ProjectCreep/Assets/TBTK/Scripts/Editor/W_AbilityEditor.cs

566 lines
28 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace TBTK {
public class AbilityEditorWindow : TBEditorWindow {
[MenuItem ("Tools/TBTK/AbilityEditor", false, 10)]
static void OpenAbilityEditor () { Init(); }
private static AbilityEditorWindow window;
public static void Init (int prefabID=-1) {
window = (AbilityEditorWindow)EditorWindow.GetWindow(typeof (AbilityEditorWindow), false, "AbilityEditor");
window.minSize=new Vector2(420, 300);
TBE.Init();
window.InitLabel();
//if(prefabID>=0) window.selectID=AbilityUDB.GetPrefabIndex(prefabID);
if(prefabID>=0){
window.selectID=AbilityUDB.GetPrefabIndex(prefabID);
window.newSelectID=window.selectID;
window.newSelectDelay=1;
}
window._SelectItem();
}
private static string[] abTypeLabel;
private static string[] abTypeTooltip;
private static string[] tgtTypeLabel;
private static string[] tgtTypeTooltip;
private static string[] impactLabel;
private static string[] impactTooltip;
public void InitLabel(){
int enumLength = Enum.GetValues(typeof(Ability._AbilityType)).Length;
abTypeLabel=new string[enumLength]; abTypeTooltip=new string[enumLength];
for(int i=0; i<enumLength; i++){
Ability._AbilityType type=(Ability._AbilityType)i;
abTypeLabel[i]=type.ToString();
if(type==Ability._AbilityType.Generic) abTypeTooltip[i]="Generic Ability";
if(type==Ability._AbilityType.SpawnUnit) abTypeTooltip[i]="The ability will spawn a new unit on a specific node on the grid";
if(type==Ability._AbilityType.Teleport) abTypeTooltip[i]="Unit Only - The ability will teleport a specific unit to a specific node on the grid";
if(type==Ability._AbilityType.Charge) abTypeTooltip[i]="Unit Only - The ability enable unit to target a specific direction and move along it.\nThe ability will still applies the generic effect towards the valid unit at the end of the path";
if(type==Ability._AbilityType.Line) abTypeTooltip[i]="Unit Only - The ability enable unit to target and attack a specific direction.\nThe ability will still applies the generic effect towards the all the valid unit along that direction";
if(type==Ability._AbilityType.Cone) abTypeTooltip[i]="Unit Only - The ability enable unit to target and attack a conical shape area.\nThe ability will still applies the generic effect towards the all the valid unit along that direction";
if(type==Ability._AbilityType.ScanFogOfWar)
abTypeTooltip[i]="The ability will force the target node to reveal its fog-of-war";
if(type==Ability._AbilityType.None) abTypeTooltip[i]="The ability doesn't do anything\nThis is for custom ability where you can add your own script in any of the spawned object when the ability is used";
}
enumLength = Enum.GetValues(typeof(Ability._TargetType)).Length;
tgtTypeLabel=new string[enumLength]; tgtTypeTooltip=new string[enumLength];
for(int i=0; i<enumLength; i++){
Ability._TargetType type=(Ability._TargetType)i;
tgtTypeLabel[i]=type.ToString();
if(type==Ability._TargetType.AllNode) tgtTypeTooltip[i]="Target any node";
if(type==Ability._TargetType.AllUnit) tgtTypeTooltip[i]="Target node with unit only";
if(type==Ability._TargetType.HostileUnit) tgtTypeTooltip[i]="Target node with hostile unit only";
if(type==Ability._TargetType.FriendlyUnit) tgtTypeTooltip[i]="Target node with friendly unit only";
if(type==Ability._TargetType.EmptyNode) tgtTypeTooltip[i]="Target empty node only";
}
enumLength = Enum.GetValues(typeof(Ability._ImpactType)).Length;
impactLabel=new string[enumLength]; impactTooltip=new string[enumLength];
for(int i=0; i<enumLength; i++){
Ability._ImpactType type=(Ability._ImpactType)i;
impactLabel[i]=type.ToString();
if(type==Ability._ImpactType.None) impactTooltip[i]="No immediate effect on hit/impact";
if(type==Ability._ImpactType.Negative) impactTooltip[i]="Negative effect on hit/impact";
if(type==Ability._ImpactType.Positive) impactTooltip[i]="Positive effect on hit/impact";
}
}
public static bool editUnitAbility=true;
public void OnGUI(){
TBE.InitGUIStyle();
if(!CheckIsPlaying()) return;
if(window==null) Init();
string txt=editUnitAbility ? "Editing Unit" : "Editing Faction" ;
if(GUI.Button(new Rect(305, 5, 120, 25), txt)) editUnitAbility=!editUnitAbility;
List<Ability> abilityList=editUnitAbility ? AbilityUDB.GetList() : AbilityFDB.GetList() ;
Undo.RecordObject(this, "window");
Undo.RecordObject(EffectDB.GetDB(), "abilityDB");
if(GUI.Button(new Rect(Math.Max(260, window.position.width-120), 5, 100, 25), "Save")){
AbilityUDB.UpdateLabel();
AbilityFDB.UpdateLabel();
GUI.FocusControl(null);
TBE.SetDirty();
}
if(GUI.Button(new Rect(5, 5, 120, 25), "Create New")) Select(NewItem());
if(abilityList.Count>0 && GUI.Button(new Rect(130, 5, 100, 25), "Clone Selected")) Select(NewItem(selectID));
float startX=5; float startY=55;
if(minimiseList){ if(GUI.Button(new Rect(startX, startY-20, 30, 18), ">>")) minimiseList=false; }
else{ if(GUI.Button(new Rect(startX, startY-20, 30, 18), "<<")) minimiseList=true; }
Vector2 v2=DrawAbilityList(startX, startY, abilityList);
startX=v2.x+25;
if(abilityList.Count==0) return;
if(newSelectDelay>0){
newSelectDelay-=1; GUI.FocusControl(null);
if(newSelectDelay==0) _SelectItem();
else Repaint();
}
if(selectID>=abilityList.Count) return;
Rect visibleRect=new Rect(startX, startY, window.position.width-startX, window.position.height-startY);
Rect contentRect=new Rect(startX, startY, contentWidth, contentHeight);
scrollPos = GUI.BeginScrollView(visibleRect, scrollPos, contentRect);
v2=DrawAbilityConfigurator(startX, startY, abilityList[selectID]);
contentWidth=v2.x-startX;
contentHeight=v2.y-55;
GUI.EndScrollView();
if(GUI.changed) TBE.SetDirty();
}
private bool foldSetting=true;
private bool foldCost=true;
private bool foldVisual=true;
private bool foldAttributesOnImpact=true;
private string txt="";
private Vector2 DrawAbilityConfigurator(float startX, float startY, Ability item){
float maxX=startX;
startY=TBE.DrawBasicInfo(startX, startY, item);
int abType=(int)item.type; contL=TBE.SetupContL(abTypeLabel, abTypeTooltip); int initialType=abType;
TBE.Label(startX, startY+=spaceY, width, height, "Effect Type:", "", TBE.headerS);
abType = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), new GUIContent(""), abType, contL);
item.type=(Ability._AbilityType)abType;
if(!editUnitAbility){
bool revert=false;
if(item.type==Ability._AbilityType.Teleport) revert=true;
if(item.type==Ability._AbilityType.Charge) revert=true;
if(item.type==Ability._AbilityType.Line) revert=true;
if(item.type==Ability._AbilityType.Cone) revert=true;
if(revert){
Debug.LogWarning(item.type+" type is not supported by faction ability");
item.type=(Ability._AbilityType)initialType;
}
}
startY+=spaceY*0.5f;
foldSetting=EditorGUI.Foldout(new Rect(startX, startY+=spaceY, spaceX, height), foldSetting, "Settings", TBE.foldoutS);
if(foldSetting){
startX+=10;
TBE.Label(startX, startY+=spaceY, width, height, "Cooldown:", "How many turn before the ability can be used again once it's used");
item.cooldown=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.cooldown);
TBE.Label(startX, startY+=spaceY, width, height, "Use Limit:", "How many time the ability can be used in a single game");
GUI.color=(item.useLimit>0) ? Color.white : Color.grey ;
item.useLimit=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.useLimit); GUI.color=Color.white;
//startY+=spaceY*0.5f;
if(editUnitAbility){
foldCost=EditorGUI.Foldout(new Rect(startX, startY+=spaceY, spaceX, height), foldCost, "Activation Cost");
if(foldCost){
startX+=10;
TBE.Label(startX, startY+=spaceY, width, height, "move Cost:", "The cost of using the ability that counts towards movement limit ");
item.moveCost=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.moveCost);
TBE.Label(startX, startY+=spaceY, width, height, "attack Cost:", "The cost of using the ability that counts towards attack limit");
item.attackCost=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.attackCost);
TBE.Label(startX, startY+=spaceY, width, height, "Ability Cost:", "The cost of using the ability that counts towards ability limit");
item.abilityCost=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.abilityCost);
TBE.Label(startX, startY+=spaceY, width, height, "AP Cost:", "The action-point cost of using the ability");
item.apCost=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.apCost);
TBE.Label(startX, startY+=spaceY, width, height, "End All Action:", "Check to end all action available to the unit once the ability is used");
item.endAllActionAfterUse=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.endAllActionAfterUse);
startX-=10;
}
}
startY+=spaceY*0.5f;
Ability._TargetType cachedTgtType=item.targetType;
if(!editUnitAbility && !item.requireTarget){
if(cachedTgtType==Ability._TargetType.AllNode || cachedTgtType==Ability._TargetType.EmptyNode){
item.targetType=Ability._TargetType.AllUnit;
cachedTgtType=Ability._TargetType.AllUnit;
}
}
int tgtType=(int)item.targetType; contL=TBE.SetupContL(tgtTypeLabel, tgtTypeTooltip);
TBE.Label(startX, startY+=spaceY, width, height, "Target Type:", "", TBE.headerS);
tgtType = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), new GUIContent(""), tgtType, contL);
item.targetType=(Ability._TargetType)tgtType;
if(!editUnitAbility && !item.requireTarget){
if(item.targetType==Ability._TargetType.AllNode || cachedTgtType==Ability._TargetType.EmptyNode){
Debug.Log("target type not supported for faction ability that doesn't require target input");
item.targetType=cachedTgtType;
}
}
TBE.Label(startX, startY+=spaceY, width, height, "Require Target:", "Check if the ability will require the player to actively select a target\nIf left uncheck, as unity-ability the ability will target the source unit, as faction ability the ability will target will valid target on the grid");
item.requireTarget=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.requireTarget);
if(editUnitAbility){
TBE.Label(startX, startY+=spaceY, width, height, "Require LOS:", "Check if the ability require the target to be in line-of-sight");
if(!item.requireTarget) TBE.Label(startX+spaceX, startY, widthS, height, "n/a");
else item.requireLos=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.requireLos);
}
if(editUnitAbility){
TBE.Label(startX, startY+=spaceY, width, height, "Range (min/max):", "The effective range of the ability");
if(!item.requireTarget) TBE.Label(startX+spaceX, startY, widthS, height, "n/a");
else{
GUI.color=item.rangeMin>1 ? Color.white : Color.grey ;
item.rangeMin=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.rangeMin); GUI.color=Color.white;
item.range=EditorGUI.DelayedIntField(new Rect(startX+spaceX+widthS, startY, widthS, height), item.range);
}
}
bool typeSupportAOE=!(item.type==Ability._AbilityType.Teleport || item.type==Ability._AbilityType.SpawnUnit || item.type==Ability._AbilityType.Cone);
TBE.Label(startX, startY+=spaceY, width, height, "AOE Range:", "The effective area-of-effect (AOE) range of the ability at the target node");
if((!editUnitAbility && !item.requireTarget) || !typeSupportAOE) TBE.Label(startX+spaceX, startY, widthS, height, "n/a", "");
else{
GUI.color=(item.aoeRange>0) ? Color.white : Color.grey ;
item.aoeRange=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.aoeRange); GUI.color= Color.white;
}
if(item.type==Ability._AbilityType.Cone){
TBE.Label(startX, startY+=spaceY, width, height, "FOV:", "The Field-Of-View of the ability in angle. Determine how wide the cone is");
item.fov=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.fov);
}
startY+=spaceY*0.5f;
if(editUnitAbility){
TBE.Label(startX, startY+=spaceY, width, height, "Use Attack Sequence:", "Check to have the unit using the ability runs a standard attack sequence at the target (the unit will aim towards the target and fire a shoot-object)");
if(!item.requireTarget) TBE.Label(startX+spaceX+10, startY, widthS, height, "n/a");
else item.useAttackSequence=EditorGUI.Toggle(new Rect(startX+spaceX+10, startY, widthS, height), item.useAttackSequence);
TBE.Label(startX, startY+=spaceY, width, height, "Aim At Target Unit:", "Check to have the unit aim at the unit (if there's one) when using the ability\nOtherwise the ability will aim at the node");
if(!item.requireTarget || !item.useAttackSequence || item.type==Ability._AbilityType.Line || item.type==Ability._AbilityType.Cone) TBE.Label(startX+spaceX+10, startY, widthS, height, "-");
else item.aimAtUnit=EditorGUI.Toggle(new Rect(startX+spaceX+10, startY, widthS, height), item.aimAtUnit);
TBE.Label(startX, startY+=spaceY, width, height, "Shoot Object:", "OPTIONAL: The alternate shoot-object to use for the ability\nIf left unassgined, the unit will use its default shoot-object");
if(!item.requireTarget || !item.useAttackSequence) TBE.Label(startX+spaceX+10, startY, width, height, "-");
else item.shootObject=(ShootObject)EditorGUI.ObjectField(new Rect(startX+spaceX+10, startY, width-10, height), item.shootObject, typeof(ShootObject), true);
//startY+=10;
}
startX-=10;
}
startY+=spaceY*0.5f;
foldAttributesOnImpact=EditorGUI.Foldout(new Rect(startX, startY+=spaceY, spaceX, height), foldAttributesOnImpact, "Attributes On Impact", TBE.foldoutS);
if(foldAttributesOnImpact){
startX+=10;
TBE.Label(startX, startY+=spaceY, width, height, "Impact Delay:", "The delay in second before any effect is actually being applied to the target\nThis is for any visual effect (if there's any) to play out");
item.impactDelay=EditorGUI.DelayedFloatField(new Rect(startX+spaceX, startY, widthS, height), item.impactDelay);
if(item.type==Ability._AbilityType.None){
}
if(item.type==Ability._AbilityType.SpawnUnit){
item.requireTarget=true;
item.targetType=Ability._TargetType.EmptyNode;
item.useAttackSequence=false;
//GUIStyle styleSO=item.spawnUnitPrefab==null ? TBE.conflictS : null;
//TBE.Label(startX, startY+=spaceY, width, height, "Spawn Unit:", "", styleSO);
//item.spawnUnitPrefab=(Unit)EditorGUI.ObjectField(new Rect(startX+spaceX, startY, width, height), item.spawnUnitPrefab, typeof(Unit), true);
TBE.Label(startX, startY+=spaceY, width, height, "Unit To Spawn:", "The unit prefab to spawn when the ability is used");
int unitIdx=UnitDB.GetPrefabIndex(item.spawnUnitPrefab);
unitIdx = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), unitIdx, UnitDB.label);
item.spawnUnitPrefab=unitIdx>=0 ? UnitDB.GetItem(unitIdx) : null;
if(GUI.Button(new Rect(startX+spaceX+width+3, startY, height, height), "-")) item.spawnUnitPrefab=null;
}
if(item.type==Ability._AbilityType.Teleport){
item.requireTarget=true;
item.targetType=Ability._TargetType.EmptyNode;
item.useAttackSequence=false;
}
if(item.type==Ability._AbilityType.ScanFogOfWar){
item.targetType=Ability._TargetType.AllNode;
TBE.Label(startX, startY+=spaceY, width, height, "Duration:", "The number of turn in which the fog-of-war will be revealed");
if(!item.switchFaction) TBE.Label(startX+spaceX, startY, widthS, height, "-", "");
else item.duration=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.duration);
}
if(item.type==Ability._AbilityType.Generic || item.type==Ability._AbilityType.Charge || item.type==Ability._AbilityType.Line || item.type==Ability._AbilityType.Cone){
startY+=spaceY*0.5f;
if(item.type==Ability._AbilityType.Charge){
item.requireTarget=true;
}
else if(item.type==Ability._AbilityType.Line || item.type==Ability._AbilityType.Cone){
item.requireTarget=true;
}
int impactType=(int)item.impactType; contL=TBE.SetupContL(impactLabel, impactTooltip);
TBE.Label(startX, startY+=spaceY, width, height, "Impact Type:", "");
impactType = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), new GUIContent(""), impactType, contL);
item.impactType=(Ability._ImpactType)impactType;
if(item.impactType!=Ability._ImpactType.None){
TBE.Label(startX, startY+=spaceY, width, height, "Damage Type:", "");
if(item.impactType==Ability._ImpactType.Negative){
item.damageType = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), item.damageType, TBE.GetDamageLabel());
}
else TBE.Label(startX+spaceX, startY, width, height, "-");
TBE.Label(startX, startY+=spaceY, width, height, "HP Modifier Min/Max:", "The immediate change applied to the target's hit-point upon the ability impact/hit");
GUI.color=(item.hpModifierMin!=0 || item.hpModifierMax!=0) ? Color.white : Color.grey ;
item.hpModifierMin=EditorGUI.DelayedIntField(new Rect(startX+spaceX+3, startY, widthS, height), item.hpModifierMin);
item.hpModifierMax=EditorGUI.DelayedIntField(new Rect(startX+spaceX+widthS+5, startY, widthS, height), item.hpModifierMax); GUI.color=Color.white;
TBE.Label(startX, startY+=spaceY, width, height, "AP Modifier Min/Max:", "The immediate change applied to the target's action-point upon the ability impact/hit");
GUI.color=(item.apModifierMin!=0 || item.apModifierMax!=0) ? Color.white : Color.grey ;
item.apModifierMin=EditorGUI.DelayedIntField(new Rect(startX+spaceX+3, startY, widthS, height), item.apModifierMin);
item.apModifierMax=EditorGUI.DelayedIntField(new Rect(startX+spaceX+widthS+5, startY, widthS, height), item.apModifierMax); GUI.color=Color.white;
startY+=spaceY*0.5f;
if(item.impactType==Ability._ImpactType.Negative){
TBE.Label(startX, startY+=spaceY, width, height, "Factor Target Stats:", "Check to factor in target stats (defend, dodge, etc.) to calculate the damage");
item.factorInTargetStats=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.factorInTargetStats);
TBE.Label(startX, startY+=spaceY, width, height, " - Attack:", "The attack value of the ability\nUsed along with the target's defense to modify the effective damage"+TBE.AttackTT());
if(!item.factorInTargetStats) TBE.Label(startX+spaceX, startY, widthS, height, "-");
else item.attack=EditorGUI.DelayedFloatField(new Rect(startX+spaceX, startY, widthS, height), item.attack);
TBE.Label(startX, startY+=spaceY, width, height, " - Hit Chance:", "The chance for the ability to hit\nThis will be negate by the target's dodge chance"+TBE.ChanceTT());
if(!item.factorInTargetStats) TBE.Label(startX+spaceX, startY, widthS, height, "-");
else item.hitChance=EditorGUI.DelayedFloatField(new Rect(startX+spaceX, startY, widthS, height), item.hitChance);
TBE.Label(startX, startY+=spaceY, width, height, " - Crit. Chance:", "The chance for the ability to score a critical hit\nThis will be negate by the target's critical reduction chance"+TBE.ChanceTT());
if(!item.factorInTargetStats) TBE.Label(startX+spaceX, startY, widthS, height, "-");
else item.critChance=EditorGUI.DelayedFloatField(new Rect(startX+spaceX, startY, widthS, height), item.critChance);
TBE.Label(startX, startY+=spaceY, width, height, " - Crit. Multiplier:", "The damage multiplier to use when the ability score a critical hit"+TBE.ChanceTT());
if(!item.factorInTargetStats) TBE.Label(startX+spaceX, startY, widthS, height, "-");
else item.critMultiplier=EditorGUI.DelayedFloatField(new Rect(startX+spaceX, startY, widthS, height), item.critMultiplier);
}
}
startY+=spaceY*0.5f;
TBE.Label(startX, startY+=spaceY, width, height, "Effect Hit Chance:", "The chance of any effect item being applied\nApplies to ClearAllEffect and SwitchFaction too"+TBE.ChanceTT());
GUI.color=(item.effHitChance>0) ? Color.white : Color.grey ;
item.effHitChance=EditorGUI.DelayedFloatField(new Rect(startX+spaceX, startY, widthS, height), item.effHitChance);
TBE.Label(startX, startY+=spaceY, width, height, "Effect On Hit:", "The effect to be applied to the target when the ability hit");
for(int i=0; i<item.effectIDList.Count; i++){
TBE.Label(startX+spaceX-height, startY, width, height, "-");
int effIdx=EffectDB.GetPrefabIndex(item.effectIDList[i]);
effIdx = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), effIdx, EffectDB.label);
if(effIdx>=0) item.effectIDList[i]=EffectDB.GetItemID(effIdx);
if(GUI.Button(new Rect(startX+spaceX+width+3, startY, height, height), "-")) item.effectIDList.RemoveAt(i);
startY+=spaceY;
}
int newEffID=-1;
newEffID = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), newEffID, EffectDB.label);
if(newEffID>=0) newEffID=EffectDB.GetItemID(newEffID);
if(newEffID>=0 && !item.effectIDList.Contains(newEffID)) item.effectIDList.Add(newEffID);
TBE.Label(startX, startY+=spaceY, width, height, "Clear All Effect:", "Check to have the ability clear all the active effects on the target");
item.clearAllEffect=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.clearAllEffect);
startY+=spaceY*0.5f;
TBE.Label(startX, startY+=spaceY, width, height, "Switch Faction:", "Check to have the ability switch the target faction");
item.switchFaction=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.switchFaction);
TBE.Label(startX, startY+=spaceY, width, height, " - Duration:", "The duration in turn in which the target unit's faction is switched");
if(!item.switchFaction) TBE.Label(startX+spaceX, startY, widthS, height, "n/a", "");
else item.duration=EditorGUI.DelayedIntField(new Rect(startX+spaceX, startY, widthS, height), item.duration);
TBE.Label(startX, startY+=spaceY, width, height, " - Controllable:", "Check to let the player take control of the unit when the target is switched");
if(!item.switchFaction) TBE.Label(startX+spaceX, startY, widthS, height, "n/a", "");
else item.switchFacControllable=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.switchFacControllable);
GUI.color=Color.white;
}
startX-=10;
}
startY+=spaceY*0.5f;
foldVisual=EditorGUI.Foldout(new Rect(startX, startY+=spaceY, spaceX, height), foldVisual, "Visual & Audio Setting", TBE.foldoutS);
if(foldVisual){
startX+=10;
if(editUnitAbility){
txt="OPTIONAL: The effect object to spawn when the ability is activated\nYou can also add custom script on this object to have your own custom ability effect";
startY=DrawVisualObject(startX, startY+=spaceY, item.effectOnUse, "Effect On Use:", txt);
}
txt="OPTIONAL: The effect object to spawn when on each individual target of the ability\nYou can also add custom script on this object to have your own custom ability effect";
startY=DrawVisualObject(startX, startY+=spaceY, item.effectOnHit, "Effect On Hit:", txt);
TBE.Label(startX, startY+=spaceY*1.5f, width, height, "Activation Sound:", "OPTIONAL: Audio clip to play when the ability is activated");
item.activateSound=(AudioClip)EditorGUI.ObjectField(new Rect(startX+spaceX, startY, width, height), item.activateSound, typeof(AudioClip), true);
startX-=10;
}
startY+=spaceY*2;
GUIStyle style=new GUIStyle("TextArea"); style.wordWrap=true;
cont=new GUIContent("Ability description (for runtime and editor): ", "");
EditorGUI.LabelField(new Rect(startX, startY, 400, height), cont);
item.desp=EditorGUI.DelayedTextField(new Rect(startX, startY+spaceY-3, 270, 150), item.desp, style);
return new Vector2(maxX, startY+170);
}
protected Vector2 DrawAbilityList(float startX, float startY, List<Ability> abilityList){
List<EItem> list=new List<EItem>();
for(int i=0; i<abilityList.Count; i++){
EItem item=new EItem(abilityList[i].prefabID, abilityList[i].name, abilityList[i].icon);
list.Add(item);
}
return DrawList(startX, startY, window.position.width, window.position.height, list);
}
public static int NewItem(int idx=-1){ return window._NewItem(idx); }
private int _NewItem(int idx=-1){
Ability item=null;
if(idx<0) item=new Ability();
if(editUnitAbility){
if(idx>=0) item=AbilityUDB.GetList()[idx].Clone();
item.prefabID=TBE.GenerateNewID(AbilityUDB.GetPrefabIDList());
AbilityUDB.GetList().Add(item);
AbilityUDB.UpdateLabel();
return AbilityUDB.GetList().Count-1;
}
else{
if(idx>=0) item=AbilityFDB.GetList()[idx].Clone();
item.prefabID=TBE.GenerateNewID(AbilityFDB.GetPrefabIDList());
AbilityFDB.GetList().Add(item);
AbilityFDB.UpdateLabel();
return AbilityFDB.GetList().Count-1;
}
}
protected override void DeleteItem(){
if(editUnitAbility){
AbilityUDB.GetList().RemoveAt(deleteID);
AbilityUDB.UpdateLabel();
}
else{
AbilityFDB.GetList().RemoveAt(deleteID);
AbilityFDB.UpdateLabel();
}
}
protected override void SelectItem(){ }
private void _SelectItem(){
selectID=newSelectID;
if(editUnitAbility){
if(AbilityUDB.GetList().Count<=0) return;
selectID=Mathf.Clamp(selectID, 0, AbilityUDB.GetList().Count-1);
}
else{
if(AbilityFDB.GetList().Count<=0) return;
selectID=Mathf.Clamp(selectID, 0, AbilityFDB.GetList().Count-1);
}
Repaint();
}
//~ protected override void SelectItem(){ SelectItem(selectID); }
//~ private void SelectItem(int newID){
//~ selectID=newID;
//~ if(editUnitAbility){
//~ if(AbilityUDB.GetList().Count<=0) return;
//~ selectID=Mathf.Clamp(selectID, 0, AbilityUDB.GetList().Count-1);
//~ }
//~ else{
//~ if(AbilityFDB.GetList().Count<=0) return;
//~ selectID=Mathf.Clamp(selectID, 0, AbilityFDB.GetList().Count-1);
//~ }
//~ }
protected override void ShiftItemUp(){ if(selectID>0) ShiftItem(-1); }
protected override void ShiftItemDown(){ if(selectID<(editUnitAbility ? AbilityUDB.GetList().Count : AbilityFDB.GetList().Count)-1) ShiftItem(1); }
private void ShiftItem(int dir){
if(editUnitAbility){
Ability item=AbilityUDB.GetList()[selectID];
AbilityUDB.GetList()[selectID]=AbilityUDB.GetList()[selectID+dir];
AbilityUDB.GetList()[selectID+dir]=item;
}
else{
Ability item=AbilityFDB.GetList()[selectID];
AbilityFDB.GetList()[selectID]=AbilityFDB.GetList()[selectID+dir];
AbilityFDB.GetList()[selectID+dir]=item;
}
selectID+=dir;
}
}
}