public override void OnInspectorGUI() { EditorHelpers.CopyPastObjectButtons(serializedObject); var cachedGuiColor = GUI.color; serializedObject.Update(); var property = serializedObject.GetIterator(); bool next = property.NextVisible(true); if (next) { do { GUI.color = cachedGuiColor; HandleProperty(property); }while (property.NextVisible(false)); } serializedObject.ApplyModifiedProperties(); DrawGUI(); }
public EditorEntry(SerializedProperty prop) { Property = prop; String = prop.displayName; Length = EditorHelpers.GetStringLengthinPix(String); }
public EditorEntry(string str, SerializedProperty prop) { Property = prop; String = str; Length = EditorHelpers.GetStringLengthinPix(String); }
public static void CreateCountEnum(string enumName, string nameSpace, IEnumerable <string> entries, string filepath = "", bool allowOverride = true) { var entriesList = entries.ToList(); if (entriesList.Count == 0) { return; } var path = FileStrings.ASSETS_GENERATED_ENUM + (filepath == ""? FileStrings.S : FileStrings.S + filepath + FileStrings.S) + enumName + FileStrings.SCRIPTS_FILE_EXTENSION; EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.GENERATED); EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS_GENERATED, FileStrings.ENUM); if (filepath != "") { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS_GENERATED_ENUM, filepath); } if (!allowOverride) { if (File.Exists(path)) { return; } } using (var outfile = new StreamWriter(path)) { outfile.WriteLine("#if {0}_DEFINE", enumName); outfile.WriteLine("//"); outfile.WriteLine("//It is not recommended to edit this file, as there are no checks on if the user has changed it."); outfile.WriteLine("//THIS FILE IS OVER WITTEN REGUADLESS OF CHANGES, EDIT THIS IN THE EDITOR IT WAS GENERATED FROM"); outfile.WriteLine("//"); outfile.WriteLine("namespace Generated.{0}{1}", nameSpace, " {"); outfile.WriteLine("\t/// <summary>"); outfile.WriteLine("\t///This is an auto generated enum, created in the Unity editor, please don't edit."); outfile.WriteLine("\t///It will be overwritten on next change in the editor."); outfile.WriteLine("\t///</summary>"); outfile.WriteLine("\tpublic enum " + enumName + "{"); outfile.WriteLine("\t\tSTART = 0,"); outfile.WriteLine("\t\t{0} = START,", entriesList[0]); for (var i = 1; i < entriesList.Count; i++) { if (String.IsNullOrEmpty(entriesList[i])) { continue; } outfile.WriteLine("\t\t{0},", entriesList[i]); } outfile.WriteLine("\t\tEND = {0},", entriesList[entriesList.Count - 1]); outfile.WriteLine("\t\tCOUNT = END - START + 1,"); outfile.WriteLine("\t}"); outfile.WriteLine("}"); outfile.WriteLine("#endif"); } //File written DefineManager.AddDefine(enumName + "_DEFINE"); AssetDatabase.Refresh(); }
public static void CreatePluginsFolder() { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.PLUGINS); }
public static void CreateEditorResourcesFolder() { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.EDITOR_RESOURCES); }
public static void CreateStreamingAssetsFolder() { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.STREAMINGASSETS); }
public static void CreateScriptFolder() { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.SCRIPTS); }
private static void CreatePrefabsFolder() { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.PREFABS); }
private static void CreateScenesFolder() { EditorHelpers.CreateAndCheckFolder(FileStrings.ASSETS, FileStrings.SCENES); }
public EditorString(string str) { String = str; Length = EditorHelpers.GetStringLengthinPix(String); }