protected override OdinMenuTree BuildMenuTree() { createNewPhysicalAttack = new CreateNewPhysicalAttack(); createNewRangedAttack = new CreateNewRangedAttack(); createNewNonAttack = new CreateNewNonAttack(); createNewSpell = new CreateNewSpell(); createNewPassiveAbility = new CreateNewPassiveAbility(); var tree = new OdinMenuTree(supportsMultiSelect: true) { { "Create New/Ability/Physical Attack", createNewPhysicalAttack }, { "Create New/Ability/Ranged Attack", createNewRangedAttack }, { "Create New/Ability/Non-Attack", createNewNonAttack }, { "Create New/Passive Ability", createNewPassiveAbility }, { "Create New/Spell", createNewSpell } }; tree.AddAllAssetsAtPath("Abilities/Physical Attacks", "Scriptable Objects/Abilities/Physical", typeof(Ability)); tree.AddAllAssetsAtPath("Abilities/Ranged Attacks", "Scriptable Objects/Abilities/Ranged", typeof(Ability)); tree.AddAllAssetsAtPath("Abilities/Non-Attacks", "Scriptable Objects/Abilities/Non-attacks", typeof(Ability)); tree.AddAllAssetsAtPath("Abilities/Special Attacks", "Scriptable Objects/Abilities/Special Attacks", typeof(Ability)); tree.AddAllAssetsAtPath("Passive Abilities", "Scriptable Objects/Passive Abilities", typeof(PassiveAbility)); tree.AddAllAssetsAtPath("Spells", "Scriptable Objects/Spells", typeof(Spell)); return(tree); }
protected override OdinMenuTree BuildMenuTree() { createNewEnemy = new CreateNewEnemy(); createNewPhysicalAttack = new CreateNewPhysicalAttack(); createNewRangedAttack = new CreateNewRangedAttack(); createNewNonAttack = new CreateNewNonAttack(); createNewDotEffect = new CreateNewDotEffect(); createNewInfusionEffect = new CreateNewInfusionEffect(); createNewElementalType = new CreateNewElementalType(); createNewClass = new CreateNewClass(); createNewWeapon = new CreateNewWeapon(); var tree = new OdinMenuTree(supportsMultiSelect: true) { { "Create New/Enemy", createNewEnemy }, { "Create New/Ability/Physical Attack", createNewPhysicalAttack }, { "Create New/Ability/Ranged Attack", createNewRangedAttack }, { "Create New/Ability/Non-Attack", createNewNonAttack }, { "Create New/Status Effect/Damage Over Time", createNewDotEffect }, { "Create New/Status Effect/Infusion", createNewInfusionEffect }, { "Create New/Elemental Type", createNewElementalType }, { "Create New/Class", createNewClass }, { "Create New/Weapon", createNewWeapon } }; tree.AddAllAssetsAtPath("Party Members", "Scriptable Objects/Characters/Party Members", typeof(PartyMember)); tree.AddAllAssetsAtPath("Enemies", "Scriptable Objects/Characters/Enemies", typeof(Enemy)); tree.AddAllAssetsAtPath("Classes/Alek", "Scriptable Objects/Classes/Alek Ezana", typeof(Class)); tree.AddAllAssetsAtPath("Classes/Leandra", "Scriptable Objects/Classes/Leandra Valentina", typeof(Class)); tree.AddAllAssetsAtPath("Classes/Lilith", "Scriptable Objects/Classes/Lilith Morana", typeof(Class)); tree.AddAllAssetsAtPath("Classes/Elias", "Scriptable Objects/Classes/Elias Adwin", typeof(Class)); tree.AddAllAssetsAtPath("Abilities/Physical Attacks", "Scriptable Objects/Abilities/Physical", typeof(Ability)); tree.AddAllAssetsAtPath("Abilities/Ranged Attacks", "Scriptable Objects/Abilities/Ranged", typeof(Ability)); tree.AddAllAssetsAtPath("Abilities/Non-Attacks", "Scriptable Objects/Abilities/Non-attacks", typeof(Ability)); tree.AddAllAssetsAtPath("Abilities/Special Attacks", "Scriptable Objects/Abilities/Special Attacks", typeof(Ability)); tree.AddAllAssetsAtPath("Spells", "Scriptable Objects/Spells", typeof(Spell)); tree.AddAllAssetsAtPath("Status Effects/Damage Over Time", "Scriptable Objects/Status Effects/DOT", typeof(StatusEffect)); tree.AddAllAssetsAtPath("Status Effects/Stat Change", "Scriptable Objects/Status Effects/StatChange/Buffs", typeof(StatusEffect)); tree.AddAllAssetsAtPath("Status Effects/Stat Change", "Scriptable Objects/Status Effects/StatChange/Debuffs", typeof(StatusEffect)); tree.AddAllAssetsAtPath("Status Effects/Inhibiting", "Scriptable Objects/Status Effects/InhibitingEffect", typeof(StatusEffect)); tree.AddAllAssetsAtPath("Status Effects/AI Effect", "Scriptable Objects/Status Effects/AIEffect", typeof(StatusEffect)); tree.AddAllAssetsAtPath("Status Effects/Unique Effect", "Scriptable Objects/Status Effects/Unique", typeof(StatusEffect)); tree.AddAllAssetsAtPath("Elemental Types", "Scriptable Objects/ElementalTypes", typeof(ElementalType)); tree.AddAllAssetsAtPath("Weapons", "Scriptable Objects/Weapons", typeof(WeaponItem)); tree.AddAllAssetsAtPath("", "Resources", typeof(PartyManager)); tree.AddAllAssetsAtPath("", "Resources", typeof(EnemyManager)); tree.AddAllAssetsAtPath("", "Resources", typeof(GlobalVariables)).AddIcon(EditorIcons.SettingsCog); return(tree); }