Ejemplo n.º 1
0
 public void DrawBlueprintRowItem(GenericWorldItem item, int itemIndex, int rowIndex)
 {
     if (selectedItemIndex == itemIndex && rowIndex == selectedRowIndex && openWindow)
     {
         UnityEngine.GUI.color = Color.yellow;
         DrawGenericWorldItemSelector(item, ref openWindow, true);
     }
     else
     {
         UnityEngine.GUI.color = Color.white;
         if (item == null || item.IsEmpty)
         {
             UnityEngine.GUI.color = Color.Lerp(Color.grey, Color.black, 0.5f);
             if (GUILayout.Button("\n\n\n =(Empty)= \n\n\n", UnityEditor.EditorStyles.miniButton))
             {
                 selectedRowIndex  = rowIndex;
                 selectedItemIndex = itemIndex;
                 openWindow        = true;
             }
         }
         else
         {
             UnityEngine.GUI.color = Color.Lerp(Color.green, Colors.ColorFromString(item.PrefabName, 150), 0.85f);
             string buttonName = item.PrefabName;
             int    numReturns = 4;
             if (!string.IsNullOrEmpty(item.StackName))
             {
                 buttonName += "\n(" + item.StackName + ")";
                 numReturns--;
             }
             if (!string.IsNullOrEmpty(item.State) && item.State != "Default")
             {
                 buttonName += "\n(" + item.State + ")";
                 numReturns--;
             }
             if (!string.IsNullOrEmpty(item.Subcategory))
             {
                 buttonName += "\n(" + item.Subcategory + ")";
                 numReturns--;
             }
             string returns = string.Empty;
             for (int i = 0; i < numReturns; i++)
             {
                 returns += "\n";
             }
             if (GUILayout.Button(returns + buttonName + returns, UnityEditor.EditorStyles.miniButton))
             {
                 selectedRowIndex  = rowIndex;
                 selectedItemIndex = itemIndex;
                 openWindow        = true;
             }
         }
     }
 }