CapersProject/Assets/Plugins/Pixel Crushers/Dialogue System/Templates/Scripts/Editor/ConverterWindowTemplate.cs

74 lines
2.9 KiB
C#

/* [REMOVE THIS LINE]
* [REMOVE THIS LINE] To use this template, make a copy and remove the lines that start
* [REMOVE THIS LINE] with "[REMOVE THIS LINE]". Then add your code where the comments indicate.
* [REMOVE THIS LINE]
using System;
using System.IO;
using System.Xml;
using System.Xml.Serialization;
using UnityEngine;
using UnityEditor;
namespace PixelCrushers.DialogueSystem
{
//*** Rename TemplateConverterPrefs here and in the ConverterWindowTemplate class definition below.
[Serializable]
public class TemplateConverterPrefs : AbstractConverterWindowPrefs
{
//*** Add any settings your window needs to remember here.
}
//*** Rename ConverterWindowTemplate to the name of your converter class:
public class ConverterWindowTemplate : AbstractConverterWindow<TemplateConverterPrefs>
{
//*** Set the source file extension here:
public override string sourceFileExtension { get { return "txt"; } }
//*** Set the EditorPrefs key to save preferences under:
public override string prefsKey { get { return "MyKey"; } }
//*** Customize this menu item:
[MenuItem("Tools/Pixel Crushers/Dialogue System/Import/SET MENU NAME...", false, 1)]
public static void Init()
{
EditorWindow.GetWindow(typeof(ConverterWindowTemplate), false, "Converter");
}
//*** Basic preferences are stored in a variable named 'prefs' of type Prefs. You can
//*** create a subclass of Prefs if you need to store additional data. If you do this,
//*** also override the ClearPrefs(), LoadPrefs(), and SavePrefs() methods.
//*** This is the main conversion routine.
//*** Read prefs.SourceFile (or whatever source data you need, if you've overridden
//*** the prefs object) and copy the data into the dialogue database object.
protected override void CopySourceToDialogueDatabase(DialogueDatabase database)
{
// Add your conversion code here.
}
//*** Uncomment this method and change it if you want to change the way the converter
//*** touches up the database after copying the source data. The base version of this
//*** method edits the START nodes of all conversations and sets their Sequence fields
//*** to None(). For example, if you know where the actors' portrait textures are,
//*** You can also call FindPortraitTextures(database, portraitFolder), which will
//*** assign the actors' portrait images based on their Textures fields.
//protected override void TouchUpDialogueDatabase(DialogueDatabase database) {
// base.TouchUpDialogueDatabase(database);
//}
//*** This is a subclass of AbstractConverterWindow. All methods in AbstractConverterWindow
//*** are overrideable, so you can really customize it however you want by overriding
//*** specific methods.
}
}
/**/