using UnityEngine;
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namespace U3DExtends
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{
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//功能和快捷键的配置
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public static class Configure
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{
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//是否开启场景中的右键菜单
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public static bool IsShowSceneMenu = true;
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//选中图片节点再选图片时,即帮节点赋上该图
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public static bool IsEnableFastSelectImage = false;
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//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
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public static bool IsAutoSizeOnFastSelectImg = false;
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//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
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public static bool IsEnableDragUIToScene = true;
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//是否开启用箭头按键移动UI节点
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public static bool IsMoveNodeByArrowKey = true;
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//保存界面时是否需要显示保存成功的提示框
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public static bool IsShowDialogWhenSaveLayout = true;
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//结束游戏运行时是否重新加载运行期间修改过的界面
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public static bool ReloadLayoutOnExitGame = true;
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//一添加参考图就打开选择图片框
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public static bool OpenSelectPicDialogWhenAddDecorate = true;
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//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
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//public const string PrefabWinFirstSearchPath = "Assets/LuaFramework/AssetBundleRes/ui/uiComponent/prefab";
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public const string PrefabWinFirstSearchPath = "";
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//快捷键配置 菜单项快捷键:%#&1 代表的就是:Ctrl + Shift + Alt + 1
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public static class ShortCut
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{
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//复制选中节点全名的字符串到系统剪切板
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public const string CopyNodesName = "#c";
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public const string CopyNodesComponentName = "&#c";
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}
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//所有编辑界面的Canvas都放到此节点上,可定制节点名
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public static string UITestNodeName = "UITestNode";
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public static string UITestParentNodeName = "root";
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public static Vector3 UITestNodePos = new Vector3(150, 15, 500);
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public static Vector2 UITestNodeSize = new Vector2(4, 4);
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public const string FolderName = "UGUI-Editor";
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public static string ResAssetsPath = Application.dataPath + "/" + FolderName + "/Res";
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static string projectUUID = string.Empty;
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public static string ProjectUUID
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{
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get
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{
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#if UNITY_EDITOR
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if (projectUUID == string.Empty)
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{
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projectUUID = UIEditorHelper.GenMD5String(Application.dataPath);
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}
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#endif
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return projectUUID;
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}
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}
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}
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}
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