Exemplo n.º 1
0
 /// <summary>
 /// Open the specified FSM in the Playmaker Editor
 /// </summary>
 public static void OpenInEditor(PlayMakerFSM fsmComponent)
 {
     if (FsmEditor.Instance == null)
     {
         FsmEditorWindow.OpenWindow(fsmComponent);
     }
     else
     {
         FsmEditor.SelectFsm(fsmComponent.FsmTemplate == null ? fsmComponent.Fsm : fsmComponent.FsmTemplate.fsm);
     }
 }
Exemplo n.º 2
0
        public override IEnumerator CaptureDocScreenshots()
        {
            position = new Rect(100, 100, 695, 305);

            FsmEditorSettings.GraphViewShowMinimap          = false;
            FsmEditorSettings.ShowScrollBars                = false;
            FsmEditorSettings.ShowFsmDescriptionInGraphView = false;

            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
            EditorSceneManager.OpenScene("assets/docs/fake-scene.unity");

            Selection.activeGameObject = GameObject.FindWithTag("MainCamera");
            FsmEditor.SelectFsm(Selection.activeGameObject.GetComponent <PlayMakerFSM>());
            FsmEditor.Inspector.SetMode(InspectorMode.StateInspector);
            FsmEditor.InspectorPanelWidth = 350;
            FsmEditor.GraphView.SetScrollPosition(new Vector2(0, -30));
            FsmEditor.Selection.ActiveTransition = null;
            Repaint();

            yield return(this.StartCoroutine(Capture("main-editor")));

            //FsmEditor.Inspector.SetMode(InspectorMode.FsmInspector);
            var captureWidth      = position.width;
            var inspectorModeArea = new Rect(position.xMax - captureWidth, position.y, captureWidth, 87);

            yield return(this.StartCoroutine(Capture("inspector-modes", inspectorModeArea)));

            var selectionToolbarArea = new Rect(position.x, position.y, position.width - 345, 100);

            yield return(this.StartCoroutine(Capture("selection-toolbar", selectionToolbarArea)));


            Selection.activeGameObject = GameObject.Find("Camera");
            FsmEditor.SelectFsm(Selection.activeGameObject.GetComponent <PlayMakerFSM>());
            FsmEditor.Inspector.SetMode(InspectorMode.Watermarks);
            yield return(this.StartCoroutine(Capture("inspector-watermarks")));

            var inspectorArea = new Rect(position.xMax - 350, position.y, 350, position.height);

            FsmEditor.Inspector.SetMode(InspectorMode.StateInspector);
            yield return(this.StartCoroutine(Capture("state-inspector", inspectorArea)));

            FsmEditor.Inspector.SetMode(InspectorMode.EventManager);
            yield return(this.StartCoroutine(Capture("event-manager", inspectorArea)));

            FsmEditor.Inspector.SetMode(InspectorMode.VariableManager);
            yield return(this.StartCoroutine(Capture("variable-manager", inspectorArea)));

            /* Doesn't work. Dropdown is modal?
             * MainToolbar.ScreenshotMessageId = 2; Repaint();
             * yield return this.StartCoroutine(Capture("fsm-selection-dropdown", selectionToolbarArea));
             * MainToolbar.ScreenshotMessageId = 0;*/
        }
Exemplo n.º 3
0
 /// <summary>
 /// Open a PlayMakerFSM component in the main FSM Editor.
 /// If the component uses a template we select it to edit.
 /// </summary>
 public static void OpenInEditor(PlayMakerFSM fsmComponent)
 {
     if (!IsOpen())
     {
         OpenWindow(fsmComponent);
     }
     else
     {
         FocusWindowIfItsOpen <FsmEditorWindow>();
         FsmEditor.SelectFsm(fsmComponent.FsmTemplate == null ? fsmComponent.Fsm : fsmComponent.FsmTemplate.fsm);
     }
 }
    void ClearTemplate()
    {
        fsmComponent.Reset();
        fsmTemplate = null;

        BuildFsmVariableList();

        if (FsmEditor.SelectedFsmComponent == fsmComponent)
        {
            FsmEditor.SelectFsm(fsmComponent.Fsm);
        }
    }
Exemplo n.º 5
0
    void ClearTemplate()
    {
        fsmComponent.Reset();
        fsmTemplate = null;

        BuildFsmVariableList();

        // If we were editing the template in the Playmaker editor
        // handle this gracefully by reselecting the base FSM

        if (FsmEditor.SelectedFsmComponent == fsmComponent)
        {
            FsmEditor.SelectFsm(fsmComponent.Fsm);
        }
    }
Exemplo n.º 6
0
        /// <summary>
        /// Open the Fsm Editor and select an Fsm Component
        /// </summary>
        public static void OpenWindow(FsmTemplate fsmTemplate)
        {
            OpenWindow();

            FsmEditor.SelectFsm(fsmTemplate.fsm);
        }
Exemplo n.º 7
0
        /// <summary>
        /// Open the Fsm Editor and select an Fsm Component
        /// </summary>
        public static void OpenWindow(PlayMakerFSM fsmComponent)
        {
            OpenWindow();

            FsmEditor.SelectFsm(fsmComponent.Fsm);
        }