private void Awake() { m_projectName = PlayerSettings.productName; m_companyName = PlayerSettings.companyName; m_bundleVersion = PlayerSettings.bundleVersion; m_toolbarInt = 0; m_currentTab = DEBUG_TABS.SETTINGS; }
/// <summary> /// On GUI: Paint gui stuff /// </summary> private void OnGUI() { GUILayout.Label("Template Debugger Window", EditorStyles.boldLabel); EditorGUILayout.HelpBox("We have here everything needed for helping us to go faster.", MessageType.Info); EditorGUILayout.Space(); m_toolbarInt = GUILayout.Toolbar(m_toolbarInt, m_toolbarStrings); m_currentTab = (DEBUG_TABS)m_toolbarInt; switch (m_currentTab) { case DEBUG_TABS.SETTINGS: EditorGUILayout.HelpBox("This section has everything related to project settings.", MessageType.Info); EditorGUILayout.Space(); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); GUILayout.Label("--- PROJECT PROPERTIES --- ", EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); m_projectName = EditorGUILayout.TextField("Project Name:", m_projectName); m_companyName = EditorGUILayout.TextField("Company Name:", m_companyName); m_bundleVersion = EditorGUILayout.TextField("Bundle Version:", m_bundleVersion); EditorGUILayout.Space(); if (GUILayout.Button("Apply properties")) { UnityEngine.Debug.Log("Changing Name and company"); PlayerSettings.productName = m_projectName; PlayerSettings.companyName = m_companyName; PlayerSettings.bundleVersion = m_bundleVersion; } GUILayout.EndVertical(); this.Repaint(); EditorGUILayout.Space(); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); GUILayout.Label("--- OPEN SETTINGS TABS --- ", EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Open Player Settings")) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Player"); } if (GUILayout.Button("Open Quality Settings")) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Quality"); } if (GUILayout.Button("Open Graphics Settings")) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Graphics"); } GUILayout.EndHorizontal(); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Open Physics Settings")) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Physics"); } if (GUILayout.Button("Open Input Settings")) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Input"); } if (GUILayout.Button("Open Tags and layers")) { EditorApplication.ExecuteMenuItem("Edit/Project Settings/Tags and Layers"); } GUILayout.EndHorizontal(); break; case DEBUG_TABS.MISCELLANEOUS: EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); GUILayout.Label("--- PLAYER PREFS --- ", EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); EditorGUILayout.Space(); if (GUILayout.Button("Delete all player prefs")) { PlayerPrefs.DeleteAll(); PlayerPrefs.Save(); } EditorGUILayout.Space(); break; case DEBUG_TABS.BUILD: EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); GUILayout.Label("--- BUILD --- ", EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); EditorGUILayout.Space(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Build .exe")) { UnityEngine.Debug.Log("Building .exe for Unity Game Template"); BuildGame(); } if (GUILayout.Button("Build And run ")) { UnityEngine.Debug.Log("Building .exe for Unity Game Template and running"); BuildGame(true); } GUILayout.EndHorizontal(); // installer EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); GUILayout.Label("--- INSTALLER --- ", EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); EditorGUILayout.Space(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Create installer")) { UnityEngine.Debug.Log("Creating installer for Unity Game Template"); CreateInstaller(); } if (GUILayout.Button("Build and Installer ")) { UnityEngine.Debug.Log("Building .exe for Unity Game Template and creating installer"); BuildAndCreateInstaller(); } GUILayout.EndHorizontal(); break; case DEBUG_TABS.ARCHIVES: EditorGUILayout.HelpBox("This section has everything related to default archives: Themes, users... and it's encryption.", MessageType.Info); EditorGUILayout.Space(); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); GUILayout.Label("--- ENCRYPTION --- ", EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); EditorGUILayout.HelpBox("Encrypt any JSON easy peasy.", MessageType.Info); m_jsonToEncrypt = (TextAsset)EditorGUILayout.ObjectField("JSON To Encrypt:", m_jsonToEncrypt, typeof(TextAsset), true); GUILayout.BeginHorizontal(); if (GUILayout.Button("JSON To Binary")) { JSONToBinary(); } if (GUILayout.Button("JSON To DES Encryption")) { JSONToDES(); } GUILayout.EndHorizontal(); EditorGUILayout.Space(); m_jsonToDecrypt = (UnityEngine.Object)EditorGUILayout.ObjectField("File To Decrypt:", m_jsonToDecrypt, typeof(UnityEngine.Object), true); GUILayout.BeginHorizontal(); if (GUILayout.Button("Binary To JSON")) { BinaryToJSON(); } if (GUILayout.Button("DES Encryption to JSON")) { DESToJSON(); } GUILayout.EndHorizontal(); EditorGUILayout.Space(); EditorGUILayout.HelpBox("Encrypt any Object easy peasy.", MessageType.Info); m_objectToEncrypt = EditorGUILayout.ObjectField("Object To Encrypt:", m_objectToEncrypt, typeof(UnityEngine.Object), true); GUILayout.BeginHorizontal(); if (GUILayout.Button("Object To JSON")) { ObjectToJSON(); } if (GUILayout.Button("Object To Binary")) { ObjectToBinary(); } if (GUILayout.Button("Object To DES Encryption")) { ObjectToDES(); } GUILayout.EndHorizontal(); EditorGUILayout.Space(); m_objectToDecrypt = (UnityEngine.Object)EditorGUILayout.ObjectField("Object To Decrypt:", m_objectToDecrypt, typeof(UnityEngine.Object), true); GUILayout.BeginHorizontal(); if (GUILayout.Button("JSON to Object")) { JSONToObject(); } if (GUILayout.Button("Binary to Object")) { BinaryToObject(); } if (GUILayout.Button("DES Encryption to Object")) { DESToObject(); } GUILayout.EndHorizontal(); EditorGUILayout.Space(); break; } }