// Update redraws the selection UI virtual public void Update() { RefreshReference(); game = Game.Get(); float scrollPos = -14.5f * UIScaler.GetPixelsPerUnit(); if (scrollArea != null && !scrollArea.ObjectDestroyed()) { scrollPos = scrollArea.GetScrollPosition(); } Clean(); AddScrollArea(); float offset = 0; offset = DrawComponentSelection(offset); offset = AddSubComponents(offset); offset = AddSource(offset); offset = AddComment(offset); scrollArea.SetScrollSize(offset); scrollArea.SetScrollPosition(scrollPos); UIElement ui = new UIElement(Game.EDITOR); ui.SetLocation(0, 0, 1, 1); ui.SetText("<b>⇦</b>", Color.cyan); ui.SetTextAlignment(TextAnchor.LowerCenter); ui.SetButton(delegate { QuestEditorData.Back(); }); ui.SetBGColor(Color.black); new UIElementBorder(ui, Color.cyan); AddTitle(); }
// Update redraws the selection UI virtual public void Update() { Clean(); // Back button is common to all components TextButton tb = new TextButton(new Vector2(0, 29), new Vector2(3, 1), "Back", delegate { QuestEditorData.Back(); }); tb.button.GetComponent <UnityEngine.UI.Text>().fontSize = UIScaler.GetSmallFont(); tb.ApplyTag("editor"); }