Example #1
0
 void OnSelectionChange()
 {
     //if (Selection.activeInstanceID != 0)
     if (UNotesHInventory.HasNote(currSelectedInstanceID)) // if we deselect a (previously selected) note, consolidate
     {
         UNotesHInventory.ConsolidateRequest();
     }
     InitWithSelectedNote();
     Refresh();
     Refresh();
     currSelectedInstanceID = Selection.activeInstanceID; // update currently selected instance id
 }
Example #2
0
//    UndoRedoItem undoredo;

    // Add menu item to show Unotes Window
    //[MenuItem("GameObject/UNotes/Open Note", false, 0)]
    public static void InitWithSelectedNote()
    {
        UNote note = UNotesHInventory.GetNote(Selection.activeInstanceID);

        currentNote = note;
        if (currentNote == null)
        {
            return;
        }
        style            = CreateStyleForNote(currentNote);
        emptyWindowStyle = CreateEmptyWindowStyle();
        UNoteEditWindow window = (UNoteEditWindow)EditorWindow.GetWindow(typeof(UNoteEditWindow), false, "UNote");

        window.Show();
        instance = window;
    }
Example #3
0
    void OnGUI()
    {
        if (GUILayout.Button("Consolidate"))
        {
            UNotesHInventory.SYNC_TEST();
        }
        else if (GUILayout.Button("Restore"))
        {
            UNotesHInventory.RESTORE_TEST();
        }
        else if (GUILayout.Button("Load"))
        {
            UNotesHInventory.LOAD_TEST();
        }
        else if (GUILayout.Button("Save"))
        {
            UNotesHInventory.SAVE_TEST();
        }
        else if (GUILayout.Button("Debug DB"))
        {
            UNotesHInventory.DEBUG_DB();
        }
        else if (GUILayout.Button("Debug Current"))
        {
            UNotesHInventory.DEBUG_CURRENT();
        }
        else if (GUILayout.Button("Debug Scene Hash"))
        {
            UNotesHInventory.DEBUG_SCENEHASH();
        }
        else if (GUILayout.Button("Debug Hash Functions"))
        {
            UNotesHInventory.DEBUG_HASHFUCNTIONS();
        }
        else if (GUILayout.Button("Repaint Hierarchy"))
        {
            EditorApplication.RepaintHierarchyWindow();
        }
        else if (GUILayout.Button("Print Note's Hash"))
        {
            UNotesHInventory.PrintInfo();
        }
        //else if (GUILayout.Button("Reattach to GameObjects"))
        //{

        //}
    }