void BuildDungeon() { // Make sure we have a theme defined Dungeon dungeon = target as Dungeon; if (dungeon != null) { if (HasValidThemes(dungeon)) { // Create the splat maps for this dungeon, if necessary var splatComponent = dungeon.GetComponent <DungeonSplatmap>(); SplatmapPropertyEditor.CreateSplatMapAsset(splatComponent); // Build the dungeon Undo.RecordObjects(new Object[] { dungeon, dungeon.ActiveModel }, "Dungeon Built"); dungeon.Build(new EditorDungeonSceneObjectInstantiator()); DungeonEditorHelper.MarkSceneDirty(); // Mark the splatmaps as dirty if (splatComponent != null && splatComponent.splatmap != null) { EditorUtility.SetDirty(splatComponent.splatmap); } } else { Highlighter.Highlight("Inspector", "Dungeon Themes"); // Notify the user that atleast one theme needs to be set EditorUtility.DisplayDialog("Dungeon Architect", "Please assign atleast one Dungeon Theme before building", "Ok"); } } }
void BuildDungeon() { // Make sure we have a theme defined Dungeon dungeon = target as Dungeon; if (dungeon != null) { if (HasValidThemes(dungeon)) { // Build the dungeon Undo.RecordObjects(new Object[] { dungeon, dungeon.ActiveModel }, "Dungeon Built"); dungeon.Build(); DungeonEditorHelper.MarkSceneDirty(); } else { Highlighter.Highlight("Inspector", "Dungeon Themes"); // Notify the user that atleast one theme needs to be set EditorUtility.DisplayDialog("Dungeon Architect", "Please assign atleast one Dungeon Theme before building", "Ok"); } } }