Esempio n. 1
0
    // Use this for initialization

    void Start()
    {
        craftingInterface = GetComponentInParent <CraftingInterface>();
        Debug.Log(craftingInterface.saveName);
        myButton = GameObject.Find("CraftButton").GetComponent <Button>();
        canvas   = NodeEditorSaveManager.LoadSceneNodeCanvas("CraftingCanvas", false);
    }
Esempio n. 2
0
 void OnGUI()
 {
     if (GUI.Button(new Rect(5, 85, 60, 20), "TEST"))
     {
         CraftingInterface c = GetComponent <CraftingInterface>();
         Debug.Log(c);
         c.Register("Penis Herb");
         c.Register("V****a Herb");
         Node           node  = c.Retrieve();
         IngredientNode iNode = node as IngredientNode;
         if (iNode != null)
         {
             Debug.Log(iNode.ingredientName);
         }
     }
 }
Esempio n. 3
0
 // Use this for initialization
 void OnGUI()
 {
     if (GUI.Button(new Rect(5, 85, 60, 20), "TEST"))
     {
         CraftingInterface c = GetComponent <CraftingInterface>();
         Debug.Log(c);
         c.Register("Green Herb");
         c.Register("Blue Herb");
         Node           node   = c.Retrieve();
         IngredientNode recipe = node as IngredientNode;
         if (recipe != null)
         {
             Debug.Log(recipe.ingredientName);
         }
     }
 }
Esempio n. 4
0
    public override void OnInspectorGUI()
    {
        CraftingInterface crafting = target as CraftingInterface;

        if (crafting.saveChoices == null)
        {
            crafting.saveChoices = NodeEditorSaveManager.GetSceneSaves();
        }

        if (crafting.saveChoices.Length == 0)
        {
            return;
        }
        EditorGUILayout.BeginHorizontal();
        GUILayout.Label("Nodegraph:");
        var newChoice = EditorGUILayout.Popup(crafting.saveChoice, crafting.saveChoices);

        EditorGUILayout.EndHorizontal();
        if (newChoice != crafting.saveChoice)
        {
            crafting.saveChoice = newChoice;
            crafting.saveName   = crafting.saveChoices[crafting.saveChoice];
            crafting.Reset();
        }
        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Force Reloading"))
        {
            crafting.Reset();
        }
        if (GUILayout.Button("Reload saves"))
        {
            crafting.saveChoices = NodeEditorSaveManager.GetSceneSaves();
        }
        EditorGUILayout.EndHorizontal();
        DrawDefaultInspector();
    }