//public const string FontMapperId = "default_font_mapper"; public void Run() { GameObject go = GameObjectUtil.CreateGameObjectAtPath(FontMapperPath); /** * 1. FontMapper * */ FontMapper m = (FontMapper)go.AddComponent(typeof(FontMapper)); m.Id = DipSwitches.DefaultFontMapperId; m.Default = true; // is the default font at the same time EditorUtility.DisplayDialog("Info", string.Format(@"Creating the default font mapper at ""{0}"" Please attach the default font to the font mapper. Then create the Stage again.", FontMapperPath), "OK"); EditorGUIUtility.PingObject(m); Selection.objects = new Object[] { m }; /** * 3. Re-scan the hierarchy * */ HierarchyViewDecorator.Instance.ReScan(); }
internal static bool Init() { InitFont(); if (!_fontInitialized) { return(false); } InitAudio(); if (!_audioInitialized) { return(false); } // select the "GUI" node var go = GameObjectUtil.CreateGameObjectAtPath(GuiPath); Selection.objects = new Object[] { go }; return(true); }
public void Run() { GameObject go = GameObjectUtil.CreateGameObjectAtPath(AudioMapperPath); /** * 1. AudioPlayerMapper * */ AudioPlayerMapper m = (AudioPlayerMapper)go.AddComponent(typeof(AudioPlayerMapper)); m.Default = true; // set default /** * 2. N x AudioSource * */ for (int i = 0; i < NumberOfAudioSources; i++) { AudioSource source = (AudioSource)go.AddComponent(typeof(AudioSource)); source.playOnAwake = false; // do not play on awake } /** * 3. N x AudioToken * */ for (int i = 0; i < NumberOfAudioTokens; i++) { go.AddComponent(typeof(AudioToken)); } EditorUtility.DisplayDialog("Info", string.Format(@"Default audio mapper created at ""{0}"" You should drag this mapper to your camera.", AudioMapperPath), "OK"); EditorGUIUtility.PingObject(m); Selection.objects = new Object[] { m }; /** * 3. Re-scan the hierarchy * */ HierarchyViewDecorator.Instance.ReScan(/*adapter.GetInstanceID()*/); }