// ================================================================================================================ public static void Show(UniRPGBasicEventHandler onAccept) { CameraSelectWiz window = EditorWindow.GetWindow<CameraSelectWiz>(true, "Select Camera",true); window.inited = false; window.OnAccept = onAccept; window.ShowUtility(); }
// ================================================================================================================ 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(); }
// ================================================================================================================ 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(); }
// ================================================================================================================ 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(); }
// ================================================================================================================ 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(); }
// ================================================================================================================ 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; }
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; }
// ================================================================================================================ public static void RegisterForSaveEvent(UniRPGBasicEventHandler callback) { _instance.saveEventListener += callback; }