Inheritance: UnityEngine.ScriptableObject, IBehaveAsset
コード例 #1
0
ファイル: BehaveMenu.cs プロジェクト: xgrommx/Unity3D
    static void Compile(bool debug)
    {
        BehaveAsset asset = Selection.activeObject as BehaveAsset;

        Compiler.Compile(asset, debug);
        EditorInstance.UpdateCompilerState();
    }
コード例 #2
0
    public static void EditLibraryAsset(BehaveAsset asset)
    {
        EditorInstance.Asset = asset;

        Selection.activeObject = asset;

        ShowTreeEditor();
        ShowBrowser();
    }
コード例 #3
0
    public static void Create()
    {
        BehaveAsset asset;
        string      name    = "NewBehaveLibrary";
        int         nameIdx = 0;

        while (System.IO.File.Exists(
                   Application.dataPath + "/" + name + nameIdx + ".asset"
                   ))
        {
            nameIdx++;
        }

        asset      = new BehaveAsset();
        asset.Data = (new Library()).GetData();
        AssetDatabase.CreateAsset(asset, "Assets/" + name + nameIdx + ".asset");
        Selection.activeObject = asset;

        EditorUtility.FocusProjectWindow();

        EditLibrary();
    }
コード例 #4
0
	public static void Create ()
	{
		BehaveAsset asset;
		string name = "NewBehaveLibrary";
		int nameIdx = 0;
		
		while (System.IO.File.Exists (
			Application.dataPath + "/" + name + nameIdx + ".asset"
		))
		{
			nameIdx++;
		}

		asset = new BehaveAsset ();
		asset.Data = (new Library ()).GetData ();
		AssetDatabase.CreateAsset (asset, "Assets/" + name + nameIdx + ".asset");
		Selection.activeObject = asset;
		
		EditorUtility.FocusProjectWindow ();
		
		EditLibrary ();
	}
コード例 #5
0
    static void Compile(bool debug)
    {
        BehaveAsset asset = Selection.activeObject as BehaveAsset;

        Compiler.Compile(asset, debug);
    }
コード例 #6
0
	public static void EditLibraryAsset (BehaveAsset asset)
	{
		EditorInstance.Asset = asset;
		
		Selection.activeObject = asset;
		
		ShowTreeEditor ();
		ShowBrowser ();
	}