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Configure.cs
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Configure.cs
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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";
}
//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 Vector3 UITestNodePos = new Vector3(0, 0, 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;
}
}
}
}