The plyGame Editor Global.
More...
|
static void | RunGame () |
|
static void | QuickRefreshBuild () |
|
static void | FullUpdateBuild () |
|
static void | ShowSystemEditorWindow () |
|
static void | ShowScreensEditorWindow () |
|
static void | ShowToolbar () |
|
static void | ShowAboutWindow () |
|
static void | ShowDocumentation () |
|
static bool | CheckDataExist () |
| Will check if plyGame data folder and data files exist. If not, it will ask user if can create. If not allowed it will return false. More...
|
|
static void | RegisterPlugin (plyGamePluginInfo plugin) |
| Used to tell plyGame about a plugin. More...
|
|
static void | RegisterAutoCreate (GameObject prefab) |
| Register a prefab that should be instantiated when GameGlobal is created. Thus, automatically created when the game starts. More...
|
|
static void | RemoveAutoCreate (GameObject prefab) |
| Remove a prefab that where registered with RegisterAutoCreate() More...
|
|
static void | RegisterAutoComponent (string targetObjectName, string componentName) |
| Register a component that should be added to a target object. This is done at startup so do not use this to add components to objects in your game scenes. The objects on those scenes will not be available in time. This is mostly used to add components to objects registered with RegisterAutoCreate() More...
|
|
static void | RemoveAutoComponent (string targetObjectName, string componentName) |
| Remove a component that where registered with RegisterAutoComponent() More...
|
|
static DataAsset | GetDataAsset () |
| Get a reference to the data asset. Error if not exist. More...
|
|
static void | CheckDataPaths () |
| Check that all data related paths are created More...
|
|
static ScriptableObject | LoadOrCreateAsset< T > (string fn, string prettyName) |
| Loads asset at given path and filename (fn), else create it. Pretty name will be shown to the user in a popup when asking if the asset may be created. Set prettyName = null to have it silently create the asset. More...
|
|
static bool | UpdateBuildSettings (bool complete) |
|
|
const string | HLP_URL = "http://www.plyoung.com/docs/" |
|
const string | HLP_Main = HLP_URL + "index.html" |
|
const string | HLP_SplashScreenEd = HLP_URL + "screens.html" |
|
const string | HLP_LangScreenEd = HLP_URL + "screens.html" |
|
const string | HLP_LoadScreenEd = HLP_URL + "screens.html" |
|
const string | HLP_CustomScreenEd = HLP_URL + "screens.html" |
|
const string | HLP_MainEd = HLP_URL + "main-editor.html" |
|
const string | HLP_LanguagEd = HLP_URL + "index.html" |
|
const string | HLP_InputManager = HLP_URL + "input-settings.html" |
|
const string | HLP_LoadSaveEd = HLP_URL + "loadsave.html" |
|
const string | HLP_ProjectEd = HLP_URL + "project-settings.html" |
|
const string | HLP_SystemEd = HLP_URL + "system-settings.html" |
|
const string | HLP_SoundSettings = HLP_URL + "sound-settings.html" |
|
const string | HLP_AutoObjects = HLP_URL + "auto-instantiate.html" |
|
|
static EdDataAsset | edData |
| The serialised plyGame editor data and settings.
|
|
static LayerMask | floorLayer = 0 |
| What is considered the Floor layer.
|
|
static LoadSaveEdInfo[] | loadSaveEditors |
|
static MainEdInfo[] | mainEditors |
|
static List< plyGamePluginInfo > | plugins = new List<plyGamePluginInfo>() |
|
The plyGame Editor Global.
static bool plyGameEditor.EdGlobal.CheckDataExist |
( |
| ) |
|
|
static |
Will check if plyGame data folder and data files exist. If not, it will ask user if can create. If not allowed it will return false.
static void plyGameEditor.EdGlobal.CheckDataPaths |
( |
| ) |
|
|
static |
Check that all data related paths are created
static DataAsset plyGameEditor.EdGlobal.GetDataAsset |
( |
| ) |
|
|
static |
Get a reference to the data asset. Error if not exist.
static ScriptableObject plyGameEditor.EdGlobal.LoadOrCreateAsset< T > |
( |
string |
fn, |
|
|
string |
prettyName |
|
) |
| |
|
static |
Loads asset at given path and filename (fn), else create it. Pretty name will be shown to the user in a popup when asking if the asset may be created. Set prettyName = null to have it silently create the asset.
static void plyGameEditor.EdGlobal.RegisterAutoComponent |
( |
string |
targetObjectName, |
|
|
string |
componentName |
|
) |
| |
|
static |
Register a component that should be added to a target object. This is done at startup so do not use this to add components to objects in your game scenes. The objects on those scenes will not be available in time. This is mostly used to add components to objects registered with RegisterAutoCreate()
static void plyGameEditor.EdGlobal.RegisterAutoCreate |
( |
GameObject |
prefab | ) |
|
|
static |
Register a prefab that should be instantiated when GameGlobal is created. Thus, automatically created when the game starts.
Used to tell plyGame about a plugin.
static void plyGameEditor.EdGlobal.RemoveAutoComponent |
( |
string |
targetObjectName, |
|
|
string |
componentName |
|
) |
| |
|
static |
static void plyGameEditor.EdGlobal.RemoveAutoCreate |
( |
GameObject |
prefab | ) |
|
|
static |
string plyGameEditor.EdGlobal.DATA_PATH |
|
staticget |
Contains all the assets that plyGame creates. Default is 'Assets/plyData/'
string plyGameEditor.EdGlobal.DATA_PATH_RESOURCES |
|
staticget |
string plyGameEditor.EdGlobal.DATA_PATH_RESOURCES_S |
|
staticget |
Resources folder (without last slash). Default is 'Assets/plyData/Resources'
string plyGameEditor.EdGlobal.DATA_PATH_SYSTEM |
|
staticget |
Most of the assets and prefabs created by plyGame are in here. Default is 'Assets/plyData/System/'
string plyGameEditor.EdGlobal.PACKAGE_DEFAULT_ASSETS |
|
staticget |
Root of plyGame's Default Assets. Default is 'Assets/plyoung/plyGame/Default Assets/'
string plyGameEditor.EdGlobal.PACKAGE_PATH |
|
staticget |
Path to the plyGame package root. Default is 'Assets/plyoung/plyGame/'