public void CreateTips(List <string> tips) { GameObject tipGo = Instantiate(tipListPreFab); tipGo.transform.SetParent(canvas.transform, false); TipList tipList = tipGo.GetComponent <TipList>(); tipList.tips = tips; tipList.gameController = gameController; }
void OnGUI() { canRepair = EditorGUILayout.Toggle("Repair", canRepair); if (canRepair) { oldTipList = EditorGUILayout.ObjectField("Chọn TipList hỏng", oldTipList, typeof(TipList), false) as TipList; if (GUILayout.Button("Repair...")) { var tmp = oldTipList.list; tipList = CreateInstance <TipList>(); tipList.list = new List <Tip>(); AssetDatabase.CreateAsset(tipList, "Assets/GameObject/TipList.asset"); AssetDatabase.SaveAssets(); foreach (var item in tmp) { Tip tip = CreateInstance <Tip>(); tip.tip = item.tip; tip.image = item.image; tipList.list.Add(tip); AssetDatabase.AddObjectToAsset(tip, tipList); AssetDatabase.SaveAssets(); } canRepair = false; } } EditorGUILayout.Space(); if (GUILayout.Button("Create New TipList List")) { tipList = CreateInstance <TipList>(); tipList.list = new List <Tip>(); AssetDatabase.CreateAsset(tipList, "Assets/GameObject/TipList.asset"); AssetDatabase.SaveAssets(); } tipString = EditorGUILayout.TextField("Nhập hướng dẫn", tipString); tipSprite = EditorGUILayout.ObjectField("Chọn hình ảnh", tipSprite, typeof(Sprite), false) as Sprite; if (GUILayout.Button("Add New Tip")) { Tip tip = CreateInstance <Tip>(); tip.tip = tipString; tip.image = tipSprite; tipList.list.Add(tip); AssetDatabase.AddObjectToAsset(tip, tipList); AssetDatabase.SaveAssets(); } if (GUI.changed) { EditorUtility.SetDirty(tipList); } }
private void Form1_Load(object sender, EventArgs e) { LimitList _limitList = LimitList.GetLimitList(); limitIDComboBox.DataSource = _limitList; TipList _tipList = TipList.GetTipList(); tipIDComboBox.DataSource = _tipList; teleInfoBindingSource.DataSource = _newTele; }
/// <summary> /// Called when the game is paused /// </summary> private void OnEnable() { // Get the enemy's tips TipList enemyTipList = GameObject.FindGameObjectWithTag("Enemy").GetComponent <BadThing>() .TipList; // Choose a tip randomly from the generic tips and the enemy's tip list int numTips = genericTipList.Tips.Count + enemyTipList.Tips.Count; int tipNum = (int)(Random.value * numTips); // This selection algorithm sorta acts as if the enemy-specific tips // were all appended to the end of the generic tip list if (tipNum < genericTipList.Tips.Count) { Tip.text = genericTipList.Tips[tipNum]; } else { Tip.text = enemyTipList.Tips[tipNum - genericTipList.Tips.Count]; } }
void OnEnable() { tipList = AssetDatabase.LoadAssetAtPath <TipList>("Assets/GameObject/TipList.asset"); }