void OnGUI() { if (_stylesNotLoaded) { LoadStyles(); } EditorGUILayout.Space(); GUILayout.Label(new GUIContent("<size=20><b><color=#666666>Foundation Framework</color></b></size>"), _publisherNameStyle); EditorGUILayout.Space(); #if !DOTWEEN EditorGUILayout.Space(); if (ButtonPressed("[1]: Import Dotween package")) { UnityEditorInternal.AssetStore.Open(DotweenAddress); } EditorGUILayout.LabelField(" click here to access package.", _greyText); EditorGUILayout.Space(); if (ButtonPressed("[2]: Setup DoTween")) { Debug.Log(" Open Tools/Demigiant/Dotween Utility panel."); } EditorGUILayout.LabelField(" Open Tools/Demigiant/Dotween Utility panel.", _greyText); EditorGUILayout.Space(); if (ButtonPressed("[3]: Enable Dotween Integration")) { string Directive = "DOTWEEN"; PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Facebook, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.tvOS, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.WebGL, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Facebook, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.PS4, Directive); PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.XboxOne, Directive); Debug.Log("Adding the scripting define symbol " + Directive); SupportWindow currentWindow = GetWindow <SupportWindow>(WindowName); currentWindow.Close(); } EditorGUILayout.LabelField(" to enable the logic.", _greyText); #else _toolBarIndex = GUILayout.Toolbar(_toolBarIndex, _toolbarOptions, _toolBarStyle, _toolbarHeight); switch (_toolBarIndex) { case 0: EditorGUILayout.Space(); if (EditorUtility.ButtonPressed("Open save folder", "open_save")) { SaveEditor.OpenDataFolder(); } EditorGUILayout.LabelField(" Play First to create the folder.", _greyText); EditorGUILayout.Space(); if (EditorUtility.ButtonPressed("Delete all saves", "folder_delete")) { SaveEditor.ClearSaveFolder(); } EditorGUILayout.LabelField(" Data folder + all profiles.", _greyText); EditorGUILayout.Space(); if (EditorUtility.ButtonPressed("Go to Scenes", "unity")) { EditorMenu.PingInProject("Assets/Foundation Framework/Scenes"); } EditorGUILayout.LabelField(" Select the scenes folder.", _greyText); break; case 1: EditorGUILayout.Space(); if (EditorUtility.ButtonPressed("Send an email", "mail")) { EditorMenu.AskQuestionByEmail(); } EditorGUILayout.LabelField(" Ask any question here.", _greyText); EditorGUILayout.Space(); if (EditorUtility.ButtonPressed("Documentation", "docs")) { EditorMenu.OpenFoundationDocumentation(); } EditorGUILayout.LabelField(" All modules explained.", _greyText); EditorGUILayout.Space(); if (EditorUtility.ButtonPressed("Developer Website", "tiny_tree")) { EditorMenu.OpenDeveloperWebsite(); } EditorGUILayout.LabelField(" Games & assets made.", _greyText); break; } #endif GUILayout.FlexibleSpace(); EditorGUILayout.LabelField(new GUIContent(Version), _centeredVersionLabel); EditorGUILayout.Space(); if (GUILayout.Button(new GUIContent("<size=11> Please consider leaving us a review.</size>", EditorUtility.GetEditorTexture("star"), ""), _reviewBanner, _bannerHeight)) { UnityEditorInternal.AssetStore.Open(StoreAdress); } }