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

233 lines
8.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace TBTK {
public class CollectibleEditorWindow : TBEditorWindow {
[MenuItem ("Tools/TBTK/CollectibleEditor", false, 10)]
static void OpenCollectibleEditor () { Init(); }
private static CollectibleEditorWindow window;
public static void Init (int prefabID=-1) {
window = (CollectibleEditorWindow)EditorWindow.GetWindow(typeof (CollectibleEditorWindow), false, "CollectibleEditor");
window.minSize=new Vector2(420, 300);
TBE.Init();
//window.InitLabel();
//if(prefabID>=0) window.selectID=CollectibleDB.GetPrefabIndex(prefabID);
if(prefabID>=0){
window.selectID=CollectibleDB.GetPrefabIndex(prefabID);
window.newSelectID=window.selectID;
window.newSelectDelay=1;
}
window._SelectItem();
}
public void OnGUI(){
TBE.InitGUIStyle();
if(!CheckIsPlaying()) return;
if(window==null) Init();
List<Collectible> itemList=CollectibleDB.GetList();
Undo.RecordObject(this, "window");
Undo.RecordObject(CollectibleDB.GetDB(), "collectibleDB");
if(GUI.Button(new Rect(Math.Max(260, window.position.width-120), 5, 100, 25), "Save")) TBE.SetDirty();
Collectible newItem=null;
TBE.Label(5, 7, 150, 17, "Add New Collectible:", "Drag collectible prefab to this slot to add it to the list");
newItem=(Collectible)EditorGUI.ObjectField(new Rect(130, 7, width, height), newItem, typeof(Collectible), false);
if(newItem!=null) Select(NewItem(newItem));
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=DrawItemList(startX, startY, itemList);
startX=v2.x+25;
if(itemList.Count==0) return;
if(newSelectDelay>0){
newSelectDelay-=1; GUI.FocusControl(null);
if(newSelectDelay==0) _SelectItem();
else Repaint();
}
if(selectID>=itemList.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);
EditorGUI.BeginChangeCheck();
v2=DrawItemConfigurator(startX, startY, itemList[selectID]);
contentWidth=v2.x-startX;
contentHeight=v2.y-55;
if(EditorGUI.EndChangeCheck()){
#if UNITY_2018_3_OR_NEWER
//GameObject unitObj=PrefabUtility.LoadPrefabContents(AssetDatabase.GetAssetPath(itemList[selectID].gameObject));
//Collectible selectedItem=unitObj.GetComponent<Collectible>();
//selectedItem=itemList[selectID];
//GameObject obj=PrefabUtility.SavePrefabAsset(selectedItem.gameObject);
string assetPath = AssetDatabase.GetAssetPath(itemList[selectID].gameObject);
GameObject itemObj=PrefabUtility.LoadPrefabContents(assetPath);
Collectible selectedObj=itemObj.GetComponent<Collectible>();
EditorUtility.CopySerialized(itemList[selectID], selectedObj);
PrefabUtility.SaveAsPrefabAsset(itemObj, assetPath);
PrefabUtility.UnloadPrefabContents(itemObj);
#endif
}
GUI.EndScrollView();
if(GUI.changed) TBE.SetDirty();
}
private Vector2 DrawItemConfigurator(float startX, float startY, Collectible item){
float maxX=startX;
startY=TBE.DrawBasicInfo(startX, startY, item);
TBE.Label(startX, startY, width, height, "AbilityOnTriggered:", "The ability applies to target when triggered");
int abIdx=AbilityFDB.GetPrefabIndex(item.abilityID);
abIdx = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), abIdx, AbilityFDB.label);
if(abIdx>=0) item.abilityID=AbilityFDB.GetItemID(abIdx);
if(GUI.Button(new Rect(startX+spaceX+width+3, startY, height, height), "-")) item.abilityID=-1;
startY+=spaceY;
TBE.Label(startX, startY+=spaceY, width, height, "Randomize Effect:", "Check to have the collectible randomly select one of the effects to apply to the target\nIf left unchecked, all effect specified will be applied");
item.randomizedEffect=EditorGUI.Toggle(new Rect(startX+spaceX, startY, widthS, height), item.randomizedEffect);
TBE.Label(startX, startY+=spaceY, width, height, "EffectOnTriggered:", "The effect applies to target when triggered");
for(int i=0; i<item.effectIDList.Count; i++){
TBE.Label(startX+spaceX-height, startY, width, height, "-");
int effIdx=EffectDB.GetPrefabIndex(item.effectIDList[i]); bool removeEff=false;
effIdx = EditorGUI.Popup(new Rect(startX+spaceX, startY, width, height), effIdx, EffectDB.label);
if(GUI.Button(new Rect(startX+spaceX+width+3, startY, height, height), "-")){ item.effectIDList.RemoveAt(i); removeEff=true; }
if(effIdx>=0 && !removeEff) item.effectIDList[i]=EffectDB.GetItemID(effIdx);
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);
startY+=spaceY;
string txt="OPTIONAL: The effect object to spawn when the item is spawned on the grid";
startY=DrawVisualObject(startX, startY+=spaceY, item.effectOnSpawn, "Effect On Spawned:", txt);
startY+=spaceY*0.5f;
txt="OPTIONAL: The effect object to spawn when the item is triggered\nYou can also add custom script on this object to have your own custom effect";
startY=DrawVisualObject(startX, startY+=spaceY, item.effectOnTrigger, "Effect On Triggered:", txt);
startY+=spaceY*2;
GUIStyle style=new GUIStyle("TextArea"); style.wordWrap=true;
cont=new GUIContent("Item 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 DrawItemList(float startX, float startY, List<Collectible> itemList){
List<EItem> list=new List<EItem>();
for(int i=0; i<itemList.Count; i++){
EItem item=new EItem(itemList[i].prefabID, itemList[i].itemName, itemList[i].icon);
list.Add(item);
}
return DrawList(startX, startY, window.position.width, window.position.height, list);
}
public static int NewItem(Collectible item){ return window._NewItem(item); }
private int _NewItem(Collectible item){
if(CollectibleDB.GetList().Contains(item)) return selectID;
item.prefabID=TBE.GenerateNewID(CollectibleDB.GetPrefabIDList());
#if UNITY_2018_3_OR_NEWER
GameObject obj=PrefabUtility.SavePrefabAsset(item.gameObject);
item=obj.GetComponent<Collectible>();
#endif
CollectibleDB.GetList().Add(item);
CollectibleDB.UpdateLabel();
return CollectibleDB.GetList().Count-1;
}
protected override void DeleteItem(){
CollectibleDB.GetList().RemoveAt(deleteID);
CollectibleDB.UpdateLabel();
}
//~ protected override void SelectItem(){ SelectItem(selectID); }
//~ private void SelectItem(int newID){
//~ selectID=newID;
//~ if(CollectibleDB.GetList().Count<=0) return;
//~ selectID=Mathf.Clamp(selectID, 0, CollectibleDB.GetList().Count-1);
//~ }
protected override void SelectItem(){ }
private void _SelectItem(){
selectID=newSelectID;
if(UnitDB.GetList().Count<=0) return;
selectID=Mathf.Clamp(selectID, 0, UnitDB.GetList().Count-1);
UpdateObjHierarchyList(UnitDB.GetList()[selectID].transform);
Repaint();
}
protected override void ShiftItemUp(){ if(selectID>0) ShiftItem(-1); }
protected override void ShiftItemDown(){ if(selectID<CollectibleDB.GetList().Count-1) ShiftItem(1); }
private void ShiftItem(int dir){
Collectible item=CollectibleDB.GetList()[selectID];
CollectibleDB.GetList()[selectID]=CollectibleDB.GetList()[selectID+dir];
CollectibleDB.GetList()[selectID+dir]=item;
selectID+=dir;
}
}
}