public override void OnGenerationClicked(AbstractCreationWizardEditorProfile editorProfile) { var editorInformationsData = editorProfile.GetModule <EditorInformations>().EditorInformationsData; var levelChunkPrefabCreation = editorProfile.GetModule <LevelChunkPrefabCreation>(); this.CreateNewScene(); var scenePath = LevelPathHelper.BuilChunkPath(InstancePath.LevelBasePath, editorInformationsData.AssociatedAdventureLevelID, editorInformationsData.LevelZoneChunkID); if (this.SaveScene(scenePath)) { PrefabUtility.InstantiatePrefab(levelChunkPrefabCreation.CreatedPrefab); this.SaveScene(scenePath); editorProfile.AddToGeneratedObjects(new Object[] { this.CreatedSceneAsset }); } }
public override void OnGenerationClicked(AbstractCreationWizardEditorProfile editorProfile) { var editorInfomrationsData = editorProfile.GetModule <EditorInformations>().EditorInformationsData; var inherentDataClass = editorInfomrationsData.SelectedConfiguration.GetType().BaseType.GetGenericArguments()[1]; var generateSOObjectManager = new GeneratedScriptableObjectManager <ScriptableObject>(ScriptableObject.CreateInstance(inherentDataClass), InstancePath.GetConfigurationDataPath((ScriptableObject)editorInfomrationsData.SelectedConfiguration), editorInfomrationsData.SelectedKey.ToString() + "_" + editorInfomrationsData.SelectedConfiguration.GetType().BaseType.GetGenericArguments()[0].Name); editorProfile.AddToGeneratedObjects(generateSOObjectManager.GeneratedAsset); editorInfomrationsData.SelectedConfiguration.SetEntry(editorInfomrationsData.SelectedKey, generateSOObjectManager.GeneratedAsset); EditorUtility.SetDirty((UnityEngine.Object)editorInfomrationsData.SelectedConfiguration); editorProfile.GameConfigurationModified((UnityEngine.Object)editorInfomrationsData.SelectedConfiguration, editorInfomrationsData.SelectedKey, generateSOObjectManager.GeneratedAsset); }
public override void OnGenerationClicked(AbstractCreationWizardEditorProfile editorProfile) { var editorInformationsData = editorProfile.GetModule <EditorInformations>().EditorInformationsData; var puzzleLevelDynamicsCreation = editorProfile.GetModule <PuzzleLevelDynamicsCreation>(); this.CreateNewScene(); var scenePath = LevelPathHelper.BuildBaseLevelPath(InstancePath.LevelBasePath, editorInformationsData.AssociatedAdventureLevelID, editorInformationsData.LevelZonesID); if (this.SaveScene(scenePath)) { PrefabUtility.InstantiatePrefab(editorInformationsData.CommonGameConfigurations.PuzzleLevelCommonPrefabs.CorePuzzleSceneElements); PrefabUtility.InstantiatePrefab(editorInformationsData.CommonGameConfigurations.PuzzleLevelCommonPrefabs.GameManagerPersistanceInstance); PrefabUtility.InstantiatePrefab(puzzleLevelDynamicsCreation.CreatedPrefab); this.SaveScene(scenePath); editorProfile.AddToGeneratedObjects(new Object[] { this.CreatedSceneAsset }); } }