// ================================================================================================================

	public static void Show(UniRPGBasicEventHandler onAccept)
	{
		CameraSelectWiz window = EditorWindow.GetWindow<CameraSelectWiz>(true, "Select Camera",true);
		window.inited = false;
		window.OnAccept = onAccept;
		window.ShowUtility();
	}
Exemple #2
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	// ================================================================================================================

	public static void Show(UniRPGBasicEventHandler onAccept)
	{
		if (!UniRPGEditorGlobal.LoadDatabase(true)) return;  // make sure DB is loaded
		StateSelectWiz window = EditorWindow.GetWindow<StateSelectWiz>(true, "Select State", true);
		window.inited = false;
		window.OnAccept = onAccept;
		window.ShowUtility();
	}
Exemple #3
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	// ================================================================================================================

	public static void Show(string title, string label, string currText, UniRPGBasicEventHandler onAccept)
	{
		TextInputWiz window = EditorWindow.GetWindow<TextInputWiz>(true, title, true);
		window.inited = false;
		window.text = currText;
		window.label = label;
		window.OnAccept = onAccept;
		window.ShowUtility();
	}
	// ================================================================================================================

	public static void Show(UniRPGBasicEventHandler onAccept, int current)
	{
		if (UniRPGEditorGlobal.LoadSaveEditors.Length == 0) return;
		LoadSaveSelectWiz window = EditorWindow.GetWindow<LoadSaveSelectWiz>(true, "Select LoadSave Provider", true);
		window.inited = false;
		window.OnAccept = onAccept;
		window.selIdx = current;
		window.ShowUtility();
	}
	// ================================================================================================================

	public static void Show(UniRPGBasicEventHandler onAccept)
	{
		// make sure DB is loaded
		if (!UniRPGEditorGlobal.LoadDatabase()) return;

		// create window
		ActorSelectWiz window = EditorWindow.GetWindow<ActorSelectWiz>(true, "Select Actor",true);
		window.inited = false;
		window.OnAccept = onAccept;

		// show window
		window.ShowUtility();
	}
Exemple #6
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	// ================================================================================================================

	public static void Show(UniRPGBasicEventHandler onAccept, string current)
	{
		if (UniRPGEditorGlobal.GUIEditors.Length == 0) return;
		GUIThemeSelectWiz window = EditorWindow.GetWindow<GUIThemeSelectWiz>(true, "Select GUI Theme",true);
		window.inited = false;
		window.OnAccept = onAccept;
		window.selIdx = 0;
		for (int i = 0; i < UniRPGEditorGlobal.GUIEditors.Length; i++)
		{
			if (UniRPGEditorGlobal.GUIEditors[i].name.Equals(current)) { window.selIdx = i; break; }
		}
		
		window.ShowUtility();
	}
Exemple #7
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	// ================================================================================================================

	public static void Show(UniRPGBasicEventHandler onAccept, RPGSkill selectedSkill, int helper)
	{
		// make sure DB is loaded
		if (!UniRPGEditorGlobal.LoadDatabase()) return;

		// create window
		SkillSelectWiz window = EditorWindow.GetWindow<SkillSelectWiz>(true, "Select Skill", true);
		window.inited = false;
		window.selectedSkill = selectedSkill;
		window.helper = helper;
		window.OnAccept = onAccept;

		// show window
		window.ShowUtility();
	}
Exemple #8
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	// ================================================================================================================

	public static ActionWiz Show(UniRPGBasicEventHandler onAccept, GameObject actionOwner, Object action)
	{
		// create the actions editor main window
		ActionWiz window = EditorWindow.GetWindow<ActionWiz>(true, "Actions", true);
		window.OnAccept = onAccept;
		window.actionOwner = actionOwner;

		// check if editing existing action or addding new one
		if (action != null)
		{
			window.action = action;
			window.isNewAction = false;
			window.edIdx = -1;
			window.initialIdx = -1;
			for (int i = 0; i < UniRPGEditorGlobal.ActionEditors.Length; i++)
			{
				// if the action could be assigned from the given type then I assume it is of that type
				if (window.action.GetType().IsAssignableFrom(UniRPGEditorGlobal.ActionEditors[i].actionType))
				{
					window.edIdx = i;
					window.initialIdx = i;
					break;
				}
			}

			if (window.edIdx < 0)
			{	// still -1? then editor for selected action was not found
				window.action = null;
				window.isNewAction = true;
			}
		}

		// show window
		window.inited = false;
		window.ShowUtility();
		return window;
	}
Exemple #9
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	public static void RemoveFromSaveEvent(UniRPGBasicEventHandler callback)
	{
		if (_instance == null) return; // might have been a call on destroy of object while app was exiting
		_instance.saveEventListener -= callback;
	}
Exemple #10
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	// ================================================================================================================

	public static void RegisterForSaveEvent(UniRPGBasicEventHandler callback)
	{
		_instance.saveEventListener += callback;
	}