public static void Load() { // load prefab if not exists if (instance == null) { instance = GameObject.FindObjectOfType <DebugLogWindow>(); if (instance == null) { var go = Resources.Load("UI/DebugLogWindow") as GameObject; if (go != null) { var inst = GameObject.Instantiate <GameObject>(go); inst.name = "DebugLogWindow"; instance = inst.GetComponent <DebugLogWindow>(); } } if (!dontDestroy) { if (instance != null) { DontDestroyOnLoad(instance.gameObject); dontDestroy = true; } } } }
/// <inheritdoc /> public override void OnInit() { Assert.IsNull(MainWindow); _windowsLayoutPath = StringUtils.CombinePaths(Globals.ProjectCacheFolder, "WindowsLayout.xml"); // Create main window var dpiScale = Platform.DpiScale; var settings = CreateWindowSettings.Default; settings.Title = "Flax Editor"; settings.Size = new Vector2(1300 * dpiScale, 900 * dpiScale); settings.StartPosition = WindowStartPosition.CenterScreen; if (!Editor.Instance.Options.Options.Interface.UseNativeWindowSystem) { settings.HasBorder = false; settings.HasSizingFrame = false; } MainWindow = Window.Create(settings); if (MainWindow == null) { // Error Editor.LogError("Failed to create editor main window!"); return; } UpdateWindowTitle(); // Link for main window events MainWindow.Closing += MainWindow_OnClosing; MainWindow.Closed += MainWindow_OnClosed; // Create default editor windows ContentWin = new ContentWindow(Editor); EditWin = new EditGameWindow(Editor); GameWin = new GameWindow(Editor); PropertiesWin = new PropertiesWindow(Editor); SceneWin = new SceneTreeWindow(Editor); DebugLogWin = new DebugLogWindow(Editor); OutputLogWin = new OutputLogWindow(Editor); ToolboxWin = new ToolboxWindow(Editor); GraphicsQualityWin = new GraphicsQualityWindow(Editor); GameCookerWin = new GameCookerWindow(Editor); ProfilerWin = new ProfilerWindow(Editor); EditorOptionsWin = new EditorOptionsWindow(Editor); PluginsWin = new PluginsWindow(Editor); // Bind events SceneManager.SceneSaveError += OnSceneSaveError; SceneManager.SceneLoaded += OnSceneLoaded; SceneManager.SceneLoadError += OnSceneLoadError; SceneManager.SceneLoading += OnSceneLoading; SceneManager.SceneSaved += OnSceneSaved; SceneManager.SceneSaving += OnSceneSaving; SceneManager.SceneUnloaded += OnSceneUnloaded; SceneManager.SceneUnloading += OnSceneUnloading; ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd; }
/// <inheritdoc /> public override void OnInit() { Assert.IsNull(MainWindow); _windowsLayoutPath = StringUtils.CombinePaths(Globals.ProjectCacheFolder, "WindowsLayout.xml"); // Create main window var settings = CreateWindowSettings.Default; settings.Title = "Flax Editor"; settings.Size = new Vector2(1300, 900); settings.StartPosition = WindowStartPosition.CenterScreen; MainWindow = Window.Create(settings); if (MainWindow == null) { // Error Debug.LogError("Failed to create editor main window!"); return; } UpdateWindowTitle(); // Link for main window events MainWindow.OnClosing += MainWindow_OnClosing; MainWindow.OnClosed += MainWindow_OnClosed; // Create default editor windows ContentWin = new ContentWindow(Editor); EditWin = new EditGameWindow(Editor); GameWin = new GameWindow(Editor); PropertiesWin = new PropertiesWindow(Editor); SceneWin = new SceneTreeWindow(Editor); DebugWin = new DebugLogWindow(Editor); ToolboxWin = new ToolboxWindow(Editor); GraphicsQualityWin = new GraphicsQualityWindow(Editor); GameCookerWin = new GameCookerWindow(Editor); ProfilerWin = new ProfilerWindow(Editor); EditorOptionsWin = new EditorOptionsWindow(Editor); // Bind events SceneManager.SceneSaveError += OnSceneSaveError; SceneManager.SceneLoaded += OnSceneLoaded; SceneManager.SceneLoadError += OnSceneLoadError; SceneManager.SceneLoading += OnSceneLoading; SceneManager.SceneSaved += OnSceneSaved; SceneManager.SceneSaving += OnSceneSaving; SceneManager.SceneUnloaded += OnSceneUnloaded; SceneManager.SceneUnloading += OnSceneUnloading; }
/// <inheritdoc /> public override void OnInit() { Assert.IsNull(MainWindow); _windowsLayoutPath = StringUtils.CombinePaths(Globals.ProjectCacheFolder, "WindowsLayout.xml"); // Create main window var dpiScale = Platform.DpiScale; var settings = CreateWindowSettings.Default; settings.Title = "Flax Editor"; settings.Size = Platform.DesktopSize; settings.StartPosition = WindowStartPosition.CenterScreen; settings.ShowAfterFirstPaint = true; #if PLATFORM_WINDOWS if (!Editor.Instance.Options.Options.Interface.UseNativeWindowSystem) #endif { settings.HasBorder = false; #if PLATFORM_WINDOWS // Skip OS sizing frame and implement it using LeftButtonHit settings.HasSizingFrame = false; #endif } MainWindow = Platform.CreateWindow(ref settings); if (MainWindow == null) { // Error Editor.LogError("Failed to create editor main window!"); return; } UpdateWindowTitle(); // Link for main window events MainWindow.Closing += MainWindow_OnClosing; MainWindow.Closed += MainWindow_OnClosed; // Create default editor windows ContentWin = new ContentWindow(Editor); EditWin = new EditGameWindow(Editor); GameWin = new GameWindow(Editor); PropertiesWin = new PropertiesWindow(Editor); SceneWin = new SceneTreeWindow(Editor); DebugLogWin = new DebugLogWindow(Editor); OutputLogWin = new OutputLogWindow(Editor); ToolboxWin = new ToolboxWindow(Editor); GraphicsQualityWin = new GraphicsQualityWindow(Editor); GameCookerWin = new GameCookerWindow(Editor); ProfilerWin = new ProfilerWindow(Editor); EditorOptionsWin = new EditorOptionsWindow(Editor); PluginsWin = new PluginsWindow(Editor); VisualScriptDebuggerWin = new VisualScriptDebuggerWindow(Editor); // Bind events Level.SceneSaveError += OnSceneSaveError; Level.SceneLoaded += OnSceneLoaded; Level.SceneLoadError += OnSceneLoadError; Level.SceneLoading += OnSceneLoading; Level.SceneSaved += OnSceneSaved; Level.SceneSaving += OnSceneSaving; Level.SceneUnloaded += OnSceneUnloaded; Level.SceneUnloading += OnSceneUnloading; ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd; Editor.StateMachine.StateChanged += OnEditorStateChanged; }
protected IEnumerator Initialize() { if (initializeCompleted) { // 初期化済みでもプレイヤー情報は再取得する // yield return GameServer.Instance.RetrievePlayerInfoCoroutine(); yield break; } if (Debug.isDebugBuild) { // デバッグログウインドウ起動 DebugLogWindow.Load(); } else { // Debug.Logの抑止 Debug.unityLogger.logEnabled = false; } bool newUser = false; // 新規ユーザーが作成された場合のコールバック Network.GameServer.Instance.Requests.OnCreateAuth = (id) => { newUser = true; }; // boot処理 yield return(Network.GameServer.Instance.Boot(r => { /// TODO : AssetBundleUrlを保存する //Tsl.Asset.AssetBundleManager.ServerUrl = r.AssetBundleUrl; Debug.Log("マスターデータのダウンロード完了: " + r.AssetBundleUrl); foreach (var x in Masterdata.Test.Test.All()) { Debug.Log(string.Format("name:{0} relation:{1}", x.Name, x.Relation.Name)); } //StartHello(); })); Network.GameServer.Instance.Requests.OnCreateAuth = null; // コールバックは解除しておく if (this.hasFatalError) { // 開発ビルドの場合、スルー if (!Debug.isDebugBuild) { yield return(new WaitForSeconds(100000.0f)); } else { Debug.LogError("致命的なエラーが発生しました"); } } // 新規ユーザーの場合名前入力 //yield return nameInput(); /// TODO : ユーザ名の入力UIを作成する /// TODO : Liverに依存しているので別の場所に持っていく Liver.PlayerDataManager.Load(); yield return(Network.GameServer.Instance.SignUpCoroutine(Liver.PlayerDataManager.PlayerData, (r) => { Debug.Log(string.Format("SignUp Accepted? ({0})", r.Accepted)); })); // プレイヤー情報の取得 // 新規プレイヤーは、currentNationがUnKnownになるため、そこで判断する #if flase yield return(GameServer.Instance.RetrievePlayerInfoCoroutine()); // プレイヤー名をセット if (MyApplication.Instance.PlayerInfo != null) { GrandMenu.TopBar.SetTitleText(MyApplication.Instance.PlayerInfo.PlayerName); if (MyApplication.Instance.PlayerInfo.CurrentCampaignType == 0 && !newUser) { // 国選択していない場合は、名前入力から yield return(nameInput()); } } // アセットバンドル初期化 yield return(Tsl.Asset.AssetBundleManager.DownloadCRC()); #endif initializeCompleted = true; }