BITKit/Packages/Runtime~/Unity/Scripts/Components/ReadFromTextAsset.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.UIElements;
#endif
namespace BITKit
{
public class ReadFromTextAsset : BITAction
{
public TextAsset asset;
public Provider output;
public TranslateSO translateSO;
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public override void Execute()
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{
BITAppForUnity.ThrowIfNotPlaying();
var value = asset.text;
if (translateSO)
{
value = translateSO.Get(value);
}
output.Set<string>(value);
}
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(ReadFromTextAsset))]
public class ReadFromTextAssetInspector : BITInspector<ReadFromTextAsset>
{
public override VisualElement CreateInspectorGUI()
{
CreateSubTitle("TextAsset Reader");
FillDefaultInspector(root, serializedObject, true);
var excute = root.Create<Button>();
//excute.bindingPath = nameof(ReadFromTextAsset.Excute);
excute.text = "读取文本";
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excute.clicked += agent.Execute;
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return root;
}
}
#endif
}