Exemplo n.º 1
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (instance == null)
            {
                Awake(); return;
            }

            GUI.changed = false;

            EditorGUILayout.Space();

            PrefabType type = PrefabUtility.GetPrefabType(instance);

            if (type == PrefabType.Prefab || type == PrefabType.PrefabInstance)
            {
                UnitTower prefab = instance;
                if (type == PrefabType.PrefabInstance)
                {
                    prefab = (UnitTower)PrefabUtility.GetCorrespondingObjectFromSource(instance);
                }
                bool existInDB = TowerDB.GetPrefabIndex(prefab) >= 0;

                if (!existInDB)
                {
                    if (instance.prefabID >= 0)
                    {
                        Debug.Log("reset prefabID"); instance.prefabID = -1; EditorUtility.SetDirty(instance);
                    }

                    EditorGUILayout.Space();

                    EditorGUILayout.HelpBox("This prefab hasn't been added to database hence it won't be accessible to the game.", MessageType.Warning);
                    GUI.color = new Color(1f, 0.7f, .2f, 1f);
                    if (GUILayout.Button("Add Prefab to Database"))
                    {
                        UnitTowerEditorWindow.Init();
                        UnitTowerEditorWindow.NewItem(instance);
                        UnitTowerEditorWindow.Init();                                   //call again to select the instance in editor window
                    }
                    GUI.color = Color.white;
                }
                else
                {
                    EditorGUILayout.HelpBox("Editing tower using Inspector is not recommended.\nPlease use the editor window instead", MessageType.Info);
                    if (GUILayout.Button("Tower Editor Window"))
                    {
                        UnitTowerEditorWindow.Init(instance.prefabID);
                    }
                }

                EditorGUILayout.Space();
            }
            else
            {
                if (instance.prefabID >= 0)
                {
                    Debug.Log("reset prefabID"); instance.prefabID = -1; EditorUtility.SetDirty(instance);
                }

                string text = "Tower object won't be available to be deployed to game, or accessible in TDTK editor until it's made a prefab and added to TDTK database.";
                text += "\n\nYou can still edit the tower using default inspector. However it's not recommended";
                EditorGUILayout.HelpBox(text, MessageType.Warning);

                EditorGUILayout.Space();
                if (GUILayout.Button("Tower Editor Window"))
                {
                    UnitTowerEditorWindow.Init(instance.prefabID);
                }
            }


            DefaultInspector();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(instance);
            }
        }
Exemplo n.º 2
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (instance == null)
            {
                Awake();
            }

            GUI.changed = false;

            EditorGUILayout.Space();



            PrefabType type = PrefabUtility.GetPrefabType(instance);

            if (type == PrefabType.Prefab || type == PrefabType.PrefabInstance)
            {
                bool existInDB = false;
                if (type == PrefabType.PrefabInstance)
                {
                    existInDB = TDEditor.ExistInDB((UnitTower)PrefabUtility.GetPrefabParent(instance));
                }
                else if (type == PrefabType.Prefab)
                {
                    existInDB = TDEditor.ExistInDB(instance);
                }

                if (!existInDB)
                {
                    EditorGUILayout.Space();

                    EditorGUILayout.HelpBox("This prefab hasn't been added to database hence it won't be accessible to the game.", MessageType.Warning);
                    GUI.color = new Color(1f, 0.7f, .2f, 1f);
                    if (GUILayout.Button("Add Prefab to Database"))
                    {
                        UnitTowerEditorWindow.Init();
                        UnitTowerEditorWindow.NewItem(instance);
                        UnitTowerEditorWindow.Init();                                   //call again to select the instance in editor window
                    }
                    GUI.color = Color.white;
                }
                else
                {
                    EditorGUILayout.HelpBox("Editing tower using Inspector is not recommended.\nPlease use the editor window instead.", MessageType.Info);
                    if (GUILayout.Button("Tower Editor Window"))
                    {
                        UnitTowerEditorWindow.Init(instance.prefabID);
                    }
                }

                EditorGUILayout.Space();
            }
            else
            {
                string text = "Tower object won't be available for game deployment, or accessible in TDTK editor until it's made a prefab and added to TDTK database.";
                text += "\n\nYou can still edit the tower using default inspector. However it's not recommended";
                EditorGUILayout.HelpBox(text, MessageType.Warning);

                EditorGUILayout.Space();
                if (GUILayout.Button("Tower Editor Window"))
                {
                    UnitTowerEditorWindow.Init(instance.prefabID);
                }
            }


            DefaultInspector();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(instance);
            }
        }