public static void CreateWidget() { var info = GetClassInfo(); var path = GetPath(); var gen = new ScriptsGenerator(info, path); gen.Generate(); }
void Init(ScriptsGenerator gen, Action action) { scriptGenerator = gen; actionContinue = action; foreach (var script in scriptGenerator.Info.Scripts) { if (!script.Value) { requestScripts[script.Key] = true; } } foreach (var prefab in scriptGenerator.Info.Prefabs) { if (!prefab.Value) { requestPrefabs[prefab.Key] = true; } } foreach (var scene in scriptGenerator.Info.Scenes) { if (!scene.Value) { requestScenes[scene.Key] = true; } } if (RequestsCount == 0) { Close(); actionContinue(); } else { #if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_3_OR_NEWER titleContent = new GUIContent("Widget Generation"); #else title = "Widget Generation"; #endif var size = new Vector2(600, GetHeight()); position = new Rect(Screen.width / 2, Screen.height / 2, size[0], size[1]); minSize = size; Show(); } }
public static void CreateWidget() { var info = GetClassInfo(); if (info.IsUnityObject && !EditorUtility.DisplayDialog( "Widgets Generation", "Class is derived from Unity.Object.\nUsing it as a data class can be a bad practice and lead to future problems.", "Continue generation", "Cancel")) { return; } var path = GetPath(); var gen = new ScriptsGenerator(info, path); gen.Generate(); }
/// <summary> /// Open window. /// </summary> /// <param name="gen">Script generator.</param> /// <param name="action">Action to continue.</param> public static void Open(ScriptsGenerator gen, Action action) { var window = GetWindow <OverwriteRequestWindow>(); window.Init(gen, action); }