131 lines
4.6 KiB
C#
131 lines
4.6 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace TBTK{
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[CustomEditor(typeof(CollectibleManager))]
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public class I_CollectibleManagerEditor : TBEditorInspector {
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private CollectibleManager instance;
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public override void Awake(){
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base.Awake();
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instance = (CollectibleManager)target;
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}
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public override void OnInspectorGUI(){
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Undo.RecordObject(instance, "CollectibleManager");
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base.OnInspectorGUI();
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EditorGUILayout.Space();
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EditorGUIUtility.labelWidth=140;
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//~ cont=new GUIContent("Generate On Start:", "Check to ");
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//~ instance.generateItemOnStart=EditorGUILayout.Toggle(cont, instance.generateItemOnStart);
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cont=new GUIContent("Active Item Limit:", "The maximum amount of collectible available on the grid at any given time");
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instance.activeItemLimit=EditorGUILayout.IntField(cont, instance.activeItemLimit);
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EditorGUILayout.Space();
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cont=new GUIContent("Generate In Game:", "Check to enable spawning of collectible item during runtime at the end of each turn");
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instance.generateInGame=EditorGUILayout.Toggle(cont, instance.generateInGame);
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cont=new GUIContent(" - Max Spawn Per Turn:", "The maximum amount of collectible to be spawned at each turn");
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if(!instance.generateInGame) EditorGUILayout.LabelField(" - Max Spawn Per Turn:", "n/a");
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else instance.maxSpawnPerTurn=EditorGUILayout.IntField(cont, instance.maxSpawnPerTurn);
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cont=new GUIContent(" - Spawn Chance:", "The success rate of a collectible to be spawned at each spawning attempt during runtime");
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if(!instance.generateInGame) EditorGUILayout.LabelField(" - Spawn Chance:", "n/a");
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else instance.spawnChance=EditorGUILayout.FloatField(cont, instance.spawnChance);
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EditorGUIUtility.labelWidth=0;
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EditorGUILayout.Space();
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cont=new GUIContent("Effect On Spawn:", "The effect object to be spawned when a new collectible item is spawned during runtime");
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DrawVisualObject(instance.effectOnSpawn, cont, 140);
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EditorGUILayout.Space();
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DrawItemList();
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EditorGUILayout.Space();
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//DrawDefaultInspector();
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CollectibleManager.inspector=DefaultInspector(CollectibleManager.inspector, 0);
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}
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private bool showItemList=true;
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void DrawItemList(){
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//EditorGUILayout.BeginHorizontal();
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//EditorGUILayout.LabelField("", GUILayout.MaxWidth(10));
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showItemList=EditorGUILayout.Foldout(showItemList, "Show Perk List");
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//EditorGUILayout.EndHorizontal();
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if(showItemList){
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EditorGUILayout.BeginHorizontal();
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if(GUILayout.Button("EnableAll") && !Application.isPlaying){
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instance.unavailableIDList.Clear();
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}
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if(GUILayout.Button("DisableAll") && !Application.isPlaying){
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instance.unavailableIDList=CollectibleDB.GetPrefabIDList();
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}
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EditorGUILayout.EndHorizontal();
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for(int i=0; i<TBE.collectibleDB.collectibleList.Count; i++) DrawItem(TBE.collectibleDB.collectibleList[i]);
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}
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}
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void DrawItem(Collectible item){
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EditorGUILayout.BeginHorizontal();
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GUILayout.Box("", GUILayout.Width(40), GUILayout.Height(40));
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TBE.DrawSprite(GUILayoutUtility.GetLastRect(), item.icon, item.desp, false);
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GUILayout.BeginVertical();
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EditorGUILayout.Space();
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GUILayout.Label(item.name, GUILayout.ExpandWidth(false));
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GUILayout.BeginHorizontal();
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bool flag=!instance.unavailableIDList.Contains(item.prefabID) ? true : false;
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//if(Application.isPlaying) flag=!flag; //switch it around in runtime
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EditorGUILayout.LabelField(new GUIContent(" - enabled: ", "check to enable the item in this level"), GUILayout.Width(70));
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flag=EditorGUILayout.Toggle(flag);
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if(!Application.isPlaying){
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if(flag) instance.unavailableIDList.Remove(item.prefabID);
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else{
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if(!instance.unavailableIDList.Contains(item.prefabID)){
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instance.unavailableIDList.Add(item.prefabID);
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}
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}
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}
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//~ if(!instance.unavailableIDList.Contains(item.prefabID)){
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//~ flag=instance.unlockedIDList.Contains(item.prefabID);
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//~ EditorGUILayout.LabelField(new GUIContent("- unlocked:", "Check to set the item as unlocked right from the start"), GUILayout.Width(75));
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//~ flag=EditorGUILayout.Toggle(flag);
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//~ if(!flag) instance.unlockedIDList.Remove(item.prefabID);
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//~ else if(!instance.unlockedIDList.Contains(item.prefabID)) instance.unlockedIDList.Add(item.prefabID);
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//~ }
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GUILayout.EndHorizontal();
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GUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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}
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}
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}
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