Files
tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/Scripts/Editor/UICreateNewUIWizard.cs
2020-07-04 14:41:25 +08:00

76 lines
2.0 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// UI Creation Wizard. This tool has been made obsolete with NGUI 3.0.6.
/// </summary>
public class UICreateNewUIWizard : EditorWindow
{
public enum CameraType
{
None,
Simple2D,
Advanced3D,
}
static public CameraType camType = CameraType.Simple2D;
/// <summary>
/// Refresh the window on selection.
/// </summary>
void OnSelectionChange () { Repaint(); }
/// <summary>
/// Draw the custom wizard.
/// </summary>
void OnGUI ()
{
NGUIEditorTools.SetLabelWidth(80f);
GUILayout.Label("Create a new UI with the following parameters:");
NGUIEditorTools.DrawSeparator();
GUILayout.BeginHorizontal();
NGUISettings.layer = EditorGUILayout.LayerField("Layer", NGUISettings.layer, GUILayout.Width(200f));
GUILayout.Space(20f);
GUILayout.Label("This is the layer your UI will reside on");
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
camType = (CameraType)EditorGUILayout.EnumPopup("Camera", camType, GUILayout.Width(200f));
GUILayout.Space(20f);
GUILayout.Label("Should this UI have a camera?");
GUILayout.EndHorizontal();
NGUIEditorTools.DrawSeparator();
GUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("When ready,");
bool create = GUILayout.Button("Create Your UI", GUILayout.Width(120f));
GUILayout.EndHorizontal();
if (create) CreateNewUI(camType);
EditorGUILayout.HelpBox("This tool has become obsolete with NGUI 3.0.6. You can create UIs from the NGUI -> Create menu.", MessageType.Warning);
}
/// <summary>
/// Create a brand-new UI hierarchy.
/// </summary>
static public GameObject CreateNewUI (CameraType type)
{
UIPanel p = NGUITools.CreateUI(type == CameraType.Advanced3D, NGUISettings.layer);
Selection.activeGameObject = p.gameObject;
return Selection.activeGameObject;
}
}