private void RenderTopBar() { GUILayout.Label("Editing " + activeGameData.Name, Style("Title")); GUILayout.BeginHorizontal(); if (GUILayout.Button("Save")) { SaveGameData(); } if (GUILayout.Button("Save and Close")) { SaveGameData(true); } if (GUILayout.Button("Close")) { ResetEditorWindow(); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUI.enabled = (activeEditingTab != EditingTab.PropertyEditing); if (GUILayout.Button("Property")) { activeEditingTab = EditingTab.PropertyEditing; } GUI.enabled = (activeEditingTab != EditingTab.ResourceUsageEditing); if (GUILayout.Button("Resource Usage")) { activeEditingTab = EditingTab.ResourceUsageEditing; } GUI.enabled = (activeEditingTab != EditingTab.ResourceEditing); if (GUILayout.Button("Resource")) { activeEditingTab = EditingTab.ResourceEditing; } GUI.enabled = (activeEditingTab != EditingTab.JobEditing); if (GUILayout.Button("Job")) { activeEditingTab = EditingTab.JobEditing; } GUI.enabled = (activeEditingTab != EditingTab.ObjectiveEditing); if (GUILayout.Button("Objective")) { activeEditingTab = EditingTab.ObjectiveEditing; } GUI.enabled = true; GUILayout.EndHorizontal(); }
private void ResetEditorWindow() { activeGameData = null; activeEditingTab = EditingTab.PropertyEditing; }
private void RenderTopBar() { GUILayout.Label("Editing " + this.activeTimeline.Name, Style("Title")); GUILayout.BeginHorizontal(); if (GUILayout.Button("Save")) { SaveTimeline(); } if (GUILayout.Button("Save and Close")) { SaveTimeline(true); } if (GUILayout.Button("Close")) { ResetEditorWindow(); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUI.enabled = (this.activeEditingTab != EditingTab.NodeEditing); if (GUILayout.Button("Node")) { this.activeEditingTab = EditingTab.NodeEditing; } GUI.enabled = (this.activeEditingTab != EditingTab.CharacterEditing); if (GUILayout.Button("Character")) { this.activeEditingTab = EditingTab.CharacterEditing; } GUI.enabled = (this.activeEditingTab != EditingTab.VariableEditing); if (GUILayout.Button("Variable")) { this.activeEditingTab = EditingTab.VariableEditing; } GUI.enabled = (this.activeEditingTab != EditingTab.SceneEditing); if (GUILayout.Button("Scene")) { this.activeEditingTab = EditingTab.SceneEditing; } GUI.enabled = true; GUILayout.EndHorizontal(); }
private void ResetEditorWindow() { this.activeTimeline = null; this.activeEditingTab = EditingTab.NodeEditing; this.selection = new SelectionContext(); this.selectedCharacter = HamTimeline.InvalidID; this.selectedScene = HamTimeline.InvalidID; this.overviewOffset = Vector2.zero; }