void OnGUI()
    {
        GUISkin        skin = (GUISkin)AssetDatabase.LoadAssetAtPath(LEVEL_SELECT_SKIN_PATH, typeof(GUISkin));
        SceneDirectory dir  = (SceneDirectory)AssetDatabase.LoadAssetAtPath(SCENE_DIR_PATH, typeof(SceneDirectory));

        for (int itr = 0; itr < dir.Scenes.Count; itr++)
        {
            string levelText = dir.Scenes[itr].sceneName;

            CustomEditorUtils.HeaderStart(levelText);

            if (GUILayout.Button("Load " + levelText, skin.button))
            {
                EditorApplication.OpenScene(SCENE_PATH + levelText + SCENE_EXTENSION);
            }

            EditorGUILayout.LabelField("Details", skin.customStyles[0]);
            foreach (string feature in dir.Scenes[itr].features)
            {
                EditorGUILayout.LabelField(feature);
            }

            CustomEditorUtils.HeaderEnd();
        }
    }
    private void DrawNewDirectoryButton()
    {
        EditorGUILayout.LabelField("No scene directory found!");

        if (GUILayout.Button("Create Scene Directory"))
        {
            SceneDirectory newDir = ScriptableObject.CreateInstance <SceneDirectory>();

            AssetDatabase.CreateAsset(newDir, DIRECTORY_PATH + "/SceneDir.asset");
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
    }
    private void DrawCreateNewSceneAssetButton(SceneDirectory dir)
    {
        if (GUILayout.Button("Create Scene Asset"))
        {
            SceneAsset newScene = ScriptableObject.CreateInstance <SceneAsset>();

            string newAssetPath = "";

            if (dir.Scenes.Count > 0)
            {
                newAssetPath = SCENE_ASSET_PATH + "/SceneAsset" + (System.Convert.ToInt32((dir.Scenes[dir.Scenes.Count - 1].name.Split('.')[0][dir.Scenes[dir.Scenes.Count - 1].name.Split('.')[0].Length - 1]).ToString()) + 1).ToString() + ".asset";
            }
            else
            {
                newAssetPath = SCENE_ASSET_PATH + "/SceneAsset1.asset";
            }

            dir.Scenes.Add(newScene);

            AssetDatabase.CreateAsset(newScene, newAssetPath);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
    }
示例#4
0
 public static void ChangeScene(SceneDirectory s)
 {
     Application.LoadLevel(s.ToString());
 }
    void OnGUI()
    {
        SceneDirectory dir = (SceneDirectory)AssetDatabase.LoadAssetAtPath(DIRECTORY_PATH + "/SceneDir.asset", typeof(SceneDirectory));

        if (dir == null)
        {
            DrawNewDirectoryButton();
        }
        else
        {
            SceneAsset deleteScene = null;

            for (int itr = 0; itr < dir.Scenes.Count; itr++)
            {
                SceneAsset scene = dir.Scenes[itr];

                if (scene == null)
                {
                    continue;
                }

                CustomEditorUtils.HeaderStart(scene.name);
                scene.sceneName = EditorGUILayout.TextField("Scene Name", scene.sceneName);

                EditorGUILayout.LabelField("Features");
                for (int itrFeature = 0; itrFeature < scene.features.Count; itrFeature++)
                {
                    EditorGUILayout.BeginHorizontal();
                    scene.features[itrFeature] = EditorGUILayout.TextField("Feature #" + (itrFeature + 1).ToString(), scene.features[itrFeature]);

                    if (GUILayout.Button("Delete Feature"))
                    {
                        scene.features.RemoveAt(itrFeature);
                        itrFeature--;
                        continue;
                    }

                    EditorGUILayout.EndHorizontal();
                }

                EditorGUILayout.BeginHorizontal();

                if (GUILayout.Button("Add New Feature"))
                {
                    scene.features.Add("");
                }

                if (GUILayout.Button("Delete"))
                {
                    deleteScene = scene;
                }

                EditorGUILayout.EndHorizontal();

                CustomEditorUtils.HeaderEnd();
            }

            if (deleteScene != null)
            {
                dir.Scenes.Remove(deleteScene);
                DestroyImmediate(deleteScene, true);
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }

            DrawCreateNewSceneAssetButton(dir);

            if (GUILayout.Button("Save Assets"))
            {
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        }

        if (dir != null)
        {
            // Necessary, otherwise data will be lost if window is open on entering play mode
            EditorUtility.SetDirty(dir);

            foreach (SceneAsset scene in dir.Scenes)
            {
                EditorUtility.SetDirty(scene);
            }
        }
    }