private void AddScriptableScene() { // If there isn't an AllConditions instance yet, put a message in the console and return. if (!AllGameScriptableScenes.Instance) { Debug.LogError("AllGameScriptableScenes has not been created yet."); return; } ScriptableScene newScene = ScriptableSceneEditor.CreateScriptableScene(); newScene.name = NEW_SCENE_BASE_NAME; ScriptableObjectUtility.AddScriptableObject(AllGameScriptableScenes.Instance, ref newScene, ref AllGameScriptableScenes.Instance.scriptableScenes, "Created new Scriptable Scene"); }
private void AddItem(string name = "") { Item newItem = ScriptableObject.CreateInstance <Item>(); newItem.inventoryItemList = this.inventoryItemList; if (name == null || name == "") { newItem.name = "New Item " + inventoryItemList.itemList.Length + 1; } else { newItem.name = name; } ScriptableObjectUtility.AddScriptableObject(inventoryItemList, ref newItem, ref inventoryItemList.itemList, "Created new Item"); }
private void AddQuest(string name = "") { Quest newQuest = ScriptableObject.CreateInstance <Quest>(); newQuest.parentQuestList = this.targetQuestsList; if (name == null || name == "") { newQuest.name = "New Quest " + targetQuestsList.quests.Length + 1; } else { newQuest.name = name; } ScriptableObjectUtility.AddScriptableObject(targetQuestsList, ref newQuest, ref targetQuestsList.quests, "Created new Quest"); }
private void AddSaveData(string newSaveDataName = null) { // If there isn't an AllConditions instance yet, put a message in the console and return. if (!AllSavesData.Instance) { Debug.LogError("AllSavesData has not been created yet."); return; } // Create a condition based on the description. SaveData newSaveData = SaveDataEditor.createPersistentDataSave(); newSaveData.name = (newSaveDataName != null) ? newSaveDataName : "New SaveData"; ScriptableObjectUtility.AddScriptableObject(AllSavesData.Instance, ref newSaveData, ref AllSavesData.Instance.saveDatas, "Created new SaveData" ); }
private LocalizedText AddLocalizedText(string LocalizedTextName = "") { // Create a new scriptable instance of LocalizedText LocalizedText newText = ScriptableObject.CreateInstance <LocalizedText>(); Undo.RecordObject(newText, "new localized text"); // Add the new item to the group that create its newText.textsGroup = this.locTextGroup; // Give the new LocalizedText a name if (LocalizedTextName == null || LocalizedTextName == "") { newText.name = LocalizedTextName + locTextGroup.localizedTextsList.Count + 1; } else { newText.name = LocalizedTextName; } // Assets folder name for the object must match the name // of the LocalizedText ID which must be unique within the group newText.textID = newText.name; // Create a localizedTextsList with the same lenght as local Game LanguageList... newText.localizedTextsList = new List <LocalizableElement>(locTextGroup.localGameLanguagesList.Length); // ...and create the localizableElements for (int i = 0; i < locTextGroup.localGameLanguagesList.Length; i++) { newText.localizedTextsList.Add(new LocalizableElement(locTextGroup.localGameLanguagesList[i].gameLanguage, "")); } // Attach the new localizedText as a child of the group in assests folder ScriptableObjectUtility.AddScriptableObject(locTextGroup, ref newText, ref locTextGroup.localizedTextsList, "Created new Localized Text"); return(newText); }
private void AddCondition(string description) { // If there isn't an AllConditions instance yet, put a message in the console and return. if (!AllConditions.Instance) { Debug.LogError("AllConditions has not been created yet."); return; } // Create a condition based on the description. Condition newCondition = ConditionEditor.CreateCondition(description); // The name is what is displayed by the asset so set that too. newCondition.name = description; ScriptableObjectUtility.AddScriptableObject(AllConditions.Instance, ref newCondition, ref AllConditions.Instance.conditions, "Created new Condition" ); // Recreate the condition description array with the new added Condition. SetAllConditionDescriptions(); }