void AnimCNTRLFromClipsWindowUI() { QuickToolsHelp.AnimClipsFromFBXInstructions(); // displays the instructions for this tool if (GUILayout.Button("Quick Create Anim Controlers")) { IFXToolSM.CreateAnimClipsFromSelectedFBX(); } }
void NewDependenciesWindowUI() { // Create all the folders and stuff for a new dependencie QuickToolsHelp.NewDependenciesWindowInstructions(); // displays the instructions for this tool folderName = EditorGUILayout.TextField("Folder Name: ", folderName); if (GUILayout.Button("Create Folders")) { IFXToolSM.CreateDependenciesFolder(userSettings.currentIFXNum, folderName); } }
void AutoPivotUI() { QuickToolsHelp.AutoPivotInstructions(); // displays the instructions for this tool altCenterMethod = GUILayout.Toggle(altCenterMethod, "ALT Centering"); if (GUILayout.Button("Auto Pivot")) { if (Selection.gameObjects != null) { //string assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(Selection.gameObjects[0]); //string assetPath = AssetDatabase.GetAssetPath(Selection.gameObjects[0]); //Debug.Log("Asset path is: "+assetPath); IFXToolSM.BatchCenterIFX(Selection.gameObjects, false); } else { Debug.Log("Nothing selected - please select the top most object of the hierarchy and try again"); } } }
void BatchPrefabWindowUI() { QuickToolsHelp.BatchMakePrefabsInstructions(); // displays the instructions for this tool destinationFolder = EditorGUILayout.TextField("Destination Folder:", destinationFolder); if (GUILayout.Button("Set Destination Folder")) { destinationFolder = AssetDatabase.GetAssetPath(Selection.activeObject); } if (GUILayout.Button("Make Prefabs")) { // Loop through every GameObject in the array above foreach (GameObject gameObject in Selection.objects) { // Set the path as within the Assets folder, // and name it as the GameObject's name with the .Prefab format string localPath = destinationFolder + "/" + gameObject.name + ".prefab"; // Make sure the file name is unique, in case an existing Prefab has the same name. localPath = AssetDatabase.GenerateUniqueAssetPath(localPath); // Create the new Prefab. PrefabUtility.SaveAsPrefabAssetAndConnect(gameObject, localPath, InteractionMode.UserAction); } } }
void BuildSelectedBundleWindowUI() { if (bundleTools.buildingStatus != null) { GUIStyle buildstatusStyle = new GUIStyle(); buildstatusStyle.fontSize = 45; buildstatusStyle.normal.textColor = Color.red; GUI.Label(new Rect(20, Screen.height / 2, 300, 50), bundleTools.buildingStatus, buildstatusStyle); //EditorGUILayout.LabelField(bundleTools.buildingStatus);//Building Status. } QuickToolsHelp.BuildBundlesInstructions(); // displays the instructions for this tool //with qa check disabled it will skip the whole qa process. sometimes qeird components or things like that can trip it up so I left the option to skip it. buildQACheckOverride = EditorGUILayout.Toggle("Disable Quality Check", buildQACheckOverride); //ct mode dsiables the git stuff if (userSettings.CTMode()) { autoGitYesNo = EditorGUILayout.Toggle("Push Bundles To CDN?", autoGitYesNo); gitCommitM = EditorGUILayout.TextField("Git Commit message: ", gitCommitM); if (GUILayout.Button("Push changes in folder to git")) { if (gitCommitM == "") { EditorUtility.DisplayDialog("WARNING!", "To auto push you need to enter a commit message", "OK", "Cancel"); } else { bundleTools.GitCommitChangesToRepo(IFXToolSM.GetSelectedObjectsAsList(), gitCommitM); } } } windowsBuildYesNo = EditorGUILayout.Toggle("Build for Windows?", windowsBuildYesNo); androidBuildYesNo = EditorGUILayout.Toggle("Build for Android?", androidBuildYesNo); iOSBuildYesNo = EditorGUILayout.Toggle("Build for iOS?", iOSBuildYesNo); //CheckList QuickToolsHelp.PreBuildChecklist(); // displays the instructions for this tool if (GUILayout.Button("AssetBundle From Selection")) { if (autoGitYesNo == true && gitCommitM == "") { EditorUtility.DisplayDialog("WARNING!", "To auto push you need to enter a commit message", "OK", "Cancel"); } else if (IFXToolSM.SelectionIsDirectoryBool(Selection.objects) == false) { EditorUtility.DisplayDialog("WARNING!", "Please Only Have FOLDERS Selected", "OK", "Cancel"); } else { List <Object> selectedBundles = new List <Object>(); foreach (var dir in Selection.objects) { //check if the bundles has scene files and if they are the only file type present if (IFXToolSM.DoesSelectedFolderContainOnlyScenes(dir) == false && IFXToolSM.DoesSelectedFolderContainFileType(dir, "*.unity") == true) { EditorUtility.DisplayDialog("WARNING!", "When Building scenes please ensure ONLY scene files are in the selected folder", "OK", "Cancel"); return; } //add the bundle so long as the above dosn't trigger selectedBundles.Add(dir); } BundleBuildSettings buildSettings = new BundleBuildSettings(); buildSettings.selectedBundles = selectedBundles; buildSettings.windowsBuildYesNo = windowsBuildYesNo; buildSettings.androidBuildYesNo = androidBuildYesNo; buildSettings.iOSBuildYesNo = iOSBuildYesNo; buildSettings.buildQACheckOverride = buildQACheckOverride; buildSettings.autoGitYesNo = autoGitYesNo; buildSettings.gitCommitMessage = gitCommitM; // Build the bundles! bundleTools.BuildSelectedBundle(buildSettings); } } if (bundlesBuilding) { EditorGUILayout.LabelField("Building Bundles...", EditorStyles.boldLabel); } }