public override void OnInspectorGUI() { targ = (GolemBlueprint)target; GUILayout.BeginVertical("Medium", "window"); OnDisplayMedium(); GUILayout.EndVertical(); EditorGUILayout.Space(); GUILayout.BeginVertical("Frame", "window"); OnDisplayFrame(); GUILayout.EndVertical(); EditorGUILayout.Space(); GUILayout.BeginVertical("Compartments", "window"); OnDisplayCompartments(); GUILayout.EndVertical(); EditorGUILayout.Space(); GUILayout.BeginVertical("Readout", "window"); OnDisplayReadout(); GUILayout.EndVertical(); if (GUI.changed) { EditorUtility.SetDirty(targ); } }
public AbilityMap(GolemBlueprint blueprint) { map = new List <List <List <Ability> > >(); for (int c = 0; c < blueprint.compartments.Count; c++) { map.Add(new List <List <Ability> >()); for (int g = 0; g < blueprint.compartments[c].gears.Count; g++) { //TODO: This is an issue that shouldn't happen with in-game builder if (blueprint.compartments[c].gears[g] == null) { continue; } map[c].Add(new List <Ability>()); map[c][g].AddRange(blueprint.compartments[c].gears[g].abilities); } } }