Initial commit: Unity WordConnect project
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Assets/WordConnectGameToolkit/Scripts/Editor/EditorMenu.cs
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166
Assets/WordConnectGameToolkit/Scripts/Editor/EditorMenu.cs
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using WordsToolkit.Scripts.Gameplay.Managers;
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using WordsToolkit.Scripts.System;
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namespace WordsToolkit.Scripts.Editor
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{
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public static class EditorMenu
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{
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public static string WordConnect = "WordConnect";
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private static string WordConnectPath = "Assets/WordConnectGameToolkit";
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[MenuItem( nameof(WordConnect) + "/Settings/Shop settings")]
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public static void IAPProducts()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/CoinsShopSettings.asset");
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}
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[MenuItem( nameof(WordConnect) + "/Settings/Ads settings")]
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public static void AdsSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/AdsSettings.asset");
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}
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//DailyBonusSettings
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[MenuItem( nameof(WordConnect) + "/Settings/Daily bonus settings")]
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public static void DailyBonusSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/DailyBonusSettings.asset");
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}
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//GameSettings
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[MenuItem( nameof(WordConnect) + "/Settings/Game settings")]
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public static void GameSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/GameSettings.asset");
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}
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//SpinSettings
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[MenuItem( nameof(WordConnect) + "/Settings/Spin settings")]
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public static void SpinSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/SpinSettings.asset");
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}
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//DebugSettings
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[MenuItem( nameof(WordConnect) + "/Settings/Debug settings")]
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public static void DebugSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/DebugSettings.asset");
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}
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[MenuItem( nameof(WordConnect) + "/Settings/Crossword config")]
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public static void CrosswordConfig()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/CrosswordConfig.asset");
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}
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[MenuItem( nameof(WordConnect) + "/Settings/Tutorial settings")]
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public static void TutorialSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/TutorialSettings.asset");
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}
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[MenuItem( nameof(WordConnect) + "/Settings/Language configuration")]
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public static void LanguageConfiguration()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/LanguageConfiguration.asset");
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}
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[MenuItem( nameof(WordConnect) + "/Settings/Gift settings")]
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public static void GiftSettings()
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(WordConnectPath + "/Resources/Settings/GiftSettings.asset");
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}
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[MenuItem( nameof(WordConnect) + "/Scenes/Main scene &1", priority = 0)]
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public static void MainScene()
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{
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EditorSceneManager.OpenScene(WordConnectPath + "/Scenes/main.unity");
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var stateManager = Object.FindObjectOfType<StateManager>();
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if (stateManager != null)
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{
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stateManager.CurrentState = EScreenStates.MainMenu;
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}
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EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
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}
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[MenuItem( nameof(WordConnect) + "/Scenes/Game scene &2")]
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public static void GameScene()
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{
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var stateManager = Object.FindObjectOfType<StateManager>();
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stateManager.CurrentState = EScreenStates.Game;
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EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
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}
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[MenuItem( nameof(WordConnect) + "/Editor/Tile editor", priority = 1)]
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public static void ColorEditor()
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{
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string folderPath = WordConnectPath + "/Resources/ColorsTile";
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// Get all tile assets in the folder
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string[] guids = AssetDatabase.FindAssets("t:Object", new[] { folderPath });
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if (guids.Length == 0)
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{
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Debug.LogWarning($"No tile assets found in: {folderPath}");
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return;
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}
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// Select a random tile asset
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string randomGuid = guids[Random.Range(0, guids.Length)];
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string assetPath = AssetDatabase.GUIDToAssetPath(randomGuid);
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var tileAsset = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
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// Select and ping the tile asset in the Project window
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Selection.activeObject = tileAsset;
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EditorGUIUtility.PingObject(tileAsset);
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}
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[MenuItem( nameof(WordConnect) + "/Documentation/Main", priority = 2)]
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public static void MainDoc()
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{
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Application.OpenURL("https://candy-smith.gitbook.io/main");
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}
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[MenuItem( nameof(WordConnect) + "/Documentation/ADS/Setup ads")]
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public static void UnityadsDoc()
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{
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Application.OpenURL("https://candy-smith.gitbook.io/bubble-shooter-toolkit/tutorials/ads-setup/");
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}
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[MenuItem( nameof(WordConnect) + "/Documentation/Unity IAP (in-apps)")]
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public static void Inapp()
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{
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Application.OpenURL("https://candy-smith.gitbook.io/main/block-puzzle-game-toolkit/setting-up-in-app-purchase-products");
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}
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[MenuItem( nameof(WordConnect) + "/NLP/Training Language Model")]
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public static void TrainingModel()
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{
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Application.OpenURL("https://colab.research.google.com/drive/199zNcB3FPfnrD6E7OiwmwCcf27jMnY1b?usp=sharing");
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}
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[MenuItem( nameof(WordConnect) + "/Reset PlayerPrefs &e")]
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private static void ResetPlayerPrefs()
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{
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GameDataManager.ClearALlData();
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PlayerPrefs.DeleteKey("GameState");
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Debug.Log("PlayerPrefs are reset");
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}
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}
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}
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