コード例 #1
0
        private void ConfigurePlayer(Dictionary <string, IMainComponent> components)
        {
            // add the player script and default game engine
            _tableGo.AddComponent <Player>();
            _tableGo.AddComponent <BallRollerComponent>();
            var dga = _tableGo.AddComponent <DefaultGamelogicEngine>();

            // populate hardware
            _tableComponent.RepopulateHardware(dga);
        }
コード例 #2
0
        public override void OnInspectorGUI()
        {
            // game dropdown
            //_gle.romId = EditorGUILayout.TextField("ROM ID", _gle.romId);

            EditorGUI.BeginChangeCheck();
            _selectedGameIndex = EditorGUILayout.Popup("Game", _selectedGameIndex, _gameNames);
            if (EditorGUI.EndChangeCheck())
            {
                _selectedRomIndex = 0;
                if (_selectedGameIndex > 0)
                {
                    _gle.Game  = _games[_selectedGameIndex - 1];
                    _gle.romId = Rom.Id;
                    _romNames  = _gle.Game.Roms.Select(g => g.ToString()).ToArray();
                }
                else
                {
                    _gle.Game  = null;
                    _gle.romId = string.Empty;
                    _romNames  = Array.Empty <string>();
                }
            }

            //rom dropdown
            EditorGUI.BeginDisabledGroup(_gle.Game == null);
            EditorGUI.BeginChangeCheck();
            _selectedRomIndex = EditorGUILayout.Popup("ROM", _selectedRomIndex, _romNames);
            if (EditorGUI.EndChangeCheck())
            {
                _gle.romId = Rom.Id;
            }

            // info label
            EditorGUILayout.LabelField("ROM ID", _gle.romId);

            EditorGUI.EndDisabledGroup();

            GUILayout.BeginVertical();

            if (_toggleStartup = EditorGUILayout.BeginFoldoutHeaderGroup(_toggleStartup, "Startup"))
            {
                EditorGUI.indentLevel++;

                EditorGUI.BeginChangeCheck();

                EditorGUILayout.PropertyField(_disableMechsProperty, new GUIContent("Disable Mechs"));

                if (EditorGUI.EndChangeCheck())
                {
                    serializedObject.ApplyModifiedProperties();
                }

                EditorGUI.BeginChangeCheck();

                var cellRect = EditorGUILayout.GetControlRect();

                var labelRect = cellRect;
                labelRect.x    += labelRect.width - 20;
                labelRect.width = 20;

                var fieldRect = cellRect;
                fieldRect.width -= 25;

                EditorGUI.PropertyField(fieldRect, _solenoidDelayProperty, new GUIContent("Solenoid Delay"));
                GUI.Label(labelRect, "ms");

                if (EditorGUI.EndChangeCheck())
                {
                    serializedObject.ApplyModifiedProperties();
                }

                EditorGUI.indentLevel--;
            }

            EditorGUILayout.EndFoldoutHeaderGroup();

            if (_toggleDebug = EditorGUILayout.BeginFoldoutHeaderGroup(_toggleDebug, "Debug"))
            {
                EditorGUI.indentLevel++;

                EditorGUI.BeginChangeCheck();

                EditorGUILayout.PropertyField(_disableAudioProperty, new GUIContent("Disable Audio"));

                if (EditorGUI.EndChangeCheck())
                {
                    serializedObject.ApplyModifiedProperties();
                }

                EditorGUI.indentLevel--;
            }

            EditorGUILayout.EndFoldoutHeaderGroup();

            GUILayout.EndVertical();

            EditorGUILayout.Space();
            EditorGUILayout.Separator();

            //EditorGUI.BeginDisabledGroup(!IsGameSet || Application.isPlaying);
            if (GUILayout.Button("Populate Hardware"))
            {
                if (EditorUtility.DisplayDialog("PinMAME", "This will clear all linked switches, coils and lamps and re-populate them. You sure you want to do that?", "Yes", "No"))
                {
                    _tableComponent.RepopulateHardware(_gle);
                    TableSelector.Instance.TableUpdated();
                    SceneView.RepaintAll();
                }
            }
            if (GUILayout.Button("Create Displays"))
            {
                var sceneDisplays = FindObjectsOfType <DisplayComponent>();
                if (sceneDisplays.Length > 0)
                {
                    if (EditorUtility.DisplayDialog("PinMAME", "This will re-position all your displays, if you have any. You sure you want to do that?", "Yes", "No"))
                    {
                        CreateDisplays(sceneDisplays);
                        SceneView.RepaintAll();
                    }
                }
                else
                {
                    CreateDisplays(sceneDisplays);
                    SceneView.RepaintAll();
                }
            }
            //EditorGUI.EndDisabledGroup();
        }