public void AttemptCreateCharacter() { if (string.IsNullOrEmpty(m_inputName.text)) { WarningMessageUI.Instance.ShowMessage("You must type a name!", 2f); return; } m_ActorInfo.Name = m_inputName.text; LoadingWindowUI.Instance.Register(this); m_createCharacter.Create(m_ActorInfo); }
void InitializeCharacter(int listPos) { Character newCharacter = CreateCharacter.Create(); if (newCharacter) { string relPath = AssetDatabase.GetAssetPath(newCharacter); //EditorPrefs.SetString("CharacterObjectPath_" + System.DateTime.Now.Millisecond, relPath); if (characters && (characters.allCharacters != null)) { characters.allCharacters[listPos] = newCharacter; } } }
void CreateNewCharacter(int counter = 0) { //if (counter == 0) counter = System.DateTime.Now.Millisecond; Character newCharacter = CreateCharacter.Create(); if (newCharacter) { string relPath = AssetDatabase.GetAssetPath(newCharacter); //EditorPrefs.SetString("CharacterObjectPath_" + counter, relPath); if (characters && (characters.allCharacters != null)) { characters.allCharacters.Add(newCharacter); viewIndex++; EditorUtility.SetDirty(characters); } } }
void OnGUI() { GUILayout.Label("Character Editor", EditorStyles.boldLabel); characterName = EditorGUILayout.TextField("Name", characterName); GUILayout.BeginHorizontal(); if (GUILayout.Button("Load Character")) { // Check if the asset with the entered name exists if (AssetDatabase.LoadAssetAtPath <ScriptableObject>("Assets/Characters/" + characterName + ".asset") != null) { loadedCharacter = AssetDatabase.LoadAssetAtPath <ScriptableObject>("Assets/Characters/" + characterName + ".asset"); Debug.Log("\'" + characterName + ".asset\' loaded."); characterName = loadedCharacter.name; } else { Debug.Log("Asset not found!"); } } if (GUILayout.Button("Save Character")) { CreateCharacter.Create(characterName); } GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Label("Conversation", EditorStyles.boldLabel); nodeText = EditorGUILayout.TextField("Text", nodeText); if (GUILayout.Button("Create Node")) { CreateDialogueNode.Create(characterName, nodeText); } }