Inheritance: UnityEngine.ScriptableObject
Example #1
0
    public override void OnInspectorGUI()
    {
        Behave.Editor.Resources.VersionBar();

        EditorGUILayout.Separator();

        GUI.enabled = BehaveMenu.ValidateEditLibrary();
        if (GUILayout.Button("Edit library"))
        {
            m_Action = DelayedActionType.Edit;
        }
        GUI.enabled = true;

        EditorGUILayout.Separator();

        GUILayout.BeginHorizontal();
        GUI.enabled = BehaveMenu.ValidateCompile();
        if (GUILayout.Button("Build library debug", GUI.skin.GetStyle("ButtonLeft")))
        {
            m_Action = DelayedActionType.BuildDebug;
        }
        GUI.enabled = BehaveMenu.ValidateCompileRelease();
        if (GUILayout.Button("Build library release", GUI.skin.GetStyle("ButtonRight")))
        {
            m_Action = DelayedActionType.BuildRelease;
        }
        GUI.enabled = true;
        GUILayout.EndHorizontal();
    }
Example #2
0
    public void Update()
    {
        switch (m_Action)
        {
        case DelayedActionType.None:
            return;

        case DelayedActionType.Edit:
            m_Action = DelayedActionType.None;
            BehaveMenu.EditLibrary();
            break;

        case DelayedActionType.BuildDebug:
            m_Action = DelayedActionType.None;
            BehaveMenu.Compile();
            break;

        case DelayedActionType.BuildRelease:
            m_Action = DelayedActionType.None;
            BehaveMenu.CompileRelease();
            break;

        default:
            m_Action = DelayedActionType.None;
            throw new System.ArgumentException("Unknown action type: " + m_Action);
        }
    }