TestEditor.cs 1.5 KB

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  1. namespace AtlasUtility
  2. {
  3. using System.IO;
  4. using System.Linq;
  5. using System.Collections.Generic;
  6. using UnityEditor;
  7. using UnityEngine;
  8. using UnityEngine.UI;
  9. [CustomEditor(typeof(Test))]
  10. public class TestEditor : Editor
  11. {
  12. #region Variable
  13. public Test Script;
  14. #endregion
  15. public void OnEnable()
  16. {
  17. Script = (Test) target;
  18. }
  19. public override void OnInspectorGUI()
  20. {
  21. base.OnInspectorGUI();
  22. if (GUILayout.Button("Test"))
  23. {
  24. Debug.Log(Script.GetComponent<Graphic>().depth);
  25. //EditorUtility.CompileCSharp("AtlasUtility.cs", )
  26. //Texture2D texture2D = new Texture2D(Script.Texture2D.width, Script.Texture2D.height, TextureFormat.RGBA32, false);
  27. //for (int i = 0; i < texture2D.width; i++)
  28. //{
  29. // for (int j = 0; j < texture2D.height; j++)
  30. // {
  31. // texture2D.SetPixel(i, j, Script.Texture2D.GetPixel(i, j));
  32. // }
  33. //}
  34. //texture2D.Apply();
  35. //File.WriteAllBytes("Assets/Test.png", texture2D.EncodeToPNG());
  36. //PlayerPrefs.SetString("AtlasUtility_ReferenceTableText", "");
  37. //PlayerPrefs.SetString("AtlasUtility_ReferenceTableGUID", "");
  38. //PlayerPrefs.SetString("AtlasUtility_SerializeObjectGUID", "");
  39. }
  40. }
  41. }
  42. }