private void DrawTab(MainTabId tabId) { GUI.enabled = _mainTabSelected != tabId; if (GUILayout.Button(tabId.ToString(), GUILayout.Width(110f))) { GUI.FocusControl(null); _mainTabSelected = tabId; DatabaseEditorPrefs.SetMainTab((int)_mainTabSelected); } GUI.enabled = true; }
private void DrawContent(MainTabId mainTabId, bool hasEffectsSection = false) { if (mainTabId == MainTabId.Actors) { DrawContent <ActorData>(_actorListSection, _actorDataList, hasEffectsSection); } else if (mainTabId == MainTabId.Classes) { DrawContent <ActorClassData>(_classListSection, _classDataList, hasEffectsSection); } else if (mainTabId == MainTabId.Items) { DrawContent <ItemData>(_itemListSection, _itemDataList, hasEffectsSection); } else if (mainTabId == MainTabId.Skills) { DrawContent <SkillData>(_skillListSection, _skillDataList, hasEffectsSection); } else if (mainTabId == MainTabId.Weapons) { DrawContent <WeaponData>(_weaponListSection, _weaponDataList, hasEffectsSection); } }
private void OnEnable() { _database = new RPGDatabaseManager(); _database.Load(); if (_database.TotalEntries == 0) { DatabaseFolderHandler.ValidateAllFolders(); DatabaseFactory.CreateDatabase(); _database.Load(); } _actorDataList = _database.FetchEntry <ActorDataList>(); _classDataList = _database.FetchEntry <ActorClassDataList>(); _skillDataList = _database.FetchEntry <SkillDataList>(); _itemDataList = _database.FetchEntry <ItemDataList>(); _weaponDataList = _database.FetchEntry <WeaponDataList>(); _weaponTypeDataList = _database.FetchEntry <WeaponTypeDataList>(); _attributeSpectDataList = _database.FetchEntry <AttributeSpecDataList>(); _actorListSection = new ListSection <ActorData>(_actorDataList, "Actors"); _classListSection = new ListSection <ActorClassData>(_classDataList, "Classes"); _skillListSection = new ListSection <SkillData>(_skillDataList, "Skills"); _itemListSection = new ListSection <ItemData>(_itemDataList, "Items"); _weaponListSection = new ListSection <WeaponData>(_weaponDataList, "Weapons"); _weaponTypeListSection = new ListSection <WeaponTypeData>(_weaponTypeDataList, "Weapon Types"); var flags = ReorderableListFlags.ShowIndices | ReorderableListFlags.HideAddButton | ReorderableListFlags.DisableReordering | ReorderableListFlags.HideRemoveButtons; _attributeSpecListSection = new ListSection <AttributeSpecData>(_attributeSpectDataList, "Attribute Specs", flags); _infoSection = new InfoSection(); _effectsSection = new EffectsSection(); _coreTabSelected = (CoreTabId)DatabaseEditorPrefs.CoreTab; _mainTabSelected = (MainTabId)DatabaseEditorPrefs.MainTab; _configTabSelected = (ConfigTabId)DatabaseEditorPrefs.ConfigTab; }