if (!string.IsNullOrEmpty (instance.soundFileName) && CLPathCfg.self != null) {
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string tmpPath = CLPathCfg.self.basePath+"/upgradeRes4Dev/other/sound/" + instance.soundFileName;
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asset = ECLEditorUtl.getObjectByPath(tmpPath);
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}
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}
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}
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}
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