public static void Init() { // Get existing open window or if none, make a new one: window = (AbilityEditorWindow)EditorWindow.GetWindow(typeof(AbilityEditorWindow)); window.minSize = new Vector2(615, 750); window.maxSize = new Vector2(615, 751); InitLabel(); allAbilityList = new List <Ability>(); rscList = ResourceEditorWindow.Load(); Load(); //int i=0; //foreach(Ability ability in allAbilityList){ //ability.ID=i; //i+=1; //Debug.Log(ability.ID); //} selectedAbilID = 0; }
//~ private static List<int> towerIDList=new List<int>(); // Add menu named "PerkEditor" to the Window menu //[MenuItem ("TDTK/PerkEditor")] public static void Init () { // Get existing open window or if none, make a new one: window = (PerkEditorWindow)EditorWindow.GetWindow(typeof (PerkEditorWindow)); window.minSize=new Vector2(615, 700); window.maxSize=new Vector2(615, 701); InitLabel(); allPerkList=new List<Perk>(); rscList=ResourceEditorWindow.Load(); LoadTower(); LoadAbility(); Load(); //~ RefreshIDList(); int i=0; foreach(Perk perk in allPerkList){ //~ perk.SetType(perk.type); //~ perk.value=new float[perk.valueCount]; perk.ID=i; i+=1; } NewSelection(0); }
// Add menu named "TowerEditor" to the Window menu //[MenuItem ("TDTK/TowerEditor")] public static void Init() { // Get existing open window or if none, make a new one: window = (CreepEditor)EditorWindow.GetWindow(typeof(CreepEditor)); window.minSize = new Vector2(720, 650); rscList = ResourceEditorWindow.Load(); GetCreep(); InitCreepAttackLabel(); }
// Add menu named "PerkEditor" to the Window menu //[MenuItem ("TDTK/PerkEditor")] public static void Init() { // Get existing open window or if none, make a new one: window = (ResourceEditorWindow)EditorWindow.GetWindow(typeof(ResourceEditorWindow)); window.minSize = new Vector2(350, 449); window.maxSize = new Vector2(350, 450); resourceList.Add(new Resource()); Load(); //~ Debug.Log(AssetDatabase.GetAssetPath(rm.resources[0].icon)); //http://docs.unity3d.com/Documentation/Manual/AssetDatabase.html //AssetDatabase.GetAssetPath }
public void VerifyingList() { list = ResourceEditorWindow.Load(); Resource[] tempList = new Resource[list.Count]; for (int i = 0; i < tempList.Length; i++) { tempList[i] = list[i]; for (int j = 0; j < rm.resources.Length; j++) { if (tempList[i].CheckMatch(rm.resources[j])) { tempList[i].value = rm.resources[j].value; } } } rm.resources = tempList; }
// Add menu named "TowerEditor" to the Window menu //[MenuItem ("TDTK/SpawnEditor")] public static void Init() { // Get existing open window or if none, make a new one: window = (SpawnEditor)EditorWindow.GetWindow(typeof(SpawnEditor)); window.minSize = new Vector2(670, 620); int enumLength = Enum.GetValues(typeof(_SpawnLimit)).Length; spawnLimitLabel = new string[enumLength]; spawnLimitLabel[0] = "Finite"; spawnLimitLabel[1] = "Infinite"; spawnLimitTooltip = new string[enumLength]; spawnLimitTooltip[0] = "Finite number of waves"; spawnLimitTooltip[1] = "Infinite number of waves (for survival or endless mode)"; enumLength = Enum.GetValues(typeof(_SpawnMode)).Length; spawnTypeLabel = new string[enumLength]; spawnTypeLabel[0] = "Continuous"; spawnTypeLabel[1] = "WaveCleared"; spawnTypeLabel[2] = "RoundBased"; spawnTypeLabel[3] = "SkippableContinuous"; spawnTypeLabel[4] = "SkippableWaveCleared"; spawnTypeTooltip = new string[enumLength]; spawnTypeTooltip[0] = "A new wave is spawn upon every wave duration countdown"; spawnTypeTooltip[1] = "A new wave is spawned when the current wave is cleared"; spawnTypeTooltip[2] = "Similar to Continuous but user can initiate the new next wave before the timer runs out"; spawnTypeTooltip[3] = "Similar to WaveCleared but user can initiate the next wave before clearing current wave"; spawnTypeTooltip[4] = "Each wave is treated like a round. a new wave can only take place when the previous wave is cleared. Each round require initiation from user"; LoadCreep(); GetSpawnManager(); rscList = ResourceEditorWindow.Load(); }
public static void OpenResourceEditor() { ResourceEditorWindow.Init(); }
void UpdateResourceList(){ rscList=ResourceEditorWindow.Load(); Repaint(); }
public override void OnInspectorGUI() { //terrain properties EditorGUI.BeginChangeCheck(); EditorGUILayout.Space(); EditorGUILayout.PropertyField(width); EditorGUILayout.PropertyField(height); EditorGUILayout.PropertyField(seed); EditorGUILayout.PropertyField(scale); EditorGUILayout.PropertyField(falloffCurve); EditorGUILayout.PropertyField(terrainRenderer); EditorGUILayout.Space(); EditorGUILayout.PropertyField(octaves); EditorGUILayout.PropertyField(persistance); EditorGUILayout.PropertyField(lacunarity); EditorGUILayout.PropertyField(offset); EditorGUILayout.Space(); EditorGUILayout.PropertyField(minRiverHeight); EditorGUILayout.PropertyField(minRivers); EditorGUILayout.PropertyField(maxRivers); EditorGUILayout.PropertyField(minRiverThickness); EditorGUILayout.PropertyField(maxRiverThickness); EditorGUILayout.Space(); EditorGUILayout.PropertyField(borderRadius); EditorGUILayout.PropertyField(borderColor); EditorGUILayout.Space(); EditorGUILayout.PropertyField(waveNum); EditorGUILayout.PropertyField(waveRadius); EditorGUILayout.PropertyField(waveSpacing); serializedObject.ApplyModifiedProperties(); if (EditorGUI.EndChangeCheck()) { GenerateTerrain(); } //kingdom properties EditorGUI.BeginChangeCheck(); EditorGUILayout.Space(); EditorGUILayout.PropertyField(kingdomRenderer); EditorGUILayout.Space(); EditorGUILayout.PropertyField(minKingdoms); EditorGUILayout.PropertyField(maxKingdoms); EditorGUILayout.PropertyField(minKingdomPopulationRatio); EditorGUILayout.PropertyField(maxKingdomPopulationRatio); EditorGUILayout.PropertyField(minKingdomMoney); EditorGUILayout.PropertyField(maxKingdomMoney); serializedObject.ApplyModifiedProperties(); if (EditorGUI.EndChangeCheck()) { GenerateKingdoms(); } //biome properties EditorGUILayout.Space(); GUILayout.Label(terrainGenerator.biomes.Count + " Biomes"); if (GUILayout.Button("Edit Biomes")) { BiomeEditorWindow window = EditorWindow.GetWindow <BiomeEditorWindow>(); window.SetBiomes(terrainGenerator.biomes); window.OnChange(SetBiomes); } /*if(GUILayout.Button("Clear Biomes")) { * terrainGenerator.biomes.Clear(); * }*/ //resource properties EditorGUILayout.Space(); GUILayout.Label(terrainGenerator.resources.Count + " Resources"); if (GUILayout.Button("Edit Resources")) { ResourceEditorWindow window = EditorWindow.GetWindow <ResourceEditorWindow>(); window.SetResources(terrainGenerator.resources); window.OnChange(SetResources); } /*if(GUILayout.Button("Clear Resources")) { * terrainGenerator.resources.Clear(); * }*/ //buttons EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); if (GUILayout.Button("Generate Terrain")) { GenerateTerrain(); } if (GUILayout.Button("Generate Kingdoms")) { GenerateKingdoms(); } if (GUILayout.Button("Generate Resources")) { GenerateResources(); } EditorGUILayout.Space(); }