/// <summary> /// Renders the selected window. /// </summary> void OnGUI() { DrawHeader(); switch ((State)currentWindow.value) { case State.BATTLE: battleEditor.DrawWindow(); break; case State.CHARACTER: characterEditor.DrawWindow(); break; case State.ENEMY: enemyEditor.DrawWindow(); break; case State.BACKGROUND: backgroundEditor.DrawWindow(); break; case State.ITEMEQUIP: itemEditor.DrawWindow(); break; case State.MODULE: moduleEditor.DrawWindow(); break; } }
/// <summary> /// Renders the selected window. /// </summary> void OnGUI() { DrawHeader(); switch ((State)currentWindow.value) { case State.BATTLE: battleEditor.DrawWindow(); break; case State.CHARACTER: characterEditor.DrawWindow(); break; case State.ENEMY: enemyEditor.DrawWindow(); break; case State.BACKGROUND: backgroundEditor.DrawWindow(); break; case State.ITEMEQUIP: itemEquipEditor.DrawWindow(); break; case State.KANJI: kanjiEditor.DrawWindow(); break; case State.MUSIC: musicEditor.DrawWindow(); break; } }
/// <summary> /// Renders the selected window. /// </summary> void OnGUI() { DrawHeader(); int width = (int)position.width; int height = (int)position.height; switch ((State)currentWindow.value) { case State.MISSIONS: missionEditor.DrawWindow(width, height); break; case State.MAPS: mapEditor.DrawWindow(width, height); break; case State.CHARACTERS: characterEditor.DrawWindow(width, height); break; case State.CLASSES: classEditor.DrawWindow(width, height); break; case State.ITEMS: itemEditor.DrawWindow(width, height); break; case State.UPGRADE: upgradeEditor.DrawWindow(width, height); break; case State.SKILLS: skillEditor.DrawWindow(width, height); break; case State.BACKGROUND: backgroundEditor.DrawWindow(width, height); break; case State.PORTRAITS: portraitEditor.DrawWindow(width, height); break; } }