void DrawSpawnerInspector(TOD_Wave _currentWave) { if (!_currentWave.ShowWave) { return; } LayoutEdit.Horizontal(true); if (_currentWave.AllSpawners.Count < eTarget.allSpawnPositionWave.Count) { LayoutEdit.HelpBox("Add spawner"); ButtonEdit.Button("+", _currentWave.AddSpawnPos, Color.gray); } LayoutEdit.Horizontal(false); if (_currentWave.AllSpawners.Count > 0) { for (int i = 0; i < _currentWave.Index.Count; i++) { LayoutEdit.Horizontal(true); LayoutEdit.HelpBox($"Spawner {i} :"); _currentWave.Index[i] = EditorGUILayout.Popup(_currentWave.Index[i], eTarget.AllIndexSpawn.ToArray()); if (CheckAlreadyExist(_currentWave.Index, i)) { _currentWave.Index[i] = -1; } ButtonEdit.ButtonConfirmation("X", _currentWave.RemoveSpawnPos, Color.red, i, "Remove Spawner", $"Remove spawner position {i}", "Yes", "No"); LayoutEdit.Horizontal(false); } } }
void DrawEnemyInspector(TOD_Wave _currentWave) { if (!_currentWave.ShowWave) { return; } LayoutEdit.Horizontal(true); LayoutEdit.HelpBox("Add enemy"); ButtonEdit.Button("+", _currentWave.AddEnemy, Color.gray); LayoutEdit.Horizontal(false); for (int j = 0; j < _currentWave.AllEnemies.Count; j++) { LayoutEdit.Horizontal(true); _currentWave.AllEnemies[j] = (TOD_Enemy)EditorGUILayout.ObjectField(_currentWave.AllEnemies[j], typeof(TOD_Enemy), false); if (_currentWave.AllEnemies[j] != null && _currentWave.AllEnemies[j].GetComponent <TOD_Enemy>() == null) { _currentWave.AllEnemies[j] = null; } // int _value = _currentWave.AllQuantity[j]; // LayoutEdit.IntSlider("Quantity", ref _value, 1, 200); _currentWave.AllQuantity[j] = EditorGUILayout.IntSlider(_currentWave.AllQuantity[j], 1, 200); ButtonEdit.ButtonConfirmation("X", _currentWave.RemoveEnemy, Color.red, j, "Remove enemy", $"Remove enemy {j + 1}", "Yes", "No"); LayoutEdit.Horizontal(false); } LayoutEdit.Space(); ButtonEdit.ButtonConfirmation("Remove all enemies", _currentWave.ClearEnemies, Color.red, "Remove everyone", "Remove enemy ", "Yes", "No"); }
public void ChangeWaveOrder(int _index, bool _Up) { TOD_Wave _tmpWave = new TOD_Wave(); int _order = 0; if (_Up) { _order = -1; } else { _order = 1; } _tmpWave = allWaves[_index + _order]; allWaves[_index + _order] = allWaves[_index]; allWaves[_index] = _tmpWave; }