GetActs() public static method

public static GetActs ( ) : string[]
return string[]
Esempio n. 1
0
    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        Parley parley = (Parley)target;

        bool showDebug = EditorGUILayout.Toggle("Show Debug Info", parley.showDebug, new GUILayoutOption[0]);
        bool clearFlag = EditorGUILayout.Toggle("Clear At Start", parley.clearAtStartOfScene, new GUILayoutOption[0]);

        int oldAct   = actProperty.intValue;
        int oldScene = sceneProperty.intValue;

        int newAct   = EditorGUILayout.Popup("Act", oldAct, ParleyMenu.GetActs(), new GUILayoutOption[0]);
        int newScene = EditorGUILayout.Popup("Scene", newAct != oldAct?0:oldScene, ParleyMenu.GetActsScenes()[ParleyMenu.GetActs()[newAct]], new GUILayoutOption[0]);

        if (oldAct != newAct || oldScene != newScene || showDebugProperty.boolValue != showDebug || clearDebugProperty.boolValue != clearFlag)
        {
            Undo.RegisterSceneUndo("Change Act and Scene");
            sceneProperty.intValue       = newScene;
            actProperty.intValue         = newAct;
            showDebugProperty.boolValue  = showDebug;
            clearDebugProperty.boolValue = clearFlag;

            // Set new resources
            LoadQuests();

            if (serializedObject.ApplyModifiedProperties() || (Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed"))
            {
                serializedObject.Update();
            }
        }

        if (GUILayout.Button("Reload Quests for scene"))
        {
            Undo.RegisterSceneUndo("Reload Parley quests");
            LoadQuests();
            serializedObject.ApplyModifiedProperties();
        }

        parley.showEditorQuests = EditorGUILayout.Foldout(parley.showEditorQuests, "Quests");
        if (parley.showEditorQuests)
        {
            for (int x = 0; x < questListProperty.arraySize; x++)
            {
                EditorGUILayout.ObjectField((TextAsset)questListProperty.GetArrayElementAtIndex(x).objectReferenceValue, typeof(TextAsset));
            }
        }
    }
Esempio n. 2
0
    private void LoadQuests()
    {
        // Reset properties
        actProperty       = serializedObject.FindProperty("act");
        sceneProperty     = serializedObject.FindProperty("scene");
        questListProperty = serializedObject.FindProperty("questList");

        TextAsset[] questsList = ParleyMenu.GetActSceneQuests(ParleyMenu.GetActs()[actProperty.intValue], ParleyMenu.GetActsScenes()[ParleyMenu.GetActs()[actProperty.intValue]][sceneProperty.intValue]).ToArray();

        questListProperty.ClearArray();

        for (int x = 0; x < questsList.Length; x++)
        {
            questListProperty.InsertArrayElementAtIndex(x);
            questListProperty.GetArrayElementAtIndex(x).objectReferenceValue = questsList[x];
        }
    }