/// <summary> /// Use this function to show a new editor window for creating a new AnimObject asset. /// </summary> /// <param name="animController">The AnimationController that this AnimObject will be added to</param> /// <param name="animation">Which "Animation" we're adding this AnimObject to</param> public static void ShowAddNewAnimObjectWindow(RSRAnimationController animController, AnimObject.AnimationEnum animation) { window = EditorWindow.GetWindow <AddNewAnimObject>(false, "Add New AnimObject"); window.SetTargetAnimController(animController); /* Now we need to find which Animation we're dealing with */ window._targetAOH = window._targetAnimController.GetAnimObjectHolders().First(aoh => aoh.GetAnimationEnum() == animation); }
/* Draw the "header" for a single animation type you can create a sequence for. * EXAMPLE: * 'Animation 1... (button)[Add AnimObject]' */ void DrawAnimationTitle(AnimObject.AnimationEnum animEnum) { GUILayout.BeginHorizontal(); GUILayout.Label(animEnum.ToString() + " Animation", TitleStyle, GUILayout.Height(20f)); //show title of animation if (GUILayout.Button("X", GUILayout.MaxWidth(25f))) { _animController.RemoveAnimObjectHolder(animEnum); } GUILayout.FlexibleSpace(); // fill up the middle GUILayout.Label(". . ."); GUILayout.FlexibleSpace(); //TO-DO: Add in a Button for adding a new AnimObject if (GUILayout.Button("Add AnimObject")) { //TO-DO: Implement adding a new AnimObject AddNewAnimObject.ShowAddNewAnimObjectWindow(_animController, animEnum); } GUILayout.EndHorizontal(); }
void CreateNewAddNewAnimObjectWindow(AnimObject.AnimationEnum animationType) { AddNewAnimObject.ShowAddNewAnimObjectWindow(_animController, animationType); }