/
UISysFontLabelEditor.cs
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/
UISysFontLabelEditor.cs
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/*
* Copyright (c) 2012 Mario Freitas (imkira@gmail.com)
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(UISysFontLabel))]
public class UISysFontLabelEditor : UIWidgetInspector
{
protected UISysFontLabel _label;
protected override bool DrawProperties()
{
_label = (UISysFontLabel)target;
ISysFontTexturableEditor.DrawInspectorGUI(_label);
return true;
}
[MenuItem("NGUI/Create a SysFont Label")]
static public void AddLabel()
{
GameObject go = NGUIMenu.SelectedRoot();
if (NGUIEditorTools.WillLosePrefab(go))
{
NGUIEditorTools.RegisterUndo("Add a SysFont Label", go);
GameObject child = new GameObject("UISysFontLabel");
child.layer = go.layer;
child.transform.parent = go.transform;
UISysFontLabel label = child.AddComponent<UISysFontLabel>();
label.MakePixelPerfect();
Vector3 pos = label.transform.localPosition;
pos.z = -1f;
label.transform.localPosition = pos;
label.Text = "Hello World";
Selection.activeGameObject = child;
}
}
}