Esempio n. 1
0
	// ================================================================================================================

	public static void Show(UniRPGArgsEventHandler onAccept, object[] args)
	{
		if (!UniRPGEditorGlobal.LoadDatabase(true)) return;  // make sure DB is loaded
		LootSelectWiz window = EditorWindow.GetWindow<LootSelectWiz>(true, "Select Loot", true);
		window.inited = false;
		window.args = args;
		window.OnAccept = onAccept;
		window.ShowUtility();
	}
Esempio n. 2
0
	public static void Show(string title, string label, string currText, UniRPGArgsEventHandler onAccept, object[] args)
	{
		TextInputWiz window = EditorWindow.GetWindow<TextInputWiz>(true, title, true);
		window.inited = false;
		window.text = currText;
		window.label = label;
		window.OnAccept2 = onAccept;
		window.args = args;
		window.ShowUtility();
	}
Esempio n. 3
0
	public static void Show(UniRPGArgsEventHandler onAccept, RPGEvent selectedEvent, object[] args)
	{
		// make sure DB is loaded
		if (!UniRPGEditorGlobal.LoadDatabase()) return;

		// create window
		EventSelectWiz window = EditorWindow.GetWindow<EventSelectWiz>(true, "Select Event", true);
		window.inited = false;
		window.selectedEvent = selectedEvent;
		window.args = args;
		window.OnAccept2 = onAccept;

		// show window
		window.ShowUtility();
	}
Esempio n. 4
0
	public static void Show(bool multiSelect, UniRPGGlobal.Target target, int limitToSlot, UniRPGArgsEventHandler onAccept, object[] args)
	{
		// make sure DB is loaded
		if (!UniRPGEditorGlobal.LoadDatabase()) return;

		// create window
		ItemSelectWiz window = EditorWindow.GetWindow<ItemSelectWiz>(true);
		window.inited = false;
		window.multiSelect = multiSelect;
		window.limitToSlot = limitToSlot;
		window.target = (int)target;
		window.OnAccept = onAccept;
		window.args = args;

		// show window
		window.ShowUtility();
	}