private void RandomizeDoorsGeneration(GameObject room) { room.GetComponent <Room>().Management = room.GetComponent <RoomManagement>(); room.GetComponent <Room>().Management.ParentRoom = room.GetComponent <Room>(); room.GetComponent <Room>().Management.RandomizeDoors(); RoomFixer fixer = new RoomFixer(); fixer.DoorFix(room.GetComponent <Room>()); }
public override void OnInspectorGUI() { DrawDefaultInspector(); //Add button for spawning wall and door if (GUILayout.Button("Adjust All Rooms' Walls Scale")) { AdjustWallScale(); } if (GUILayout.Button("Set Well Length Floor Length")) { WallLengthFloorLength(); } EditorGUILayout.Space(); RoomFixer inspector = (RoomFixer)target; if (GUILayout.Button("Adjust All Rooms' Walls Positions")) { AdjustWallPos(true); } if (GUILayout.Button("Adjust Current Wall Position")) { AdjustWallPos(false); } EditorGUILayout.Space(); if (GUILayout.Button("NorthWest")) { AdjustWallPos(false, Compass.NorthWest); } if (GUILayout.Button("NorthEast")) { AdjustWallPos(false, Compass.NorthEast); } if (GUILayout.Button("SouthEast")) { AdjustWallPos(false, Compass.SouthEast); } if (GUILayout.Button("SouthWest")) { AdjustWallPos(false, Compass.SouthWest); } }
void SavingRoom() { if (roomName == null) { roomName = RM.GetName(); } roomName = EditorGUILayout.TextField("Room Name", roomName); GUILayout.FlexibleSpace(); if (GUILayout.Button("Temporary save!", GUILayout.Height(50))) { if (SaveObject()) { states = States.Editing; } } if (GUILayout.Button("Save and finalize!", GUILayout.Height(50))) { if (SaveObject()) { RM.DestroyRoom(); } } GUILayout.FlexibleSpace(); if (GUILayout.Button("FixRoom", GUILayout.Height(50))) { RoomFixer RF = RM.GetRoom().gameObject.AddComponent <RoomFixer>(); RF.Fix(); DestroyImmediate(RF); } GUILayout.FlexibleSpace(); if (GUILayout.Button("Back", GUILayout.Height(50))) { states = States.Editing; } GUILayout.FlexibleSpace(); }