static void OpenCollectibleEditor() { //UnitEditorWindow.Init(); NewCollectibleEditorWindow.Init(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); if (instance == null) { Awake(); } GUI.changed = false; EditorGUILayout.Space(); PrefabType type = PrefabUtility.GetPrefabType(instance); if (type == PrefabType.Prefab || type == PrefabType.PrefabInstance) { bool existInDB = false; if (type == PrefabType.PrefabInstance) { existInDB = TBEditor.ExistInDB((Collectible)PrefabUtility.GetCorrespondingObjectFromSource(instance)); } else if (type == PrefabType.Prefab) { existInDB = TBEditor.ExistInDB(instance); } if (!existInDB) { EditorGUILayout.Space(); EditorGUILayout.HelpBox("This prefab hasn't been added to database hence it won't be accessible to the game.", MessageType.Warning); GUI.color = new Color(1f, 0.7f, .2f, 1f); if (GUILayout.Button("Add Prefab to Database")) { NewCollectibleEditorWindow.Init(); NewCollectibleEditorWindow.NewItem(instance); NewCollectibleEditorWindow.Init(); //call again to select the instance in editor window } GUI.color = Color.white; } else { EditorGUILayout.HelpBox("Editing collectible using Inspector is not recommended.\nPlease use the editor window instead.", MessageType.Info); if (GUILayout.Button("Collectible Editor Window")) { NewCollectibleEditorWindow.Init(instance.prefabID); } } EditorGUILayout.Space(); } else { string text = "Collectible object won't be available for game deployment, or accessible in TBTK editor until it's made a prefab and added to TBTK database."; text += "\n\nYou can still edit the collectible using default inspector. However it's not recommended"; EditorGUILayout.HelpBox(text, MessageType.Warning); EditorGUILayout.Space(); if (GUILayout.Button("Collectible Editor Window")) { NewCollectibleEditorWindow.Init(instance.prefabID); } } DefaultInspector(); if (GUI.changed) { EditorUtility.SetDirty(instance); } }