private void CheckInitialize() { if (!_initialized) { _initialized = true; // Ads list _ads = new ReorderableList(_settings.ADs, typeof(Settings.Ad), false, true, true, true); _ads.drawElementCallback = DrawAdsListItems; _ads.drawHeaderCallback = (Rect rect) => { string name = "Ad Placements Setup"; EditorGUI.LabelField(rect, name); }; _ads.onRemoveCallback = (ReorderableList list) => { _settings.ADs.RemoveAt(list.index); EditorUtility.SetDirty(_settings); }; _ads.onAddCallback = (ReorderableList list) => { _settings.ADs.Add(new Settings.Ad()); EditorUtility.SetDirty(_settings); }; _ads.elementHeight = _listItemHeight; // IAPs list _iaps = new ReorderableList(_settings.IAPs, typeof(Settings.InAppPurchase), false, true, true, true); _iaps.drawElementCallback = DrawIAPsListItems; _iaps.drawHeaderCallback = (Rect rect) => { string name = "In App Purchases Setup"; EditorGUI.LabelField(rect, name); Rect resetButtonRect = new Rect(rect.x + rect.width - 60, rect.y, 100 - 35, EditorGUIUtility.singleLineHeight); if (GUI.Button(resetButtonRect, "RESET")) { // Erase data file if it exists InAppPurchases.Reset(); UnityEditor.AssetDatabase.Refresh(); } // We'll setup a project wide selector for mocking the currency IAPs are going to use Rect currencyCodeRect = new Rect(rect.x + 200, rect.y, 100 - 35, EditorGUIUtility.singleLineHeight); string label = "Currency"; EditorGUI.LabelField(currencyCodeRect, label); currencyCodeRect.x += 50; CurrencyCode currencyCode = _settings.CurrencyCode; CurrencyCode newCurrencyCode = (CurrencyCode)EditorGUI.EnumPopup(currencyCodeRect, currencyCode); if (newCurrencyCode != currencyCode) { _settings.CurrencyCode = newCurrencyCode; EditorUtility.SetDirty(_settings); } }; _iaps.onRemoveCallback = (ReorderableList list) => { _settings.IAPs.RemoveAt(list.index); EditorUtility.SetDirty(_settings); }; _iaps.onAddCallback = (ReorderableList list) => { _settings.IAPs.Add(new Settings.InAppPurchase()); EditorUtility.SetDirty(_settings); }; _iaps.elementHeight = _listItemHeight; // Leaderboard list _leaderboards = new ReorderableList(_settings.Leaderboards, typeof(Settings.Leaderboard), false, true, true, true); _leaderboards.drawElementCallback = DrawLeaderboardsListItems; _leaderboards.drawHeaderCallback = (Rect rect) => { string name = "Leaderboards Setup"; EditorGUI.LabelField(rect, name); }; _leaderboards.onRemoveCallback = (ReorderableList list) => { // Erase data file if it exists Leaderboard.Reset(_settings.Leaderboards[list.index].Id); UnityEditor.AssetDatabase.Refresh(); _settings.Leaderboards.RemoveAt(list.index); EditorUtility.SetDirty(_settings); }; _leaderboards.onAddCallback = (ReorderableList list) => { _settings.Leaderboards.Add(new Settings.Leaderboard()); EditorUtility.SetDirty(_settings); }; _leaderboards.elementHeight = _listItemHeight; // Analytic Events list _analyticsEvents = new ReorderableList(_settings.AnalyticsEvents, typeof(string), false, true, true, true); _analyticsEvents.drawElementCallback = DrawAnalyticEventsListItems; _analyticsEvents.drawHeaderCallback = (Rect rect) => { string name = "Analytic Events"; EditorGUI.LabelField(rect, name); }; _analyticsEvents.onRemoveCallback = (ReorderableList list) => { _settings.AnalyticsEvents.RemoveAt(list.index); EditorUtility.SetDirty(_settings); }; _analyticsEvents.onAddCallback = (ReorderableList list) => { _settings.AnalyticsEvents.Add(""); EditorUtility.SetDirty(_settings); }; _analyticsEvents.elementHeight = _listItemHeight; } }