net.dreditor.roombuilding 0.1.6 → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (133) hide show
  1. package/.attestation.p7m +0 -0
  2. package/DREditor.RoomBuilding.asmdef +28 -28
  3. package/DREditor.RoomBuilding.asmdef.meta +7 -7
  4. package/Editor/DREditor.RoomBuilding.Editor.asmdef +19 -19
  5. package/Editor/DREditor.RoomBuilding.Editor.asmdef.meta +7 -7
  6. package/Editor/FindCharactersInRoomsWizard.cs +55 -55
  7. package/Editor/FindCharactersInRoomsWizard.cs.meta +11 -11
  8. package/Editor/RoomBuilderContainsObjective.cs +38 -38
  9. package/Editor/RoomBuilderContainsObjective.cs.meta +11 -11
  10. package/Editor/RoomBuilderScanWizard.cs +90 -90
  11. package/Editor/RoomBuilderScanWizard.cs.meta +11 -11
  12. package/Editor/ScanRoomBuilders.cs +74 -74
  13. package/Editor/ScanRoomBuilders.cs.meta +11 -11
  14. package/Editor.meta +8 -8
  15. package/Implementation/Actors/ActorData.cs +115 -115
  16. package/Implementation/Actors/ActorData.cs.meta +11 -11
  17. package/Implementation/Actors/ActorStateData.cs +10 -10
  18. package/Implementation/Actors/ActorStateData.cs.meta +11 -11
  19. package/Implementation/Actors/ActorStateLoader.cs +344 -344
  20. package/Implementation/Actors/ActorStateLoader.cs.meta +11 -11
  21. package/Implementation/Actors/TActorData.cs +35 -35
  22. package/Implementation/Actors/TActorData.cs.meta +11 -11
  23. package/Implementation/Actors/TrialActorManager.cs +157 -157
  24. package/Implementation/Actors/TrialActorManager.cs.meta +11 -11
  25. package/Implementation/Actors.meta +8 -8
  26. package/Implementation/DoorLoader.cs +117 -117
  27. package/Implementation/DoorLoader.cs.meta +11 -11
  28. package/Implementation/DoorLoaderUtility.cs +51 -51
  29. package/Implementation/DoorLoaderUtility.cs.meta +11 -11
  30. package/Implementation/DoorStateData.cs +11 -11
  31. package/Implementation/DoorStateData.cs.meta +11 -11
  32. package/Implementation/ItemActorLoader.cs +157 -157
  33. package/Implementation/ItemActorLoader.cs.meta +11 -11
  34. package/Implementation/ItemData.cs +67 -67
  35. package/Implementation/ItemData.cs.meta +11 -11
  36. package/Implementation/ItemStateData.cs +10 -10
  37. package/Implementation/ItemStateData.cs.meta +11 -11
  38. package/Implementation/MoveLoader.cs +67 -67
  39. package/Implementation/MoveLoader.cs.meta +11 -11
  40. package/Implementation/MoveStateData.cs +11 -11
  41. package/Implementation/MoveStateData.cs.meta +11 -11
  42. package/Implementation/RoomStateHandlerBase.cs +241 -241
  43. package/Implementation/RoomStateHandlerBase.cs.meta +11 -11
  44. package/Implementation/SaveableData.cs +56 -56
  45. package/Implementation/SaveableData.cs.meta +11 -11
  46. package/Implementation/SaveableDataSet.cs +66 -66
  47. package/Implementation/SaveableDataSet.cs.meta +11 -11
  48. package/Implementation/SaveableManager.cs +70 -70
  49. package/Implementation/SaveableManager.cs.meta +11 -11
  50. package/Implementation/SaveableStateData.cs +10 -10
  51. package/Implementation/SaveableStateData.cs.meta +11 -11
  52. package/Implementation/SpawnableLoader.cs +125 -125
  53. package/Implementation/SpawnableLoader.cs.meta +11 -11
  54. package/Implementation/SpawnableStateData.cs +11 -11
  55. package/Implementation/SpawnableStateData.cs.meta +11 -11
  56. package/Implementation/StateDataAsset.cs +28 -28
  57. package/Implementation/StateDataAsset.cs.meta +11 -11
  58. package/Implementation/SubAreaLoader.cs +108 -108
  59. package/Implementation/SubAreaLoader.cs.meta +11 -11
  60. package/Implementation/SubAreaStateData.cs +11 -11
  61. package/Implementation/SubAreaStateData.cs.meta +11 -11
  62. package/Implementation/TriggerConverter.cs +137 -137
  63. package/Implementation/TriggerConverter.cs.meta +11 -11
  64. package/Implementation/TriggerLoader.cs +295 -295
  65. package/Implementation/TriggerLoader.cs.meta +11 -11
  66. package/Implementation/TriggerStateData.cs +18 -18
  67. package/Implementation/TriggerStateData.cs.meta +11 -11
  68. package/Implementation.meta +8 -8
  69. package/InstanceListWrapper.cs +23 -23
  70. package/InstanceListWrapper.cs.meta +11 -11
  71. package/Instances/ConvertInstanceData.cs +89 -89
  72. package/Instances/ConvertInstanceData.cs.meta +11 -11
  73. package/Instances/InstanceData.cs +43 -43
  74. package/Instances/InstanceData.cs.meta +11 -11
  75. package/Instances/InstanceStateData.cs +51 -51
  76. package/Instances/InstanceStateData.cs.meta +11 -11
  77. package/Instances/RoomInstanceData.cs +68 -68
  78. package/Instances/RoomInstanceData.cs.meta +11 -11
  79. package/Instances/RoomInstanceManager.cs +452 -452
  80. package/Instances/RoomInstanceManager.cs.meta +11 -11
  81. package/Instances.meta +8 -8
  82. package/LoadInvestigationRoomState.cs +53 -53
  83. package/LoadInvestigationRoomState.cs.meta +11 -11
  84. package/Old/ActorLoader.cs +382 -382
  85. package/Old/ActorLoader.cs.meta +11 -11
  86. package/Old/Room.cs +24 -24
  87. package/Old/Room.cs.meta +11 -11
  88. package/Old/RoomBuilder.cs +59 -59
  89. package/Old/RoomBuilder.cs.meta +11 -11
  90. package/Old/RoomData.cs +90 -90
  91. package/Old/RoomData.cs.meta +11 -11
  92. package/Old/RoomManager.cs +256 -256
  93. package/Old/RoomManager.cs.meta +11 -11
  94. package/Old/RoomManagerDisplayEditor.cs +72 -72
  95. package/Old/RoomManagerDisplayEditor.cs.meta +11 -11
  96. package/Old/RoomManagerEditor.cs +211 -211
  97. package/Old/RoomManagerEditor.cs.meta +11 -11
  98. package/Old/RoomManagerShellDisplayEditor.cs +48 -48
  99. package/Old/RoomManagerShellDisplayEditor.cs.meta +11 -11
  100. package/Old/RoomSection.cs +35 -35
  101. package/Old/RoomSection.cs.meta +11 -11
  102. package/Old.meta +8 -8
  103. package/RoomManagerBase.cs +84 -84
  104. package/RoomManagerBase.cs.meta +11 -11
  105. package/RoomManagerEditorBase.cs +86 -86
  106. package/RoomManagerEditorBase.cs.meta +11 -11
  107. package/RoomManagerEditorCoreBase.cs +159 -159
  108. package/RoomManagerEditorCoreBase.cs.meta +11 -11
  109. package/RoomSaveDisplayEditorBase.cs +111 -111
  110. package/RoomSaveDisplayEditorBase.cs.meta +11 -11
  111. package/RoomShellDisplayEditorBase.cs +68 -68
  112. package/RoomShellDisplayEditorBase.cs.meta +11 -11
  113. package/RoomStateBuilder.cs +53 -53
  114. package/RoomStateBuilder.cs.meta +11 -11
  115. package/RoomStateData.cs +58 -58
  116. package/RoomStateData.cs.meta +11 -11
  117. package/RoomStateManager.cs +202 -202
  118. package/RoomStateManager.cs.meta +11 -11
  119. package/RoomStateManagerEditor.cs +392 -392
  120. package/RoomStateManagerEditor.cs.meta +11 -11
  121. package/RoomStateSaveDisplayEditor.cs +175 -175
  122. package/RoomStateSaveDisplayEditor.cs.meta +11 -11
  123. package/RoomStateSection.cs +69 -69
  124. package/RoomStateSection.cs.meta +11 -11
  125. package/RoomStateShellDisplayEditor.cs +108 -108
  126. package/RoomStateShellDisplayEditor.cs.meta +11 -11
  127. package/{Samples → Samples~}/Room_State_Manager.prefab +473 -473
  128. package/{Samples → Samples~}/Room_State_Manager.prefab.meta +7 -7
  129. package/{Samples → Samples~}/Trial_Actor_Manager.prefab +51 -51
  130. package/{Samples → Samples~}/Trial_Actor_Manager.prefab.meta +7 -7
  131. package/package.json +51 -46
  132. package/package.json.meta +7 -7
  133. package/Samples.meta +0 -8
@@ -1,160 +1,160 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- #if UNITY_EDITOR
3
- using DREditor.Progressing;
4
- using DREditor.Editor.Utility;
5
- using UnityEditor;
6
- using UnityEngine;
7
-
8
- namespace DREditor.RoomBuilding
9
- {
10
- /// <summary>
11
- ///
12
- /// </summary>
13
- [CustomEditor(typeof(RoomManagerBase))]
14
- [CanEditMultipleObjects]
15
- public abstract class RoomManagerEditorCoreBase : UnityEditor.Editor
16
- {
17
- /// <summary>
18
- ///
19
- /// </summary>
20
- protected ProgressionDatabase pDB;
21
-
22
- /// <summary>
23
- ///
24
- /// </summary>
25
- protected RoomManagerBase managerBase;
26
-
27
- /// <summary>
28
- ///
29
- /// </summary>
30
- protected bool clearFold = false;
31
-
32
- /// <summary>
33
- ///
34
- /// </summary>
35
- protected int intObjective = 0;
36
-
37
- /// <summary>
38
- ///
39
- /// </summary>
40
- protected bool roomFold = true;
41
-
42
-
43
- /// <summary>
44
- ///
45
- /// </summary>
46
- protected virtual void OnEnable()
47
- {
48
- managerBase = (RoomManagerBase)target;
49
-
50
- try
51
- {
52
- pDB = (ProgressionDatabase)Resources.Load("Progression/ProgressionDatabase");
53
- }
54
- catch
55
- {
56
- UnityEngine.Debug.LogError(
57
- "Progression asset is missing or incorrectly placed. " +
58
- "Ensure it's located in: Resources/Progression and named ProgressionDatabase."
59
- );
60
- }
61
- }
62
-
63
-
64
- /// <summary>
65
- ///
66
- /// </summary>
67
- public override void OnInspectorGUI()
68
- {
69
- serializedObject.Update();
70
-
71
- CreateForm();
72
-
73
- SetBuilderDirty();
74
-
75
- serializedObject.ApplyModifiedProperties();
76
- }
77
-
78
- /// <summary>
79
- ///
80
- /// </summary>
81
- protected abstract void CreateForm();
82
-
83
- /// <summary>
84
- ///
85
- /// </summary>
86
- protected abstract void SetBuilderDirty();
87
-
88
- /// <summary>
89
- ///
90
- /// </summary>
91
- protected virtual void DisplayChapter()
92
- {
93
- managerBase.SetIntChapter(HandyFields.IntField("Chapter: ", managerBase.intChapter, 30));
94
-
95
- if (!IsChapterValid())
96
- return;
97
-
98
- managerBase.SetChapter(pDB.Chapters[managerBase.intChapter]);
99
- }
100
-
101
- /// <summary>
102
- ///
103
- /// </summary>
104
- protected virtual bool IsChapterValid()
105
- {
106
- if (managerBase.intChapter < 0 || managerBase.intChapter >= pDB.Chapters.Count)
107
- {
108
- GUILayout.Label("Please enter a valid chapter number.");
109
-
110
- return false;
111
- }
112
-
113
- return true;
114
- }
115
-
116
- /// <summary>
117
- ///
118
- /// </summary>
119
- protected virtual void DisplayEvents()
120
- {
121
- using (new EditorGUILayout.HorizontalScope())
122
- {
123
- EditorGUILayout.LabelField("OnRoomInstanceLoaded: ", GUILayout.MaxWidth(160));
124
-
125
- managerBase.SetOnRoomInstanceLoaded(HandyFields.UnityField(managerBase.onRoomInstanceLoaded, 170, 30));
126
- }
127
- }
128
-
129
- /// <summary>
130
- ///
131
- /// </summary>
132
- protected virtual void ClearDropDown()
133
- {
134
- using (new EditorGUILayout.HorizontalScope())
135
- {
136
- clearFold = EditorGUILayout.Foldout(clearFold, "Clear Objects");
137
-
138
- if (GUILayout.Button("Clear All", GUILayout.Width(150)) &&
139
- EditorUtility.DisplayDialog("Clear All",
140
- "Are you sure you want to clear all saveable objects?",
141
- "Yes", "No"))
142
- ClearAll();
143
- }
144
-
145
- if (clearFold)
146
- OnClearFoldOut();
147
- }
148
-
149
- /// <summary>
150
- ///
151
- /// </summary>
152
- protected abstract void OnClearFoldOut();
153
-
154
- /// <summary>
155
- ///
156
- /// </summary>
157
- protected abstract void ClearAll();
158
- }
159
- }
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ #if UNITY_EDITOR
3
+ using DREditor.Progressing;
4
+ using DREditor.Editor.Utility;
5
+ using UnityEditor;
6
+ using UnityEngine;
7
+
8
+ namespace DREditor.RoomBuilding
9
+ {
10
+ /// <summary>
11
+ ///
12
+ /// </summary>
13
+ [CustomEditor(typeof(RoomManagerBase))]
14
+ [CanEditMultipleObjects]
15
+ public abstract class RoomManagerEditorCoreBase : UnityEditor.Editor
16
+ {
17
+ /// <summary>
18
+ ///
19
+ /// </summary>
20
+ protected ProgressionDatabase pDB;
21
+
22
+ /// <summary>
23
+ ///
24
+ /// </summary>
25
+ protected RoomManagerBase managerBase;
26
+
27
+ /// <summary>
28
+ ///
29
+ /// </summary>
30
+ protected bool clearFold = false;
31
+
32
+ /// <summary>
33
+ ///
34
+ /// </summary>
35
+ protected int intObjective = 0;
36
+
37
+ /// <summary>
38
+ ///
39
+ /// </summary>
40
+ protected bool roomFold = true;
41
+
42
+
43
+ /// <summary>
44
+ ///
45
+ /// </summary>
46
+ protected virtual void OnEnable()
47
+ {
48
+ managerBase = (RoomManagerBase)target;
49
+
50
+ try
51
+ {
52
+ pDB = (ProgressionDatabase)Resources.Load("Progression/ProgressionDatabase");
53
+ }
54
+ catch
55
+ {
56
+ UnityEngine.Debug.LogError(
57
+ "Progression asset is missing or incorrectly placed. " +
58
+ "Ensure it's located in: Resources/Progression and named ProgressionDatabase."
59
+ );
60
+ }
61
+ }
62
+
63
+
64
+ /// <summary>
65
+ ///
66
+ /// </summary>
67
+ public override void OnInspectorGUI()
68
+ {
69
+ serializedObject.Update();
70
+
71
+ CreateForm();
72
+
73
+ SetBuilderDirty();
74
+
75
+ serializedObject.ApplyModifiedProperties();
76
+ }
77
+
78
+ /// <summary>
79
+ ///
80
+ /// </summary>
81
+ protected abstract void CreateForm();
82
+
83
+ /// <summary>
84
+ ///
85
+ /// </summary>
86
+ protected abstract void SetBuilderDirty();
87
+
88
+ /// <summary>
89
+ ///
90
+ /// </summary>
91
+ protected virtual void DisplayChapter()
92
+ {
93
+ managerBase.SetIntChapter(HandyFields.IntField("Chapter: ", managerBase.intChapter, 30));
94
+
95
+ if (!IsChapterValid())
96
+ return;
97
+
98
+ managerBase.SetChapter(pDB.Chapters[managerBase.intChapter]);
99
+ }
100
+
101
+ /// <summary>
102
+ ///
103
+ /// </summary>
104
+ protected virtual bool IsChapterValid()
105
+ {
106
+ if (managerBase.intChapter < 0 || managerBase.intChapter >= pDB.Chapters.Count)
107
+ {
108
+ GUILayout.Label("Please enter a valid chapter number.");
109
+
110
+ return false;
111
+ }
112
+
113
+ return true;
114
+ }
115
+
116
+ /// <summary>
117
+ ///
118
+ /// </summary>
119
+ protected virtual void DisplayEvents()
120
+ {
121
+ using (new EditorGUILayout.HorizontalScope())
122
+ {
123
+ EditorGUILayout.LabelField("OnRoomInstanceLoaded: ", GUILayout.MaxWidth(160));
124
+
125
+ managerBase.SetOnRoomInstanceLoaded(HandyFields.UnityField(managerBase.onRoomInstanceLoaded, 170, 30));
126
+ }
127
+ }
128
+
129
+ /// <summary>
130
+ ///
131
+ /// </summary>
132
+ protected virtual void ClearDropDown()
133
+ {
134
+ using (new EditorGUILayout.HorizontalScope())
135
+ {
136
+ clearFold = EditorGUILayout.Foldout(clearFold, "Clear Objects");
137
+
138
+ if (GUILayout.Button("Clear All", GUILayout.Width(150)) &&
139
+ EditorUtility.DisplayDialog("Clear All",
140
+ "Are you sure you want to clear all saveable objects?",
141
+ "Yes", "No"))
142
+ ClearAll();
143
+ }
144
+
145
+ if (clearFold)
146
+ OnClearFoldOut();
147
+ }
148
+
149
+ /// <summary>
150
+ ///
151
+ /// </summary>
152
+ protected abstract void OnClearFoldOut();
153
+
154
+ /// <summary>
155
+ ///
156
+ /// </summary>
157
+ protected abstract void ClearAll();
158
+ }
159
+ }
160
160
  #endif
@@ -1,11 +1,11 @@
1
- fileFormatVersion: 2
2
- guid: 7c247b02b8ac23a418d96e553f558aac
3
- MonoImporter:
4
- externalObjects: {}
5
- serializedVersion: 2
6
- defaultReferences: []
7
- executionOrder: 0
8
- icon: {instanceID: 0}
9
- userData:
10
- assetBundleName:
11
- assetBundleVariant:
1
+ fileFormatVersion: 2
2
+ guid: 7c247b02b8ac23a418d96e553f558aac
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
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+ assetBundleName:
11
+ assetBundleVariant:
@@ -1,112 +1,112 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- #if UNITY_EDITOR
3
- using System.Collections.Generic;
4
- using UnityEditor;
5
- using UnityEngine;
6
-
7
- namespace DREditor.RoomBuilding
8
- {
9
- /// <summary>
10
- ///
11
- /// </summary>
12
- public abstract class RoomSaveDisplayEditorBase
13
- {
14
- /// <summary>
15
- ///
16
- /// </summary>
17
- public List<bool> saveFolds = new();
18
-
19
-
20
- /// <summary>
21
- ///
22
- /// </summary>
23
- /// <param name="currentSection"></param>
24
- /// <param name="i"></param>
25
- /// <param name="room"></param>
26
- /// <param name="foldoutTitle"></param>
27
- public virtual void DisplayRoomSave(object currentSection, int i, object room, string foldoutTitle)
28
- {
29
- using (new EditorGUILayout.HorizontalScope())
30
- {
31
- saveFolds[i] = EditorGUILayout.Foldout(saveFolds[i], foldoutTitle);
32
-
33
- if (LoadRoomButtonPressed())
34
- LoadRoom(room);
35
-
36
- if (OverwriteRoomButtonPressed())
37
- OverwriteRoom(currentSection, room, i);
38
-
39
- if (DeleteRoomButtonPressed())
40
- DeleteRoom(currentSection, room);
41
-
42
- DisplayPingButton(room);
43
- }
44
-
45
- if (saveFolds[i])
46
- DisplayRoomPieces(room);
47
- }
48
-
49
-
50
- /// <summary>
51
- ///
52
- /// </summary>
53
- /// <returns></returns>
54
- protected virtual bool LoadRoomButtonPressed() => GUILayout.Button("Load Room");
55
-
56
- /// <summary>
57
- ///
58
- /// </summary>
59
- /// <param name="room"></param>
60
- public abstract void LoadRoom(object room);
61
-
62
-
63
- /// <summary>
64
- ///
65
- /// </summary>
66
- /// <returns></returns>
67
- protected virtual bool OverwriteRoomButtonPressed() =>
68
- GUILayout.Button("Overwrite Room") &&
69
- EditorUtility.DisplayDialog("Overwrite Save", "Are you sure you want to overwrite the room data?", "Yes", "No");
70
-
71
- /// <summary>
72
- ///
73
- /// </summary>
74
- /// <param name="current"></param>
75
- /// <param name="room"></param>
76
- /// <param name="i"></param>
77
- public abstract void OverwriteRoom(object current, object room, int i); // Sweden Note: After RoomManager removal remove i parameter
78
-
79
-
80
- /// <summary>
81
- ///
82
- /// </summary>
83
- /// <returns></returns>
84
- protected virtual bool DeleteRoomButtonPressed() =>
85
- GUILayout.Button("Delete Room") &&
86
- EditorUtility.DisplayDialog("Delete Save", "Are you sure you want to delete the room data?", "Yes", "No");
87
-
88
- /// <summary>
89
- ///
90
- /// </summary>
91
- /// <param name="current"></param>
92
- /// <param name="room"></param>
93
- public abstract void DeleteRoom(object current, object room);
94
-
95
-
96
- /// <summary>
97
- ///
98
- /// </summary>
99
- /// <param name="room"></param>
100
- protected virtual void DisplayPingButton(object room)
101
- {
102
- if (room is UnityEngine.Object pingableRoom && GUILayout.Button("☼"))
103
- EditorGUIUtility.PingObject(pingableRoom);
104
- }
105
-
106
- /// <summary>
107
- ///
108
- /// </summary>
109
- public abstract void DisplayRoomPieces(object roomData);
110
- }
111
- }
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ #if UNITY_EDITOR
3
+ using System.Collections.Generic;
4
+ using UnityEditor;
5
+ using UnityEngine;
6
+
7
+ namespace DREditor.RoomBuilding
8
+ {
9
+ /// <summary>
10
+ ///
11
+ /// </summary>
12
+ public abstract class RoomSaveDisplayEditorBase
13
+ {
14
+ /// <summary>
15
+ ///
16
+ /// </summary>
17
+ public List<bool> saveFolds = new();
18
+
19
+
20
+ /// <summary>
21
+ ///
22
+ /// </summary>
23
+ /// <param name="currentSection"></param>
24
+ /// <param name="i"></param>
25
+ /// <param name="room"></param>
26
+ /// <param name="foldoutTitle"></param>
27
+ public virtual void DisplayRoomSave(object currentSection, int i, object room, string foldoutTitle)
28
+ {
29
+ using (new EditorGUILayout.HorizontalScope())
30
+ {
31
+ saveFolds[i] = EditorGUILayout.Foldout(saveFolds[i], foldoutTitle);
32
+
33
+ if (LoadRoomButtonPressed())
34
+ LoadRoom(room);
35
+
36
+ if (OverwriteRoomButtonPressed())
37
+ OverwriteRoom(currentSection, room, i);
38
+
39
+ if (DeleteRoomButtonPressed())
40
+ DeleteRoom(currentSection, room);
41
+
42
+ DisplayPingButton(room);
43
+ }
44
+
45
+ if (saveFolds[i])
46
+ DisplayRoomPieces(room);
47
+ }
48
+
49
+
50
+ /// <summary>
51
+ ///
52
+ /// </summary>
53
+ /// <returns></returns>
54
+ protected virtual bool LoadRoomButtonPressed() => GUILayout.Button("Load Room");
55
+
56
+ /// <summary>
57
+ ///
58
+ /// </summary>
59
+ /// <param name="room"></param>
60
+ public abstract void LoadRoom(object room);
61
+
62
+
63
+ /// <summary>
64
+ ///
65
+ /// </summary>
66
+ /// <returns></returns>
67
+ protected virtual bool OverwriteRoomButtonPressed() =>
68
+ GUILayout.Button("Overwrite Room") &&
69
+ EditorUtility.DisplayDialog("Overwrite Save", "Are you sure you want to overwrite the room data?", "Yes", "No");
70
+
71
+ /// <summary>
72
+ ///
73
+ /// </summary>
74
+ /// <param name="current"></param>
75
+ /// <param name="room"></param>
76
+ /// <param name="i"></param>
77
+ public abstract void OverwriteRoom(object current, object room, int i); // Sweden Note: After RoomManager removal remove i parameter
78
+
79
+
80
+ /// <summary>
81
+ ///
82
+ /// </summary>
83
+ /// <returns></returns>
84
+ protected virtual bool DeleteRoomButtonPressed() =>
85
+ GUILayout.Button("Delete Room") &&
86
+ EditorUtility.DisplayDialog("Delete Save", "Are you sure you want to delete the room data?", "Yes", "No");
87
+
88
+ /// <summary>
89
+ ///
90
+ /// </summary>
91
+ /// <param name="current"></param>
92
+ /// <param name="room"></param>
93
+ public abstract void DeleteRoom(object current, object room);
94
+
95
+
96
+ /// <summary>
97
+ ///
98
+ /// </summary>
99
+ /// <param name="room"></param>
100
+ protected virtual void DisplayPingButton(object room)
101
+ {
102
+ if (room is UnityEngine.Object pingableRoom && GUILayout.Button("☼"))
103
+ EditorGUIUtility.PingObject(pingableRoom);
104
+ }
105
+
106
+ /// <summary>
107
+ ///
108
+ /// </summary>
109
+ public abstract void DisplayRoomPieces(object roomData);
110
+ }
111
+ }
112
112
  #endif
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