// -------------------- public UnityInputManagerToRigDialog() : base() { this.minSize = new Vector2(500, 400); CFEditorUtils.SetWindowTitle(this, new GUIContent(DIALOG_TITLE)); this.axisList = new List <AxisDescription>(32); }
// --------------------- void OnEnable() { this.Repaint(); this.inputAxesPresent = UnityInputManagerUtils.AreControlFreakAxesPresent(); this.defineSymbolsPresent = ConfigManager.AreControlFreakSymbolsDefined(); this.playmakerPresent = ((CFEditorUtils.FindClass("HutongGames.PlayMaker.FsmStateAction") != null)); this.controlFreak1Present = ((CFEditorUtils.FindClass("TouchController") != null) && (CFEditorUtils.FindClass("TouchStick") != null) && (CFEditorUtils.FindClass("TouchZone") != null) && (CFEditorUtils.FindClass("CFInput") != null)); //this.evpPresent = // ((CFEditorUtils.FindClass("EVP.VehicleController") != null)); this.opsiveTpcPresent = (CFEditorUtils.FindClass("Opsive.ThirdPersonController.Wrappers.RigidbodyCharacterController") != null) || (CFEditorUtils.FindClass("Opsive.ThirdPersonController.RigidbodyCharacterController") != null); this.newUfePresent = ((CFEditorUtils.FindClass("UFEController") != null) && (CFEditorUtils.FindClass("InputTouchControllerBridge") != null)); this.oldUfePresent = ((CFEditorUtils.FindClass("UFEController") != null) && (CFEditorUtils.FindClass("InputTouchControllerBridge") == null)); this.platformOptionList.Refresh(); }
// ----------------- public static CFProjPrefs Load() { string fullPath = GetFullPath(); CFEditorUtils.EnsureDirectoryExists(fullPath); CFProjPrefs o = CFEditorUtils.LoadObjectFromXml(fullPath, typeof(CFProjPrefs)) as CFProjPrefs; //LoadXml<CFProjPrefs>(fullPath); return((o == null) ? (new CFProjPrefs()) : o); }
// ----------------- public void Save() { CFEditorUtils.SaveObjectAsXml(GetFullPath(), this, this.GetType()); }
// ------------------ static public string GetFullPath() { return(CFEditorUtils.GetProjectPath() + SETTINGS_PATH_REL_TO_PROJ); }
// --------------------- static private Sprite LoadDefaultSprite(string atlasName, string spriteName) { return((Sprite)CFEditorUtils.LoadSubAsset(DEFAULT_CONTROL_SPRITE_FOLDER + atlasName, spriteName, typeof(UnityEngine.Sprite))); }
// ------------------ public void ShowInIDE() { CFEditorUtils.OpenScriptInIDE(this.filename, this.line); }