コード例 #1
0
    public static void OpenWindow()
    {
        PlayerGeneratorWindow a = GetWindow <PlayerGeneratorWindow>("Player Generator", true);

        a.minSize = new Vector2(220f, 210f);
        mystyle   = new GUIStyle()
        {
            fontStyle = FontStyle.Bold,
            alignment = TextAnchor.MiddleCenter
        };
    }
コード例 #2
0
    private void OnGUI()
    {
        int numberOfItems = 0;

        foreach (GameModeProperties gameModeProperties in Resources.LoadAll("Data/Game Mode Properties/"))
        {
            numberOfItems++;
        }
        scenesEnabled = numberOfItems > 0;
        EditorGUILayout.Space();
        GUIStyle bannerStyle = new GUIStyle
        {
            alignment = TextAnchor.MiddleCenter,
            fontSize  = 15,
            fontStyle = FontStyle.Bold
        };

        EditorGUILayout.LabelField("Game Generator", bannerStyle);
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        if (GUILayout.Button("Game Mode configuration"))
        {
            GameModeGeneratorWindow.OpenWindow();
        }
        EditorGUI.BeginDisabledGroup(!scenesEnabled);
        if (GUILayout.Button("Scene generator"))
        {
            SceneGeneratorWindow.OpenWindow();
        }
        if (GUILayout.Button("Player configuration"))
        {
            PlayerGeneratorWindow.OpenWindow();
        }
        if (GUILayout.Button("Level configuration"))
        {
            LevelConfigurationWindow.OpenWindow();
        }
        EditorGUI.EndDisabledGroup();
    }
コード例 #3
0
    void CreateScriptable()
    {
        //ACA TE TIRA UN CARTEL DE UNITY QUE NO TE DEJA HACER NADA
        if (EditorUtility.DisplayDialog("Attention", "Is this information ok? " + "\n" + "\n" + selectedPers + "\n" + selectedMode + "\n" + selectedObj + "\n" + "LEVELS: " + howManyLevels, "Yes", "No"))
        {
            if (scriptable == null)
            {
                scriptable = CreateInstance <GameModeProperties>();                               //SI NO SE CREO ANTES, SE CREA AHORA EL SCRIPTABLEOBJ
            }
            scriptable.amountOfLevels = howManyLevels;

            if (!AssetDatabase.IsValidFolder("Assets/Resources/Data"))
            {
                AssetDatabase.CreateFolder("Assets/Resources", "Data");
                Debug.Log("The introduced folder doesn't exist, so I just created a default one for you.");
                AssetDatabase.Refresh();
            }
            var path = AssetDatabase.GenerateUniqueAssetPath("Assets/Resources/Data/Game Mode Properties/Level_Properties.asset"); //SE CREA UN PATH DONDE GUARDAR EL SCRIPTABLE



            gameModePage   = true;
            propertiesPage = false;                      //SE VUELVE A LA PAGINA DONDE SE ELIGE EL GAMEMODE
            AssetDatabase.CreateAsset(scriptable, path); //SE PONE EL SCRIPTABLE EN EL PATH


            for (int i = 0; i < howManyLevels; i++) //ACA SE CREAN LAS ESCENAS DEPENDIENDO LA PERSPECTIVA CON EL NOMBRE LEVEL0
            {
                if (scriptable.pers == Perspective.side)
                {
                    if (scriptable.gm == GameMode.endless)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestEndlessSide.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else if (scriptable.gm == GameMode.platform)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestPlatSide.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestSurSide.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                }
                if (scriptable.pers == Perspective.top)
                {
                    if (scriptable.gm == GameMode.endless)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestEndlessTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else if (scriptable.gm == GameMode.platform)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestPlatTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                }
                if (scriptable.pers == Perspective.third)
                {
                    if (scriptable.gm == GameMode.endless)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestEndlessTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else if (scriptable.gm == GameMode.platform)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestPlatTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                }
                if (scriptable.pers == Perspective.iso)
                {
                    if (scriptable.gm == GameMode.endless)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestEndlessTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else if (scriptable.gm == GameMode.platform)
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestPlatTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                    else
                    {
                        AssetDatabase.CopyAsset("Assets/Scenes/MatiTestTop.unity", "Assets/Resources/Prefabs/Level" + i + ".unity");
                    }
                }
            }
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            EditorSceneManager.OpenScene("Assets/Resources/Prefabs/Level0.unity"); //SE ABRE EL PRIMER NIVEL



            var manager = FindObjectOfType <GameManager>();// SETEO LOS VALORES DEL MANAGER DEL NUEVO NIVEL
            manager.scriptable = scriptable;
            if (scriptable.objPlatform == ObjectivePlatformer.CollectCoins)
            {
                manager.objPlatform.SetActive(false);
            }
            else if (scriptable.objPlatform == ObjectivePlatformer.GetToPointB)
            {
                manager.objPlatform.SetActive(false);
            }

            manager.myscenes     = new UnityEngine.SceneManagement.Scene[howManyLevels];
            manager.amountScenes = howManyLevels;
            for (int i = 0; i < howManyLevels; i++)  //ACA QUISE CONSEGUIR TODAS LAS ESCENAS CREADAS Y GUARDARLAS EN UNA VARIABLE EN EL MANAGER DEL NIVEL
            {
                manager.myscenes[i] = UnityEngine.SceneManagement.SceneManager.GetSceneByPath("Assets/Resources/Prefabs/Level" + i + ".unity");
            }
            PlayerGeneratorWindow.OpenWindow();

            scriptable = null; //EL SCRIPTABLE DE LA VENTANA SE HACE NULL, Y SE VA A CREAR UNA DE CERO
        }
    }