public override void OnGUI(object asset)
        {
            StatGambitConditionAsset gambitConditionAsset = asset as StatGambitConditionAsset;

            GUILayout.Label("Name ", EditorStyles.toolbarButton, GUILayout.Width(50));
            gambitConditionAsset.StatName = GUILayout.TextField(gambitConditionAsset.StatName, GUILayout.Width(100));
            GUILayout.Label("Value ", EditorStyles.toolbarButton, GUILayout.Width(50));
            gambitConditionAsset.StatValue = EditorGUILayout.FloatField(gambitConditionAsset.StatValue, GUILayout.Width(50));
        }
Exemple #2
0
        public override void OnGUI(object asset)
        {
            StatGambitConditionAsset gambitConditionAsset = asset as StatGambitConditionAsset;

            GUILayout.Label("Name ", EditorStyles.toolbarButton, GUILayout.Width(50));

            //gambitConditionAsset.StatName = GUILayout.TextField(gambitConditionAsset.StatName, GUILayout.Width (100));

            var baseStatType = RPGStatTypeDatabase.Instance.Get(gambitConditionAsset.StatName, true);

            if (GUILayout.Button(baseStatType == null ? "Assign Type" : baseStatType.Name, EditorStyles.toolbarButton, GUILayout.Width(100)))
            {
                XmlDatabaseEditorUtility.ShowContext(RPGStatTypeDatabase.Instance, (statTypeAsset) => {
                    gambitConditionAsset.StatName = statTypeAsset.Id;
                }, typeof(RPGStatTypeWindow));
            }

            GUILayout.Label("Value ", EditorStyles.toolbarButton, GUILayout.Width(50));
            gambitConditionAsset.StatValue = EditorGUILayout.FloatField(gambitConditionAsset.StatValue, GUILayout.Width(50));
        }
 public StatGambitCondition(StatGambitConditionAsset asset) : base(asset)
 {
     StatName  = asset.StatName;
     StatValue = asset.StatValue;
 }