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Binary file added Assets/Examples/Prefabs/ChatItem.prefab
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Binary file added Assets/Examples/Resources/emoji.asset
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Binary file added Assets/Examples/Scene/Chat.unity
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49 changes: 49 additions & 0 deletions Assets/Examples/Scripts/ChatTest.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,49 @@
/// ========================================================
/// file:ChatTest.cs
/// brief:
/// author: coding2233
/// date:
/// version:v1.0
/// ========================================================

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using EmojiUI;

public class ChatTest : MonoBehaviour {

[SerializeField]
private GameObject _PreChatItem;
[SerializeField]
private RectTransform _ChatParent;
[SerializeField]
private RectTransform _ViewContent;
[SerializeField]
private InputField _InputText;

public int testcnt;

#region 点击发送
public void OnClickSend()
{
string _chatString = _InputText.text;
if (string.IsNullOrEmpty(_chatString))
return;

for(int i =0;i < testcnt;++i)
{
GameObject _chatClone = Instantiate(_PreChatItem);
_chatClone.transform.SetParent(_ChatParent);

InlineText _chatText = _chatClone.GetComponentInChildren<InlineText>();
if (_chatText != null)
{
_chatText.text = _chatString;
}
}

}
#endregion
}
2 changes: 1 addition & 1 deletion Assets/TextInlineSprite/Editor/CreateSpriteAsset.cs
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ static void GenerateSpriteInfo(string unitypath)
//replace
spriteAsset = ScriptableObject.CreateInstance<SpriteAsset>();
spriteAsset.ID = tag;
spriteAsset.AssetName = sourceTex.ToString();
spriteAsset.AssetName = Path.GetFileNameWithoutExtension(filePath);
spriteAsset.texSource = sourceTex;
spriteAsset.listSpriteGroup = GetAssetSpriteInfor(sourceTex);
AssetDatabase.CreateAsset(spriteAsset, filePath);
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