peeweek
5 年前
当前提交
8c1953bf
共有 6 个文件被更改,包括 280 次插入 和 0 次删除
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8Editor/NewSceneWindow.meta
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11Editor/NewSceneWindow/NewSceneWindow.cs.meta
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11Editor/NewSceneWindow/SceneTemplateList.cs.meta
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220Editor/NewSceneWindow/NewSceneWindow.cs
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30Editor/NewSceneWindow/SceneTemplateList.cs
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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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using UnityEngine.SceneManagement; |
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using UnityEditor.SceneManagement; |
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namespace GameplayIngredients.Editor |
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{ |
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public class NewSceneWindow : EditorWindow |
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{ |
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const int WindowWidth = 640; |
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const int WindowHeight = 380; |
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[MenuItem("File/New Scene From Template... &%N", priority = 150)] |
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static void ShowNewSceneWindow() |
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{ |
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GetWindow<NewSceneWindow>(true); |
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} |
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private void OnEnable() |
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{ |
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titleContent = new GUIContent("New Scene From Template"); |
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this.position = new Rect((Screen.width / 2.0f) - WindowWidth / 2, (Screen.height / 2.0f) - WindowHeight / 2, WindowWidth, WindowHeight); |
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this.minSize = new Vector2(WindowWidth, WindowHeight); |
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this.maxSize = new Vector2(WindowWidth, WindowHeight); |
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ReloadList(); |
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} |
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private void OnGUI() |
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{ |
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using (new GUILayout.HorizontalScope()) |
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{ |
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GUILayout.Label("Available Templates", EditorStyles.boldLabel, GUILayout.Width(188)); |
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GUILayout.Label("Description", EditorStyles.boldLabel); |
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} |
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using (new GUILayout.HorizontalScope(GUILayout.ExpandHeight(true))) |
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{ |
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using (new GUILayout.VerticalScope(Styles.listBox, GUILayout.Width(180))) |
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{ |
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DrawTemplateList(); |
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} |
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GUILayout.Space(8); |
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using (new GUILayout.VerticalScope(Styles.detailBox)) |
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{ |
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DrawTemplateDetails(); |
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} |
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} |
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using (new GUILayout.HorizontalScope()) |
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{ |
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GUILayout.FlexibleSpace(); |
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EditorGUI.BeginDisabledGroup(selectedTemplate.Scene == null); |
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if (GUILayout.Button(" Create ", Styles.buttonLeft)) |
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{ |
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// Creates a new map and replaces the current setup
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CreateSceneFromTemplate(selectedTemplate.Scene); |
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this.Close(); |
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} |
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if (GUILayout.Button(" Append ", Styles.buttonRight)) |
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{ |
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bool canCreateScene = false; |
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if (EditorSceneManager.GetActiveScene().path == string.Empty) |
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{ |
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// We need to save active scene First
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if(EditorUtility.DisplayDialog("Create new Scene", "You can only append a new scene if the current active scene has been saved, do you want to save it first?","Yes","No")) |
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{ |
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string path = EditorUtility.SaveFilePanelInProject("Save Scene", "New Scene", "unity", "New Scene"); |
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if(path != string.Empty) |
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{ |
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if(EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene(), path)) |
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canCreateScene = true; |
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} |
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} |
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} |
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if(canCreateScene) |
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{ |
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// Creates a new map that is added to the current setup
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CreateSceneFromTemplate(selectedTemplate.Scene,true); |
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this.Close(); |
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} |
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} |
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EditorGUI.EndDisabledGroup(); |
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} |
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} |
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static void CreateSceneFromTemplate(SceneAsset template, bool append = false) |
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{ |
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var newScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, append? NewSceneMode.Additive: NewSceneMode.Single); |
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var temp = EditorSceneManager.OpenScene(AssetDatabase.GetAssetPath(template), OpenSceneMode.Additive); |
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var objects = temp.GetRootGameObjects(); |
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foreach(var obj in objects) |
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{ |
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SceneManager.MoveGameObjectToScene(obj, newScene); |
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} |
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EditorSceneManager.CloseScene(temp, true); |
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} |
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public static void ReloadList() |
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{ |
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if (templateLists == null) |
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templateLists = new List<SceneTemplateList>(); |
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else |
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templateLists.Clear(); |
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string[] all = AssetDatabase.FindAssets("t:" + typeof(SceneTemplateList).Name); |
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foreach(var guid in all) |
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{ |
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templateLists.Add(AssetDatabase.LoadAssetAtPath<SceneTemplateList>(AssetDatabase.GUIDToAssetPath(guid))); |
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} |
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} |
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static List<SceneTemplateList> templateLists; |
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static SceneWindowTemplate selectedTemplate; |
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Vector2 scrollList = Vector2.zero; |
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void DrawTemplateList() |
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{ |
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GUILayout.BeginScrollView(scrollList); |
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int i = 0; |
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foreach(var list in templateLists) |
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{ |
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if(i > 0) |
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{ |
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GUILayout.Space(8); |
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} |
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GUILayout.Label(list.ListName, Styles.listHeader); |
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EditorGUI.indentLevel++; |
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foreach (var template in list.Templates) |
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{ |
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if(GUILayout.Button(template.Name, Styles.listItem)) |
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{ |
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selectedTemplate = template; |
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} |
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if(template.Name == selectedTemplate.Name && template.Scene == selectedTemplate.Scene) |
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{ |
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Rect hl = GUILayoutUtility.GetLastRect(); |
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EditorGUI.DrawRect(hl, new Color(1, 1, 1, 0.05f)); |
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} |
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} |
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EditorGUI.indentLevel--; |
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i++; |
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} |
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GUILayout.FlexibleSpace(); |
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GUILayout.EndScrollView(); |
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} |
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void DrawTemplateDetails() |
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{ |
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if(selectedTemplate.Scene != null) |
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{ |
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GUILayout.Label(selectedTemplate.Name, Styles.detailsTitle); |
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GUILayout.Space(16); |
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GUILayout.Label(selectedTemplate.Description, Styles.detailsBody); |
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} |
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else |
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{ |
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GUILayout.Label("No Template Selected"); |
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} |
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GUILayout.FlexibleSpace(); |
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} |
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static class Styles |
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{ |
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public static GUIStyle buttonLeft; |
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public static GUIStyle buttonMid; |
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public static GUIStyle buttonRight; |
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public static GUIStyle listBox; |
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public static GUIStyle listHeader; |
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public static GUIStyle listItem; |
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public static GUIStyle detailBox; |
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public static GUIStyle detailsTitle; |
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public static GUIStyle detailsBody; |
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static Styles() |
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{ |
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buttonLeft = new GUIStyle(EditorStyles.miniButtonLeft); |
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buttonMid = new GUIStyle(EditorStyles.miniButtonMid); |
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buttonRight = new GUIStyle(EditorStyles.miniButtonRight); |
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buttonLeft.fontSize = 12; |
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buttonMid.fontSize = 12; |
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buttonRight.fontSize = 12; |
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listHeader = new GUIStyle("ShurikenModuleTitle"); |
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listHeader.padding= new RectOffset(0,0,2,2); |
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listHeader.fontSize = 12; |
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listHeader.stretchWidth = false; |
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listHeader.fixedWidth = 172; |
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listHeader.stretchHeight = true; |
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listHeader.fixedHeight = 24; |
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listBox = new GUIStyle(EditorStyles.helpBox); |
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detailBox = new GUIStyle(listBox); |
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detailBox.padding = new RectOffset(12, 12, 12, 12); |
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listItem = new GUIStyle(EditorStyles.label); |
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listItem.padding = new RectOffset(16, 0, 1, 1); |
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detailsTitle = new GUIStyle(EditorStyles.label); |
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detailsTitle.fontSize = 24; |
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detailsBody = new GUIStyle(EditorStyles.wordWrappedLabel); |
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detailsBody.fontSize = 14; |
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} |
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} |
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} |
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} |
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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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namespace GameplayIngredients.Editor |
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{ |
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public class SceneTemplateList : ScriptableObject |
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{ |
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[MenuItem("Assets/Create/Scene Template List", priority = 201)] |
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static void CreateSceneTemplateListAsset() |
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{ |
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AssetFactory.CreateAssetInProjectWindow<SceneTemplateList>("", "New SceneTemplateList.asset"); |
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} |
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public string ListName = "New Template List"; |
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public SceneWindowTemplate[] Templates; |
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} |
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[System.Serializable] |
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public struct SceneWindowTemplate |
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{ |
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public string Name; |
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[Multiline] |
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public string Description; |
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[NonNullCheck] |
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public SceneAsset Scene; |
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} |
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} |
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