void EditWeaponType() { if(!_isWeaponTypeOldUpdated) { _tempWeaponTypeOld = new ISWeaponType (_tempWeaponType); _isWeaponTypeOldUpdated = true; } _tempWeaponType.Name = EditorGUILayout.TextField("Weapon Type Name", _tempWeaponType.Name); }
void NullTempEntries() { _tempWeapon = null; _tempArmor = null; _tempItem = null; _tempQuality = null; _tempQualityOld = null; _tempWeaponType = null; _tempWeaponTypeOld = null; _tempAttackType = null; _tempAttackTypeOld = null; _tempArmorType = null; _tempArmorTypeOld = null; _tempArmorLocation = null; _tempArmorLocationOld = null; }
void ListWeaponsTypes() { for(int i = 0; i < _weaponTypeDatabase.Count; i++) { if(GUILayout.Button(_weaponTypeDatabase.Get(i).Name, GUILayout.Width(_listViewButtonWidth), GUILayout.Height(_listViewButtonHeight))) { _selectedIndex = i; _tempWeaponType = new ISWeaponType(_weaponTypeDatabase.Get(i)); displayState = DisplayState.DisplayDatabaseEntry; } } }