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plyGameEditor.EdGlobal Class Reference

The plyGame Editor Global. More...

Static Public Member Functions

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)
 

Public Attributes

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 Public Attributes

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< plyGamePluginInfoplugins = new List<plyGamePluginInfo>()
 

Properties

static string PACKAGE_PATH [get]
 Path to the plyGame package root. Default is 'Assets/plyoung/plyGame/' More...
 
static string PACKAGE_DEFAULT_ASSETS [get]
 Root of plyGame's Default Assets. Default is 'Assets/plyoung/plyGame/Default Assets/' More...
 
static string DATA_PATH [get]
 Contains all the assets that plyGame creates. Default is 'Assets/plyData/' More...
 
static string DATA_PATH_SYSTEM [get]
 Most of the assets and prefabs created by plyGame are in here. Default is 'Assets/plyData/System/' More...
 
static string DATA_PATH_RESOURCES [get]
 The special Resources folder. Default is 'Assets/plyData/Resources/'. Learn more about why 'Resources' is a special folder in Unity if you do not know: http://docs.unity3d.com/Documentation/ScriptReference/Resources.html. More...
 
static string DATA_PATH_RESOURCES_S [get]
 Resources folder (without last slash). Default is 'Assets/plyData/Resources' More...
 

Detailed Description

The plyGame Editor Global.

Member Function Documentation

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.

static void plyGameEditor.EdGlobal.RegisterPlugin ( plyGamePluginInfo  plugin)
static

Used to tell plyGame about a plugin.

static void plyGameEditor.EdGlobal.RemoveAutoComponent ( string  targetObjectName,
string  componentName 
)
static

Remove a component that where registered with RegisterAutoComponent()

static void plyGameEditor.EdGlobal.RemoveAutoCreate ( GameObject  prefab)
static

Remove a prefab that where registered with RegisterAutoCreate()

Property Documentation

string plyGameEditor.EdGlobal.DATA_PATH
staticget

Contains all the assets that plyGame creates. Default is 'Assets/plyData/'

string plyGameEditor.EdGlobal.DATA_PATH_RESOURCES
staticget

The special Resources folder. Default is 'Assets/plyData/Resources/'. Learn more about why 'Resources' is a special folder in Unity if you do not know: http://docs.unity3d.com/Documentation/ScriptReference/Resources.html.

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/'