using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEditor; using UnityEditor.Build; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements; using Random = UnityEngine.Random; namespace BITKit.GameEditor { public class DictionaryReferenceEditorWindow : EditorWindow { [MenuItem("Tools/DictionaryReference Editor")] public static void Open() { var window = GetWindow(); window.titleContent = new GUIContent("Dictionary Reference Editor"); window.Show(); } private Button _addButton; private Button _buildButton; private TextField _valueTextField; private Label reportLabel; private void OnEnable() { var serializedObject = new SerializedObject(DictionaryReferenceScriptableObject.Singleton); BITInspectorExtensions.FillDefaultInspector(rootVisualElement,serializedObject,true); rootVisualElement.Bind(serializedObject); _valueTextField = rootVisualElement.Create(); _valueTextField.label = "Value,Key is random (int32)"; _addButton = rootVisualElement.Create