<commit_before>﻿using UnityEngine;
using System.Collections.Generic;

#if UNITY_EDITOR
using UnityEditor;
namespace DPek.Raconteur
{
	/// <summary>
	/// Static Raconteur data.
	/// </summary>
	[InitializeOnLoad]
	public class Static : EditorWindow
	{
		#region Static Debug Variables
		
		private static bool m_debug;
		private static bool m_skipDialog;
		private static bool m_debugLines;
		private static bool m_muteAudio;
		
		/// <summary>
		/// Whether or not to show debugging information.
		/// </summary>
		public static bool DebugMode
		{
			get {
				return m_debug;
			}
		}
		
		/// <summary>
		/// Whether or not to skip the dialog and go straight to the choices.
		/// </summary>
		public static bool SkipDialog
		{
			get {
				return m_debug && m_skipDialog;
			}
		}
		
		/// <summary>
		/// Whether or not to print debugging information for each line.
		/// </summary>
		private static bool DebugLines
		{
			get {
				return m_debug && m_debugLines;
			}
		}
		
		/// <summary>
		/// Whether or not to mute audio.
		/// </summary>
		public static bool MuteAudio
		{
			get {
				return m_debug && m_muteAudio;
			}
		}
		
		#endregion
		
		#region Static Variables
		
		/// <summary>
		/// The variables in the game.
		/// </summary>
		private static Dictionary<string, string> m_variables;
		public static Dictionary<string, string> Vars
		{
			get {
				m_variables = m_variables ?? new Dictionary<string, string>();
				return m_variables;
			}
		}
		private static bool new_variable_time = false;
		private static bool show_add_variable = true;
		
		private static string var_name = "";
		private static string var_value = "";
		
		private static string atex = "Assets/Raconteur/add.png";
		private static Texture addtext = Resources.LoadAssetAtPath(atex, typeof(Texture)) as Texture;
		
		private static string dtex = "Assets/Raconteur/delete.png";
		private static Texture deltext = Resources.LoadAssetAtPath(dtex, typeof(Texture)) as Texture;
		
		private static GUIContent content = new GUIContent();
		private static GUIStyle style = new GUIStyle("Assets/Raconteur/borderless");
		
		private static int juggle = 0;
		private static int space = 18;
		#endregion
		
		#region Unity UI
		
		[MenuItem("Window/Raconteur")]
		public static void ShowWindow()
		{
			EditorWindow window = EditorWindow.GetWindow(typeof(Static));
			window.title = "Raconteur";
		}
		
		void OnGUI()
		{<commit_msg>Fix initialization error with GUIStyle<commit_after>﻿using UnityEngine;
using System.Collections.Generic;

#if UNITY_EDITOR
using UnityEditor;
namespace DPek.Raconteur
{
	/// <summary>
	/// Static Raconteur data.
	/// </summary>
	[InitializeOnLoad]
	public class Static : EditorWindow
	{
		#region Static Debug Variables
		
		private static bool m_debug;
		private static bool m_skipDialog;
		private static bool m_debugLines;
		private static bool m_muteAudio;
		
		/// <summary>
		/// Whether or not to show debugging information.
		/// </summary>
		public static bool DebugMode
		{
			get {
				return m_debug;
			}
		}
		
		/// <summary>
		/// Whether or not to skip the dialog and go straight to the choices.
		/// </summary>
		public static bool SkipDialog
		{
			get {
				return m_debug && m_skipDialog;
			}
		}
		
		/// <summary>
		/// Whether or not to print debugging information for each line.
		/// </summary>
		private static bool DebugLines
		{
			get {
				return m_debug && m_debugLines;
			}
		}
		
		/// <summary>
		/// Whether or not to mute audio.
		/// </summary>
		public static bool MuteAudio
		{
			get {
				return m_debug && m_muteAudio;
			}
		}
		
		#endregion
		
		#region Static Variables
		
		/// <summary>
		/// The variables in the game.
		/// </summary>
		private static Dictionary<string, string> m_variables;
		public static Dictionary<string, string> Vars
		{
			get {
				m_variables = m_variables ?? new Dictionary<string, string>();
				return m_variables;
			}
		}
		private static bool new_variable_time = false;
		private static bool show_add_variable = true;
		
		private static string var_name = "";
		private static string var_value = "";
		
		private static string atex = "Assets/Raconteur/add.png";
		private static Texture addtext = Resources.LoadAssetAtPath(atex, typeof(Texture)) as Texture;
		
		private static string dtex = "Assets/Raconteur/delete.png";
		private static Texture deltext = Resources.LoadAssetAtPath(dtex, typeof(Texture)) as Texture;
		
		private static GUIContent content = new GUIContent();
		private static GUIStyle style;
		
		private static int juggle = 0;
		private static int space = 18;
		#endregion
		
		#region Unity UI
		
		[MenuItem("Window/Raconteur")]
		public static void ShowWindow()
		{
			EditorWindow window = EditorWindow.GetWindow(typeof(Static));
			window.title = "Raconteur";
		}
		
		void OnGUI()
		{
			style = style ?? new GUIStyle("Assets/Raconteur/borderless");

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