// This part of the code makes sure a folder is created. If it isnt it makes one. void OnEnable() { if (qualityDatabase == null) { qualityDatabase = ISQualityDatabase.GetDatabase <ISQualityDatabase> (DATABASE_PATH, DATABASE_NAME); } }
void OnEnable() { /** * //Load Data * QualityDatabase = AssetDatabase.LoadAssetAtPath(DATABASE_FULL_PATH, typeof(ISQualityDatabase)) as ISQualityDatabase; * * //Check it's null * if (QualityDatabase == null) * { * if (!AssetDatabase.IsValidFolder("Assets/" + DATABASE_FOLDER_NAME)) * { * AssetDatabase.CreateFolder("Assets", DATABASE_FOLDER_NAME); * } * * QualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); * Debug.Log(DATABASE_FULL_PATH); * AssetDatabase.CreateAsset(QualityDatabase, DATABASE_FULL_PATH); * AssetDatabase.SaveAssets(); * AssetDatabase.Refresh(); * } * * selectedItem = new ISQuality(); */ //QualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); if (QualityDatabase == null) { QualityDatabase = ISQualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_FOLDER_NAME, DATABASE_FILE_NAME); } }
void OnEnable() { if (QualDB == null) { QualDB = ISQualityDatabase.GetDatabase <ISQualityDatabase> (DATABASE_PATH, DATABASE_NAME); } // selectedItem = new ISQuality(); }
void OnEnable() { // Load the database if (_qualityDatabase == null) { _qualityDatabase = ISQualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); } }
void DisplayButtons() { if (!showDetails) { if (GUILayout.Button("Add Object")) { if (EditingWeapons) { TempWeapon = new ISWeapon(); } if (About) { Debug.Log("This creates a temporary item press teh save button to permanently add it to you database."); } showDetails = true; } } else { if (GUILayout.Button("Save")) { if (EditingWeapons) { for (int i = 0; i < WeaponDB.Count; i++) { if (TempWeapon.ISName == WeaponDB.Get(i).ISName) { QDB = ISQualityDatabase.GetDatabase <ISQualityDatabase>(QUALITY_DATABASE_PATH, QUALITY_DATABASE_NAME); TempWeapon.ISQuality = QDB.Get(TempWeapon.qualitySelectedID); WeaponDB.Replace(i, TempWeapon); showDetails = false; TempWeapon = null; } } Debug.Log("weapon saved"); QDB = ISQualityDatabase.GetDatabase <ISQualityDatabase>(QUALITY_DATABASE_PATH, QUALITY_DATABASE_NAME); TempWeapon.ISQuality = QDB.Get(TempWeapon.qualitySelectedID); WeaponDB.Add(TempWeapon); showDetails = false; TempWeapon = null; } } if (GUILayout.Button("Cancel")) { Debug.Log("weapon canceled"); showDetails = false; TempWeapon = null; } } }
public ISObject() { string DATABASE_NAME = @"beQualityDatabase.asset"; string DATABASE_PATH = @"Database"; qdb = ISQualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); option = new string[qdb.Count]; for (int cnt = 0; cnt < qdb.Count; cnt++) { option[cnt] = qdb.Get(cnt).Name; } }
public ISObject() { string DATABASE_PATH = @"Systems/Item System/scripts/database/Actual Database"; string DATABASE_NAME = @"ISQUALITYDATABASE.asset"; if (QDB == null) { QDB = ISQualityDatabase.GetDatabase <ISQualityDatabase> (DATABASE_PATH, DATABASE_NAME); } Option = new string[QDB.Count]; for (int cnt = 0; cnt < QDB.Count; cnt++) { Option [cnt] = QDB.Get(cnt).QName; } }
void OnEnable() { qualityDatabase = ScriptableObject.CreateInstance <ISQualityDatabase>(); qualityDatabase = qualityDatabase.GetDatabase <ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); }
void OnEnable() { qualityDatabase = ScriptableObject.CreateInstance<ISQualityDatabase>(); qualityDatabase = qualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_PATH, DATABASE_NAME); }