void EditArmorType() { if(!_isArmorTypeOldUpdated) { _tempArmorTypeOld = new ISArmorType (_tempArmorType); _isArmorTypeOldUpdated = true; } _tempArmorType.Name = EditorGUILayout.TextField("Armor Type Name", _tempArmorType.Name); }
void ListArmorTypes() { for(int i = 0; i < _armorTypeDatabase.Count; i++) { if(GUILayout.Button(_armorTypeDatabase.Get(i).Name, GUILayout.Width(_listViewButtonWidth), GUILayout.Height(_listViewButtonHeight))) { _selectedIndex = i; _tempArmorType = new ISArmorType(_armorTypeDatabase.Get(i)); displayState = DisplayState.DisplayDatabaseEntry; } } }
void NullTempEntries() { _tempWeapon = null; _tempArmor = null; _tempItem = null; _tempQuality = null; _tempQualityOld = null; _tempWeaponType = null; _tempWeaponTypeOld = null; _tempAttackType = null; _tempAttackTypeOld = null; _tempArmorType = null; _tempArmorTypeOld = null; _tempArmorLocation = null; _tempArmorLocationOld = null; }