public static void EditSlotLock(Transform slot, SlotLock.LockType lockType, int counter, float width) { SlotLock slotLock = slot.GetComponent <GameSlot>().GetSlotLock(); slotLock.SetLockSettings(lockType, counter); slotLock.transform.localScale = new Vector3(width / baseLockSize, width / baseLockSize); EditorUtility.SetDirty(slotLock); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); }
public static void CreateSlotLock(Transform slot, SlotLock.LockType lockType, int counter, float width) { GameObject lockPrefab = Resources.Load <GameObject>("Prefabs/SlotLock"); GameObject newLock = PrefabUtility.InstantiatePrefab(lockPrefab, slot) as GameObject; newLock.transform.localPosition = Vector3.zero; newLock.transform.localScale = new Vector3(width / baseLockSize, width / baseLockSize); SlotLock slotLock = newLock.GetComponent <SlotLock>(); slotLock.SetLockSettings(lockType, counter); slot.GetComponent <GameSlot>().SetSlotLock(slotLock); EditorUtility.SetDirty(slot.GetComponent <GameSlot>()); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); }