static void Init()
    {
        EditorWindow.GetWindow(typeof(UIManagerEditor));
        headTexture  = Resources.Load <Texture>("EditorWindowTextures/headTexture");
        skypeTexture = Resources.Load <Texture>("EditorWindowTextures/skypeIcon");
        emailTexture = Resources.Load <Texture>("EditorWindowTextures/emailIcon");
        folderIcon   = Resources.Load <Texture>("EditorWindowTextures/folderIcon");

        Object itemDatabase = Resources.Load("ItemDataBase");

        if (itemDatabase == null)
        {
            itemDatabaseList = CreateItemDataBase.createItemDatabase();
        }
        else
        {
            itemDatabaseList = (ItemDataBaseList)Resources.Load("ItemDatabase");
        }

        Object attributeDatabase = Resources.Load("AttributeDatabase");

        if (attributeDatabase == null)
        {
            itemAttributeList = CreateAttributeDatabase.createItemAttributeDatabase();
        }
        else
        {
            itemAttributeList = (ItemAttributeList)Resources.Load("AttributeDatabase");
        }

        Object inputManager = Resources.Load("InputManager");
    }
Beispiel #2
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    static void Init()
    {
        EditorWindow.GetWindow(typeof(IM_Manager));
        headTexture = Resources.Load<Texture>("EditorWindowTextures/headTexture");
        skypeTexture = Resources.Load<Texture>("EditorWindowTextures/skype-icon");
        emailTexture = Resources.Load<Texture>("EditorWindowTextures/email-icon");
        folderIcon = Resources.Load<Texture>("EditorWindowTextures/folder-icon");

        Object itemDatabase = Resources.Load("ItemDatabase");
        if (itemDatabase == null)
            inventoryItemList = CreateItemDatabase.createItemDatabase();
        else
            inventoryItemList = (ItemDataBaseList)Resources.Load("ItemDatabase");

        Object attributeDatabase = Resources.Load("AttributeDatabase");
        if (attributeDatabase == null)
            itemAttributeList = CreateAttributeDatabase.createItemAttributeDatabase();
        else
            itemAttributeList = (ItemAttributeList)Resources.Load("AttributeDatabase");

        Object inputManager = Resources.Load("InputManager");
        if (inputManager == null)
            inputManagerDatabase = CreateInputManager.createInputManager();
        else
            inputManagerDatabase = (InputManager)Resources.Load("InputManager");
    }
 public static ItemAttributeList createItemAttributeDatabase()
 {
     asset = ScriptableObject.CreateInstance <ItemAttributeList>();
     AssetDatabase.CreateAsset(asset, "Assets/C#MyUnityLib/Resources/AttributeDatabase.asset");
     AssetDatabase.SaveAssets();
     return(asset);
 }
    public static ItemAttributeList asset; //The List of all Items

    #endregion Fields

    #if UNITY_EDITOR

    //creates a new ItemDatabase(new instance)
    public static ItemAttributeList createItemAttributeDatabase()
    {
        asset = ScriptableObject.CreateInstance<ItemAttributeList>();                       //of the ScriptableObject InventoryItemList

        AssetDatabase.CreateAsset(asset, "Assets/InventoryMaster/Resources/AttributeDatabase.asset");            //in the Folder Assets/Resources/ItemDatabase.asset
        AssetDatabase.SaveAssets();                                                         //and than saves it there
        return asset;
    }
    public static ItemAttributeList createItemAttributeDatabase()
    {
        asset = ScriptableObject.CreateInstance<ItemAttributeList>();

        AssetDatabase.CreateAsset(asset, "Assets/InventoryMaster/Resources/AttributeDatabase.asset");
        AssetDatabase.SaveAssets();
        return asset;
    }
    public static ItemAttributeList asset;                                                  //The List of all Items

#if UNITY_EDITOR
    public static ItemAttributeList createItemAttributeDatabase()                                     //creates a new ItemDatabase(new instance)
    {
        asset = ScriptableObject.CreateInstance <ItemAttributeList>();                                //of the ScriptableObject InventoryItemList

        AssetDatabase.CreateAsset(asset, "Assets/InventoryMaster/Resources/AttributeDatabase.asset"); //in the Folder Assets/Resources/ItemDatabase.asset
        AssetDatabase.SaveAssets();                                                                   //and than saves it there
        return(asset);
    }
Beispiel #7
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    static void Init()
    {
        GetWindow(typeof(ItemManager));

        Object itemDatabase = Resources.Load("ItemDatabase");
        if (itemDatabase == null)
            inventoryItemList = CreateItemDatabase.createItemDatabase();
        else
            inventoryItemList = (ItemDataBaseList)Resources.Load("ItemDatabase");

        Object attributeDatabase = Resources.Load("AttributeDatabase");
        if (attributeDatabase == null)
            itemAttributeList = CreateAttributeDatabase.createItemAttributeDatabase();
        else
            itemAttributeList = (ItemAttributeList)Resources.Load("AttributeDatabase");

        Object inputManager = Resources.Load("InputManager");
        if (inputManager == null)
            inputManagerDatabase = CreateInputManager.createInputManager();
        else
            inputManagerDatabase = (InputManager)Resources.Load("InputManager");
    }
Beispiel #8
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 void OnEnable()
 {
     attributes = new ItemAttributeList(this);
 }
    public override void OnInspectorGUI()
    {
        ItemAttributeList myItemAttributeList = (ItemAttributeList)target;

        EditorGUILayout.IntField("Size", myItemAttributeList.list.Count);
    }