private void OnGUI() { if (GUILayout.Button("Delete Level")) { DeleteExistingLevel(); } if (GUILayout.Button("Duplicate Level")) { DuplicateAnExistingLevel(); } if (GUILayout.Button("Add New Scene to Level")) { AddNewSceneToSelectedLevel(); } if (GUILayout.Button("Delete Scene From Level")) { DeleteSceneFromExistingLevel(); } if (GUILayout.Button("Rename Level")) { RenameExistingLevel(); } if (GUILayout.Button("Change Level Category")) { AssignCategoryToLevel.OpenMenu(); } if (GUILayout.Button("Rename Scene")) { RenameScene(); } if (GUILayout.Button("Add Existing Independent Scene to Level")) { AddExistingSceneToExistingLevel(); } if (GUILayout.Button("Decouple Scene from Level")) { DecoupleSceneFromLevel(); } if (GUILayout.Button("Add a Dependency to a Level")) { AddDependencyToLevelWindow.OpenMenu(); } if (GUILayout.Button("Remove a Dependency From Level")) { RemoveLevelDepdendencyWindow.OpenMenu(); } if (GUILayout.Button("Add A Level to Scenes Build Index")) { AddLevelToBuildWindow.OpenMenu(); } }
public static void OpenMenu() { window = GetWindow <AssignCategoryToLevel>("Assign Category To Level"); window.gameLevelData = GameLevelToolkitWindow.GetGameLevelsData(); window.selectedValue = 0; window.levels = window.gameLevelData.gameLevelsCreatedByUser.ToArray(); List <string> levelsToString = new List <string>(); foreach (GameLevel item in window.levels) { levelsToString.Add(item.gameLevelName); } window.levelOptionsToLoad = levelsToString.ToArray(); }