private void Awake() { player = new Player(settings.name); AbandondIslands = 0; staticSettings = settings; addStartingResources(player); }
private void Awake() { _labelCenterBold = new GUIStyle { alignment = TextAnchor.MiddleCenter, fontStyle = FontStyle.Bold }; _buttonLeft = new GUIStyle(EditorStyles.miniButton) { alignment = TextAnchor.MiddleLeft, fixedHeight = 24 }; _numberFieldCenter = new GUIStyle(EditorStyles.numberField) { alignment = TextAnchor.MiddleCenter }; _settings = SettingsScriptableObject.GetOrCreateSettings(); string[] version = PlayerSettings.bundleVersion.Split('.'); if (version.Length != 3) { _major = 0; _minor = 1; _patch = 0; return; } _major = int.TryParse(version[0], out _major) ? _major : 0; _minor = int.TryParse(version[1], out _minor) ? _minor : 1; _patch = int.TryParse(version[2], out _patch) ? _patch : 0; }
private void SaveValues() { if (!_settings) { _settings = (SettingsScriptableObject)Resources.Load("PlacementSettings", typeof(SettingsScriptableObject)); } //Keymapping _settings.button1 = button1; _settings.button2 = button2; //Global variables _settings.parentObject = parentObject; _settings.radius = radius; _settings.layerMask = layerMask; //Placement variables _settings.prefabsToPlace = new List <GameObject>(prefabsToPlace); _settings.density = density; _settings.frequency = frequency; _settings.minXRotation = minXRotation; _settings.maxXRotation = maxXRotation; _settings.minYRotation = minYRotation; _settings.maxYRotation = maxYRotation; _settings.minZRotation = minZRotation; _settings.maxZRotation = maxZRotation; _settings.minXScale = minXScale; _settings.maxXScale = maxXScale; _settings.minYScale = minYScale; _settings.maxYScale = maxYScale; _settings.minZScale = minZScale; _settings.maxZScale = maxZScale; }
private void Awake() { if (SettingsScriptableObject == null) { SettingsScriptableObject = Resources.Load <SettingsScriptableObject>("Settings"); } }
private void Awake() { _labelCenterBold = new GUIStyle { alignment = TextAnchor.MiddleCenter, fontStyle = FontStyle.Bold }; _settings = SettingsScriptableObject.GetOrCreateSettings(); _sceneAssets = _settings.sceneAssets; }
public void SetReady(SettingsScriptableObject settings) { uint levelIdSelected = levelIds[settings.numRounds - 1]; _settings = settings; _currentLevelConfig = levelIdToConfig[levelIdSelected]; _isReady = true; Initialized?.Invoke(this, null); }
static void Init() { // Get existing open window or if none, make a new one: PlacementWindow window = (PlacementWindow)EditorWindow.GetWindow(typeof(PlacementWindow)); window.Show(); _objectPlacer = UnityEditor.SceneView.lastActiveSceneView.camera.gameObject.AddComponent <ObjectPlacer>(); _settings = (SettingsScriptableObject)Resources.Load("PlacementSettings", typeof(SettingsScriptableObject)); window.LoadValues(); }
public static SettingsScriptableObject GetOrCreateSettings() { SettingsScriptableObject settings = AssetDatabase.LoadAssetAtPath <SettingsScriptableObject>(SettingsPath); if (settings == null) { settings = CreateInstance <SettingsScriptableObject>(); settings.sceneAssets = new List <SceneAsset>(); // TODO: Hard coded. if (!AssetDatabase.IsValidFolder("Assets/Resources")) { AssetDatabase.CreateFolder("Assets", "Resources"); } AssetDatabase.CreateAsset(settings, SettingsPath); AssetDatabase.SaveAssets(); } return(settings); }
public List <JsonAppInfoModel> GetApps(SettingsScriptableObject settings) { if (_app == null) { return(new List <JsonAppInfoModel>()); } var index = _app.apps.FindIndex(g => g.appUrl == settings.UrlToLikeGame); if (index == -1 || !settings.IsPublishingBuild) { return(_app.apps); } var apps = new List <JsonAppInfoModel>(); apps.AddRange(_app.apps); apps.RemoveAt(index); return(apps); }
private void InitializeVideoSettingsUI(SettingsScriptableObject data) { ambientOcclusion.isOn = data.AmbientOcclusion; }
private void OnSettingSystemAwakeListener(SettingsScriptableObject data) { InitializeVideoSettingsUI(data); InitializeControlSettingsUI(data.Controls); }