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51 lines
1.9 KiB
51 lines
1.9 KiB
2 years ago
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// Copyright (c) 2012 Michael Stevenson
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy of
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// this software and associated documentation files (the "Software"), to deal in the
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// Software without restriction, including without limitation the rights to use, copy,
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// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so, subject to the
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// following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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// PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
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// CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
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// OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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public class SavePresetWindow : EditorWindow
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{
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internal bool didFocus;
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string presetName = "";
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public LMExtendedWindow lmExtendedWindow;
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void OnGUI ()
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{
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Event current = Event.current;
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bool enterKeyDown = current.type == EventType.KeyDown && (current.keyCode == KeyCode.Return || current.keyCode == KeyCode.KeypadEnter);
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GUI.SetNextControlName ("name");
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presetName = EditorGUILayout.TextField (presetName);
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if (!this.didFocus) {
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this.didFocus = true;
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GUI.FocusControl ("name");
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}
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GUI.enabled = presetName.Length != 0 && presetName != "Custom";
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if (GUILayout.Button ("Save") || enterKeyDown) {
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Close ();
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lmExtendedWindow.SavePreset (presetName);
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GUIUtility.ExitGUI ();
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}
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}
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}
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