void OnEnable()
 {
     _database      = (CustomMenuDatabase)target;
     Scene1Path     = serializedObject.FindProperty("_inputValues.ScenePath1");
     Scene2Path     = serializedObject.FindProperty("_inputValues.ScenePath2");
     Scene3Path     = serializedObject.FindProperty("_inputValues.ScenePath3");
     PrefabSavePath = serializedObject.FindProperty("_inputValues.PrefabSavePath");
 }
Exemplo n.º 2
0
    static void showDataBase()
    {
        try{
            _inputEditor1 = (CustomMenuDatabase)Resources.Load(CustomMenuDatabasePath, typeof(CustomMenuDatabase));
            if (_inputEditor1 == null)
            {
                if (!Directory.Exists(Application.dataPath + "/Help Me!/Resources"))
                {
                    Directory.CreateDirectory(Application.dataPath + "/Help Me!/Resources");
                }
                if (!Directory.Exists(Application.dataPath + "/Help Me!/Resources/"))
                {
                    Directory.CreateDirectory(Application.dataPath + "/Help Me!/Resources/");
                    Debug.Log("HelpMe!: Help Me!/Resources folder is required to store settings. it was created ");
                }

                const string path = CustomMenuDatabasePath;
                if (File.Exists(path))
                {
                    AssetDatabase.DeleteAsset(path);
                    AssetDatabase.Refresh();
                }
                var asset = ScriptableObject.CreateInstance <CustomMenuDatabase>();
                //Assign Values Here

                if (File.Exists(textFilePath))
                {
                    int i = 0;
                    foreach (string s in File.ReadAllLines(textFilePath))
                    {
                        if (i == 0)
                        {
                            asset._inputValues.ScenePath1 = s;
                        }
                        else if (i == 1)
                        {
                            asset._inputValues.ScenePath2 = s;
                        }
                        else if (i == 2)
                        {
                            asset._inputValues.ScenePath3 = s;
                        }
                        else if (i == 3)
                        {
                            asset._inputValues.PrefabSavePath = s;
                        }
                        else
                        {
                            Debug.Log("Assign This:" + s);
                        }
                        i++;
                    }
                }


                AssetDatabase.CreateAsset(asset, path);
                AssetDatabase.Refresh();

                AssetDatabase.SaveAssets();
                Debug.LogWarning("HelpMe!: CustomMenuDatabase file didn't exist and was created");
                Selection.activeObject = asset;

                //save reference
                _inputEditor1 = asset;
            }
        }
        catch (System.Exception e)
        {
            Debug.Log("Error getting Settings in InitAPI: " + e.Message);
        }
    }