48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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public class createInventoryObjectEditor : EditorWindow
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{
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[MenuItem ("Game Kit Controller/Create New Inventory Object", false, 20)]
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static void createNewInventoryObject ()
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{
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openCreateNewInventoryObjectEditor ();
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}
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public static void openCreateNewInventoryObjectEditor ()
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{
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string mainInventoryManagerName = "Main Inventory Manager";
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inventoryListManager mainInventoryListManager = FindObjectOfType<inventoryListManager> ();
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string prefabsPath = pathInfoValues.getMainInventoryManagerPath ();
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if (mainInventoryListManager == null) {
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GKC_Utils.instantiateMainManagerOnSceneWithType (mainInventoryManagerName, typeof(inventoryListManager));
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mainInventoryListManager = FindObjectOfType<inventoryListManager> ();
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}
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if (mainInventoryListManager == null) {
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GameObject mainInventoryManagerPrefab = (GameObject)AssetDatabase.LoadAssetAtPath (prefabsPath, typeof(GameObject));
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if (mainInventoryManagerPrefab != null) {
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GameObject newMainInventoryManager = (GameObject)Instantiate (mainInventoryManagerPrefab, Vector3.zero, Quaternion.identity);
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newMainInventoryManager.name = mainInventoryManagerPrefab.name;
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mainInventoryListManager = newMainInventoryManager.GetComponent<inventoryListManager> ();
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}
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}
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if (mainInventoryListManager != null) {
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GKC_Utils.setActiveGameObjectInEditor (mainInventoryListManager.gameObject);
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CollapseInspectorEditor.CollapseAllComponentsButOne (mainInventoryListManager.gameObject, typeof(inventoryListManager));
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} else {
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Debug.Log ("WARNING: Main Inventory Manager wasn't located at the path " + prefabsPath);
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}
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}
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}
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