public void onGUI() { var box = EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUILayout.LabelField("When the following consumable is purchased:"); Rect rect = new Rect(box.xMax - 20, box.yMin - 2, 20, 20); if (GUI.Button(rect, "x")) { parent.mappingsToRemove.Add(this); } var ids = InventoryEditor.consumableIds(); selectedItemIndex = EditorGUILayout.Popup(selectedItemIndex, ids); if (0 <= selectedItemIndex && selectedItemIndex < ids.Length) { id = ids [selectedItemIndex]; } EditorGUILayout.LabelField(string.Format("Give this much {0}:", parent.id)); amount = EditorGUILayout.IntField(amount); parent.currency.mappings[id] = amount; EditorGUILayout.EndVertical(); }
public static void Init() { InventoryEditor window = EditorWindow.GetWindow <InventoryEditor>(); window.minSize = new Vector2(400, 300); window.titleContent.text = "Item Database"; window.Show(); }
static void Init() { // Get existing open window or if none, make a new one: InventoryEditor window = ScriptableObject.CreateInstance <InventoryEditor>(); window.title = "Inventory"; window.Show(); }
public CharacterEditor(string name, CharacterSheet sheet) : base(sheet) { _name = name; _sheet = sheet ?? throw new ArgumentNullException(nameof(sheet)); _magic = AttachChild(new CharacterMagicEditor(_sheet.Magic)); _inventory = AttachChild(new InventoryEditor(_sheet.Inventory)); _attributes = AttachChild(new CharacterAttributesEditor(_sheet.Attributes)); _skills = AttachChild(new CharacterSkillsEditor(_sheet.Skills)); _combat = AttachChild(new CombatAttributeEditor(_sheet.Combat)); }
public CurrencyMapping(string id, int amount, EditableCurrency parent) { this.id = id; this.amount = amount; this.parent = parent; var items = InventoryEditor.consumableIds(); for (int t = 0; t < items.Count(); t++) { if (items[t] == this.id) { selectedItemIndex = t; break; } } }
private void RePopulateTreeView() { _guiController.ProjectTree.RemoveAllChildNodes(this, TOP_LEVEL_COMMAND_ID); _guiController.ProjectTree.StartFromNode(this, TOP_LEVEL_COMMAND_ID); foreach (InventoryItem item in _agsEditor.CurrentGame.InventoryItems) { _guiController.ProjectTree.AddTreeLeaf(this, "Inv" + item.ID, item.ID.ToString() + ": " + item.Name, "InventoryIcon"); } if (_documents.ContainsValue(_guiController.ActivePane)) { InventoryEditor editor = (InventoryEditor)_guiController.ActivePane.Control; _guiController.ProjectTree.SelectNode(this, "Inv" + editor.ItemToEdit.ID); } else if (_agsEditor.CurrentGame.InventoryItems.Count > 0) { _guiController.ProjectTree.SelectNode(this, "Inv1"); } }