public static void Setup() { Translating = false; // Get the translation key, if we have one: // TranslationKey=GetTranslationKey(); // Setup the foldout: // ShowAPIKey=(TranslationKey==""); // Setup the PowerUI path: PowerUIPath = PowerUIEditor.GetPowerUIPath(); // Load the target languages: LoadAvailableLanguages(); }
/// <summary>Sets up the module.</summary> private void GetModule() { // Create a precompileable module: Module = new Module("PowerUI"); // Got source folders? if (Module.SourceFolders.Count == 0) { // Find PowerUI: string powerUIPath = PowerUIEditor.GetPowerUIPath(); // Add the source folder(s) now: // (We don't precompile the managers because that would break references). Module.SourceFolders.Add(powerUIPath + "/Source"); } }
public static void WorldUI() { // Use a plane to describe the size/ shape of the WorldUI: GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); // We'll name it with something distinctive: plane.name = "My World UI"; // Remove collider: MeshCollider mc = plane.GetComponent <MeshCollider>(); if (mc != null) { GameObject.DestroyImmediate(mc); } // Set default rotation: plane.transform.rotation = Quaternion.Euler(270f, 180f, 0f); // Add a WorldUI Helper. It'll instance the WorldUI object when the game starts up // and destroy the mesh renderer/ filters. // (which is generally used from scripting anyway). plane.AddComponent <WorldUIHelper>(); // Get the path to PowerUI: string powerUIPath = PowerUIEditor.GetPowerUIPath(); if (string.IsNullOrEmpty(powerUIPath)) { NoMaterial(); } else { // Use the WorldUI Editor material: Material mat = AssetDatabase.LoadAssetAtPath(powerUIPath + "/Editor/worldUIMaterial.mat", typeof(Material)) as Material; if (mat == null) { NoMaterial(); } else { // Apply it: plane.GetComponent <MeshRenderer>().material = mat; } } }
public static void ShowWindow() { // Show existing window instance. If one doesn't exist, make one. TranslateWindow = EditorWindow.GetWindow(typeof(AutoTranslate)); // Give it a title: TranslateWindow.title = "Auto Translate"; // Get the path to the Languages/UI folder: LanguagePath = GetLanguagePath(); Translating = false; FileExists = false; // Get the translation key, if we have one: TranslationKey = GetTranslationKey(); // Setup the foldout: ShowAPIKey = (TranslationKey == ""); // Setup the PowerUI path: PowerUIPath = PowerUIEditor.GetPowerUIPath(); if (LanguagePath != "") { // Grab the language files: string[] files = Directory.GetFiles(LanguagePath); // Setup the available source array: AvailableSource = new string[files.Length]; for (int i = 0; i < files.Length; i++) { // Get the file name: string[] pieces = files[i].Replace("\\", "/").Split('/'); string fileName = pieces[pieces.Length - 1]; // Drop the type: pieces = fileName.Split('.'); // And put it as an available source language: AvailableSource[i] = pieces[0]; } } // Load the target languages: LoadAvailableLanguages(); }
private void Precompile() { if (!Precompiled) { // Undo the "PowerUI" precompiled module. Precompiler.Reverse("PowerUI"); return; } List <string> paths = new List <string>(); // Find PowerUI: string powerUIPath = PowerUIEditor.GetPowerUIPath(); paths.Add(powerUIPath + "/Source"); paths.Add(powerUIPath + "/Wrench"); Precompiler.Precompile( paths, "PowerUI", EditorMode ); }