static void OpenWindow() { instance = GetWindow <MapEditorWindow>(); instance.Initialize(); MapPrefabSetUpdater.CheckMapPrefabForder(); MapEditorWindowFunction.CreateMapScene(); }
// public MainWindow() { InitializeComponent(); TheMainWindow = this; if (MainMenuWindow == null) { MainMenuWindow = new MainMenu(); } if (GameWindow == null) { GameWindow = new GameWindow(); } if (Drawer == null) { Drawer = new MapEditorWindow(); } if (ScenarioWindow == null) { ScenarioWindow = new ScenarioSelectionWindow(); } if (HelpWindow == null) { HelpWindow = new HelpWindow(); } }
private void OnEnable() { MapManager.Clear(); currentLoadMap = null; instance = this; Initialize(); CheckScenetMapRoot(); }
private static void OpenEditor() { // MapEditorWindow window = EditorWindow.GetWindow<MapEditorWindow>(); MapEditorWindow window = (MapEditorWindow)EditorWindow.GetWindow(typeof(MapEditorWindow)); window.Init(); window.Show(); // Prevent the window from being destroyed when a new // scene is loaded into the editor. // UnityEngine.Object.DontDestroyOnLoad(window); // MapEditorWindow.Create(); }
/// <summary> /// Loads all the libraries for the editors. /// </summary> void LoadLibraries() { missionEditor = new MissionEditorWindow(missionLibrary, missionContainer); mapEditor = new MapEditorWindow(mapLibrary, mapContainer); characterEditor = new CharacterEditorWindow(characterLibrary, characterContainer); classEditor = new ClassEditorWindow(classLibrary, classContainer); itemEditor = new ItemEditorWindow(itemLibrary, itemContainer); upgradeEditor = new UpgradeEditorWindow(upgradeLibrary, upgradeContainer); skillEditor = new SkillEditorWindow(skillLibrary, skillContainer); backgroundEditor = new BackgroundEditorWindow(backgroundLibrary, backgroundContainer); portraitEditor = new PortraitEditorWindow(portraitLibrary, portraitContainer, poseList); InitializeWindow(); }
public static void ShowWindow() { window = EditorWindow.GetWindow <MapEditorWindow>("Map editor", true); window.outlineTexture = AssetDatabase.LoadAssetAtPath <Texture2D>("Assets/MapEditor/Editor/Textures/outline.png"); window.selectedOutlineTexture = AssetDatabase.LoadAssetAtPath <Texture2D>("Assets/MapEditor/Editor/Textures/selectedOutline.png"); window.normalStyle = new GUIStyle { alignment = TextAnchor.LowerCenter, imagePosition = ImagePosition.ImageAbove, fixedHeight = 115, fixedWidth = 100, margin = new RectOffset(10, 10, 10, 10), padding = new RectOffset(5, 5, 10, 5), hover = new GUIStyleState { background = window.outlineTexture } }; window.selectedStyle = new GUIStyle { alignment = TextAnchor.LowerCenter, imagePosition = ImagePosition.ImageAbove, fixedHeight = 115, fixedWidth = 100, margin = new RectOffset(10, 10, 10, 10), padding = new RectOffset(5, 5, 10, 5), fontStyle = FontStyle.Bold, normal = new GUIStyleState { background = window.selectedOutlineTexture } }; window.prefabs = getPrefabs("Location", PrefabType.Location) .Concat(getPrefabs("Proops", PrefabType.Proop)) .Concat(getPrefabs("Characters", PrefabType.Character)) .Concat(getPrefabs("Other", PrefabType.Other)); var location = GameObject.Find("LocationContainer"); if (location) { window.existReplaceablePrefabs = location.GetComponentsInChildren <Transform>() .Skip(1) .Select(t => t.gameObject) .ToList(); } SceneView.duringSceneGui += window.onSceneViewGUI; }
// public MainWindow() { InitializeComponent(); TheMainWindow = this; if (MainMenuWindow == null) MainMenuWindow = new MainMenu(); if (GameWindow == null) GameWindow = new GameWindow(); if (Drawer == null) Drawer = new MapEditorWindow(); if (ScenarioWindow == null) ScenarioWindow = new ScenarioSelectionWindow(); if (HelpWindow == null) HelpWindow = new HelpWindow(); }
private void StartMapEditorClick(object sender, RoutedEventArgs e) { MapEditorWindow mapEditor = new MapEditorWindow(); mapEditor.Show(); }
static void CreateNewMap() { MapEditorWindow.ShowWindow(); }
static void Init() { MapEditorWindow mapEditorWindow = (MapEditorWindow)EditorWindow.GetWindow(typeof(MapEditorWindow)); }
static void Init() { MapEditorWindow window = EditorWindow.GetWindow <MapEditorWindow>(); window.Show(); }
public static void EditMapList() { MapEditorWindow window = EditorWindow.GetWindow <MapEditorWindow>(); window.Show(); }
static void Init() { MapEditorWindow window = (MapEditorWindow)EditorWindow.GetWindow(typeof(MapEditorWindow)); window.Show(); }