void OnGUI() { if (loadWindows) InitWindows(); GUILayout.BeginArea(new Rect(5,5, position.width - 10, 140), Skin.box); GUILayout.BeginHorizontal(); if (GUILayout.Button("Reload data", GUILayout.Width(200))) { InitWindows(); } /*if (GUILayout.Button("Validate", GUILayout.Width(200))) { InitWindows(); validate.ValidateXML(this); isValidateDisplay = true; }*/ GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (armorEditor == null) { InitWindows(); } if (GUILayout.Button(armorEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Armor; } /*if (GUILayout.Button(attributeEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Attribute; } if (GUILayout.Button(classEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Class; } if (GUILayout.Button(containerEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Container; } if (GUILayout.Button(conversationEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Conversation; } if (GUILayout.Button(enemyEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Enemy; } if (GUILayout.Button(equipmentSlotEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.EquipmentSlot; } if (GUILayout.Button(guildEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Guild; }*/ if (GUILayout.Button(itemEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Item; } /*if (GUILayout.Button(itemCategory.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.ItemCategory; }*/ if (GUILayout.Button(npcEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.NPC; } /*if (GUILayout.Button(questEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Quest; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button(questCategoryEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.QuestCategory; } if (GUILayout.Button(raceEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Race; } if (GUILayout.Button(reputationEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Reputation; } if (GUILayout.Button(sceneEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Scene; }*/ if (GUILayout.Button(shopEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Shop; } /*if (GUILayout.Button(skillEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Skill; } if (GUILayout.Button(spawnEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.SpawnPoint; } if (GUILayout.Button(spellEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Spell; } if (GUILayout.Button(spellShop.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.SpellShop; } if (GUILayout.Button(teleportEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Teleport; } if (GUILayout.Button(weaponEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Weapon; } if (GUILayout.Button(worldObjectEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.WorldObject; }*/ GUILayout.EndHorizontal(); GUILayout.EndArea(); /*if (isValidateDisplay) { validate.position = position; validate.DisplayErrors(); return; }*/ switch(MainWindowType) { /*case MainWindowTypeEnum.Class: classEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Race: raceEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Weapon: weaponEditor.DisplayWindow(position); break;*/ case MainWindowTypeEnum.NPC: npcEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.WorldObject: worldObjectEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Quest: questEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Guild: guildEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Container: containerEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Enemy: enemyEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Spell: spellEditor.DisplayWindow(position); break; case MainWindowTypeEnum.ItemCategory: itemCategory.DisplayWindow(position); break; case MainWindowTypeEnum.Skill: skillEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Attribute: attributeEditor.DisplayWindow(position); break;*/ case MainWindowTypeEnum.Armor: armorEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.EquipmentSlot: equipmentSlotEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Reputation: reputationEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Teleport: teleportEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Conversation: conversationEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Scene: sceneEditor.DisplayWindow(position); break; case MainWindowTypeEnum.SpawnPoint: spawnEditor.DisplayWindow(position); break;*/ case MainWindowTypeEnum.Shop: shopEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.SpellShop: spellShop.DisplayWindow(position); break;*/ case MainWindowTypeEnum.Item: itemEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.QuestCategory: questCategoryEditor.DisplayWindow(position); break;*/ } }
void OnGUI() { if (loadWindows) { InitWindows(); } GUILayout.BeginArea(new Rect(5, 5, position.width - 10, 140), Skin.box); GUILayout.BeginHorizontal(); if (GUILayout.Button("Reload data", GUILayout.Width(200))) { InitWindows(); } /*if (GUILayout.Button("Validate", GUILayout.Width(200))) * { * InitWindows(); * validate.ValidateXML(this); * isValidateDisplay = true; * }*/ GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (armorEditor == null) { InitWindows(); } if (GUILayout.Button(armorEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Armor; } /*if (GUILayout.Button(attributeEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Attribute; * } * * if (GUILayout.Button(classEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Class; * } * * if (GUILayout.Button(containerEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Container; * } * * if (GUILayout.Button(conversationEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Conversation; * } * * if (GUILayout.Button(enemyEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Enemy; * } * * if (GUILayout.Button(equipmentSlotEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.EquipmentSlot; * } * * if (GUILayout.Button(guildEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Guild; * }*/ if (GUILayout.Button(itemEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Item; } /*if (GUILayout.Button(itemCategory.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.ItemCategory; * }*/ if (GUILayout.Button(npcEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.NPC; } /*if (GUILayout.Button(questEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Quest; * } * GUILayout.EndHorizontal(); * GUILayout.BeginHorizontal(); * * * if (GUILayout.Button(questCategoryEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.QuestCategory; * } * * if (GUILayout.Button(raceEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Race; * } * * if (GUILayout.Button(reputationEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Reputation; * } * * if (GUILayout.Button(sceneEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Scene; * }*/ if (GUILayout.Button(shopEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Shop; } /*if (GUILayout.Button(skillEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Skill; * } * * if (GUILayout.Button(spawnEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.SpawnPoint; * } * * if (GUILayout.Button(spellEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Spell; * } * * if (GUILayout.Button(spellShop.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.SpellShop; * } * * if (GUILayout.Button(teleportEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Teleport; * } * * if (GUILayout.Button(weaponEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.Weapon; * } * * if (GUILayout.Button(worldObjectEditor.EditorName, GUILayout.Width(100))) * { * MainWindowType = MainWindowTypeEnum.WorldObject; * }*/ GUILayout.EndHorizontal(); GUILayout.EndArea(); /*if (isValidateDisplay) * { * validate.position = position; * validate.DisplayErrors(); * return; * }*/ switch (MainWindowType) { /*case MainWindowTypeEnum.Class: * classEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Race: * raceEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Weapon: * weaponEditor.DisplayWindow(position); * break;*/ case MainWindowTypeEnum.NPC: npcEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.WorldObject: * worldObjectEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Quest: * questEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Guild: * guildEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Container: * containerEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Enemy: * enemyEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Spell: * spellEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.ItemCategory: * itemCategory.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Skill: * skillEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Attribute: * attributeEditor.DisplayWindow(position); * break;*/ case MainWindowTypeEnum.Armor: armorEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.EquipmentSlot: * equipmentSlotEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Reputation: * reputationEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Teleport: * teleportEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Conversation: * conversationEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.Scene: * sceneEditor.DisplayWindow(position); * break; * * case MainWindowTypeEnum.SpawnPoint: * spawnEditor.DisplayWindow(position); * break;*/ case MainWindowTypeEnum.Shop: shopEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.SpellShop: * spellShop.DisplayWindow(position); * break;*/ case MainWindowTypeEnum.Item: itemEditor.DisplayWindow(position); break; /*case MainWindowTypeEnum.QuestCategory: * questCategoryEditor.DisplayWindow(position); * break;*/ } }
void OnGUI() { if (loadWindows) InitWindows(); GUILayout.BeginArea(new Rect(5,5, position.width - 10, 140), Skin.box); GUILayout.BeginHorizontal(); if (GUILayout.Button("Reload data", GUILayout.Width(200))) { InitWindows(); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (armorEditor == null) { InitWindows(); } if (GUILayout.Button(armorEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Armor; } if (GUILayout.Button(conversationEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Conversation; } if (GUILayout.Button(itemEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Item; } if (GUILayout.Button(npcEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.NPC; } if (GUILayout.Button(shopEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Shop; } if (GUILayout.Button(arenaEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Arena; } if (GUILayout.Button(enemyEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Enemy; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button(currencyEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Currency; } if (GUILayout.Button(minigameEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.MiniGame; } if (GUILayout.Button(serviceEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Service; } if (GUILayout.Button(npcQuestEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.NPCQuest; } if (GUILayout.Button(questEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Quest; } if (GUILayout.Button(townEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Town; } if (GUILayout.Button(badgeEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Badge; } if (GUILayout.Button(constructionEditor.EditorName, GUILayout.Width(100))) { MainWindowType = MainWindowTypeEnum.Construction; } GUILayout.EndHorizontal(); GUILayout.EndArea(); switch(MainWindowType) { case MainWindowTypeEnum.NPC: npcEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Armor: armorEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Conversation: conversationEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Shop: shopEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Item: itemEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Arena: arenaEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Enemy: enemyEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Currency: currencyEditor.DisplayWindow(position); break; case MainWindowTypeEnum.MiniGame: minigameEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Service: serviceEditor.DisplayWindow(position); break; case MainWindowTypeEnum.NPCQuest: npcQuestEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Quest: questEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Town: townEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Badge: badgeEditor.DisplayWindow(position); break; case MainWindowTypeEnum.Construction: constructionEditor.DisplayWindow(position); break; } }