コード例 #1
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        protected override OdinMenuTree BuildMenuTree()
        {
            OdinMenuTree tree = new OdinMenuTree(true);

            tree.DefaultMenuStyle = OdinMenuStyle.TreeViewStyle;

            tree.Config.DrawSearchToolbar = true;

            //tree.Add("Menu Style",        tree.DefaultMenuStyle,  EditorIcons.SettingsCog);
            tree.Add("Game Master", GameMaster.Get(), EditorIcons.PacmanGhost);

            tree.AddAllAssetsAtPath("Data", "Assets/Data", typeof(IntValue), true).AddThumbnailIcons();
            tree.AddAllAssetsAtPath("Data", "Assets/Data", typeof(FloatValue), true).AddThumbnailIcons();
            tree.AddAllAssetsAtPath("Data", "Assets/Data", typeof(HeartsValue), true).AddThumbnailIcons();
            tree.AddAllAssetsAtPath("Data", "Assets/Data", typeof(DynamicsProfile), true).AddThumbnailIcons();

            tree.Add("Audio", null, EditorIcons.Sound);
            tree.AddAllAssetsAtPath("Audio", "Assets/Audio/Audio Collections", typeof(AudioCollection), true).AddThumbnailIcons();

            tree.Add("Save Data", null, EditorIcons.GridBlocks);

            BuildSaveDataTree <string>(tree, "StringValue");
            BuildSaveDataTree <int>(tree, "IntValue");
            BuildSaveDataTree <float>(tree, "FloatValue");
            BuildSaveDataTree <bool>(tree, "BoolValue");
            BuildSaveDataTree <Hearts>(tree, "HeartsValue");
            BuildSaveDataTree <bool>(tree, "ConstellationData");

            return(tree);
        }
コード例 #2
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree(true);

        tree.DefaultMenuStyle.IconSize = 28.00f; //图标大小
        tree.Config.DrawSearchToolbar  = true;   //搜索栏
        //角色预览页
        MonsterOverview.Instance.UpdataMonsterOverview();
        tree.Add("Monsters", new MonsterTable(MonsterOverview.Instance.AllMonsters));
        //增加所有角色到左边
        tree.AddAllAssetsAtPath("Resources/ScriptsObject/MonsterSet", "Assets", typeof(MonsterSet), true, true);
        //添加所有的模块到左边
        tree.AddAllAssetsAtPath("Resources/ScriptsObject/ModuleSet", "Assets", typeof(ModuleSet), true, true);
        //拖拽功能
        tree.EnumerateTree().Where(x => x.Value as ModuleSet).ForEach(AddDragHandles);
        //添加所有的技能到左边
        tree.AddAllAssetsAtPath("Resources/ScriptsObject/SkillSet", "Assets", typeof(SkillSet), true, true);
        //拖拽功能
        tree.EnumerateTree().Where(x => x.Value as SkillSet).ForEach(AddDragHandles);
        //添加图标
        tree.EnumerateTree().AddIcons <MonsterSet>(x => x.monsterIcon);
        tree.EnumerateTree().AddIcons <ModuleSet>(x => x.moduleIconA);
        tree.EnumerateTree().AddIcons <SkillSet>(x => x.skillIconA);
        return(tree);
    }
コード例 #3
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    //I'm building multiple trees depending on what "state" is selected
    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        switch (managerState)
        {
        case ManagerState.modules:
            tree.AddAllAssetsAtPath("Module Data", modulePath, typeof(ModuleData));
            break;

        case ManagerState.Items:
            tree.AddAllAssetsAtPath("Item Data", itemPath, typeof(OpenInventory.ItemData));
            break;

        case ManagerState.Recipes:
            tree.AddAllAssetsAtPath("Reciped", recipePath, typeof(RecipeBase));
            break;

        case ManagerState.color:
            tree.AddAllAssetsAtPath("Color Data", colorPath, typeof(ColorData));
            break;

        default:
            break;
        }
        return(tree);
    }
コード例 #4
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        protected override OdinMenuTree BuildMenuTree()
        {
            var tree = new OdinMenuTree(true);

            tree.DefaultMenuStyle.IconSize = 28.00f;
            tree.Config.DrawSearchToolbar  = true;

            // Adds the character overview table.
            CharacterOverview.Instance.UpdateCharacterOverview();
            tree.Add("Characters", new CharacterTable(CharacterOverview.Instance.AllCharacters));

            // Adds all cahracters.
            tree.AddAllAssetsAtPath("Characters", "Assets/Plugins/Sirenix", typeof(Character), true, true);

            // Add all scriptable object items.
            tree.AddAllAssetsAtPath("", "Assets/Plugins/Sirenix/Demos/SAMPLE - RPG Editor/Items", typeof(Item), true)
            .ForEach(this.AddDragHandles);

            // Add drag handles to items, so they can be easily dragged into the inventory if characters etc...
            tree.EnumerateTree().Where(x => x.Value as Item).ForEach(AddDragHandles);

            // Add icons to characters and items.
            tree.EnumerateTree().AddIcons <Character>(x => x.Icon);
            tree.EnumerateTree().AddIcons <Item>(x => x.Icon);

            return(tree);
        }
コード例 #5
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        protected override OdinMenuTree BuildMenuTree()
        {
            var tree = new OdinMenuTree(true);

            var customMenuStyle = new OdinMenuStyle
            {
                BorderPadding     = 0f,
                AlignTriangleLeft = true,
                TriangleSize      = 16f,
                TrianglePadding   = 0f,
                Offset            = 20f,
                Height            = 23,
                IconPadding       = 0f,
                BorderAlpha       = 0.323f
            };

            tree.DefaultMenuStyle = customMenuStyle;

            tree.Config.DrawSearchToolbar = true;

            // Adds the custom menu style to the tree, so that you can play around with it.
            // Once you are happy, you can press Copy C# Snippet copy its settings and paste it in code.
            // And remove the "Menu Style" menu item from the tree.
            tree.AddObjectAtPath("Menu Style", tree.DefaultMenuStyle)
            .AddThumbnailIcons();

            for (int i = 0; i < 5; i++)
            {
                var customObject = new SomeCustomClass()
                {
                    Name = i.ToString()
                };
                var customMenuItem = new MyCustomMenuItem(tree, customObject);
                tree.AddMenuItemAtPath("Custom Menu Items", customMenuItem);
            }

            tree.AddAllAssetsAtPath("Scriptable Objects in Plugins Tree", "Plugins", typeof(ScriptableObject), true, false)
            .AddThumbnailIcons()
            .SortMenuItemsByName();

            tree.AddAllAssetsAtPath("Scriptable Objects in Plugins Flat", "Plugins", typeof(ScriptableObject), true, true)
            .AddThumbnailIcons(true)
            .SortMenuItemsByName();

            tree.AddAllAssetsAtPath("Only Configs has Icons", "Plugins/Sirenix", true, false)
            .Where(x => x.ObjectInstance as ScriptableObject)
            .AddThumbnailIcons();

            return(tree);
        }
コード例 #6
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        protected override OdinMenuTree BuildMenuTree()
        {
            var tree = new OdinMenuTree(true);

            tree.DefaultMenuStyle         = CaomaoGUIStyle.DefaultMenuStyle;
            tree.Config.DrawSearchToolbar = true;
            tree.AddObjectAtPath("本地化操作", this.operatorIns);
            tree.AddAllAssetsAtPath("本地化ScriptableObject文件",
                                    this.operatorIns.SBFolderPath, true, false);
            tree.AddAllAssetsAtPath("本地化Excel文件",
                                    this.operatorIns.ExcelFolderPath, true, false);
            tree.AddAssetAtPath("脚本常量模板", this.operatorIns.TemplateFilePath);
            tree.EnumerateTree().AddThumbnailIcons();
            return(tree);
        }
コード例 #7
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        protected override OdinMenuTree BuildMenuTree()
        {
            var tree = new OdinMenuTree();

            tree.Selection.SupportsMultiSelect = false;
            tree.Add("Settings", GeneralDrawerConfig.Instance);
            tree.Add("Utilities", new TextureUtilityEditor());
            tree.Add("Utilities/MyStruct", new MyStruct());
            tree.AddAllAssetsAtPath("Odin Settings", "", typeof(ScriptableObject), true, true);
            return(tree);

            var tree2 = new OdinMenuTree();

            tree2.DefaultMenuStyle = OdinMenuStyle.TreeViewStyle;
            tree2.Add("Menu Style", tree2.DefaultMenuStyle);
            var allAssets = AssetDatabase.GetAllAssetPaths()
                            .Where(x => x.StartsWith("Assets/"))
                            .OrderBy(x => x);

            foreach (var path in allAssets)
            {
                tree2.AddAssetAtPath(path.Substring("Assets/".Length), path);
            }
            tree2.EnumerateTree().AddThumbnailIcons();
            return(tree2);
        }
コード例 #8
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.DefaultMenuStyle = OdinMenuStyle.TreeViewStyle;
        // tree.Add("Menu Style", tree.DefaultMenuStyle);
        tree.Selection.SupportsMultiSelect = false;

        tree.Add("AB管理", new ABManager());
        tree.Add("DLL管理", new DLLManager());
        tree.Add("Manifest", AssetDatabase.LoadAssetAtPath <UnityEngine.Object>("Assets/Manifest.asset"));
        tree.Add("配置", Resources.Load <LWGlobalConfig>("LWGlobalConfig"));
        tree.Add("其他", new OtherToolManger());
        tree.AddAllAssetsAtPath("序列化文件", "Assets/LWFramework/Editor", typeof(ScriptableObject), true, true);


        //var allAssets = AssetDatabase.GetAllAssetPaths()
        //   .Where(x => x.StartsWith("Assets/"))
        //   .OrderBy(x => x);
        //foreach (var path in allAssets)
        //{
        //    tree.AddAssetAtPath(path.Substring("Assets/".Length), path);
        //}
        tree.EnumerateTree().AddThumbnailIcons();
        return(tree);
    }
コード例 #9
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    protected override OdinMenuTree BuildMenuTree()
    {
        createNewEnemy = new CreateNewEnemy();

        var tree = new OdinMenuTree(supportsMultiSelect: true)
        {
            { "Create New/Enemy", createNewEnemy }
        };

        tree.AddAllAssetsAtPath("Party Members", "Scriptable Objects/Characters/Party Members", typeof(PartyMember));
        tree.AddAllAssetsAtPath("Enemies", "Scriptable Objects/Characters/Enemies", typeof(Enemy));
        tree.AddAllAssetsAtPath("", "Resources", typeof(PartyManager));
        tree.AddAllAssetsAtPath("", "Resources", typeof(EnemyManager));

        return(tree);
    }
コード例 #10
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        protected override OdinMenuTree BuildMenuTree()
        {
            var          setting = GetOrCreateSetting();
            OdinMenuTree tree    = new OdinMenuTree(supportsMultiSelect: true)
            {
                { "Setting", setting },
            };
            var paths = setting.AssetPaths;

            for (int i = 0; i < paths.Count; i++)
            {
                if (paths[i].AssetPath != string.Empty)
                {
                    tree.AddAssetAtPath(paths[i].Name, paths[i].AssetPath);
                }

                if (paths[i].FolderPath != string.Empty)
                {
                    tree.AddAllAssetsAtPath(paths[i].Name, paths[i].FolderPath, typeof(ScriptableObject), true);
                }
            }
            tree.EnumerateTree().AddIcons <IGetIcon>(x => x.GetIcon());

            tree.DefaultMenuStyle.IconSize    = 34f;
            tree.DefaultMenuStyle.IconPadding = 0f;
            tree.DefaultMenuStyle.SetIconOffset(-5f);
            tree.DefaultMenuStyle.SetOffset(5f);
            tree.Config.DrawSearchToolbar = true;
            return(tree);
        }
コード例 #11
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        private SomeData someData = new SomeData(); // Take a look at SomeData to see how serialization works in Editor Windows.

        protected override OdinMenuTree BuildMenuTree()
        {
            OdinMenuTree tree = new OdinMenuTree(supportsMultiSelect: true)
            {
                { "Home", this, EditorIcons.House },                                                           // draws the someDataField in this case.
                { "Odin Settings", null, EditorIcons.SettingsCog },
                { "Odin Settings/Color Palettes", ColorPaletteManager.Instance, EditorIcons.EyeDropper },
                { "Odin Settings/AOT Generation", AOTGenerationConfig.Instance, EditorIcons.SmartPhone },
                { "Camera current", Camera.current },
                { "Some Class", this.someData }
            };

            tree.AddAllAssetsAtPath("More Odin Settings", SirenixAssetPaths.OdinEditorConfigsPath, typeof(ScriptableObject), true)
            .AddThumbnailIcons();

            tree.AddAssetAtPath("Odin Getting Started", SirenixAssetPaths.SirenixPluginPath + "Getting Started With Odin.asset");

            tree.MenuItems.Insert(2, new OdinMenuItem(tree, "Menu Style", tree.DefaultMenuStyle));

            tree.Add("Menu/Items/Are/Created/As/Needed", new GUIContent());
            tree.Add("Menu/Items/Are/Created", new GUIContent("And can be overridden"));

            // As you can see, Odin provides a few ways to quickly add editors / objects to your menu tree.
            // The API also gives you full control over the selection, etc..
            // Make sure to check out the API Documentation for OdinMenuEditorWindow, OdinMenuTree and OdinMenuItem for more information on what you can do!

            return(tree);
        }
コード例 #12
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree(true);

        tree.AddAllAssetsAtPath("", "Resources", typeof(GlobalVariables)).AddIcon(EditorIcons.SettingsCog);

        return(tree);
    }
コード例 #13
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree(true);

        tree.DefaultMenuStyle.IconSize = 28.00f;
        tree.Config.DrawSearchToolbar  = true;
        tree.AddAllAssetsAtPath("LoadBuff", "Assets/Editor/BuffEditor/Buff", typeof(CSBuff), true, true);
        return(tree);
    }
コード例 #14
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        tree.Add("Create New", new CreateNewEnemyData());
        tree.AddAllAssetsAtPath("Enemy Data", "Assets/Scripts", typeof(EnemyData));
        return(tree);
    }
コード例 #15
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    protected override OdinMenuTree BuildMenuTree()
    {
        createNewClass  = new CreateNewClass();
        createNewWeapon = new CreateNewWeapon();

        var tree = new OdinMenuTree(supportsMultiSelect: true)
        {
            { "Create New/Class", createNewClass },
            { "Create New/Weapon", createNewWeapon }
        };

        tree.AddAllAssetsAtPath("Classes/Alek", "Scriptable Objects/Classes/Alek Ezana", typeof(Class));
        tree.AddAllAssetsAtPath("Classes/Leandra", "Scriptable Objects/Classes/Leandra Valentina", typeof(Class));
        tree.AddAllAssetsAtPath("Classes/Lilith", "Scriptable Objects/Classes/Lilith Morana", typeof(Class));
        tree.AddAllAssetsAtPath("Classes/Elias", "Scriptable Objects/Classes/Elias Adwin", typeof(Class));
        tree.AddAllAssetsAtPath("Weapons", "Scriptable Objects/Weapons", typeof(WeaponItem));

        return(tree);
    }
コード例 #16
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ファイル: EnemyCatalogue.cs プロジェクト: hwhea/Project-Dark
    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        tree.Add("+ Create New Enemy", new CreateNewEnemyData());
        tree.AddAllAssetsAtPath("Enemy Data", ENEMY_DATA_FILEPATH, typeof(EnemySO));
        return(tree);
    }
コード例 #17
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        createNewNPC = new CreateNewNPC();
        tree.Add("Create NPC", createNewNPC);
        tree.AddAllAssetsAtPath("NPC Data", "Assets/Resources/NPC/NPC Data", typeof(NPCData));

        return(tree);
    }
コード例 #18
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        _createNewWaveManager = new CreateNewWaveManager();
        tree.Add("Create New Wave Manager", new CreateNewWaveManager());
        tree.AddAllAssetsAtPath("Wave Manager", "Assets/Wave Managers", typeof(WaveManagerScriptableObject));

        return(tree);
    }
コード例 #19
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        tree.Add("+ Create New Item", new CreateNewItemData());
        tree.AddAllAssetsAtPath("Item Data", ITEM_DATA_FILEPATH, typeof(SOFabricatorItem));
        return(tree);
    }
コード例 #20
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        protected override OdinMenuTree BuildMenuTree()
        {
            var tree = new OdinMenuTree();

            if (CurrentModule != null && !CurrentModule.IsSceneObject)
            {
                tree.AddAllAssetsAtPath(CurrentModule.Label, CurrentModule.AssetsPath, CurrentModule.Type);
            }

            return(tree);
        }
コード例 #21
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        _createNewSceneEssentials = new CreateNewSceneEssentials();

        tree.Add("Create New Scene Type", _createNewSceneEssentials);
        tree.AddAllAssetsAtPath("Scene Essentials", "Assets/Resources/Tools/SceneEssentials", typeof(SceneEssentialObjects));

        return(tree);
    }
コード例 #22
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        tree.Add("Settings", GeneralDrawerConfig.Instance);
        tree.Add("Utilities", new TextureUtilityEditor());
        tree.AddAllAssetsAtPath("Odin Settings", "Assets/Plugins/Sirenix", typeof(ScriptableObject), true, true);
        return(tree);
    }
コード例 #23
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        protected override OdinMenuTree BuildMenuTree()
        {
            OdinMenuTree tree = new OdinMenuTree(supportsMultiSelect: true)
            {
            };

            tree.AddAssetAtPath("Build", "Configs/Editor/Build/Build.asset");

            tree.AddAllAssetsAtPath("", "", typeof(BuildSteps_Config), includeSubDirectories: true, flattenSubDirectories: true)
            .AddThumbnailIcons();
            return(tree);
        }
コード例 #24
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        protected override OdinMenuTree BuildMenuTree()
        {
            OdinMenuTree tree = new OdinMenuTree(supportsMultiSelect: true)
            {
            };

            tree.AddAllAssetsAtPath("配置表", ScriptObjectConfig, typeof(ScriptObjectConfig), true, true)
            .AddThumbnailIcons();

            tree.AddAllAssetsAtPath("数据创建器", ScriptObjectCreator, typeof(DataCreator), true, true)
            .AddThumbnailIcons();

            tree.AddAllAssetsAtPath("数据", ScriptObjectData, typeof(CharacterBaseData), true, true)
            .AddThumbnailIcons();

            tree.AddAllAssetsAtPath("组件", ComponentPath, typeof(ComponentManager), true, true)
            .AddThumbnailIcons();
            tree.AddAllAssetsAtPath("组件列表", ComponentInfoPath, typeof(ComponentInfo), true, true)
            .AddThumbnailIcons();
            return(tree);
        }
コード例 #25
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    protected override OdinMenuTree BuildMenuTree()
    {
        createNewPhysicalAttack = new CreateNewPhysicalAttack();
        createNewRangedAttack   = new CreateNewRangedAttack();
        createNewNonAttack      = new CreateNewNonAttack();
        createNewSpell          = new CreateNewSpell();
        createNewPassiveAbility = new CreateNewPassiveAbility();

        var tree = new OdinMenuTree(supportsMultiSelect: true)
        {
            { "Create New/Ability/Physical Attack", createNewPhysicalAttack },
            { "Create New/Ability/Ranged Attack", createNewRangedAttack },
            { "Create New/Ability/Non-Attack", createNewNonAttack },
            { "Create New/Passive Ability", createNewPassiveAbility },
            { "Create New/Spell", createNewSpell }
        };

        tree.AddAllAssetsAtPath("Abilities/Physical Attacks", "Scriptable Objects/Abilities/Physical", typeof(Ability));
        tree.AddAllAssetsAtPath("Abilities/Ranged Attacks", "Scriptable Objects/Abilities/Ranged", typeof(Ability));
        tree.AddAllAssetsAtPath("Abilities/Non-Attacks", "Scriptable Objects/Abilities/Non-attacks", typeof(Ability));
        tree.AddAllAssetsAtPath("Abilities/Special Attacks", "Scriptable Objects/Abilities/Special Attacks", typeof(Ability));
        tree.AddAllAssetsAtPath("Passive Abilities", "Scriptable Objects/Passive Abilities", typeof(PassiveAbility));
        tree.AddAllAssetsAtPath("Spells", "Scriptable Objects/Spells", typeof(Spell));

        return(tree);
    }
コード例 #26
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        protected override OdinMenuTree BuildMenuTree()
        {
            OdinMenuTree tree = new OdinMenuTree
            {
                { "Path Settings", FindPathSettings() }
            };

            tree.AddAllAssetsAtPath("Path Settings", "Assets/Continuous Mode/Data/Path Zones", typeof(ProceduralZone));
            //tree.AddRange(ProceduralPathSettings.Instance.Zones, (obj) => ("Path Settings/Zone " + ProceduralPathSettings.Instance.Zones.Count));
            tree.SortMenuItemsByName();
            //tree.
            return(tree);
        }
コード例 #27
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree(true);

        tree.DefaultMenuStyle.IconSize = 28.00f;
        tree.Config.DrawSearchToolbar  = true;

        tree.Add("Overview", new AllEquipment());
        tree.Add("Loadouts", new Loadouts());

        tree.AddAllAssetsAtPath("Frames", "Assets/Resources/Equipment/Frames/", typeof(Frame), true,
                                true)
        .SortMenuItemsByName()
        .ForEach(this.AddDragHandles);

        tree.AddAllAssetsAtPath("Weapons/Main Weapons", "Assets/Resources/Equipment/Weapons/", typeof(MainWeapon), true,
                                true)
        .SortMenuItemsByName()
        .ForEach(this.AddDragHandles);

        tree.AddAllAssetsAtPath("Weapons/Sub Weapons", "Assets/Resources/Equipment/Weapons/", typeof(SubWeapon), true)
        .SortMenuItemsByName()
        .ForEach(this.AddDragHandles);

        tree.AddAllAssetsAtPath("Mods", "Assets/Resources/Equipment/Mods/", typeof(Mod), true)
        .SortMenuItemsByName()
        .ForEach(this.AddDragHandles);

        // Add icons to characters and items.
//        tree.EnumerateTree().AddIcons<Character>(x => x.Icon);
//        tree.EnumerateTree().AddIcons<Item>(x => x.Icon);

        // Add drag handles to items, so they can be easily dragged into the inventory if characters etc...
        tree.EnumerateTree().Where(x => x.ObjectInstance as Equipment)
        .ForEach(AddDragHandles);

        return(tree);
    }
コード例 #28
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    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        tree.Add("Create New", new CreateNewCharcacterData());
        tree.AddAllAssetsAtPath("Enemy Data", "Assets/Scripts/2D Character Creator/Characters", typeof(CharacterSpriteData));
        if (sprites != null)
        {
            tree.Add("Set Up Sprites", sprites);
        }
        return(tree);
    }
コード例 #29
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    //I'm building multiple trees depending on what "state" is selected
    protected override OdinMenuTree BuildMenuTree()
    {
        var tree = new OdinMenuTree();

        tree.Selection.SupportsMultiSelect = false;

        switch (managerState)
        {
        case ManagerState.Levels:
            tree.AddAllAssetsAtPath("Levels Data", levelsPath, typeof(LevelData));
            break;

        default:
            break;
        }
        return(tree);
    }
コード例 #30
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ファイル: Main.cs プロジェクト: Lyrcaxis/DialogueEditor
        protected override OdinMenuTree BuildMenuTree()
        {
            var tree = new OdinMenuTree(false);

            tree.DefaultMenuStyle.IconSize = 28.00f;
            tree.Config.DrawSearchToolbar  = true;

            tree.Add("NPCS", null);
            tree.Add("NPCS/None", null);
            //If you decide to use the DialogueEditorSettings, you can use it as such, after you Create one
            //tree.AddAllAssetsAtPath("NPCS",DialogueEditorSettings.instance.NPCPath,typeof(NPCDialogue),true);
            try {             //Try to avoid null ref exception
                tree.AddAllAssetsAtPath("NPCS", "", typeof(NPCDialogue), true);
                tree.EnumerateTree().AddIcons <NPCDialogue>(x => x.icon);
            } catch { }
            return(tree);
        }