예제 #1
0
    private void updateDataFolder()
    {
        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;

        string objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/wTextnVoices.asset";

        _textList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;

        serializedObject2 = new UnityEditor.SerializedObject(_textList);
        helpBoxEditor     = serializedObject2.FindProperty("helpBoxEditor");
        diaryList         = serializedObject2.FindProperty("diaryList");
        currentLanguage   = serializedObject2.FindProperty("currentLanguage");
        languageSlot      = diaryList.GetArrayElementAtIndex(currentLanguage.intValue).FindPropertyRelative("_languageSlot");

        _listOfLanguage            = serializedObject2.FindProperty("listOfLanguage");
        showMoreOptions            = serializedObject2.FindProperty("showMoreOptions");
        fisrtTextDisplayedInEditor = serializedObject2.FindProperty("fisrtTextDisplayedInEditor");
        howManyEntryDisplayed      = serializedObject2.FindProperty("howManyEntryDisplayed");
        selectedID          = serializedObject2.FindProperty("selectedID");
        editorType          = serializedObject2.FindProperty("editorType");
        showDefaultLanguage = serializedObject2.FindProperty("showDefaultLanguage");

        updateListOfTitle(currentLanguage.intValue);
    }
예제 #2
0
    void OnEnable()
    {
        manipulateTextList = new EditorManipulateTextList();

        _MakeTexture();


        string objectPath = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";

        _ProjectManagerDatas = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as datasProjectManager;
        if (_ProjectManagerDatas)
        {
            serializedObject2             = new UnityEditor.SerializedObject(_ProjectManagerDatas);
            helpBoxEditor                 = serializedObject2.FindProperty("helpBoxEditor");
            currentDatasProjectFolder     = serializedObject2.FindProperty("currentDatasProjectFolder");
            int_CurrentDatasProjectFolder = serializedObject2.FindProperty("int_CurrentDatasProjectFolder");
            int_CurrentDatasSaveSystem    = serializedObject2.FindProperty("int_CurrentDatasSaveSystem");
            s_newProjectName              = serializedObject2.FindProperty("s_newProjectName");
            s_newLanguageName             = serializedObject2.FindProperty("s_newLanguageName");
            firstSceneBuildInIndex        = serializedObject2.FindProperty("firstSceneBuildInIndex");
            buildinList  = serializedObject2.FindProperty("buildinList");
            newSceneName = serializedObject2.FindProperty("newSceneName");
            specificChar = serializedObject2.FindProperty("specificChar");
        }
        else
        {
            b_ProjectManagerAssetExist = false;
        }

        updateProjectList();

        string objectEye = "Assets/AP/Assets/Textures/Edit/Eye.png";

        eye = AssetDatabase.LoadAssetAtPath(objectEye, typeof(UnityEngine.Object)) as Texture2D;
    }
예제 #3
0
//--> checkIfIDExist
    private void checkIfIDExist(SerializedProperty selectedID)
    {
        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;


        string   objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/wItem.asset";
        TextList _textList  = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;

        if (_textList)
        {
            SerializedObject serializedObject2 = new UnityEditor.SerializedObject(_textList);

            if (selectedID.intValue < serializedObject2.FindProperty("diaryList").GetArrayElementAtIndex(0).FindPropertyRelative("_languageSlot").arraySize &&
                selectedID.intValue >= 0)
            {
                SerializedProperty _Title = serializedObject2.FindProperty("diaryList").GetArrayElementAtIndex(0).FindPropertyRelative("_languageSlot").GetArrayElementAtIndex(selectedID.intValue).FindPropertyRelative("diaryTitle").GetArrayElementAtIndex(0);

                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField("Item :", GUILayout.Width(40));
                EditorGUILayout.LabelField(_Title.stringValue.ToString());
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                EditorGUILayout.HelpBox("This ID doesn't exist", MessageType.Warning);
            }
        }
    }
예제 #4
0
    void OnEnable()
    {
        instance           = this;
        manipulateTextList = new EditorManipulateTextList();

        _MakeTexture();

        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;


        string objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/wTextnVoices.asset";

        _textList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;


        if (_textList)
        {
        }
        else
        {
            b_inventoryAssetExist = false;
        }
        serializedObject2 = new UnityEditor.SerializedObject(_textList);
        helpBoxEditor     = serializedObject2.FindProperty("helpBoxEditor");

        diaryList                  = serializedObject2.FindProperty("diaryList");
        currentLanguage            = serializedObject2.FindProperty("currentLanguage");
        languageSlot               = diaryList.GetArrayElementAtIndex(currentLanguage.intValue).FindPropertyRelative("_languageSlot");
        _listOfLanguage            = serializedObject2.FindProperty("listOfLanguage");
        showMoreOptions            = serializedObject2.FindProperty("showMoreOptions");
        fisrtTextDisplayedInEditor = serializedObject2.FindProperty("fisrtTextDisplayedInEditor");
        howManyEntryDisplayed      = serializedObject2.FindProperty("howManyEntryDisplayed");
        selectedID                 = serializedObject2.FindProperty("selectedID");
        b_EditSubtitle             = serializedObject2.FindProperty("b_EditSubtitle");
        currentAudioSubtitleEdit   = serializedObject2.FindProperty("currentAudioSubtitleEdit");
        editorType                 = serializedObject2.FindProperty("editorType");
        showDefaultLanguage        = serializedObject2.FindProperty("showDefaultLanguage");

        multipleVoiceOver = serializedObject2.FindProperty("multipleVoiceOver");

        b_ShowEye = serializedObject2.FindProperty("b_ShowEye");



        updateListOfTitle(currentLanguage.intValue);

        subtitleSystem = new EditorSubtitleSystem();

        string objectEye = "Assets/AP/Assets/Textures/Edit/Eye.png";

        eye = AssetDatabase.LoadAssetAtPath(objectEye, typeof(UnityEngine.Object)) as Texture2D;
    }
예제 #5
0
    public TextList loadTextList(string s_Load)
    {
        TextList _textList;

        string objectPath2 = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _datasProjectManager = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as datasProjectManager;

        string objectPath = "Assets/AP/Assets/Resources/" + _datasProjectManager.currentDatasProjectFolder + "/TextList/" + s_Load + ".asset";

        //Debug.Log("objectPath : " + objectPath);

        _textList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as TextList;
        return(_textList);
    }
예제 #6
0
    //--> Create a list of scenes used in the Save System
    //[MenuItem("Tools/AP/Update/Save System/Create a list of build in scenes", false, 2)]
    public void builinScene(bool b_LaunchScene, bool b_UpdateProcessDone)
    {
        string objectPath = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _ProjectManagerDatas = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as datasProjectManager;

        if (_ProjectManagerDatas)
        {
            Undo.RegisterFullObjectHierarchyUndo(_ProjectManagerDatas, _ProjectManagerDatas.name);


            _ProjectManagerDatas.buildinList.Clear();
            for (var i = 0; i < EditorBuildSettings.scenes.Length; i++)
            {
                string scenName = EditorBuildSettings.scenes[i].path;
                scenName = scenName.Replace(".unity", "");

                for (var j = scenName.Length - 1; j > 1; j--)
                {
                    char tmp = scenName[j];

                    if (tmp == '/')
                    {
                        scenName = scenName.Substring(j + 1, scenName.Length - 1 - j);
                        break;
                    }
                }

                _ProjectManagerDatas.buildinList.Add(scenName);
            }
        }
        else
        {
            if (EditorUtility.DisplayDialog("Info : This action is not possible."
                                            , "You need an object datasProjectManager in your Project Tab : Assets/AP/Assets/Datas/ProjectManagerDatas.asset."
                                            , "Continue"))
            {
            }
        }
        Debug.Log("Build In Scene Ok");
        if (b_LaunchScene)
        {
            bool_UpdateProcessDone = true;
        }
    }
예제 #7
0
    void OnEnable()
    {
        //-> Load the needed TextList
        TextProperties      myScript             = (TextProperties)target;
        string              objectPath           = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _ProjectManagerDatas = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as datasProjectManager;

        string s_dataType = "wTextnVoices.asset";

        if (myScript.editorType == 1)
        {
            s_dataType = "wItem.asset";
        }
        if (myScript.editorType == 2)
        {
            s_dataType = "wUI.asset";
        }
        if (myScript.editorType == 3)
        {
            s_dataType = "wFeedback.asset";
        }

        string objectPath2 = "Assets/AP/Assets/Resources/" + _ProjectManagerDatas.currentDatasProjectFolder + "/TextList/" + s_dataType;

        //Debug.Log (objectPath2);
        TextList tmpTextList = AssetDatabase.LoadAssetAtPath(objectPath2, typeof(UnityEngine.Object)) as TextList;

        myScript.textList = tmpTextList;


        //-> Setup the SerializedProperties.
        SeeInspector        = serializedObject.FindProperty("SeeInspector");
        managerID           = serializedObject.FindProperty("managerID");
        uniqueID            = serializedObject.FindProperty("uniqueID");
        _textList           = serializedObject.FindProperty("textList");
        language_AutoUpdate = serializedObject.FindProperty("language_AutoUpdate");
        b_UIButtonShowTitle = serializedObject.FindProperty("b_UIButtonShowTitle");
        b_UpdateID          = serializedObject.FindProperty("b_UpdateID");


        Find_UniqueId_In_The_TextList();

        Tex_01 = MakeTex(2, 2, new Color(1, .8f, 0.2F, .4f));
    }
예제 #8
0
    private void builinScene(EditorBuildSettingsScene[] newEditorBuilingSettings)
    {
        string objectPath = "Assets/AP/Assets/Datas/ProjectManagerDatas.asset";
        datasProjectManager _ProjectManagerDatas = AssetDatabase.LoadAssetAtPath(objectPath, typeof(UnityEngine.Object)) as datasProjectManager;

        if (_ProjectManagerDatas)
        {
            Undo.RegisterFullObjectHierarchyUndo(_ProjectManagerDatas, _ProjectManagerDatas.name);


            buildinList.ClearArray();
            for (var i = 0; i < newEditorBuilingSettings.Length; i++)
            {
                string scenName = EditorBuildSettings.scenes[i].path;
                scenName = scenName.Replace(".unity", "");

                for (var j = scenName.Length - 1; j > 1; j--)
                {
                    char tmp = scenName[j];

                    if (tmp == '/')
                    {
                        scenName = scenName.Substring(j + 1, scenName.Length - 1 - j);
                        break;
                    }
                }
                buildinList.InsertArrayElementAtIndex(0);
                buildinList.GetArrayElementAtIndex(0).stringValue = scenName;
            }
        }
        else
        {
            if (EditorUtility.DisplayDialog("Info : This action is not possible."
                                            , "You need an object datasProjectManager in your Project Tab : Assets/AP/Assets/Datas/ProjectManagerDatas.asset."
                                            , "Continue"))
            {
            }
        }
    }
예제 #9
0
    void OnGUI()
    {
        //--> Scrollview
        scrollPosAll = EditorGUILayout.BeginScrollView(scrollPosAll);

        //--> Window description
        //GUI.backgroundColor = _cGreen;
        CheckTex();
        GUIStyle style_Yellow_01     = new GUIStyle(GUI.skin.box); style_Yellow_01.normal.background = Tex_01;
        GUIStyle style_Blue          = new GUIStyle(GUI.skin.box); style_Blue.normal.background = Tex_03;
        GUIStyle style_Purple        = new GUIStyle(GUI.skin.box); style_Purple.normal.background = Tex_04;
        GUIStyle style_Orange        = new GUIStyle(GUI.skin.box); style_Orange.normal.background = Tex_05;
        GUIStyle style_Yellow_Strong = new GUIStyle(GUI.skin.box); style_Yellow_Strong.normal.background = Tex_02;

        //
        EditorGUILayout.BeginVertical(style_Purple);
        EditorGUILayout.HelpBox("Window Tab : Project Manager", MessageType.Info);
        EditorGUILayout.EndVertical();


        // --> Display data
        EditorGUILayout.BeginHorizontal();
        _ProjectManagerDatas = EditorGUILayout.ObjectField(_ProjectManagerDatas, typeof(UnityEngine.Object), true) as datasProjectManager;
        EditorGUILayout.EndHorizontal();

        if (_ProjectManagerDatas != null)
        {
            GUILayout.Label("");

            serializedObject2.Update();

            //--> Update the list of available projects
            updateProjectList();



            EditorGUILayout.LabelField("");

            //--> Section to create a new project
            currentNewProjectFolder(style_Yellow_01);

            EditorGUILayout.LabelField("");

            //--> Display informations about the current project
            currentProject(style_Blue, style_Purple);

            EditorGUILayout.LabelField("");

            //--> Display informations DataSaveSystem
            saveSystem(style_Yellow_01);

            EditorGUILayout.LabelField("");


            //--> Display the buildin Index for the first scene loaded when a new game is created
            currentFirstSceneBuildinIndex(style_Blue);

            EditorGUILayout.LabelField("");


            //--> Display the list of scene included in the save system
            ListOfSceneIncludedInTheSaveSystem(style_Yellow_01);


            serializedObject2.ApplyModifiedProperties();

            EditorGUILayout.LabelField("");
            EditorGUILayout.LabelField("");
        }
        EditorGUILayout.EndScrollView();
    }