void OnEnable() { window = this; onSceneGUIFunc = this.OnSceneGUI; SceneView.onSceneGUIDelegate += onSceneGUIFunc; string guiPath = "Assets/ProCore/QuickBrush/Resources/Skin/"; addPrefabTexture = AssetDatabase.LoadAssetAtPath(guiPath + "qb_addPrefabIcon.tga", typeof(Texture2D)) as Texture2D; addPrefabFieldTexture = AssetDatabase.LoadAssetAtPath(guiPath + "qb_addPrefabField.tga", typeof(Texture2D)) as Texture2D; removePrefabXTexture_normal = AssetDatabase.LoadAssetAtPath(guiPath + "qb_removePrefabXIcon_normal.tga", typeof(Texture2D)) as Texture2D; removePrefabXTexture_hover = AssetDatabase.LoadAssetAtPath(guiPath + "qb_removePrefabXIcon_hover.tga", typeof(Texture2D)) as Texture2D; selectPrefabCheckTexture_normal = AssetDatabase.LoadAssetAtPath(guiPath + "qb_selectPrefabCheck_normal.tga", typeof(Texture2D)) as Texture2D; selectPrefabCheckTexture_hover = AssetDatabase.LoadAssetAtPath(guiPath + "qb_selectPrefabCheck_hover.tga", typeof(Texture2D)) as Texture2D; prefabFieldBackgroundTexture = AssetDatabase.LoadAssetAtPath(guiPath + "qb_prefabFieldBackground.tga", typeof(Texture2D)) as Texture2D; brushIcon_Active = AssetDatabase.LoadAssetAtPath(guiPath + "qb_brushIcon_Active.tga", typeof(Texture2D)) as Texture2D; brushIcon_Inactive = AssetDatabase.LoadAssetAtPath(guiPath + "qb_brushIcon_Inactive.tga", typeof(Texture2D)) as Texture2D; eraserIcon_Active = AssetDatabase.LoadAssetAtPath(guiPath + "qb_eraserIcon_Active.tga", typeof(Texture2D)) as Texture2D; eraserIcon_Inactive = AssetDatabase.LoadAssetAtPath(guiPath + "qb_eraserIcon_Inactive.tga", typeof(Texture2D)) as Texture2D; placementIcon_Active = AssetDatabase.LoadAssetAtPath(guiPath + "qb_placementIcon_Active.tga", typeof(Texture2D)) as Texture2D; ///// UpdateGroups(); //BuildStyles(); EnableMenu(); ClearForm(); //Temp Removes any instance of ObjectContainer from the scene. //qb_ObjectContainer tryInstance = (qb_ObjectContainer)FindObjectOfType(typeof(qb_ObjectContainer)); //if(tryInstance != null) // Object.DestroyImmediate(tryInstance.gameObject); }
//static string prefs_directory = string.Empty; //The Directory in which templates are stored - should be validated - if invalid, create when template is saved #endregion public void OnEnable() { window = this; onSceneGUIFunc = this.OnSceneGUI; SceneView.onSceneGUIDelegate += onSceneGUIFunc; directory = qb_Utility.GetHeadDirectory(); LoadTextures(); BuildStyles(); EnableMenu(); }