void drawGenerateButton()
 {
     EditorGUILayout.Space();
     if (GUILayout.Button("Generate"))
     {
         CodeGeneratorEditor.Generate();
     }
 }
示例#2
0
        public void Draw(EntitasPreferencesConfig config)
        {
            var codeGeneratorConfig = new CodeGeneratorConfig(config);

            EditorGUILayout.BeginVertical(GUI.skin.box);
            EditorGUILayout.LabelField("CodeGenerator", EditorStyles.boldLabel);

            // Generated Folder
            codeGeneratorConfig.generatedFolderPath = EditorGUILayout.TextField("Generated Folder", codeGeneratorConfig.generatedFolderPath);

            // Pools
            var pools = new List <string>(codeGeneratorConfig.pools);

            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Pools");
            if (pools.Count == 0)
            {
                EditorGUI.BeginDisabledGroup(true);
                EditorGUILayout.TextField("DefaultPool");
                EditorGUI.EndDisabledGroup();
            }

            for (int i = 0; i < pools.Count; i++)
            {
                EditorGUILayout.BeginHorizontal();
                pools[i] = EditorGUILayout.TextField(pools[i]);
                if (GUILayout.Button("-", GUILayout.Width(19), GUILayout.Height(14)))
                {
                    pools[i] = string.Empty;
                }
                EditorGUILayout.EndHorizontal();
            }

            if (GUILayout.Button("Add pool"))
            {
                pools.Add("PoolName");
            }

            if (pools.Count == 0)
            {
                EditorGUILayout.HelpBox("You can optimize the memory footprint of entities by creating multiple pools. " +
                                        "The code generator generates subclasses of PoolAttribute for each pool name. " +
                                        "You can assign components to a specific pool with the generated attribute, e.g. [UI] or [MetaGame], " +
                                        "otherwise they are assigned to the default pool.", MessageType.Info);
            }

            codeGeneratorConfig.pools = pools.ToArray();

            EditorGUILayout.Space();
            if (GUILayout.Button("Generate"))
            {
                CodeGeneratorEditor.Generate();
            }

            EditorGUILayout.EndVertical();
        }