void createNewCharDB() { // There is no overwrite protection here! // There is No "Are you sure you want to overwrite your existing object?" if it exists. // This should probably get a string from the user to create a new name and pass it ... viewIndex = 1; charDB = CreateInstance <CharacterDatabase>(); string destintation = dir + "CharDB.asset"; AssetDatabase.CreateAsset(charDB, destintation); AssetDatabase.SaveAssets(); if (charDB) { charDB.lists = new List <CharactersInfo>(); string relPath = AssetDatabase.GetAssetPath(charDB); EditorPrefs.SetString("CharPath", relPath); EditorUtility.FocusProjectWindow(); Selection.activeObject = charDB; } }
void OnEnable() { dir = "Assets/Data/"; toShow = SHOW.NOTHING; viewIndex = 1; EditorPrefs.SetString("ObjectPath", dir); if (EditorPrefs.HasKey("SettingsPath")) { string path = EditorPrefs.GetString("SettingsPath"); settingsDB = AssetDatabase.LoadAssetAtPath <SettingsDatabase>(path); } else { settingsDB = AssetDatabase.LoadAssetAtPath <SettingsDatabase>("Assets/Data/SettingsDB.asset"); } if (EditorPrefs.HasKey("ItemsPath")) { string path = EditorPrefs.GetString("ItemsPath"); itemDB = AssetDatabase.LoadAssetAtPath <ItemDatabase>(path); } else { itemDB = AssetDatabase.LoadAssetAtPath <ItemDatabase>("Assets/Data/ItemDB.asset"); } if (EditorPrefs.HasKey("WeaponsPath")) { string path = EditorPrefs.GetString("WeaponsPath"); weaponDB = AssetDatabase.LoadAssetAtPath <WeaponDatabase>(path); } else { weaponDB = AssetDatabase.LoadAssetAtPath <WeaponDatabase>("Assets/Data/WeaponDB.asset"); } if (EditorPrefs.HasKey("EnvPath")) { string path = EditorPrefs.GetString("EnvPath"); envDB = AssetDatabase.LoadAssetAtPath <EnvironmentDatabase>(path); } else { envDB = AssetDatabase.LoadAssetAtPath <EnvironmentDatabase>("Assets/Data/EnvDB.asset"); } if (EditorPrefs.HasKey("SupplyPath")) { string path = EditorPrefs.GetString("SupplyPath"); supplyDB = AssetDatabase.LoadAssetAtPath <SupplyDatabase>(path); } else { supplyDB = AssetDatabase.LoadAssetAtPath <SupplyDatabase>("Assets/Data/SupplyDB.asset"); } if (EditorPrefs.HasKey("CharPath")) { string path = EditorPrefs.GetString("CharPath"); charDB = AssetDatabase.LoadAssetAtPath <CharacterDatabase>(path); } else { charDB = AssetDatabase.LoadAssetAtPath <CharacterDatabase>("Assets/Data/CharDB.asset"); } }