47 lines
1.9 KiB
C#
47 lines
1.9 KiB
C#
using System;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.UI;
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namespace Stary.Evo.Editor
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{
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public class ChangeFont :IFontChange
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{
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Font toChange;
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static Font toChangeFont;
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FontStyle toFontStyle;
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static FontStyle toChangeFontStyle;
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public void Creat()
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{
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EditorGUILayout.Space();
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toChange = (Font) EditorGUILayout.ObjectField(toChange, typeof(Font), true, GUILayout.MinWidth(100),GUILayout.MinHeight(30));
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toChangeFont = toChange;
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EditorGUILayout.Space();
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toFontStyle = (FontStyle) EditorGUILayout.EnumPopup(toFontStyle, GUILayout.MinWidth(100f),GUILayout.MinHeight(30));
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toChangeFontStyle = toFontStyle;
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EditorGUILayout.Space();
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GUI.color = Color.green;
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if (GUILayout.Button("更换",GUILayout.MinWidth(200), GUILayout.MinHeight(50)))
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{
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Change();
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}
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}
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private void Change()
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{
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var tArray = Resources.FindObjectsOfTypeAll(typeof(Text));
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for (int i = 0; i < tArray.Length; i++)
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{
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Text t = tArray[i] as Text;
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//这个很重要,博主发现如果没有这个代码,unity是不会察觉到编辑器有改动的,自然设置完后直接切换场景改变是不被保存的
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//如果不加这个代码,在做完更改后,自己随便手动修改下场景里物体的状态,在保存就好了
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Undo.RecordObject(t, t.gameObject.name);
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t.font = toChangeFont;
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t.fontStyle = toChangeFontStyle;
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//相当于让他刷新下 不然unity显示界面还不知道自己的东西被换掉了,还会呆呆的显示之前的东西
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EditorUtility.SetDirty(t);
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}
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Debug.Log("Succed");
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}
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}
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} |