public static void ModifyAction(ActionListAsset _target, AC.Action _action, string callback)
        {
            ActionsManager actionsManager = AdvGame.GetReferences().actionsManager;

            if (actionsManager == null)
            {
                return;
            }

            int i = -1;

            if (_action != null && _target.actions.IndexOf(_action) > -1)
            {
                i = _target.actions.IndexOf(_action);
            }

            switch (callback)
            {
            case "Enable":
                Undo.RecordObject(_target, "Enable action");
                _target.actions [i].isEnabled = true;
                break;

            case "Disable":
                Undo.RecordObject(_target, "Disable action");
                _target.actions [i].isEnabled = false;
                break;

            case "Cut":
                Undo.RecordObject(_target, "Cut action");
                List <AC.Action> cutList   = new List <AC.Action>();
                AC.Action        cutAction = Object.Instantiate(_action) as AC.Action;
                cutAction.name = cutAction.name.Replace("(Clone)", "");
                cutList.Add(cutAction);
                AdvGame.copiedActions = cutList;
                _target.actions.Remove(_action);
                Undo.DestroyObjectImmediate(_action);
                //UnityEngine.Object.DestroyImmediate (_action, true);
                AssetDatabase.SaveAssets();
                break;

            case "Copy":
                List <AC.Action> copyList   = new List <AC.Action>();
                AC.Action        copyAction = Object.Instantiate(_action) as AC.Action;
                copyAction.ClearIDs();
                copyAction.name = copyAction.name.Replace("(Clone)", "");
                copyList.Add(copyAction);
                AdvGame.copiedActions = copyList;
                break;

            case "Paste after":
                Undo.RecordObject(_target, "Paste actions");
                List <AC.Action> pasteList = AdvGame.copiedActions;
                int j = i + 1;
                foreach (AC.Action action in pasteList)
                {
                    if (action == null)
                    {
                        ACDebug.LogWarning("Error when pasting Action - cannot find original. Did you change scene before pasting? If you need to transfer Actions between scenes, copy them to an ActionList asset first.");
                        continue;
                    }

                    AC.Action pastedAction = Object.Instantiate(action) as AC.Action;
                    pastedAction.name      = pastedAction.name.Replace("(Clone)", "");
                    pastedAction.hideFlags = HideFlags.HideInHierarchy;
                    _target.actions.Insert(j, pastedAction);
                    j++;
                    AssetDatabase.AddObjectToAsset(pastedAction, _target);
                    AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(pastedAction));
                }
                AssetDatabase.SaveAssets();
                break;

            case "Insert after":
                Undo.RecordObject(_target, "Create action");
                Action newAction = ActionListAssetEditor.AddAction(actionsManager.GetDefaultAction(), i + 1, _target);
                newAction.endAction        = _action.endAction;
                newAction.skipAction       = -1;
                newAction.skipActionActual = _action.skipActionActual;
                break;

            case "Delete":
                Undo.RecordObject(_target, "Delete action");
                _target.actions.Remove(_action);
                Undo.DestroyObjectImmediate(_action);
                //UnityEngine.Object.DestroyImmediate (_action, true);
                AssetDatabase.SaveAssets();
                break;

            case "Move to top":
                Undo.RecordObject(_target, "Move action to top");
                _target.actions.Remove(_action);
                _target.actions.Insert(0, _action);
                break;

            case "Move up":
                Undo.RecordObject(_target, "Move action up");
                _target.actions.Remove(_action);
                _target.actions.Insert(i - 1, _action);
                break;

            case "Move to bottom":
                Undo.RecordObject(_target, "Move action to bottom");
                _target.actions.Remove(_action);
                _target.actions.Insert(_target.actions.Count, _action);
                break;

            case "Move down":
                Undo.RecordObject(_target, "Move action down");
                _target.actions.Remove(_action);
                _target.actions.Insert(i + 1, _action);
                break;
            }
        }
Ejemplo n.º 2
0
        public static void ModifyAction(ActionListAsset _target, AC.Action _action, string callback)
        {
            ActionsManager actionsManager = AdvGame.GetReferences().actionsManager;

            if (actionsManager == null)
            {
                return;
            }

            int i = -1;

            if (_action != null && _target.actions.IndexOf(_action) > -1)
            {
                i = _target.actions.IndexOf(_action);
            }

            switch (callback)
            {
            case "Enable":
                Undo.RecordObject(_target, "Enable action");
                _target.actions [i].isEnabled = true;
                break;

            case "Disable":
                Undo.RecordObject(_target, "Disable action");
                _target.actions [i].isEnabled = false;
                break;

            case "Cut":
                Undo.RecordObject(_target, "Cut action");
                List <AC.Action> cutList   = new List <AC.Action>();
                AC.Action        cutAction = Object.Instantiate(_action) as AC.Action;
                cutList.Add(cutAction);
                AdvGame.copiedActions = cutList;
                _target.actions.Remove(_action);
                Undo.DestroyObjectImmediate(_action);
                //UnityEngine.Object.DestroyImmediate (_action, true);
                AssetDatabase.SaveAssets();
                break;

            case "Copy":
                List <AC.Action> copyList   = new List <AC.Action>();
                AC.Action        copyAction = Object.Instantiate(_action) as AC.Action;
                copyAction.name = copyAction.name.Replace("(Clone)", "");
                copyList.Add(copyAction);
                AdvGame.copiedActions = copyList;
                break;

            case "Paste after":
                Undo.RecordObject(_target, "Paste actions");
                List <AC.Action> pasteList = AdvGame.copiedActions;
                int j = i + 1;
                foreach (AC.Action action in pasteList)
                {
                    AC.Action pastedAction = Object.Instantiate(action) as AC.Action;
                    pastedAction.name      = pastedAction.name.Replace("(Clone)", "");
                    pastedAction.hideFlags = HideFlags.HideInHierarchy;
                    _target.actions.Insert(j, pastedAction);
                    j++;
                    AssetDatabase.AddObjectToAsset(pastedAction, _target);
                    AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(pastedAction));
                }
                AssetDatabase.SaveAssets();
                break;

            case "Insert after":
                Undo.RecordObject(_target, "Create action");
                ActionListAssetEditor.AddAction(actionsManager.GetDefaultAction(), i + 1, _target);
                break;

            case "Delete":
                Undo.RecordObject(_target, "Delete action");
                _target.actions.Remove(_action);
                Undo.DestroyObjectImmediate(_action);
                //UnityEngine.Object.DestroyImmediate (_action, true);
                AssetDatabase.SaveAssets();
                break;

            case "Move to top":
                Undo.RecordObject(_target, "Move action to top");
                _target.actions.Remove(_action);
                _target.actions.Insert(0, _action);
                break;

            case "Move up":
                Undo.RecordObject(_target, "Move action up");
                _target.actions.Remove(_action);
                _target.actions.Insert(i - 1, _action);
                break;

            case "Move to bottom":
                Undo.RecordObject(_target, "Move action to bottom");
                _target.actions.Remove(_action);
                _target.actions.Insert(_target.actions.Count, _action);
                break;

            case "Move down":
                Undo.RecordObject(_target, "Move action down");
                _target.actions.Remove(_action);
                _target.actions.Insert(i + 1, _action);
                break;
            }
        }