/// <summary>
        /// Constructs a container GameObject for the given entity under the given root object.
        /// </summary>
        /// <param name="entity">The entity to create a GameObject for</param>
        /// <param name="root">The root object to create the GameObject under</param>
        /// <returns>The created GameObject.</returns>
        protected static GameObject CreateGameObject(IQueryableEntity entity, GameObject root)
        {
            GameObject created = null;

            // There is special logic for instantiating an object If the entity contains prefab data
            // that specifies it should be instantiated from a specific resource, then we load that
            // resource and clone it instead of creating a new object
            if (entity.ContainsData<PrefabData>()) {
                string resourcePath = entity.Current<PrefabData>().PrefabResourcePath;

                GameObject prefab = (GameObject)Resources.Load(resourcePath);
                if (prefab == null) {
                    created = new GameObject("");
                    Debug.LogError("Unable to find prefab resource \"" + resourcePath + "\"", created);
                }
                else {
                    created = (GameObject)Instantiate(prefab);
                }
            }

            else {
                created = new GameObject("");
            }

            created.transform.parent = root.transform;
            return created;
        }
Exemple #2
0
 public static T Current <T>(this IQueryableEntity entity) where T : Data.IData
 {
     return((T)entity.Current(DataMap <T> .Accessor));
 }
        /// <summary>
        /// Returns the data instance that should be edited based on the given edit state and data
        /// type.
        /// </summary>
        private static Data.IData GetEditedData(IQueryableEntity entity,
            DataEditState editState, Type dataType)
        {
            var accessor = new DataAccessor(dataType);

            switch (editState) {
                case DataEditState.Current:
                    return entity.Current(accessor);
                case DataEditState.Previous:
                    return entity.Previous(accessor);
            }

            throw new InvalidOperationException("Unknown edit state");
        }
        /// <summary>
        /// Called when we have an entity to inspect.
        /// </summary>
        private void DrawInspector(IQueryableEntity entity, GameObject context)
        {
            _inspectorScroll = EditorGUILayout.BeginScrollView(_inspectorScroll);

            EditorGUILayout.LabelField("Metadata", ForgeEditorUtils.HeaderStyle);
            entity.PrettyName = EditorGUILayout.TextField("Pretty Name", entity.PrettyName);
            if (GUI.changed) {
                BaseContainer container = context.GetComponent<BaseContainer>();
                container.UpdateName();
            }
            ForgeEditorUtils.DrawSeperator();

            foreach (DataAccessor accessor in entity.SelectData(/*includeRemoved:*/ true)) {
                Type dataType = entity.Current(accessor).GetType();
                _dataInspectorView.DrawDataInspector(entity, dataType, context);
                ForgeEditorUtils.DrawSeperator();
            }

            DrawAddData(entity);
            EditorGUILayout.EndScrollView();
        }
Exemple #5
0
 /// <summary>
 /// Returns the current data value for the given data type.
 /// </summary>
 /// <typeparam name="TData">The type of data to retrieve. It has to be one of the generic
 /// parameters for this type; if it is not, then an exception is thrown.</typeparam>
 /// <returns>The current value for the given data type.</returns>
 public TData Current <TData>() where TData : Data.IData
 {
     VerifyRequest <TData>();
     return(_provider.Current <TData>());
 }