public override void OnGUI(DatabaseEditor ed, GameCameraBase gameCam) { DefaultCam1 cam = gameCam as DefaultCam1; EditorGUILayout.BeginVertical(UniRPGEdGui.BoxStyle, GUILayout.Width(400)); { UniRPGEdGui.LookLikeControls(160); cam.autoRotateToPlayer = EditorGUILayout.Toggle("Auto-rotate to player", cam.autoRotateToPlayer); cam.allowRotation = EditorGUILayout.Toggle("Allow rotation", cam.allowRotation); cam.allowZooming = EditorGUILayout.Toggle("Allow zooming", cam.allowZooming); EditorGUILayout.Space(); cam.backDistance = EditorGUILayout.FloatField("Back Distance", cam.backDistance); cam.angle = EditorGUILayout.FloatField("Start Angle", cam.angle); EditorGUILayout.Space(); cam.targetCenterOffset = EditorGUILayout.Vector3Field("Player Center Offset", cam.targetCenterOffset); EditorGUILayout.Space(); cam.zoomSpeed = EditorGUILayout.FloatField("Zoom Speed", cam.zoomSpeed); cam.distance = EditorGUILayout.FloatField("Start Distance", cam.distance); cam.minZoomDistance = EditorGUILayout.FloatField("Min Zoom Distance", cam.minZoomDistance); cam.maxZoomDistance = EditorGUILayout.FloatField("Max Zoom Distance", cam.maxZoomDistance); EditorGUILayout.Space(); cam.rotationStepping = EditorGUILayout.FloatField("Rotation Stepping", cam.rotationStepping); cam.rotationSpeed = EditorGUILayout.FloatField("Rotation Speed", cam.rotationSpeed); cam.autoRotationSpeed = EditorGUILayout.FloatField("Auto-rotation Speed", cam.autoRotationSpeed); } EditorGUILayout.EndVertical(); }
public override void OnGUI(DatabaseEditor ed, LoadSaveProviderBase loadSaveProvider) { //DefaultLoadSave provider = laodSaveProvider as DefaultLoadSave; EditorGUILayout.BeginVertical(UniRPGEdGui.BoxStyle, GUILayout.MaxWidth(350)); { GUILayout.Label("This is the Default UniRPG LoadSave Provider.\nIt makes use of Unity's PlayerPrefs to save game state."); } EditorGUILayout.EndVertical(); }
// ================================================================================================================ #region pub public override void OnGUI(DatabaseEditor ed) { base.OnGUI(ed); EditorGUILayout.BeginHorizontal(); { LeftPanel(); UniRPGEdGui.DrawVerticalLine(2f, UniRPGEdGui.DividerColor, 0f, 10f); RightPanel(); } EditorGUILayout.EndHorizontal(); }
// ================================================================================================================ public override void OnEnable(DatabaseEditor ed) { base.OnEnable(ed); // make sure there are not any NULL values in the list int cnt = ed.db.cameraPrefabs.Count; ed.db.cameraPrefabs = UniRPGUtil.CleanupList<GameObject>(ed.db.cameraPrefabs); if (cnt != ed.db.cameraPrefabs.Count) { EditorUtility.SetDirty(ed.db); AssetDatabase.SaveAssets(); } }
public override void OnGUI(DatabaseEditor ed) { base.OnGUI(ed); EditorGUILayout.BeginHorizontal(); { // menu (on left side of window) selected = UniRPGEdGui.Menu(selected, MenuItems, GUILayout.Width(180)); scroll[0] = EditorGUILayout.BeginScrollView(scroll[0]); { switch (selected) { case 0: ProjectScenesSettings(); break; case 1: LoadSaveSettings(); break; case 2: GlobalSettings(); break; case 3: GameStartSettings(); break; case 4: InputSettings(); break; case 5: GameSettings(); break; //case 6: is a spacer case 7: VariablesSettings(); break; case 8: ItemCategoriesSettings(); break; case 9: EquipSlotsSettings(); break; // case 10 is a spacer case 11: ActorCache(); break; case 12: ListRPGItems(); break; } GUILayout.FlexibleSpace(); } EditorGUILayout.EndScrollView();//0 } EditorGUILayout.EndHorizontal(); // check if data changed and should be saved if (GUI.changed) { EditorUtility.SetDirty(ed.db); } }
public virtual void OnGUI(DatabaseEditor ed, UnityEngine.GameObject menuGUIDataPrefab, UnityEngine.GameObject gameGUIDataPrefab) { }
public virtual void OnGUI(DatabaseEditor ed) { this.ed = ed; }
public virtual void Update(DatabaseEditor ed) { this.ed = ed; }
public virtual void OnDisable(DatabaseEditor ed) { this.ed = ed; }
public virtual void OnGUI(DatabaseEditor ed, LoadSaveProviderBase loadSaveProvider) { }
public override void OnGUI(DatabaseEditor ed, GameObject menuGUIDataPrefab, GameObject gameGUIDataPrefab) { DefaultMainMenuGUIData menuData = menuGUIDataPrefab.GetComponent<DefaultMainMenuGUIData>(); DefaultGameGUIData gameData = gameGUIDataPrefab.GetComponent<DefaultGameGUIData>(); EditorGUILayout.BeginHorizontal(); { selected = UniRPGEdGui.Menu(selected, MenuItems, GUILayout.Width(180)); scroll[0] = EditorGUILayout.BeginScrollView(scroll[0]); { switch (selected) { case 0: DrawBasicSettings(menuData, gameData); break; case 1: break; // is a seperator/heading case 2: DrawMenuSettings(menuData); break; case 3: DrawNewGameSettings(menuData); break; case 4: DrawOptions(menuData); break; case 5: break; // is a seperator/heading case 6: DrawMenuBarOptions(gameData); break; case 7: DrawActionBarSettings(gameData); break; case 8: DrawStatusPanels(gameData); break; case 9: DrawMisc(gameData); break; } GUILayout.FlexibleSpace(); } EditorGUILayout.EndScrollView(); } EditorGUILayout.EndHorizontal(); // check if data changed and should be saved if (GUI.changed) { EditorUtility.SetDirty(menuGUIDataPrefab); EditorUtility.SetDirty(gameGUIDataPrefab); } }
public override void OnGUI(DatabaseEditor ed) { base.OnGUI(ed); if (!CheckSelectedTheme(ed.db)) return; UniRPGEditorGlobal.GUIEditors[UniRPGEditorGlobal.activeGUIThemeIdx].editor.OnGUI(ed, ed.db.menuGUIData, ed.db.gameGUIData); }
public virtual void OnGUI(DatabaseEditor ed, GameCameraBase gameCam) { }