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)); }
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; }