void InstansiateKanji() { GUI.FocusControl(null); if (kanjiLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } Kanji c = Editor.CreateInstance <Kanji>(); c.name = uuid; c.uuid = uuid; c.entryName = uuid; c.repColor = repColor; string path = "Assets/LibraryData/Kanji/" + uuid + ".asset"; AssetDatabase.CreateAsset(c, path); kanjiLibrary.InsertEntry(c, 0); Undo.RecordObject(kanjiLibrary, "Added kanji"); EditorUtility.SetDirty(kanjiLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); uuid = ""; selKanji = 0; SelectKanji(); }
public void InstansiateDialogue() { GUI.FocusControl(null); if (dialogueLibrary.ContainsID(dialogueUuid)) { Debug.Log("uuid already exists!"); return; } DialogueEntry de = Editor.CreateInstance <DialogueEntry>(); de.name = dialogueUuid; de.uuid = dialogueUuid; de.entryName = dialogueUuid; de.repColor = repColor; de.CreateBasicActions(); string path = "Assets/LibraryData/Dialogues/" + dialogueUuid + ".asset"; dialogueLibrary.InsertEntry(de, 0); Undo.RecordObject(dialogueLibrary, "Added dialogue"); EditorUtility.SetDirty(dialogueLibrary); AssetDatabase.CreateAsset(de, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); dialogueUuid = ""; selDialogue = 0; SelectDialogue(); }
void InstansiateSfx() { GUI.FocusControl(null); if (sfxLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } SfxList se = Editor.CreateInstance <SfxList>(); se.name = uuid; se.uuid = uuid; se.entryName = uuid; se.repColor = repColor; string path = "Assets/LibraryData/Songlists/" + uuid + ".asset"; AssetDatabase.CreateAsset(se, path); sfxLibrary.InsertEntry(se, 0); Undo.RecordObject(sfxLibrary, "Added sfx"); EditorUtility.SetDirty(sfxLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); currentEntryList = sfxLibrary.GetRepresentations("", filterStr); uuid = ""; selMusic = 0; SelectMusic(); }
void InstansiateEnemy() { GUI.FocusControl(null); if (enemyLibrary.ContainsID(enemyUuid)) { Debug.Log("uuid already exists!"); return; } EnemyEntry ee = Editor.CreateInstance <EnemyEntry>(); ee.name = enemyUuid; ee.uuid = enemyUuid; ee.entryName = enemyUuid; ee.repColor = repColor; string path = "Assets/LibraryData/Enemies/" + enemyUuid + ".asset"; enemyLibrary.InsertEntry(ee, 0); Undo.RecordObject(enemyLibrary, "Added enemy"); EditorUtility.SetDirty(enemyLibrary); AssetDatabase.CreateAsset(ee, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); currentEntryList = enemyLibrary.GetRepresentations("", filterStr); enemyUuid = ""; selEnemy = 0; SelectEnemy(); }
void InstansiateMusic() { GUI.FocusControl(null); if (musicLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } MusicEntry me = Editor.CreateInstance <MusicEntry>(); me.name = uuid; me.uuid = uuid; me.entryName = uuid; me.repColor = repColor; string path = "Assets/LibraryData/Music/" + uuid + ".asset"; AssetDatabase.CreateAsset(me, path); musicLibrary.InsertEntry(me, 0); Undo.RecordObject(musicLibrary, "Added music"); EditorUtility.SetDirty(musicLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); uuid = ""; selMusic = 0; SelectMusic(); }
void InstansiateBackground() { GUI.FocusControl(null); if (backgroundLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } BackgroundEntry bke = Editor.CreateInstance <BackgroundEntry>(); bke.name = uuid; bke.uuid = uuid; bke.entryName = uuid; bke.repColor = repColor; string path = "Assets/LibraryData/Backgrounds/" + uuid + ".asset"; AssetDatabase.CreateAsset(bke, path); backgroundLibrary.InsertEntry(bke, 0); Undo.RecordObject(backgroundLibrary, "Added background"); EditorUtility.SetDirty(backgroundLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); currentEntryList = backgroundLibrary.GetRepresentations("", filterStr); uuid = ""; selBackground = 0; SelectBackground(); }
void InstansiateModule() { GUI.FocusControl(null); if (moduleLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } Module c = Editor.CreateInstance <Module>(); c.name = uuid; c.uuid = uuid; c.entryName = uuid; c.repColor = repColor; string path = "Assets/LibraryData/Modules/" + uuid + ".asset"; AssetDatabase.CreateAsset(c, path); moduleLibrary.InsertEntry(c, 0); Undo.RecordObject(moduleLibrary, "Added module"); EditorUtility.SetDirty(moduleLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); currentEntryList = moduleLibrary.GetRepresentations("", filterStr); uuid = ""; selModule = 0; SelectModule(); }
void InstansiateBattle() { GUI.FocusControl(null); if (battleLibrary.ContainsID(battleUuid)) { Debug.Log("uuid already exists!"); return; } BattleEntry be = Editor.CreateInstance <BattleEntry>(); be.name = battleUuid; be.uuid = battleUuid; be.entryName = battleUuid; string path = "Assets/LibraryData/Battles/" + battleUuid + ".asset"; battleLibrary.InsertEntry(be, 0); Undo.RecordObject(battleLibrary, "Added battle"); EditorUtility.SetDirty(battleLibrary); AssetDatabase.CreateAsset(be, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); battleUuid = ""; selBattle = 0; SelectBattle(); }
void InstansiateItem() { GUI.FocusControl(null); if (itemLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } ItemEquip c = Editor.CreateInstance <ItemEquip>(); c.name = uuid; c.uuid = uuid; c.entryName = uuid; c.repColor = repColor; string path = "Assets/LibraryData/Items/" + uuid + ".asset"; AssetDatabase.CreateAsset(c, path); itemLibrary.InsertEntry(c, 0); Undo.RecordObject(itemLibrary, "Added item"); EditorUtility.SetDirty(itemLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); uuid = ""; selItem = 0; SelectItem(); }
void InstansiateCharacter() { GUI.FocusControl(null); if (characterLibrary.ContainsID(uuid)) { Debug.Log("uuid already exists!"); return; } CharacterEntry c = Editor.CreateInstance <CharacterEntry>(); c.name = uuid; c.uuid = uuid; c.entryName = uuid; c.repColor = repColor; string path = "Assets/LibraryData/Characters/" + uuid + ".asset"; AssetDatabase.CreateAsset(c, path); characterLibrary.InsertEntry(c, 0); Undo.RecordObject(characterLibrary, "Added character"); EditorUtility.SetDirty(characterLibrary); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); uuid = ""; selCharacter = 0; SelectCharacter(); }
protected bool IsValidUuid(string uuid) { if (string.IsNullOrEmpty(uuid)) { Debug.LogError("uuid is empty!"); EditorUtility.DisplayDialog("Error", "uuid can not be empty!", "OK"); return(false); } if (entryLibrary.ContainsID(uuid)) { Debug.LogError("uuid already exists!"); EditorUtility.DisplayDialog("Error", "That uuid already exists!", "OK"); return(false); } return(true); }