Ejemplo n.º 1
0
 private void OnEnable()
 {
     settings = MVSettings.GetSettings();
     Debug.Log(settings);
     scriptablePath = settings.roomDataPath + "/";
     assetPath      = settings.roomPrefabPath + "/";
     roomBase       = PrefabUtility.LoadPrefabContents(roomBasePath);
     //roomMusic = Resources.Load<MusicData>("MusicData/level1");
     //roomStage = Resources.Load<StageData>("StageData/Default");
     roomBackground = Resources.Load <Sprite>("Sprites/bg");
     targetSize     = new Rect(0, 0, 24, 16);
     toggled        = new bool[5, 5];
     oldToggled     = new bool[5, 5];
     changed        = new List <int>();
 }
Ejemplo n.º 2
0
        private void Awake()
        {
            if (_main_ == null)
            {
                _main_ = this;
            }
            else if (_main_ != this)
            {
                Destroy(gameObject);
            }

            settings   = MVSettings.GetSettings();
            Enemy      = new EnemyManager();
            Difficulty = new DifficultyManager();
            Projectile = new ProjectileManager();
        }
Ejemplo n.º 3
0
        public static SettingsProvider CreateMyCustomSettingsProvider()
        {
            if (!IsSettingsAvailable())
            {
                MVSettings.GetSettingsInEditor();
            }
            if (IsSettingsAvailable())
            {
                var provider = new MVSettingsProvider("Project/MVSettingsProvider", SettingsScope.Project);

                // Automatically extract all keywords from the Styles.
                provider.keywords = GetSearchKeywordsFromGUIContentProperties <Styles>();
                return(provider);
            }

            // Settings Asset doesn't exist yet; no need to display anything in the Settings window.
            return(null);
        }
Ejemplo n.º 4
0
 public override void OnActivate(string searchContext, VisualElement rootElement)
 {
     // This function is called when the user clicks on the MyCustom element in the Settings window.
     m_CustomSettings = new SerializedObject(MVSettings.GetSettingsInEditor());
 }