예제 #1
0
    private void CreatePath()
    {
        string    AssetPath = "Assets/Path/Path.asset";
        PathAsset ps        = ScriptableObject.CreateInstance <PathAsset>();

        ps.way = path.Points;
        UnityEditor.AssetDatabase.CreateAsset(ps, AssetPath);
        UnityEditor.AssetDatabase.SaveAssets();
        UnityEditor.AssetDatabase.Refresh();
    }
예제 #2
0
 public override void OnInspectorGUI()
 {
     base.OnInspectorGUI();
     pa = (PathAsset)EditorGUILayout.ObjectField(pa, typeof(PathAsset), false);
     if (pa != null)
     {
         path.Points = pa.way;
     }
     if (GUILayout.Button("Finsh"))
     {
         CreatePath();
     }
 }
    void SavePath()
    {
        PathData  pathAsset = new PathData(waypoints);
        PathAsset SO        = CreateInstance <PathAsset>();

        SO.SetPath(pathAsset);
        SO.name = creator.bundle.name + "_" + PathID;


        AssetDatabase.CreateAsset(SO, "Assets/" + SO.name + ".asset");
        creator.createPath();
        instance  = creator.pathData;
        waypoints = new List <Vector2>();
        Debug.Log("AssetSaved");
    }
예제 #4
0
    public static void EditCollectionAsset(PathAsset pathAsset)
    {
        PathEditor pathEditor;

        if (PathLibrary.Editor.Instance == null)
        {
            pathEditor = new PathEditor();
            PathLibrary.Editor.Init(pathEditor);
            pathEditor.Init();
        }

        PathLibrary.Editor.Instance.Asset = pathAsset;

        ShowBrowser();
    }
예제 #5
0
파일: PathMenu.cs 프로젝트: imclab/Path-GPL
	public static void CreateCollection()
	{
		PathAsset asset;
		string name = "NewPathCollection";
		int nameIdx = 0;
		
		while( System.IO.File.Exists( Application.dataPath + "/" + name + nameIdx + ".asset" ) )
		{
			nameIdx++;
		}

		asset = new PathAsset();
		asset.Data = ( new CollectionAsset() ).GetData();
		AssetDatabase.CreateAsset( asset, "Assets/" + name + nameIdx + ".asset" );
		
		EditorUtility.FocusProjectView();
		Selection.activeObject = asset;
		
		EditCollection();
	}
예제 #6
0
    public static void CreateCollection()
    {
        PathAsset asset;
        string    name    = "NewPathCollection";
        int       nameIdx = 0;

        while (System.IO.File.Exists(Application.dataPath + "/" + name + nameIdx + ".asset"))
        {
            nameIdx++;
        }

        asset      = new PathAsset();
        asset.Data = (new CollectionAsset()).GetData();
        AssetDatabase.CreateAsset(asset, "Assets/" + name + nameIdx + ".asset");

        EditorUtility.FocusProjectView();
        Selection.activeObject = asset;

        EditCollection();
    }
예제 #7
0
파일: PathMenu.cs 프로젝트: imclab/Path-GPL
	public static void EditCollectionAsset( PathAsset pathAsset )
	{
		PathEditor pathEditor;
		
		if( PathLibrary.Editor.Instance == null )
		{
			pathEditor = new PathEditor();
			PathLibrary.Editor.Init( pathEditor );
			pathEditor.Init();
		}
		
		PathLibrary.Editor.Instance.Asset = pathAsset;
		
		ShowBrowser();
	}
예제 #8
0
 public void SetPath(PathAsset pathasset)
 {
     path = pathasset;
 }
예제 #9
0
파일: PathMenu.cs 프로젝트: fengye/Path-GPL
    public static void EditCollectionAsset( PathAsset pathAsset )
    {
        PathEditor pathEditor;

        if( PathLibrary.Editor.Instance == null )
        {
            pathEditor = ScriptableObject.CreateInstance(typeof(PathEditor)) as PathEditor;
            PathLibrary.Editor.Init( pathEditor );
            pathEditor.Init();
        }

        PathLibrary.Editor.Instance.Asset = pathAsset;

        ShowBrowser();
    }
예제 #10
0
 private bool HasPrefix(PathAsset obj)
 {
     return(obj.name.Contains(this.name));
 }
예제 #11
0
 public void SetPath(PathAsset path)
 {
     this.path = path;
 }