Beispiel #1
0
 private void Editor_ConditionChanged(SelectorConditionEditor sender, NodeSetting.SelectorCondition value)
 {
     foreach (NodeUi nodeUi in selectedNodes)
     {
         nodeUi.Node.SetSetting(sender.Setting.type, value);
     }
 }
Beispiel #2
0
 private MonoBehaviour CreateSettingEditor(NodeSetting setting)
 {
     if (setting.valueType == typeof(bool))
     {
         BoolEditor editor = Instantiate <BoolEditor>(boolEditorPrefab, transform);
         editor.Setting       = setting;
         editor.ValueChanged += BoolEditor_ValueChanged;
         return(editor);
     }
     else if (setting.valueType == typeof(int))
     {
         IntEditor editor = Instantiate <IntEditor>(intEditorPrefab, transform);
         editor.Setting       = setting;
         editor.ValueChanged += NumberEditor_ValueChanged <int>;
         return(editor);
     }
     else if (setting.valueType == typeof(long))
     {
         LongEditor editor = Instantiate <LongEditor>(longEditorPrefab, transform);
         editor.Setting       = setting;
         editor.ValueChanged += NumberEditor_ValueChanged <long>;
         return(editor);
     }
     else if (setting.valueType == typeof(float))
     {
         FloatEditor editor = Instantiate <FloatEditor>(floatEditorPrefab, transform);
         editor.Setting       = setting;
         editor.ValueChanged += NumberEditor_ValueChanged <float>;
         return(editor);
     }
     else if (setting.valueType == typeof(double))
     {
         DoubleEditor editor = Instantiate <DoubleEditor>(doubleEditorPrefab, transform);
         editor.Setting       = setting;
         editor.ValueChanged += NumberEditor_ValueChanged <double>;
         return(editor);
     }
     else if (setting.valueType == typeof(string))
     {
         StringEditor editor = Instantiate <StringEditor>(stringEditorPrefab, transform);
         editor.Setting       = setting;
         editor.ValueChanged += StringEditor_ValueChanged;
         return(editor);
     }
     else if (setting.valueType == typeof(NodeSetting.SelectorCondition))
     {
         SelectorConditionEditor editor = Instantiate <SelectorConditionEditor>(selectorConditionEditorPrefab, transform);
         editor.Setting           = setting;
         editor.ConditionChanged += Editor_ConditionChanged;
         return(editor);
     }
     else if (setting.valueType == typeof(NodeSetting.DataType))
     {
         DataTypeEditor editor = Instantiate <DataTypeEditor>(dataTypeEditorPrefab, transform);
         editor.Setting          = setting;
         editor.DataTypeChanged += Editor_DataTypeChanged;
         return(editor);
     }
     else
     {
         DebugUtils.Assert(false);
         return(null);
     }
 }