Beispiel #1
0
    void OnGUI()
    {
        if (loadWindows)
        {
            InitWindows();
        }


        GUILayout.BeginArea(new Rect(5, 5, position.width - 10, 140), Skin.box);
        GUILayout.BeginHorizontal();
        if (GUILayout.Button("Reload data", GUILayout.Width(200)))
        {
            InitWindows();
        }

        /*if (GUILayout.Button("Validate", GUILayout.Width(200)))
         * {
         *      InitWindows();
         *      validate.ValidateXML(this);
         *      isValidateDisplay = true;
         * }*/
        GUILayout.EndHorizontal();


        GUILayout.BeginHorizontal();

        if (armorEditor == null)
        {
            InitWindows();
        }

        if (GUILayout.Button(armorEditor.EditorName, GUILayout.Width(100)))
        {
            MainWindowType = MainWindowTypeEnum.Armor;
        }

        /*if (GUILayout.Button(attributeEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Attribute;
         * }
         *
         * if (GUILayout.Button(classEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Class;
         * }
         *
         * if (GUILayout.Button(containerEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Container;
         * }
         *
         * if (GUILayout.Button(conversationEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Conversation;
         * }
         *
         * if (GUILayout.Button(enemyEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Enemy;
         * }
         *
         * if (GUILayout.Button(equipmentSlotEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.EquipmentSlot;
         * }
         *
         * if (GUILayout.Button(guildEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Guild;
         * }*/

        if (GUILayout.Button(itemEditor.EditorName, GUILayout.Width(100)))
        {
            MainWindowType = MainWindowTypeEnum.Item;
        }

        /*if (GUILayout.Button(itemCategory.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.ItemCategory;
         * }*/

        if (GUILayout.Button(npcEditor.EditorName, GUILayout.Width(100)))
        {
            MainWindowType = MainWindowTypeEnum.NPC;
        }

        /*if (GUILayout.Button(questEditor.EditorName, GUILayout.Width(100)))
         * {
         *  MainWindowType = MainWindowTypeEnum.Quest;
         * }
         *      GUILayout.EndHorizontal();
         *      GUILayout.BeginHorizontal();
         *
         *
         * if (GUILayout.Button(questCategoryEditor.EditorName, GUILayout.Width(100)))
         *      {
         *              MainWindowType = MainWindowTypeEnum.QuestCategory;
         *      }
         *
         *      if (GUILayout.Button(raceEditor.EditorName, GUILayout.Width(100)))
         *      {
         *              MainWindowType = MainWindowTypeEnum.Race;
         *      }
         *
         *      if (GUILayout.Button(reputationEditor.EditorName, GUILayout.Width(100)))
         *      {
         *              MainWindowType = MainWindowTypeEnum.Reputation;
         *      }
         *
         *      if (GUILayout.Button(sceneEditor.EditorName, GUILayout.Width(100)))
         *      {
         *              MainWindowType = MainWindowTypeEnum.Scene;
         *      }*/

        if (GUILayout.Button(shopEditor.EditorName, GUILayout.Width(100)))
        {
            MainWindowType = MainWindowTypeEnum.Shop;
        }

        /*if (GUILayout.Button(skillEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Skill;
         * }
         *
         * if (GUILayout.Button(spawnEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.SpawnPoint;
         * }
         *
         * if (GUILayout.Button(spellEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Spell;
         * }
         *
         * if (GUILayout.Button(spellShop.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.SpellShop;
         * }
         *
         * if (GUILayout.Button(teleportEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Teleport;
         * }
         *
         * if (GUILayout.Button(weaponEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.Weapon;
         * }
         *
         * if (GUILayout.Button(worldObjectEditor.EditorName, GUILayout.Width(100)))
         * {
         *      MainWindowType = MainWindowTypeEnum.WorldObject;
         * }*/

        GUILayout.EndHorizontal();
        GUILayout.EndArea();

        /*if (isValidateDisplay)
         * {
         *      validate.position = position;
         *      validate.DisplayErrors();
         *      return;
         * }*/

        switch (MainWindowType)
        {
        /*case MainWindowTypeEnum.Class:
         *      classEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Race:
         *      raceEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Weapon:
         *      weaponEditor.DisplayWindow(position);
         *      break;*/

        case MainWindowTypeEnum.NPC:
            npcEditor.DisplayWindow(position);
            break;

        /*case MainWindowTypeEnum.WorldObject:
         *      worldObjectEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Quest:
         *      questEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Guild:
         *      guildEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Container:
         *      containerEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Enemy:
         *      enemyEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Spell:
         *      spellEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.ItemCategory:
         *      itemCategory.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Skill:
         *      skillEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Attribute:
         *      attributeEditor.DisplayWindow(position);
         *      break;*/

        case MainWindowTypeEnum.Armor:
            armorEditor.DisplayWindow(position);
            break;

        /*case MainWindowTypeEnum.EquipmentSlot:
         *      equipmentSlotEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Reputation:
         *      reputationEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Teleport:
         *      teleportEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Conversation:
         *      conversationEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.Scene:
         *      sceneEditor.DisplayWindow(position);
         *      break;
         *
         * case MainWindowTypeEnum.SpawnPoint:
         *      spawnEditor.DisplayWindow(position);
         *      break;*/

        case MainWindowTypeEnum.Shop:
            shopEditor.DisplayWindow(position);
            break;

        /*case MainWindowTypeEnum.SpellShop:
         *      spellShop.DisplayWindow(position);
         *      break;*/

        case MainWindowTypeEnum.Item:
            itemEditor.DisplayWindow(position);
            break;

            /*case MainWindowTypeEnum.QuestCategory:
             *  questCategoryEditor.DisplayWindow(position);
             *  break;*/
        }
    }