Exemple #1
0
        public override void OnInspectorGUI()
        {
            if (GUILayout.Button("Open Editor"))
            {
                MoveEditorWindow editor = MoveEditorUtils.ShowMoveEditorWindow();
                editor.SetMove(_move, null, true);
            }

            if (GUILayout.Button("Build Move"))
            {
                MoveEditorUtils.BuildMove(_move);
            }

            if (GUILayout.Button("Select In Project"))
            {
                EditorGUIUtility.PingObject(_move.gameObject);
                Selection.activeGameObject = _move.gameObject;
            }

            DrawDefaultInspector();

            for (int i = 0; i < _move._hitEvents.Count; ++i)
            {
                EditorGUILayout.ObjectField(_move._hitEvents[i]._particleProperties._particleReference.Value, typeof(ParticleSystem), false);
                EditorGUILayout.ObjectField(_move._hitEvents[i]._particleProperties._flippedParticleReference.Value, typeof(ParticleSystem), false);
            }

            for (int i = 0; i < _move._particleEvents.Count; ++i)
            {
                EditorGUILayout.ObjectField(_move._particleEvents[i]._particleProperties._particleReference.Value, typeof(ParticleSystem), false);
                EditorGUILayout.ObjectField(_move._particleEvents[i]._particleProperties._flippedParticleReference.Value, typeof(ParticleSystem), false);
            }

            //EditorUtility.SetDirty(_move);
        }
Exemple #2
0
        void CreateNewMove()
        {
            GameObject go   = new GameObject(_name);
            Move       move = go.AddComponent <Move>();

            move._animationClip = _clip;

            if (MoveEditorUtils.IsClipShared(move))
            {
                EditorUtility.DisplayDialog("ERROR", "Another move is already using this animation clip! Only one move may be assigned to an animation clip", "OK");
                return;
            }

            if (System.IO.File.Exists(MoveEditorUtils.GetMoveFilePath(_name)))
            {
                if (!EditorUtility.DisplayDialog("Overwriting Prefab", "A prefab with this name already exists. Are you sure you want to overwrite it?", "Yes", "No"))
                {
                    DestroyImmediate(go);
                    return;
                }
            }

            if (!System.IO.Directory.Exists(MoveEditorUtils.GetMovesDirectoryPath()))
            {
                System.IO.Directory.CreateDirectory(MoveEditorUtils.GetMovesDirectoryPath());
            }

            string     prefabPath = _isCommon ? MoveEditorUtils.GetCommonMovePrefabPath(_name) : MoveEditorUtils.GetMovePrefabPath(_name);
            GameObject prefab     = PrefabUtility.CreatePrefab(prefabPath, go);

            DestroyImmediate(go);

            if (prefab != null)
            {
                EditorGUIUtility.PingObject(prefab);

                if (EditorUtility.DisplayDialog("Success!", "New move created successfully! Open it in the Move Editor now?", "Yes", "No"))
                {
                    MoveEditorWindow editor = MoveEditorUtils.ShowMoveEditorWindow();
                    editor.SetMove(prefab.GetComponent <Move>(), null, true);
                }
            }
        }