using UnityEngine; namespace U3DExtends { //功能和快捷键的配置 public static class Configure { //是否开启场景中的右键菜单 public static bool IsShowSceneMenu = true; //选中图片节点再选图片时,即帮节点赋上该图 public static bool IsEnableFastSelectImage = false; //选中图片节点再选图片时,帮节点赋上该图时自动设为原图大小 public static bool IsAutoSizeOnFastSelectImg = false; //拉UI prefab或者图片入scene界面时帮它找到鼠标下的Canvas并挂在其上,若鼠标下没有画布就创建一个 public static bool IsEnableDragUIToScene = true; //是否开启用箭头按键移动UI节点 public static bool IsMoveNodeByArrowKey = true; //保存界面时是否需要显示保存成功的提示框 public static bool IsShowDialogWhenSaveLayout = true; //结束游戏运行时是否重新加载运行期间修改过的界面 public static bool ReloadLayoutOnExitGame = true; //一添加参考图就打开选择图片框 public static bool OpenSelectPicDialogWhenAddDecorate = true; //此路径可以为空,设置后首次导入本插件时就会加载该目录下的所有prefab //public const string PrefabWinFirstSearchPath = "Assets/LuaFramework/AssetBundleRes/ui/uiComponent/prefab"; public const string PrefabWinFirstSearchPath = ""; //快捷键配置 菜单项快捷键:%#&1 代表的就是:Ctrl + Shift + Alt + 1 public static class ShortCut { //复制选中节点全名的字符串到系统剪切板 public const string CopyNodesName = "#c"; public const string CopyNodesComponentName = "&#c"; } //所有编辑界面的Canvas都放到此节点上,可定制节点名 public static string UITestNodeName = "UITestNode"; public static string UITestParentNodeName = "root"; public static Vector3 UITestNodePos = new Vector3(150, 15, 500); public static Vector2 UITestNodeSize = new Vector2(4, 4); public const string FolderName = "UGUI-Editor"; public static string ResAssetsPath = Application.dataPath + "/" + FolderName + "/Res"; static string projectUUID = string.Empty; public static string ProjectUUID { get { #if UNITY_EDITOR if (projectUUID == string.Empty) { projectUUID = UIEditorHelper.GenMD5String(Application.dataPath); } #endif return projectUUID; } } } }