void Start() { //todo this is temporary, later we should have things dragged onto the action //bar register themselves with the action map by the slot's action id PlayerSkillBook skillbook = entity.GetComponent <PlayerSkillBook>(); if (skillbook == null) { return; } for (int i = 0; i < 9; i++) { if (skillbook.skillBookEntries.Length == i) { return; } SkillBookEntry entry = skillbook.skillBookEntries[i]; if (entry == null) { continue; } string id = "Actionbar0-" + (i + 1); actionMap[id] = entry.action; } }
public void Start() { PlayerSkillBook skillbook = player.GetComponent <PlayerSkillBook>(); ActionbarSlot[] slots = GetComponentsInChildren <ActionbarSlot>(); for (int i = 0; i < slots.Length; i++) { if (skillbook.skillBookEntries.Length == i) { return; } slots[i].SetItem(skillbook.skillBookEntries[i]); } }
public override void OnInspectorGUI() { PlayerSkillBook skillBook = target as PlayerSkillBook; if (root == null) { if (!string.IsNullOrEmpty(skillBook.source)) { new AssetDeserializer(skillBook.source, false).DeserializeInto("__default__", skillBook); } root = new SerializedObjectX(target); } EditorGUILayoutX.DrawProperties(root); bool didChange = root.Root.ApplyModifiedProperties(); if (didChange) { AssetSerializer serializer = new AssetSerializer(); serializer.AddItem(target); serializedObject.FindProperty("source").stringValue = serializer.WriteToString(); serializedObject.ApplyModifiedProperties(); } }