// OnDestroy void OnDestroy() { currentTab = 0; SurfaceDetectorTab.FullReset(); InputSettingsTab.FullReset(); GameSettingsTab.FullReset(); AssetDatabase.DeleteAsset(mainDirectory + "/tmp"); }
// OnGUI void OnGUI() { width = position.width; GUILayout.Space(7f); currentTab = GUILayout.Toolbar(currentTab, tabs, GUILayout.ExpandWidth(true), GUILayout.Height(35f)); GUILayout.Space(8f); EditorGUILayout.BeginHorizontal(); switch (currentTab) { case 0: // Surfaces SurfaceDetectorTab.OnWindowGUI(); break; case 1: // Input InputSettingsTab.OnWindowGUI(); break; case 2: // Game GameSettingsTab.OnWindowGUI(); break; } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); const float height = 30f; bool load = GUILayout.Button("Reload Settings", GUILayout.Height(height)); bool save = GUILayout.Button("Save Settings", GUILayout.Height(height)); EditorGUILayout.EndHorizontal(); if (save) { SurfaceDetectorTab.SaveSettings(); InputSettingsTab.SaveSettings(); GameSettingsTab.SaveSettings(); } if (load && EditorUtility.DisplayDialog("ASK Settings Warning!", "Warning: All changes will be reset! Сontinue?", "Yes", "No")) { SurfaceDetectorTab.ReloadSettings(); InputSettingsTab.ReloadSettings(); GameSettingsTab.ReloadSettings(); } }
// SetupIt private static void SetupIt() { SurfaceDetectorTab.SetupTab(); InputSettingsTab.SetupTab(); GameSettingsTab.SetupTab(); }