/// <summary> /// Create a new <see cref="SkillSet"/> at a given path. /// </summary> /// <param name="assetPath">Path where the <see cref="SkillSet"/> will be saved</param> public override void CreateNewAsset(string assetPath) { base.CreateDirectories(assetPath); asset = EditorTools.Create <SkillSet>(assetPath); if (asset) { string relPath = AssetDatabase.GetAssetPath(asset); EditorPrefs.SetString("AssetPath" + assetName, relPath); } }
void OnEnable() { manager = target as GlassRenderOrderManager; if (tools == null) { tools = EditorTools.Create(manager, this); } manager.RefreshGlassTypes(); list = new ReorderableList(manager.glassTypes, typeof(GlassType), true, false, false, false); list.drawHeaderCallback = HeaderCallBackDelegate; list.drawElementCallback = ElementCallBackDelegate; list.onReorderCallback = ReorderCallBackDelegate; list.onChangedCallback = ChangedCallBackDelegate; list.onSelectCallback = SelectCallBackDelegate; }
public ToolsButton() { Game game = Game.Get(); if (!game.editMode) { return; } TextButton tb = new TextButton(new Vector2(UIScaler.GetRight(-6), 0), new Vector2(6, 1), new StringKey("val", "COMPONENTS"), delegate { QuestEditorData.TypeSelect(); }); tb.button.GetComponent <UnityEngine.UI.Text>().fontSize = UIScaler.GetSmallFont(); tb.ApplyTag(Game.QUESTUI); tb = new TextButton(new Vector2(UIScaler.GetRight(-10), 0), new Vector2(4, 1), TOOLS, delegate { EditorTools.Create(); }); tb.button.GetComponent <UnityEngine.UI.Text>().fontSize = UIScaler.GetSmallFont(); tb.ApplyTag(Game.QUESTUI); }