private void OnGUI() { var localSharedData = LocalSharedData; EditorGUI.BeginChangeCheck(); GUILayout.Label("Local", EditorStyles.boldLabel); localSharedData.value = (SharedEditorData)EditorGUILayout.ObjectField("Local Shared Data", localSharedData.value, typeof(SharedEditorData), false); EditorGUILayout.HelpBox("Local Shared Data asset is a Database that holds all Overmodded.UnityEditor data that then can be used the in game. " + "This asset can be shared over other editors to get access to it's records. " + "(For ex. you can get reference to character defined in another unity editor project.)", MessageType.Info, true); EditorGUILayout.Space(); GUILayout.Label("External", EditorStyles.boldLabel); var external = SharedEditorDataManager.GetListOfExternalEditorData(); EditorGUILayout.LabelField("Total of", external.Count + " external SharedEditorData assets."); foreach (var e in external) { // TODO: Draw object fields. } if (EditorGUI.EndChangeCheck()) { Undo.RegisterCompleteObjectUndo(this, "SharedConfigWindow.Change"); LocalSharedData = localSharedData; } }
private void RefreshContent() { // Try to refresh the database! SharedEditorDataManager.TryRefreshDatabaseAtStart(); _externalEditorData = SharedEditorDataManager.GetListOfExternalEditorData(); _localEditorData = SharedEditorDataManager.GetLocalSharedData(); }