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Added custom editor for Save Point Loaded event handler

master
Christopher 8 years ago
parent
commit
819b6c52c7
  1. 30
      Assets/Fungus/Scripts/Editor/SavePointLoadedEditor.cs
  2. 12
      Assets/Fungus/Scripts/Editor/SavePointLoadedEditor.cs.meta
  3. 2
      Assets/Fungus/Scripts/EventHandlers/SavePointLoaded.cs

30
Assets/Fungus/Scripts/Editor/SavePointLoadedEditor.cs

@ -0,0 +1,30 @@
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
#if UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using Rotorz.ReorderableList;
namespace Fungus.EditorUtils
{
[CustomEditor (typeof(SavePointLoaded), true)]
public class SavePointLoadedEditor : EventHandlerEditor
{
protected SerializedProperty savePointKeysProp;
protected virtual void OnEnable()
{
savePointKeysProp = serializedObject.FindProperty("savePointKeys");
}
protected override void DrawProperties()
{
ReorderableListGUI.Title("Save Point Keys");
ReorderableListGUI.ListField(savePointKeysProp);
}
}
}
#endif

12
Assets/Fungus/Scripts/Editor/SavePointLoadedEditor.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 8514e225c506c4938a5da19210cc6217
timeCreated: 1484049679
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

2
Assets/Fungus/Scripts/EventHandlers/SavePointLoaded.cs

@ -8,7 +8,7 @@ namespace Fungus
{
[EventHandlerInfo("Scene",
"Save Point Loaded",
"Execute this block when a saved point is loaded. Use the 'new_game' key to handle game start.")]
"Execute this block when a saved point is loaded. Use the 'new_game' key to handle game start.")]
public class SavePointLoaded : EventHandler
{
[Tooltip("Block will execute if the Save Key of the loaded save point matches this save key.")]

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