using UnityEditor; using UnityEngine; using System.Collections; using System.Collections.Generic; [CustomEditor(typeof(SpriteAsset))] public class EditorSpriteAsste : Editor { #region 变量 private Vector2 ScrollPos; #endregion public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("Hit")) { SpriteAsset.AddAllBundleSpriteInfo(); } ScrollPos = GUILayout.BeginScrollView(ScrollPos, false, false); foreach (var kv in SpriteAsset.SpriteInfoDic) { EditorGUILayout.ObjectField("", kv.Value.Sprite, typeof(Sprite), false); GUILayout.BeginVertical(); EditorGUILayout.LabelField("Name : " + kv.Value.Name); EditorGUILayout.LabelField("LowerLeft : " + kv.Value.UvList[0]); EditorGUILayout.LabelField("UpperLeft : " + kv.Value.UvList[1]); EditorGUILayout.LabelField("UpperRight : " + kv.Value.UvList[2]); EditorGUILayout.LabelField("LowerRight : " + kv.Value.UvList[3]); EditorGUILayout.LabelField(""); GUILayout.EndVertical(); } GUILayout.EndScrollView(); } }