示例#1
0
    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);
    }
示例#3
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();
    }
示例#4
0
    // 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
    }
示例#5
0
    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;
    }
示例#6
0
    // 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();
    }
示例#7
0
 public static void OpenResourceEditor()
 {
     ResourceEditorWindow.Init();
 }
	void UpdateResourceList(){
		rscList=ResourceEditorWindow.Load();
		Repaint();
	}
示例#9
0
    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();
    }