void Load() { GameObject storyGame = Instantiate(Resources.Load("Prefabs/StoryGame")) as GameObject; storyGame.name = "StoryGame"; StoryScript storyScript = storyGame.GetComponent <StoryScript>(); foreach (Turn t in storyScript._Turns) { TurnEditor newTurnEditor = new TurnEditor(t); newTurnEditor._AnimBool.valueChanged.AddListener(Repaint); turnsEditor.Add(newTurnEditor); } // Save the changement #if UNITY_EDITOR UnityEditor.PrefabUtility.CreatePrefab("Assets/Resources/Prefabs/" + storyGame.name + ".prefab", storyGame); #endif float timeStart = Time.time; while (Time.time - timeStart > 1.0f) { } DestroyImmediate(storyGame); Debug.Log("Story Load"); }
void OnGUI() { if (GUILayout.Button("Load")) { Load(); } if (GUILayout.Button("Save")) { Save(); } int newCount = Mathf.Max(0, EditorGUILayout.IntField("Number Turns", turnsEditor.Count)); while (newCount < turnsEditor.Count) { turnsEditor.RemoveAt(turnsEditor.Count - 1); } while (newCount > turnsEditor.Count) { TurnEditor newTurnEditor; if (turnsEditor.Count > 0) { newTurnEditor = new TurnEditor(turnsEditor[turnsEditor.Count - 1]); } else { newTurnEditor = new TurnEditor(); } newTurnEditor._AnimBool.valueChanged.AddListener(Repaint); turnsEditor.Add(newTurnEditor); } scrollPos = EditorGUILayout.BeginScrollView(scrollPos); for (int i = 0; i < turnsEditor.Count; ++i) { TurnEditor currNiveau = turnsEditor[i]; currNiveau._AnimBool.target = EditorGUILayout.ToggleLeft("Turn " + i, currNiveau._AnimBool.target); if (EditorGUILayout.BeginFadeGroup(currNiveau._AnimBool.faded)) { ++EditorGUI.indentLevel; Turn turn = currNiveau._Turn; turn._State = (StateTurn)EditorGUILayout.EnumPopup("State", turn._State); turn._NbPressTouchPossible = Mathf.Max(0, EditorGUILayout.IntField("Nb Press Touch", turn._NbPressTouchPossible)); if (turn._State == StateTurn.TrueNews) { turn._NbReleaseTouch = Mathf.Max(0, EditorGUILayout.IntField("Nb Release Touch", turn._NbReleaseTouch)); } if (turn._State == StateTurn.FakeNews) { turn._BonusFake = EditorGUILayout.Toggle("Bonus Fake", turn._BonusFake); } --EditorGUI.indentLevel; } EditorGUILayout.EndFadeGroup(); } EditorGUILayout.EndScrollView(); }
public TurnEditor(TurnEditor parTurnEditor) : this(parTurnEditor._Turn) { }