Ejemplo n.º 1
0
        private void Awake()
        {
            m_projectName   = PlayerSettings.productName;
            m_companyName   = PlayerSettings.companyName;
            m_bundleVersion = PlayerSettings.bundleVersion;

            m_toolbarInt = 0;
            m_currentTab = DEBUG_TABS.SETTINGS;
        }
Ejemplo n.º 2
0
        /// <summary>
        /// On GUI: Paint gui stuff
        /// </summary>
        private void OnGUI()
        {
            GUILayout.Label("Template Debugger Window", EditorStyles.boldLabel);
            EditorGUILayout.HelpBox("We have here everything needed for helping us to go faster.", MessageType.Info);
            EditorGUILayout.Space();

            m_toolbarInt = GUILayout.Toolbar(m_toolbarInt, m_toolbarStrings);
            m_currentTab = (DEBUG_TABS)m_toolbarInt;


            switch (m_currentTab)
            {
            case DEBUG_TABS.SETTINGS:
                EditorGUILayout.HelpBox("This section has everything related to project settings.", MessageType.Info);
                EditorGUILayout.Space();

                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                GUILayout.Label("--- PROJECT PROPERTIES --- ", EditorStyles.centeredGreyMiniLabel);
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                EditorGUILayout.Space();
                EditorGUILayout.BeginVertical();
                m_projectName   = EditorGUILayout.TextField("Project Name:", m_projectName);
                m_companyName   = EditorGUILayout.TextField("Company Name:", m_companyName);
                m_bundleVersion = EditorGUILayout.TextField("Bundle Version:", m_bundleVersion);
                EditorGUILayout.Space();
                if (GUILayout.Button("Apply properties"))
                {
                    UnityEngine.Debug.Log("Changing Name and company");
                    PlayerSettings.productName   = m_projectName;
                    PlayerSettings.companyName   = m_companyName;
                    PlayerSettings.bundleVersion = m_bundleVersion;
                }
                GUILayout.EndVertical();
                this.Repaint();


                EditorGUILayout.Space();
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                GUILayout.Label("--- OPEN SETTINGS TABS --- ", EditorStyles.centeredGreyMiniLabel);
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);

                EditorGUILayout.BeginHorizontal();

                if (GUILayout.Button("Open Player Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Player");
                }

                if (GUILayout.Button("Open Quality Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Quality");
                }

                if (GUILayout.Button("Open Graphics Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics");
                }
                GUILayout.EndHorizontal();

                EditorGUILayout.Space();

                EditorGUILayout.BeginHorizontal();

                if (GUILayout.Button("Open Physics Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Physics");
                }

                if (GUILayout.Button("Open Input Settings"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Input");
                }

                if (GUILayout.Button("Open Tags and layers"))
                {
                    EditorApplication.ExecuteMenuItem("Edit/Project Settings/Tags and Layers");
                }
                GUILayout.EndHorizontal();
                break;

            case DEBUG_TABS.MISCELLANEOUS:

                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                GUILayout.Label("--- PLAYER PREFS --- ", EditorStyles.centeredGreyMiniLabel);
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                EditorGUILayout.Space();
                if (GUILayout.Button("Delete all player prefs"))
                {
                    PlayerPrefs.DeleteAll();
                    PlayerPrefs.Save();
                }
                EditorGUILayout.Space();

                break;

            case DEBUG_TABS.BUILD:
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                GUILayout.Label("--- BUILD --- ", EditorStyles.centeredGreyMiniLabel);
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                EditorGUILayout.Space();
                GUILayout.BeginHorizontal();
                if (GUILayout.Button("Build .exe"))
                {
                    UnityEngine.Debug.Log("Building .exe for Unity Game Template");
                    BuildGame();
                }

                if (GUILayout.Button("Build And run "))
                {
                    UnityEngine.Debug.Log("Building .exe for Unity Game Template and running");
                    BuildGame(true);
                }
                GUILayout.EndHorizontal();

                // installer
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                GUILayout.Label("--- INSTALLER --- ", EditorStyles.centeredGreyMiniLabel);
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                EditorGUILayout.Space();
                GUILayout.BeginHorizontal();
                if (GUILayout.Button("Create installer"))
                {
                    UnityEngine.Debug.Log("Creating installer for  Unity Game Template");
                    CreateInstaller();
                }

                if (GUILayout.Button("Build and Installer "))
                {
                    UnityEngine.Debug.Log("Building .exe for  Unity Game Template and creating installer");
                    BuildAndCreateInstaller();
                }
                GUILayout.EndHorizontal();
                break;


            case DEBUG_TABS.ARCHIVES:
                EditorGUILayout.HelpBox("This section has everything related to default archives: Themes, users... and it's encryption.", MessageType.Info);
                EditorGUILayout.Space();
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                GUILayout.Label("--- ENCRYPTION --- ", EditorStyles.centeredGreyMiniLabel);
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
                EditorGUILayout.HelpBox("Encrypt any JSON easy peasy.", MessageType.Info);

                m_jsonToEncrypt = (TextAsset)EditorGUILayout.ObjectField("JSON To Encrypt:", m_jsonToEncrypt, typeof(TextAsset), true);
                GUILayout.BeginHorizontal();

                if (GUILayout.Button("JSON To Binary"))
                {
                    JSONToBinary();
                }

                if (GUILayout.Button("JSON To DES Encryption"))
                {
                    JSONToDES();
                }
                GUILayout.EndHorizontal();

                EditorGUILayout.Space();
                m_jsonToDecrypt = (UnityEngine.Object)EditorGUILayout.ObjectField("File To Decrypt:", m_jsonToDecrypt, typeof(UnityEngine.Object), true);
                GUILayout.BeginHorizontal();

                if (GUILayout.Button("Binary To JSON"))
                {
                    BinaryToJSON();
                }

                if (GUILayout.Button("DES Encryption to JSON"))
                {
                    DESToJSON();
                }
                GUILayout.EndHorizontal();
                EditorGUILayout.Space();

                EditorGUILayout.HelpBox("Encrypt any Object easy peasy.", MessageType.Info);
                m_objectToEncrypt = EditorGUILayout.ObjectField("Object To Encrypt:", m_objectToEncrypt, typeof(UnityEngine.Object), true);
                GUILayout.BeginHorizontal();
                if (GUILayout.Button("Object To JSON"))
                {
                    ObjectToJSON();
                }

                if (GUILayout.Button("Object To Binary"))
                {
                    ObjectToBinary();
                }

                if (GUILayout.Button("Object To DES Encryption"))
                {
                    ObjectToDES();
                }
                GUILayout.EndHorizontal();
                EditorGUILayout.Space();
                m_objectToDecrypt = (UnityEngine.Object)EditorGUILayout.ObjectField("Object To Decrypt:", m_objectToDecrypt, typeof(UnityEngine.Object), true);
                GUILayout.BeginHorizontal();
                if (GUILayout.Button("JSON to Object"))
                {
                    JSONToObject();
                }

                if (GUILayout.Button("Binary to Object"))
                {
                    BinaryToObject();
                }

                if (GUILayout.Button("DES Encryption to Object"))
                {
                    DESToObject();
                }
                GUILayout.EndHorizontal();
                EditorGUILayout.Space();

                break;
            }
        }