/* [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 { //*** 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. } } /**/