Beispiel #1
0
        /// <summary>
        /// Similar to the wizard parameterless version, but this wizard
        /// can work in one of two ways:
        ///
        ///  editTarget == null: A new variable type will be created
        ///  editTarget != null: An old variable type will be overridden.
        ///
        /// Unless the goal is to pass in non-null editTarget, call this
        /// without parameters.
        /// </summary>
        /// <param name="editTarget">
        /// Script set to override, if not null.
        /// </param>
        public static void CreateWizard(ScriptSetInfo editTarget)
        {
            NewVariableTypeWizard wizard = DisplayWizard <NewVariableTypeWizard>(
                "Create Variable Object Type", "Create"
                );

            if (editTarget != null)
            {
                wizard.humanReadableName = editTarget.Name;
                wizard.dataType          = editTarget.TypeName;
                wizard.referability      = editTarget.Referability;
                wizard.menuOrder         = editTarget.MetaData.menuOrder;
                wizard.builtin           = editTarget.MetaData.builtin;
                wizard.targetFolder      = new UnityFolderPath(editTarget.DominantPath);
            }
            else
            {
                wizard.humanReadableName = "";
                wizard.dataType          = "";
                wizard.referability      = ReferabilityMode.Unknown;
                wizard.menuOrder         = 350000;
                wizard.builtin           = false;
                wizard.targetFolder      = new UnityFolderPath(EditorPrefs.GetString(PathPref));
            }

            wizard.editTarget = editTarget;


            // Force a update...it's possible that, with the parameters we've
            // passed in, it's valid. Otherwise, it won't detect that it's valid
            // until the user changes ones of the fields.
            wizard.OnWizardUpdate();
        }
Beispiel #2
0
        public static void ReopenWizard(NewVariableTypeWizard oldWizard)
        {
            NewVariableTypeWizard wizard = DisplayWizard <NewVariableTypeWizard>(
                "Create Variable Object Type", "Create"
                );

            wizard.humanReadableName = oldWizard.humanReadableName;
            wizard.dataType          = oldWizard.dataType;
            wizard.referability      = oldWizard.referability;
            wizard.menuOrder         = oldWizard.menuOrder;
            wizard.targetFolder      = oldWizard.targetFolder;
            wizard.editTarget        = oldWizard.editTarget;
            wizard.builtin           = oldWizard.builtin;

            wizard.OnWizardUpdate();
        }
        public static void CreateWizard(
            string initName,
            string initType,
            ReferabilityMode initMode,
            string initPath
            )
        {
            NewVariableTypeWizard wizard =
                ScriptableWizard.DisplayWizard <NewVariableTypeWizard>(
                    "Create Variable Object Type", "Create"
                    );

            wizard.humanReadableName = initName;
            wizard.dataType          = initType;
            wizard.referability      = initMode;
            wizard.targetFolder      = new UnityFolderPath(initPath);

            // Force a update...it's possible that, with the parameters we've
            // passed in, it's valid. Otherwise, it won't detect that it's valid
            // until the user changes ones of the fields.
            wizard.OnWizardUpdate();
        }
Beispiel #4
0
        private void DrawVarObjHierarchy(
            string masterLabel,
            string masterFoldoutPref,
            Dictionary <string, ScriptSetInfo> fileInfoDictionary,
            bool canEdit
            )
        {
            bool isFoldedOut;                                           // A catch-all variable for storing the foldout bools

            // Create the main foldout
            isFoldedOut = EditorPrefs.GetBool(masterFoldoutPref, defaultValue: false);
            isFoldedOut = EditorGUILayout.Foldout(isFoldedOut, masterLabel, toggleOnLabelClick: true);
            EditorPrefs.SetBool(masterFoldoutPref, isFoldedOut);

            // Only render the list itself if it's folded out.
            if (isFoldedOut)
            {
                EditorGUI.indentLevel++;

                // Step through all of the types found
                foreach (ScriptSetInfo fileInfo in fileInfoDictionary.Values)
                {
                    // Draw the foldout (with its buttons, if folded out and editable).

                    // We need to figure out if we're folded out, according to the preferences.
                    string editorPrefKey   = EditorPrefPrefix + fileInfo.Name;
                    bool   isTypeFoldedOut = EditorPrefs.GetBool(editorPrefKey, defaultValue: false);

                    // We want a compact label if folded out. Otherwise, we'll list more info.
                    string foldoutLabel = fileInfo.Name;
                    if (!isTypeFoldedOut)
                    {
                        foldoutLabel += (" (" + fileInfo.TypeName + ", " + fileInfo.Referability.ToString() + ") ");
                    }

                    FoldoutEventInfo foldoutInfo = DrawFoldout(
                        EditorPrefs.GetBool(editorPrefKey, defaultValue: false),
                        foldoutLabel,
                        canEdit
                        );

                    EditorPrefs.SetBool(editorPrefKey, foldoutInfo.isFoldedOut);


                    // Again, only render the list of files if the foldout is open.
                    if (foldoutInfo.isFoldedOut)
                    {
                        EditorGUI.indentLevel++;
                        DrawFiles(fileInfo.GUIDs);
                        EditorGUI.indentLevel--;
                    }

                    // Handle stuff with the delete button
                    if (foldoutInfo.selectedDelete)
                    {
                        //Debug.Log("Delete " + fileInfo.name);
                        //DeleteFilesForType(fileInfo);
                        //ScriptFileManager.DeleteFilesForType(fileInfo, prompt: true);
                        bool deletionConfirmed = EditorUtility.DisplayDialog(
                            "Delete variable object scripts named '" + fileInfo.Name + "'?",
                            "This action cannot be undone!"
                            + "\n(Check Variable Object Settings for list of files.)",
                            "Delete them", "Spare them"
                            );

                        if (deletionConfirmed)
                        {
                            fileInfo.DeleteFiles();
                        }
                    }
                    else if (foldoutInfo.selectedEdit)
                    {
                        NewVariableTypeWizard.CreateWizard(fileInfo);
                    }
                    else if (foldoutInfo.selectedRemake)
                    {
                        bool remakeConfirmed = EditorUtility.DisplayDialog(
                            "Remake variable object scripts named '" + fileInfo.Name + "'?",
                            "They will be placed inside " + fileInfo.DominantPath + "\n"
                            + "This action cannot be undone!\n"
                            + "(Check Variable Object Settings for list of files.)",
                            "Remake them", "Maybe not"
                            );

                        if (remakeConfirmed)
                        {
                            List <string> modifiedFiles = fileInfo.RebuildFiles();
                        }
                    }
                }                 // End foreach(...fileInfo...)

                if (GUILayout.Button("Rebuild all"))
                {
                    bool remakeConfirmed = EditorUtility.DisplayDialog(
                        "Remake all " + masterLabel,
                        "Remake ALL of the scripts? This could break things if you aren't careful!",
                        "Remake them all!", "Hang on!"
                        );

                    if (remakeConfirmed)
                    {
                        foreach (ScriptSetInfo setInfo in fileInfoDictionary.Values)
                        {
                            setInfo.RebuildFiles();
                        }
                    }
                }

                EditorGUI.indentLevel--;
            }     // End if(isFoldedOut)
        }         // End DrawVarObjHierarchy