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115 行
4.8 KiB
115 行
4.8 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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namespace GameplayIngredients.Editor
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{
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partial class WelcomeScreen : EditorWindow
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{
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void OnSetupGUI()
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{
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GUILayout.Label("First Time Setup", EditorStyles.boldLabel);
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using (new GUILayout.VerticalScope(Styles.helpBox))
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{
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pages[currentPage].Invoke();
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GUILayout.FlexibleSpace();
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using (new GUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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EditorGUI.BeginDisabledGroup(currentPage == 0);
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if (GUILayout.Button("Back"))
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{
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currentPage--;
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}
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EditorGUI.EndDisabledGroup();
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EditorGUI.BeginDisabledGroup(currentPage == pages.Length - 1);
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if (GUILayout.Button("Next"))
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{
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currentPage++;
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}
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EditorGUI.EndDisabledGroup();
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}
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}
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}
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public int currentPage = 0;
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public Action[] pages = new Action[]
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{
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WelcomePage, SettingAssetPage, UnpackPackagePage
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};
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static void WelcomePage()
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{
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GUILayout.Label("Welcome to Gameplay Ingredients !", Styles.title);
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GUILayout.Space(12);
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GUILayout.Label(@"This wizard will help you set up your project so you can use and customize scripts.", Styles.body);
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}
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const string kSettingsAssetPath = "Assets/Resources/GameplayIngredientsSettings.asset";
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static void SettingAssetPage()
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{
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GUILayout.Label("Creating a Settings Asset", Styles.title);
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GUILayout.Space(12);
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GUILayout.Label(@"GameplayIngredients is a framework that comes with a variety of features : these can be configured in a <b>GameplayIngredientsSettings</b> asset.
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This asset needs to be stored in a Resources folder.
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While this is not mandatory we advise you to create it in order to be able to modify it for your project's needs.
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", Styles.body);
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GUILayout.Space(16);
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using (new GUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Create GameplayIngredientsSettings Asset"))
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{
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bool create = true;
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if(System.IO.File.Exists(Application.dataPath +"/../"+ kSettingsAssetPath))
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{
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if (!EditorUtility.DisplayDialog("GameplayIngredientsSettings Asset Overwrite", "A GameplayIngredientsSettings Asset already exists, do you want to overwrite it?", "Yes", "No"))
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create = false;
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}
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if(create)
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{
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if(!System.IO.Directory.Exists(Application.dataPath+"/Resources"))
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AssetDatabase.CreateFolder("Assets", "Resources");
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GameplayIngredientsSettings asset = Instantiate<GameplayIngredientsSettings>(GameplayIngredientsSettings.defaultSettings);
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AssetDatabase.CreateAsset(asset, kSettingsAssetPath);
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Selection.activeObject = asset;
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}
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}
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}
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}
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static void UnpackPackagePage()
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{
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GUILayout.Label("Unpacking Starter Content", Styles.title);
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GUILayout.Space(12);
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GUILayout.Label(@"In order to customize your project, you can create default assets that you will be able to customize.
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Please select a package depending on your project's render loop. If you do not know about render loops, you will probably need the Legacy Package.", Styles.body);
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GUILayout.Space(16);
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using (new GUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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using (new GUILayout.VerticalScope())
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{
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if (GUILayout.Button("Legacy Renderer"))
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AssetDatabase.ImportPackage("Packages/net.peeweek.gameplay-ingredients/StarterAssets/GameplayIngredients-Starter-LegacyRenderer.unitypackage", false);
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if (GUILayout.Button("HD Render Pipeline"))
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AssetDatabase.ImportPackage("Packages/net.peeweek.gameplay-ingredients/StarterAssets/GameplayIngredients-Starter-HDRP.unitypackage", false);
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if (GUILayout.Button("Lightweight Render Pipeline"))
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AssetDatabase.ImportPackage("Packages/net.peeweek.gameplay-ingredients/StarterAssets/GameplayIngredients-Starter-LWRP.unitypackage", false);
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}
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}
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}
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}
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}
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