Exemplo n.º 1
0
        public static void GUIDConvert()
        {
            var input = InputWindow.CreateWindow("Input GUID");

            input.Callback += s => {
                var path = AssetDatabase.GUIDToAssetPath(s);
                Selection.activeObject = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(path);
            };
            input.ShowModal();
        }
        private void OnEnable()
        {
            m_statesProp = serializedObject.FindProperty("States");
            m_statesList = new ReorderableList(serializedObject, m_statesProp)
            {
                onAddCallback = list => {
                    var input = InputWindow.CreateWindow("Create new state");
                    input.Callback += stateName => {
                        if (string.IsNullOrEmpty(stateName))
                        {
                            return;
                        }

                        var switcher = target as StateSwitcher;
                        if (Array.Find(switcher.States, state => state.StateName == stateName) != null)
                        {
                            EditorUtility.DisplayDialog("ERROR", $"Duplicate state name : {stateName}", "OK");
                            return;
                        }

                        var index = m_statesProp.arraySize;
                        m_statesProp.InsertArrayElementAtIndex(index);
                        var arrElement    = m_statesProp.GetArrayElementAtIndex(index);
                        var stateNameProp = arrElement.FindPropertyRelative("StateName");
                        stateNameProp.stringValue = stateName;

                        var actionsProp = arrElement.FindPropertyRelative("SwitcherActions");
                        actionsProp.ClearArray();

                        m_statesProp.serializedObject.ApplyModifiedProperties();
                    };
                    input.ShowModal();
                },
                onSelectCallback = list => {
                    if (list.index < 0)
                    {
                        m_switcherActionList = null;
                    }
                    else
                    {
                        var property            = m_statesProp.GetArrayElementAtIndex(list.index);
                        var switcherActionsProp = property.FindPropertyRelative("SwitcherActions");
                        m_switcherActionList = CreateNewListUI(switcherActionsProp);
                    }
                },
                drawHeaderCallback = rect => { EditorGUI.LabelField(rect, "State List"); },
                onRemoveCallback   = list => {
                    m_statesProp.DeleteArrayElementAtIndex(list.index);
                    m_switcherActionList = null;
                }
            };
        }