Exemple #1
0
        /// <summary>
        /// Similar to the wizard parameterless version, but this wizard
        /// can work in one of two ways:
        ///
        ///  editTarget == null: A new variable type will be created
        ///  editTarget != null: An old variable type will be overridden.
        ///
        /// Unless the goal is to pass in non-null editTarget, call this
        /// without parameters.
        /// </summary>
        /// <param name="editTarget">
        /// Script set to override, if not null.
        /// </param>
        public static void CreateWizard(ScriptSetInfo editTarget)
        {
            NewVariableTypeWizard wizard = DisplayWizard <NewVariableTypeWizard>(
                "Create Variable Object Type", "Create"
                );

            if (editTarget != null)
            {
                wizard.humanReadableName = editTarget.Name;
                wizard.dataType          = editTarget.TypeName;
                wizard.referability      = editTarget.Referability;
                wizard.menuOrder         = editTarget.MetaData.menuOrder;
                wizard.builtin           = editTarget.MetaData.builtin;
                wizard.targetFolder      = new UnityFolderPath(editTarget.DominantPath);
            }
            else
            {
                wizard.humanReadableName = "";
                wizard.dataType          = "";
                wizard.referability      = ReferabilityMode.Unknown;
                wizard.menuOrder         = 350000;
                wizard.builtin           = false;
                wizard.targetFolder      = new UnityFolderPath(EditorPrefs.GetString(PathPref));
            }

            wizard.editTarget = editTarget;


            // Force a update...it's possible that, with the parameters we've
            // passed in, it's valid. Otherwise, it won't detect that it's valid
            // until the user changes ones of the fields.
            wizard.OnWizardUpdate();
        }
Exemple #2
0
        public static void ReopenWizard(NewVariableTypeWizard oldWizard)
        {
            NewVariableTypeWizard wizard = DisplayWizard <NewVariableTypeWizard>(
                "Create Variable Object Type", "Create"
                );

            wizard.humanReadableName = oldWizard.humanReadableName;
            wizard.dataType          = oldWizard.dataType;
            wizard.referability      = oldWizard.referability;
            wizard.menuOrder         = oldWizard.menuOrder;
            wizard.targetFolder      = oldWizard.targetFolder;
            wizard.editTarget        = oldWizard.editTarget;
            wizard.builtin           = oldWizard.builtin;

            wizard.OnWizardUpdate();
        }
        public static void CreateWizard(
            string initName,
            string initType,
            ReferabilityMode initMode,
            string initPath
            )
        {
            NewVariableTypeWizard wizard =
                ScriptableWizard.DisplayWizard <NewVariableTypeWizard>(
                    "Create Variable Object Type", "Create"
                    );

            wizard.humanReadableName = initName;
            wizard.dataType          = initType;
            wizard.referability      = initMode;
            wizard.targetFolder      = new UnityFolderPath(initPath);

            // Force a update...it's possible that, with the parameters we've
            // passed in, it's valid. Otherwise, it won't detect that it's valid
            // until the user changes ones of the fields.
            wizard.OnWizardUpdate();
        }