// ================================================================================================================ public static void Show(UniRPGArgsEventHandler onAccept, object[] args) { if (!UniRPGEditorGlobal.LoadDatabase(true)) return; // make sure DB is loaded LootSelectWiz window = EditorWindow.GetWindow<LootSelectWiz>(true, "Select Loot", true); window.inited = false; window.args = args; window.OnAccept = onAccept; window.ShowUtility(); }
public static void Show(string title, string label, string currText, UniRPGArgsEventHandler onAccept, object[] args) { TextInputWiz window = EditorWindow.GetWindow<TextInputWiz>(true, title, true); window.inited = false; window.text = currText; window.label = label; window.OnAccept2 = onAccept; window.args = args; window.ShowUtility(); }
public static void Show(UniRPGArgsEventHandler onAccept, RPGEvent selectedEvent, object[] args) { // make sure DB is loaded if (!UniRPGEditorGlobal.LoadDatabase()) return; // create window EventSelectWiz window = EditorWindow.GetWindow<EventSelectWiz>(true, "Select Event", true); window.inited = false; window.selectedEvent = selectedEvent; window.args = args; window.OnAccept2 = onAccept; // show window window.ShowUtility(); }
public static void Show(bool multiSelect, UniRPGGlobal.Target target, int limitToSlot, UniRPGArgsEventHandler onAccept, object[] args) { // make sure DB is loaded if (!UniRPGEditorGlobal.LoadDatabase()) return; // create window ItemSelectWiz window = EditorWindow.GetWindow<ItemSelectWiz>(true); window.inited = false; window.multiSelect = multiSelect; window.limitToSlot = limitToSlot; window.target = (int)target; window.OnAccept = onAccept; window.args = args; // show window window.ShowUtility(); }