public static void OpenMenu() { window = GetWindow <RemoveLevelDepdendencyWindow>("Remove Level Dependency"); WindowRefresh.RefreshLevelsList(out window.targetLevelOptions, out window.selectedLevelValue, out window.targetLevels, out window.gameLevelData); window.targetLevel = window.targetLevels[window.selectedLevelValue]; window.GetDependenciesList(); }
public static void OpenMenu() { window = (DeleteSceneFromGameLevel)GetWindow(typeof(DeleteSceneFromGameLevel), false, "Delete Scene From Level"); WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData); window.selectedGameLevel = window.levels[window.selectedValue]; WindowRefresh.RefreshScenesList(window.selectedGameLevel, out window.sceneOptions, out window.selectedSceneValue); }
private void OnGUI() { selectedValue = EditorGUILayout.Popup("Selected Level", selectedValue, levelOptions); selectedSceneValue = EditorGUILayout.Popup("Scene To Delete", selectedSceneValue, sceneOptions); selectedGameLevel = levels[selectedValue]; if (previousSelectedValue != selectedValue) { WindowRefresh.RefreshScenesList(selectedGameLevel, out sceneOptions, out selectedSceneValue); previousSelectedValue = selectedValue; } sceneToRename = sceneOptions[selectedSceneValue]; newName = EditorGUILayout.TextField("New Scene Name", newName); if (!string.IsNullOrEmpty(newName)) { if (GUILayout.Button("Rename Selected Scene")) { RenameSelectedScene(); WindowRefresh.RefreshScenesList(selectedGameLevel, out sceneOptions, out selectedSceneValue); } } }
public static void OpenMenu() { window = GetWindow <AddDependencyToLevelWindow>("Add Dependency To Level"); WindowRefresh.RefreshLevelsList(out window.targetLevelOptions, out window.selectedLevelValue, out window.targetLevels, out window.gameLevelData); window.targetLevel = window.targetLevels[window.selectedLevelValue]; window.selectedDependencyValue = 0; window.GetPossibleDependencies(); }
public static void OpenMenu() { window = GetWindow <AddLevelToBuildWindow>("Add Level To Build"); WindowRefresh.RefreshLevelsList(out window.targetLevelOptions, out window.selectedLevelValue, out window.targetLevels, out window.gameLevelData); window.FilterPotentialLevels(); if (window.targetLevels.Length > 0) { window.targetLevel = window.targetLevels[window.selectedLevelValue]; } }
private void OnGUI() { selectedValue = EditorGUILayout.Popup("Selected Level", selectedValue, levelOptions); selectedGameLevel = levels[selectedValue]; newGameLevelName = EditorGUILayout.TextField("New Level Name", newGameLevelName); if (!string.IsNullOrEmpty(newGameLevelName)) { if (GUILayout.Button("Rename Selected Level")) { RenameSelectedGameLevel(); WindowRefresh.RefreshLevelsList(out levelOptions, out selectedValue, out levels, out gameLevelData); } } }
private void OnGUI() { newGameLevelName = EditorGUILayout.TextField("New Level Name", newGameLevelName); if (newGameLevelName == null || newGameLevelName == "") { EditorGUILayout.HelpBox("Name of new Level cannot be empty", MessageType.Error); } selectedValue = EditorGUILayout.Popup("Level To Create Duplicate Of", selectedValue, levelOptions); gameLevelToCreateDuplicateOf = levels[selectedValue]; if (newGameLevelName != null && newGameLevelName != "") { if (GUILayout.Button("Duplicate Level")) { DuplicateLevel(); WindowRefresh.RefreshLevelsList(out levelOptions, out selectedValue, out levels, out gameLevelData); Debug.Log("Level Duplicated"); } } }
private void OnGUI() { selectedValue = EditorGUILayout.Popup("Selected Level", selectedValue, levelOptions); selectedSceneValue = EditorGUILayout.Popup("Scene To Delete", selectedSceneValue, sceneOptions); selectedGameLevel = levels[selectedValue]; if (previousSelectedValue != selectedValue) { WindowRefresh.RefreshScenesList(selectedGameLevel, out sceneOptions, out selectedSceneValue); previousSelectedValue = selectedValue; } selectedSceneToDestroy = sceneOptions[selectedSceneValue]; if (GUILayout.Button("Delete Scene From Selected Level")) { RemoveScene(); WindowRefresh.RefreshScenesList(selectedGameLevel, out sceneOptions, out selectedSceneValue); } }
private void OnGUI() { selectedValue = EditorGUILayout.Popup("Selected Level", selectedValue, levelOptions); selectedSceneValue = EditorGUILayout.Popup("Scene To Decouple", selectedSceneValue, sceneOptions); selectedGameLevel = levels[selectedValue]; targetSceneToDecouple = sceneOptions[selectedSceneValue]; EditorGUILayout.HelpBox("Use The Directory After 'Assets/', e.g. 'Scenes/MyScene01'", MessageType.Info); targetFolderToDumpSceneIn = EditorGUILayout.TextField("Target Folder To Dump Scene In", targetFolderToDumpSceneIn); if (Directory.Exists("Assets/" + targetFolderToDumpSceneIn)) { if (GUILayout.Button("Decouple Scene From Game Level")) { DecoupleScene(); WindowRefresh.RefreshScenesList(selectedGameLevel, out sceneOptions, out selectedSceneValue); } } else { EditorGUILayout.HelpBox("Target Folder Does Not Exist, Please Create Manually", MessageType.Error); } }
public static void OpenMenu() { window = (AddNewSceneToGameLevel)GetWindow(typeof(AddNewSceneToGameLevel), false, "Add New Scene To Level"); WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData); }
public static void OpenMenu() { window = (DuplicateGameLevel)GetWindow(typeof(DuplicateGameLevel), false, "Duplicate Level"); WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData); }
public static void OpenMenu() { window = (RenameGameLevel)GetWindow(typeof(RenameGameLevel), false, "Rename Level"); WindowRefresh.RefreshLevelsList(out window.levelOptions, out window.selectedValue, out window.levels, out window.gameLevelData); window.selectedGameLevel = window.levels[window.selectedValue]; }