特效新内容。修复gameplay致命bug和分数保存bug
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 02-Jan-18
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Tayx.Graphy
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{
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internal static class GraphyEditorStyle
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{
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#region Variables -> Private
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private static Texture2D _managerLogoTexture = null;
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private static Texture2D _debuggerLogoTexture = null;
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private static GUISkin m_skin = null;
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private static GUIStyle m_headerStyle1 = null;
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private static GUIStyle m_headerStyle2 = null;
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private static GUIStyle m_foldoutStyle = null;
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private static string path;
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#endregion
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#region Properties -> Public
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public static Texture2D ManagerLogoTexture => _managerLogoTexture;
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public static Texture2D DebuggerLogoTexture => _debuggerLogoTexture;
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public static GUISkin Skin => m_skin;
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public static GUIStyle HeaderStyle1 => m_headerStyle1;
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public static GUIStyle HeaderStyle2 => m_headerStyle2;
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public static GUIStyle FoldoutStyle => m_foldoutStyle;
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#endregion
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#region Static Constructor
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static GraphyEditorStyle()
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{
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string managerLogoGuid = AssetDatabase.FindAssets( $"Manager_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
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string debuggerLogoGuid = AssetDatabase.FindAssets( $"Debugger_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
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string guiSkinGuid = AssetDatabase.FindAssets( "GraphyGUISkin" )[ 0 ];
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_managerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
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(
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AssetDatabase.GUIDToAssetPath( managerLogoGuid )
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);
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_debuggerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
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(
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AssetDatabase.GUIDToAssetPath( debuggerLogoGuid )
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);
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m_skin = AssetDatabase.LoadAssetAtPath<GUISkin>
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(
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AssetDatabase.GUIDToAssetPath( guiSkinGuid )
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);
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if( m_skin != null )
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{
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m_headerStyle1 = m_skin.GetStyle( "Header1" );
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m_headerStyle2 = m_skin.GetStyle( "Header2" );
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SetGuiStyleFontColor
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(
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guiStyle: m_headerStyle2,
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color: EditorGUIUtility.isProSkin ? Color.white : Color.black
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);
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}
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else
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{
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m_headerStyle1 = EditorStyles.boldLabel;
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m_headerStyle2 = EditorStyles.boldLabel;
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}
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m_foldoutStyle = new GUIStyle( EditorStyles.foldout )
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{
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font = m_headerStyle2.font,
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fontStyle = m_headerStyle2.fontStyle,
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contentOffset = Vector2.down * 3f
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};
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SetGuiStyleFontColor
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(
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guiStyle: m_foldoutStyle,
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color: EditorGUIUtility.isProSkin ? Color.white : Color.black
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);
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}
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#endregion
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#region Methods -> Private
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private static void SetGuiStyleFontColor( GUIStyle guiStyle, Color color )
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{
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guiStyle.normal.textColor = color;
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guiStyle.hover.textColor = color;
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guiStyle.active.textColor = color;
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guiStyle.focused.textColor = color;
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guiStyle.onNormal.textColor = color;
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guiStyle.onHover.textColor = color;
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guiStyle.onActive.textColor = color;
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guiStyle.onFocused.textColor = color;
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}
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#endregion
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}
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}
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