예제 #1
0
    private void OnEnable()
    {
        stamp           = new GameObject("Stamp");
        stamp.hideFlags = HideFlags.HideAndDontSave;
        bc = target as BlocCreator;
        if (bc.SelectedPrefab != null)
        {
            CreateNewStamp();
        }

        var scriptObject = bc.gameObject;

        editorPS       = PhysicsSceneExtensions2D.GetPhysicsScene2D(scriptObject.scene);
        scriptableProp = serializedObject.FindProperty("blocsScriptable");
        if (bc.currentBlocSelection != null)
        {
            blocYRange             = bc.currentBlocSelection.blocYRange;
            gOffset                = bc.currentBlocSelection.globalOffsetRange;
            rotOff                 = bc.currentBlocSelection.globalRotationOffsetRange;
            selectedBlocDifficulty = (int)bc.currentBlocSelection.blocDifficulty;
            blocArea               = bc.currentBlocSelection.blockArea;
        }

        GetSavedBlocsNames();
        RefreshBlocNameAndDiff();

        EditorUtility.SetDirty(bc.blocsScriptable);
    }
예제 #2
0
 void RefreshPaletteImages(BlocCreator bc)
 {
     if (palleteImages == null || palleteImages.Length != bc.prefabPallete.Length - 2) // don't take the last two (rage and smaller bonuses)
     {
         palleteImages = new Texture2D[bc.prefabPallete.Length - 2];
         for (var i = 0; i < bc.prefabPallete.Length - 2; i++)
         {
             palleteImages[i] = AssetPreview.GetAssetPreview(bc.prefabPallete[i]);
         }
     }
 }