Esempio n. 1
0
    /* Draws the header for each foldout for each AnimObject */
    void DrawFoldoutHeader(AnimObject ao, AnimObjectHolder aoh)
    {
        EditorGUILayout.BeginHorizontal();
        ao.foldout = EditorGUILayout.Foldout(ao.foldout, ao.ToString());



        if (GUILayout.Button("UP", GUILayout.Width(50f)))
        {
            aoh.MoveAnimObjectUp(ao);
        }
        if (GUILayout.Button("DOWN", GUILayout.Width(50f)))
        {
            aoh.MoveAnimObjectDown(ao);
        }
        GUILayout.Space(10f);
        if (GUILayout.Button("X", GUILayout.Width(25f)))
        {
            aoh.RemoveAnimObject(ao);
        }

        GUILayout.Space(60f);

        EditorGUILayout.EndHorizontal();
    }
    public static void DeleteAsset(AnimObject ao)
    {
        string path = "Assets/Resources/AnimObject Assets" + "/New " + ao.ToString() + ao.GetInstanceID() + ".asset";

#if UNITY_EDITOR
        AssetDatabase.DeleteAsset(path);
#endif
    }
Esempio n. 3
0
    /* We can't use dynamic dispatch because these classes should
     * not directly access EditorGUILayout or GUILayout */
    public static void DrawAnimObject(AnimObject ao)
    {
        if (ao is ATween)
        {
            DrawATween((ATween)ao);
        }
        else if (ao is AParticleSystem)
        {
            DrawAParticleSystem((AParticleSystem)ao);
        }
        else if (ao is ASpriteAnimation)
        {
            DrawASpriteAnimation((ASpriteAnimation)ao);
        }

        /* When adding more AnimObjects, make sure to keep
         * this else case. Just add more else ifs */
        else
        {
            throw new System.NotImplementedException("Cannot Draw Inspector info for AnimObject " + ao.ToString() +
                                                     ": Not implemented");
        }
    }