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; }
public void ChangeCoreTab(object coreTabId) { _clearFocusThisFrame = true; _coreTabSelected = (CoreTabId)coreTabId; DatabaseEditorPrefs.SetCoreTab((int)_coreTabSelected); }