private void OnEnable() { settings = MVSettings.GetSettings(); Debug.Log(settings); scriptablePath = settings.roomDataPath + "/"; assetPath = settings.roomPrefabPath + "/"; roomBase = PrefabUtility.LoadPrefabContents(roomBasePath); //roomMusic = Resources.Load<MusicData>("MusicData/level1"); //roomStage = Resources.Load<StageData>("StageData/Default"); roomBackground = Resources.Load <Sprite>("Sprites/bg"); targetSize = new Rect(0, 0, 24, 16); toggled = new bool[5, 5]; oldToggled = new bool[5, 5]; changed = new List <int>(); }
private void Awake() { if (_main_ == null) { _main_ = this; } else if (_main_ != this) { Destroy(gameObject); } settings = MVSettings.GetSettings(); Enemy = new EnemyManager(); Difficulty = new DifficultyManager(); Projectile = new ProjectileManager(); }
public static SettingsProvider CreateMyCustomSettingsProvider() { if (!IsSettingsAvailable()) { MVSettings.GetSettingsInEditor(); } if (IsSettingsAvailable()) { var provider = new MVSettingsProvider("Project/MVSettingsProvider", SettingsScope.Project); // Automatically extract all keywords from the Styles. provider.keywords = GetSearchKeywordsFromGUIContentProperties <Styles>(); return(provider); } // Settings Asset doesn't exist yet; no need to display anything in the Settings window. return(null); }
public override void OnActivate(string searchContext, VisualElement rootElement) { // This function is called when the user clicks on the MyCustom element in the Settings window. m_CustomSettings = new SerializedObject(MVSettings.GetSettingsInEditor()); }