Пример #1
0
 public static void OpenMenu()
 {
     window = (DeleteSceneFromGameLevel)GetWindow(typeof(DeleteSceneFromGameLevel), false, "Delete Scene From Level");
     WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData);
     window.selectedGameLevel = window.levels[window.selectedValue];
     WindowRefresh.RefreshScenesList(window.selectedGameLevel, out window.sceneOptions, out window.selectedSceneValue);
 }
Пример #2
0
 public static void OpenMenu()
 {
     window = GetWindow <RemoveLevelDepdendencyWindow>("Remove Level Dependency");
     WindowRefresh.RefreshLevelsList(out window.targetLevelOptions, out window.selectedLevelValue, out window.targetLevels, out window.gameLevelData);
     window.targetLevel = window.targetLevels[window.selectedLevelValue];
     window.GetDependenciesList();
 }
 public static void OpenMenu()
 {
     window = GetWindow <AddDependencyToLevelWindow>("Add Dependency To Level");
     WindowRefresh.RefreshLevelsList(out window.targetLevelOptions, out window.selectedLevelValue, out window.targetLevels, out window.gameLevelData);
     window.targetLevel             = window.targetLevels[window.selectedLevelValue];
     window.selectedDependencyValue = 0;
     window.GetPossibleDependencies();
 }
Пример #4
0
 public static void OpenMenu()
 {
     window = GetWindow <AddLevelToBuildWindow>("Add Level To Build");
     WindowRefresh.RefreshLevelsList(out window.targetLevelOptions, out window.selectedLevelValue, out window.targetLevels, out window.gameLevelData);
     window.FilterPotentialLevels();
     if (window.targetLevels.Length > 0)
     {
         window.targetLevel = window.targetLevels[window.selectedLevelValue];
     }
 }
Пример #5
0
        private void OnGUI()
        {
            selectedValue     = EditorGUILayout.Popup("Selected Level", selectedValue, levelOptions);
            selectedGameLevel = levels[selectedValue];
            newGameLevelName  = EditorGUILayout.TextField("New Level Name", newGameLevelName);

            if (!string.IsNullOrEmpty(newGameLevelName))
            {
                if (GUILayout.Button("Rename Selected Level"))
                {
                    RenameSelectedGameLevel();
                    WindowRefresh.RefreshLevelsList(out levelOptions, out selectedValue, out levels, out gameLevelData);
                }
            }
        }
Пример #6
0
        private void OnGUI()
        {
            newGameLevelName = EditorGUILayout.TextField("New Level Name", newGameLevelName);
            if (newGameLevelName == null || newGameLevelName == "")
            {
                EditorGUILayout.HelpBox("Name of new Level cannot be empty", MessageType.Error);
            }
            selectedValue = EditorGUILayout.Popup("Level To Create Duplicate Of", selectedValue, levelOptions);
            gameLevelToCreateDuplicateOf = levels[selectedValue];

            if (newGameLevelName != null && newGameLevelName != "")
            {
                if (GUILayout.Button("Duplicate Level"))
                {
                    DuplicateLevel();
                    WindowRefresh.RefreshLevelsList(out levelOptions, out selectedValue, out levels, out gameLevelData);
                    Debug.Log("Level Duplicated");
                }
            }
        }
 public static void OpenMenu()
 {
     window = (AddNewSceneToGameLevel)GetWindow(typeof(AddNewSceneToGameLevel), false, "Add New Scene To Level");
     WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData);
 }
Пример #8
0
 public static void OpenMenu()
 {
     window = (DuplicateGameLevel)GetWindow(typeof(DuplicateGameLevel), false, "Duplicate Level");
     WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData);
 }
Пример #9
0
 public static void OpenMenu()
 {
     window = (RenameGameLevel)GetWindow(typeof(RenameGameLevel), false, "Rename Level");
     WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData);
     window.selectedGameLevel = window.levels[window.selectedValue];
 }