public static void ExportPresets(List <ScreenshotResolution> resolutions)
 {
     foreach (ScreenshotResolution res in resolutions)
     {
         string name = res.m_ResolutionName == "" ? res.m_Width.ToString() + "x" + res.m_Height.ToString() : res.m_ResolutionName;
         ScreenshotResolutionAsset preset = ScriptableObjectUtils.CreateAsset <ScreenshotResolutionAsset> (name, "Presets/Custom");
         preset.m_Resolution = new ScreenshotResolution(res);
         EditorUtility.SetDirty(preset);
     }
     AssetDatabase.SaveAssets();
     AssetDatabase.Refresh();
 }
 public static void CreateAsset()
 {
     ProjectWindowUtil.ShowCreatedAsset(ScriptableObjectUtils.CreateAsset <PresetCollectionAsset> ("Custom collection", "Presets/Collections"));
 }
Esempio n. 3
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 public static void CreateAsset()
 {
     ScriptableObjectUtils.CreateAsset <PuzzleSister.VoiceSuite>();
 }
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 public static void CreateAsset()
 {
     ProjectWindowUtil.ShowCreatedAsset(ScriptableObjectUtils.CreateAsset <ScreenshotResolutionAsset> ("Custom preset", "Presets/Custom"));
 }
 public static void CreateAsset()
 {
     ScriptableObjectUtils.CreateAsset <DialogBase>();
 }
 public static void CreateAsset()
 {
     ProjectWindowUtil.ShowCreatedAsset(ScriptableObjectUtils.CreateAsset <PopularityPresetAsset> ("Custom popularity", "Presets/Popularity"));
 }
 public static ScriptableObject CreateInstance()
 {
     return(ScriptableObjectUtils.CreateAsset <TutorialCallbacks>(DefaultFileName));
 }
        public override void OnInspectorGUI()
        {
            EditorGUILayout.Separator();

            if (m_IDs == null)
            {
                SimpleLocalizationLanguagesAsset[] l = Resources.LoadAll <SimpleLocalizationLanguagesAsset> ("");
                if (l.Length > 0)
                {
                    m_IDs = l [0];
                }
                else
                {
                    m_IDs = ScriptableObjectUtils.CreateAsset <SimpleLocalizationLanguagesAsset> ("LocalizationLanguages");
                }
            }
            if (m_IDs == null)
            {
                return;
            }

            SimpleTextLocalizer obj = (SimpleTextLocalizer)target;


            // Default text
            if (SimpleLocalizationLanguagesAsset.m_CurrentLanguageID == "" && obj.GetComponent <Text> ().text != obj.m_OriginalText)
            {
                obj.Save();
            }
            EditorGUILayout.LabelField("Default (" + m_IDs.m_DefaultLanguage + "): " + obj.m_OriginalText);

            // Localizations
            if (m_IDs.m_Languages.Count == 0)
            {
                EditorGUILayout.HelpBox("Languages list is empty. Please add languages in the global localization settings.", MessageType.Warning);
            }
            foreach (string id in m_IDs.m_Languages)
            {
                // Init localization value if needed
                if (!obj.m_Localisations.ContainsKey(id))
                {
                    obj.m_Localisations [id] = "";
                    EditorUtility.SetDirty(obj);
                }


                // Localization edit field
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(id, GUILayout.MaxWidth(50));
                string newLoc = EditorGUILayout.TextField(obj.m_Localisations [id]);
                EditorGUILayout.EndHorizontal();

                // Set new localization if needed
                if (newLoc != obj.m_Localisations [id])
                {
                    obj.m_Localisations [id] = newLoc;
                    EditorUtility.SetDirty(obj);
                }
            }



            // Global
            LanguagesDrawer.DrawGUI(m_IDs);
        }