Ejemplo n.º 1
0
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (Application.isPlaying)
        {
            Color _originalColor = GUI.color;
            GUI.color = !isDrunk.boolValue ? new Color(.8f, .25f, .25f) : new Color(.25f, .8f, .25f);

            EditorGUILayout.BeginHorizontal();
            GUILayout.Space(15);

            if (GUILayout.Button(!isDrunk.boolValue ? new GUIContent("Get Drunk", "Get the Fire Eater drunk") : new GUIContent("Get Sober", "Make the Fire Eater sober again"), GUILayout.Width(100), GUILayout.Height(20)))
            {
                foreach (TDS_FireEater _fireEater in fireEaters)
                {
                    if (_fireEater.ComboCurrent.Count > 0)
                    {
                        _fireEater.BreakCombo();
                    }

                    if (!isDrunk.boolValue)
                    {
                        _fireEater.GetDrunk();
                    }
                    else
                    {
                        soberUpTimer.floatValue = 0;
                    }
                }
            }

            EditorGUILayout.EndHorizontal();

            GUI.color = _originalColor;
            GUILayout.Space(10);
        }

        if (TDS_EditorUtility.FloatField("Sober Up Time", "Time it takes to the Fire Eater to sober up (in seconds)", soberUpTime))
        {
            fireEaters.ForEach(f => f.SoberUpTime = soberUpTime.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Drunk Speed Coef", "Coefficient applied to speed when drunk", drunkSpeedCoef))
        {
            fireEaters.ForEach(f => f.DrunkSpeedCoef = drunkSpeedCoef.floatValue);
            serializedObject.Update();
        }

        TDS_EditorUtility.FloatField("X Mov. after Drunken Dodge", "Distance to move the Fire Eater before getting up after a drunken dodge", xMovementAfterDrunkenDodge);

        if (TDS_EditorUtility.IntField("Drunk Jump Force", "Force applied when performing a jump when drunk", drunkJumpForce))
        {
            fireEaters.ForEach(f => f.DrunkJumpForce = drunkJumpForce.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);
    }
Ejemplo n.º 2
0
    protected override void DrawSettings()
    {
        base.DrawSettings();

        EditorGUILayout.LabelField("Evolve", TDS_EditorUtility.HeaderStyle);
        TDS_EditorUtility.RadioToggle("Has Evolved", "Is the minion evolved", hasEvolved);
        GUILayout.Space(5);
        EditorGUILayout.LabelField("Rage", TDS_EditorUtility.HeaderStyle);
        TDS_EditorUtility.FloatField("Reset Rage Delay", "Delay to reset the rage", resetRageDelay);
        TDS_EditorUtility.IntSlider("Reset Rage Threshold", "Count of attacks to ignore the next damages", ragingThreshold, 1, 5);
    }
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (Application.isPlaying)
        {
            if (TDS_EditorUtility.Toggle("Angry", "Indicates if the Fat Lady is in Angry or in \"Cool\" mode", isAngry))
            {
                fatLadies.ForEach(f => f.IsAngry = isAngry.boolValue);
                serializedObject.Update();
            }

            GUILayout.Space(5);
        }

        if (TDS_EditorUtility.FloatField("Angry Speed Coef", "Coefficient applied to the Fat Lady's speed when angry", angrySpeedCoef))
        {
            fatLadies.ForEach(f => f.AngrySpeedCoef = angrySpeedCoef.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.IntField("Angry Health Step", "Health value separating the Angry mode and the Cool one", angryHealthStep))
        {
            fatLadies.ForEach(f => f.AngryHealthStep = angryHealthStep.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);

        if (Application.isPlaying)
        {
            if (TDS_EditorUtility.Toggle("Snack Available", "Indicates if the Fat Lady's snack is available for use", isSnackAvailable))
            {
                fatLadies.ForEach(f => f.IsSnackAvailable = isSnackAvailable.boolValue);
                serializedObject.Update();
            }

            GUILayout.Space(3);
            TDS_EditorUtility.ProgressBar(25, isSnackAvailable.boolValue ? 0 : snackRestaureTimer.floatValue / snackRestaureTime.floatValue, "Snack Restauration");
            GUILayout.Space(3);
        }

        if (TDS_EditorUtility.FloatField("Snack Restaure Time", "Time i takes to restaure the snack after eating (in seconds)", snackRestaureTime))
        {
            fatLadies.ForEach(f => f.SnackRestaureTime = snackRestaureTime.floatValue);
            serializedObject.Update();
        }
        if (TDS_EditorUtility.IntField("Snack Heal Value", "Heal value when snacking", snackHealValue))
        {
            fatLadies.ForEach(f => f.SnackHealValue = snackHealValue.intValue);
            serializedObject.Update();
        }
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (TDS_EditorUtility.FloatField("Juggle Speed", "Speed at which the Juggler juggle with his objects", juggleSpeed))
        {
            jugglers.ForEach(j => j.JuggleSpeed = juggleSpeed.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Throw. Dist. from Center", "Distance of each throwables from the hands transform of the character", throwableDistanceFromCenter))
        {
            jugglers.ForEach(j => j.ThrowableDistanceFromCenter = throwableDistanceFromCenter.floatValue);
            serializedObject.Update();
        }

        GUILayout.Space(5);

        TDS_EditorUtility.Vector3Field("Juggle Transf. Ideal Pos.", "Position the juggle transform is always looking to have (in local space)", juggleTransformIdealLocalPosition);

        // Draws a header for the juggler aim settings
        EditorGUILayout.LabelField("Aim", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.PropertyField("What Can Aim", "Indicates what the player can aim at", whatCanAim);
        TDS_EditorUtility.PropertyField("Aim Detected Tags", "Detected tags as target when freely aiming", aimDetectTags);

        GUILayout.Space(2);

        if (TDS_EditorUtility.FloatSlider("Aiming Speed Coef", "Speed coefficient applied to the character while he's aiming", aimingSpeedCoef, 0f, 2f))
        {
            jugglers.ForEach(j => j.AimingSpeedCoef = aimingSpeedCoef.floatValue);
            serializedObject.Update();
        }
        if (TDS_EditorUtility.FloatField("Time between Shoots", "Minimum time to spend between two object shoots", timeBetweenShoots))
        {
            jugglers.ForEach(j => j.TimeBetweenShoots = timeBetweenShoots.floatValue);
            serializedObject.Update();
        }

        if (EditorApplication.isPlaying)
        {
            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by the Juggler to aim for a throw", aimAngle, 15f, 60f))
            {
                jugglers.ForEach(j => j.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }

            TDS_EditorUtility.Vector3Field("Throw Aiming Point", "Position to aim when preparing a throw (in local space)", throwAimingPoint);
        }
    }
Ejemplo n.º 5
0
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (TDS_EditorUtility.PropertyField("Beard State", "Current state of the Beard Lady's beard", currentBeardState) && Application.isPlaying)
        {
            beardLadies.ForEach(b => b.CancelInvokeGrowBeard());
            beardLadies.ForEach(b => b.CurrentBeardState = (BeardState)currentBeardState.enumValueIndex);
            serializedObject.Update();
        }

        GUILayout.Space(3);
        TDS_EditorUtility.ProgressBar(25, (float)currentBeardState.enumValueIndex / 3, "Beard State");
        GUILayout.Space(5);

        if (TDS_EditorUtility.FloatField("Beard Grow Interval", "Interval between two beard grow up", beardGrowInterval))
        {
            beardLadies.ForEach(b => b.BeardGrowInterval = beardGrowInterval.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.IntSlider("Beard Life", "Current beard life", beardCurrentLife, 0, beardMaxLife.intValue) && Application.isPlaying)
        {
            beardLadies.ForEach(b => b.BeardCurrentLife = beardCurrentLife.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);
        TDS_EditorUtility.ProgressBar(25, (float)beardCurrentLife.intValue / beardMaxLife.intValue, "Beard Life");
        GUILayout.Space(5);

        if (TDS_EditorUtility.IntField("Beard Max Life", "Maximum beard life value", beardMaxLife))
        {
            beardLadies.ForEach(b => b.BeardMaxLife = beardMaxLife.intValue);
            serializedObject.Update();
        }
        if (TDS_EditorUtility.FloatField("Beard Heal Interval", "Interval between two beard heal", beardHealInterval))
        {
            beardLadies.ForEach(b => b.BeardHealInterval = beardHealInterval.floatValue);
            serializedObject.Update();
        }
    }
    /// <summary>
    /// Draws the editor for the events.
    /// </summary>
    public void DrawEvents(SerializedProperty _events, ref bool[] _foldouts)
    {
        // Button to add a new event
        GUI.backgroundColor = TDS_EditorUtility.BoxLightColor;
        GUI.color           = Color.green;

        if (TDS_EditorUtility.Button("+", "Add a new event", EditorStyles.miniButton))
        {
            _events.InsertArrayElementAtIndex(0);
            _events.GetArrayElementAtIndex(0).FindPropertyRelative("Name").stringValue = "New Event";

            bool[] _newFoldouts = new bool[_foldouts.Length + 1];
            Array.Copy(_foldouts, 0, _newFoldouts, 1, _foldouts.Length);
            _foldouts = _newFoldouts;
        }

        GUI.color           = Color.white;
        GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;

        for (int _i = 0; _i < _events.arraySize; _i++)
        {
            GUILayout.Space(5);

            GUI.backgroundColor = TDS_EditorUtility.BoxLightColor;
            EditorGUILayout.BeginVertical("Box");

            SerializedProperty _event     = _events.GetArrayElementAtIndex(_i);
            SerializedProperty _eventName = _event.FindPropertyRelative("Name");

            EditorGUILayout.BeginHorizontal();

            // Button to show or not this event
            if (TDS_EditorUtility.Button(_eventName.stringValue, "Wrap / unwrap this event", TDS_EditorUtility.HeaderStyle))
            {
                _foldouts[_i] = !_foldouts[_i];
            }

            GUILayout.FlexibleSpace();

            // BUttons to change the event position in the list
            if ((_i > 0) && TDS_EditorUtility.Button("▲", "Move this element up", EditorStyles.miniButton))
            {
                _events.MoveArrayElement(_i, _i - 1);
            }
            if ((_i < _events.arraySize - 1) && TDS_EditorUtility.Button("▼", "Move this element down", EditorStyles.miniButton))
            {
                _events.MoveArrayElement(_i, _i + 1);
            }

            // Button to delete this event
            GUI.color = Color.red;
            if (TDS_EditorUtility.Button("X", "Delete this event", EditorStyles.miniButton))
            {
                _events.DeleteArrayElementAtIndex(_i);

                bool[] _newFoldouts = new bool[_foldouts.Length - 1];
                Array.Copy(_foldouts, 0, _newFoldouts, 0, _i);
                Array.Copy(_foldouts, _i + 1, _newFoldouts, _i, _foldouts.Length - (_i + 1));
                _foldouts = _newFoldouts;
                break;
            }

            GUI.color = Color.white;
            EditorGUILayout.EndHorizontal();

            // If unfolded, draws this event
            if (_foldouts[_i])
            {
                SerializedProperty _eventType     = _event.FindPropertyRelative("eventType");
                SerializedProperty _doRequireType = _event.FindPropertyRelative("doRequireSpecificPlayerType");

                TDS_EditorUtility.TextField("Name", "Name of this event", _eventName);

                GUILayout.Space(3);

                TDS_EditorUtility.PropertyField("Event Type", "Type of this event", _eventType);
                CustomEventType _eventTypeValue = (CustomEventType)_eventType.enumValueIndex;
                if (_eventType.enumValueIndex > 7)
                {
                    _eventTypeValue += 13;
                }

                TDS_EditorUtility.FloatField("Delay", "Delay before starting this event", _event.FindPropertyRelative("delay"));

                GUILayout.Space(3);

                TDS_EditorUtility.Toggle("Require specific Player type", "Should this event require a specific player type to be triggered", _doRequireType);
                if (_doRequireType.boolValue)
                {
                    TDS_EditorUtility.PropertyField("Required type of Player", "Required type of player to trigger this event", _event.FindPropertyRelative("playerType"));
                }

                GUILayout.Space(5);

                switch (_eventTypeValue)
                {
                case CustomEventType.CameraMovement:
                    TDS_EditorUtility.PropertyField("Target", "Target to make the camera look ", _event.FindPropertyRelative("eventTransform"));

                    TDS_EditorUtility.FloatField("Duration", "Time to look at the target", _event.FindPropertyRelative("cameraWaitTime"));

                    TDS_EditorUtility.FloatField("Speed Coef", "Coefficient applied to the speed of the camera.", _event.FindPropertyRelative("eventFloat"));
                    break;

                case CustomEventType.DesactiveInfoBox:
                    break;

                case CustomEventType.DisplayInfoBox:
                    TDS_EditorUtility.TextField("Text ID", "ID of the text to use for the Info Box", _event.FindPropertyRelative("eventString"));
                    break;

                case CustomEventType.Instantiate:
                    TDS_EditorUtility.PropertyField("Prefab", "Prefab to instantiate", _event.FindPropertyRelative("prefab"));

                    TDS_EditorUtility.PropertyField("Instantiation transform reference", "Transform to use as reference for position & rotation for the transform of the instantiated object", _event.FindPropertyRelative("eventTransform"));
                    break;

                case CustomEventType.InstantiatePhoton:
                    TDS_EditorUtility.PropertyField("Prefab", "Prefab to instantiate", _event.FindPropertyRelative("prefab"));

                    TDS_EditorUtility.PropertyField("Instantiation transform reference", "Transform to use as reference for position & rotation for the transform of the instantiated object", _event.FindPropertyRelative("eventTransform"));
                    break;

                case CustomEventType.MovePlayerAroundPoint:
                    TDS_EditorUtility.PropertyField("Position", "Where to move te player around", _event.FindPropertyRelative("eventTransform"));
                    break;

                case CustomEventType.Narrator:
                    TDS_EditorUtility.PropertyField("Quote", "Narrator quote to play", _event.FindPropertyRelative("quote"));

                    GUILayout.BeginHorizontal();
                    GUILayout.FlexibleSpace();

                    Color _originalColor = GUI.color;
                    GUI.color = new Color(.7f, .35f, .75f);
                    if (GUILayout.Button(new GUIContent("Load Quote", "Loads the quote with the ID entered as Text ID"), GUILayout.Width(150)))
                    {
                        FieldInfo _fieldInfo = typeof(TDS_Event).GetField("quote", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
                        if (_fieldInfo != null)
                        {
                            TDS_NarratorQuote _quote = ((TDS_NarratorManager)Resources.Load(TDS_NarratorManager.FILE_PATH)).Quotes.FirstOrDefault(q => q.Name == _event.FindPropertyRelative("quote").FindPropertyRelative("Name").stringValue);

                            if (_quote != null)
                            {
                                TDS_Event[] _objectEvents = (TDS_Event[])typeof(TDS_EventsSystem).GetField(_events.name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).GetValue(target);

                                typeof(TDS_Event).GetField("quote", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).SetValue(_objectEvents[_i], _quote);
                            }
                        }
                    }

                    GUI.color = _originalColor;
                    GUILayout.EndHorizontal();
                    break;

                case CustomEventType.PlayMusic:
                    _event.FindPropertyRelative("eventInt").intValue = EditorGUILayout.IntPopup("Music", _event.FindPropertyRelative("eventInt").intValue, Enum.GetNames(typeof(Music)), (int[])Enum.GetValues(typeof(Music)));

                    TDS_EditorUtility.FloatField("Fade Duration", "Time during which the previous music will fade out before the new one starts.", _event.FindPropertyRelative("eventFloat"));
                    break;

                case CustomEventType.WaitForObjectDeath:
                    TDS_EditorUtility.PropertyField("Object Tag", "Tag waiting for an object with dies", _event.FindPropertyRelative("eventString"));
                    TDS_EditorUtility.PropertyField("Amount", "Amount of object with this tag to wait for death", _event.FindPropertyRelative("eventInt"));
                    break;

                case CustomEventType.WaitForSpawnAreaDesactivation:
                    TDS_EditorUtility.PropertyField("Amount", "Amount of spawn area to wait for desactivation", _event.FindPropertyRelative("eventInt"));
                    break;

                case CustomEventType.UnityEventLocal:
                    TDS_EditorUtility.PropertyField("Unity Event", "Associated Unity Event to this event", _event.FindPropertyRelative("unityEvent"));
                    break;

                case CustomEventType.UnityEventOnline:
                    TDS_EditorUtility.PropertyField("Unity Event", "Associated Unity Event to this event", _event.FindPropertyRelative("unityEvent"));
                    break;

                case CustomEventType.WaitForAction:
                    TDS_EditorUtility.PropertyField("Action to wait", "Action to wait the player to perform", _event.FindPropertyRelative("actionType"));
                    break;

                case CustomEventType.WaitForEveryone:
                    TDS_EditorUtility.PropertyField("Bound min X", "Transform to use for minimum bound X value to wait", _event.FindPropertyRelative("eventTransform"));
                    break;

                default:
                    // Mhmm...
                    break;
                }

                // Button to add a new event
                GUI.color = Color.green;

                if (TDS_EditorUtility.Button("+", "Add a new event", EditorStyles.miniButton))
                {
                    _events.InsertArrayElementAtIndex(_i);

                    bool[] _newFoldouts = new bool[_foldouts.Length + 1];
                    Array.Copy(_foldouts, 0, _newFoldouts, 0, _i + 1);
                    Array.Copy(_foldouts, _i + 1, _newFoldouts, _i + 2, _foldouts.Length - (_i + 1));
                    _foldouts = _newFoldouts;
                }

                GUI.color = Color.white;
            }

            EditorGUILayout.EndVertical();
        }
    }
Ejemplo n.º 7
0
    /// <summary>
    /// Draws the editor for the Character class settings.
    /// </summary>
    private void DrawSettings()
    {
        // Draws a header for the character behaviour settings
        EditorGUILayout.LabelField("Behaviour", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.Toggle("Pacific", "When pacific, the character will not attack", isPacific);

        TDS_EditorUtility.Toggle("Paralyzed", "When paralyzed, the character will no move", isParalyzed);

        // When on play and setting the toggle, do not change the property but execute the Flip method instead
        if (EditorApplication.isPlaying)
        {
            if (!isCharaMultiEditing && TDS_EditorUtility.Toggle("Facing Right Side", "Indicates if the character is currently facing the right side of the screen, or not", isFacingRight, false))
            {
                characters[0].Flip();
                serializedObject.Update();
            }
        }
        else
        {
            TDS_EditorUtility.Toggle("Facing Right Side", "Indicates if the character is currently facing the right side of the screen, or not", isFacingRight);
        }

        // Draws a header for the character behaviour settings
        EditorGUILayout.LabelField("Speed", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        // When on play and not multi editing, diplay a progress bar representing the current speed of the character
        if (EditorApplication.isPlaying)
        {
            if (!isCharaMultiEditing)
            {
                TDS_EditorUtility.ProgressBar(20, speedCurrent.floatValue / speedMax.floatValue, "Speed");
                GUILayout.Space(5);
            }
        }

        // If the serializedProperty is changed, triggers the property of the field
        // After the property has been used, update the object so that serializedProperties can be refresh
        if (TDS_EditorUtility.FloatSlider("Initial Speed", "Speed of the character when starting moving", speedInitial, 0, speedMax.floatValue))
        {
            characters.ForEach(c => c.SpeedInitial = speedInitial.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Max Speed", "Maximum speed of the character", speedMax))
        {
            characters.ForEach(c => c.SpeedMax = speedMax.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Speed Acceleration Time", "Time that take the character to get its speed to the maximum value, after starting moving (in seconds)", speedAccelerationTime))
        {
            characters.ForEach(c => c.SpeedAccelerationTime = speedAccelerationTime.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Speed Coefficient", "Global coefficient used to multiply all speed values for this character", speedCoef))
        {
            characters.ForEach(c => c.SpeedCoef = speedCoef.floatValue);
            serializedObject.Update();
        }

        if (!EditorApplication.isPlaying)
        {
            // Draws a header for the player aim settings
            EditorGUILayout.LabelField("Throwables & Aiming", TDS_EditorUtility.HeaderStyle);

            GUILayout.Space(3);

            if (TDS_EditorUtility.IntField("Throw max. Bonus Damages", "Maximum amount of bonus damages when throwing an object", throwBonusDamagesMax))
            {
                characters.ForEach(p => p.ThrowBonusDamagesMax = throwBonusDamagesMax.intValue);
                serializedObject.Update();
            }
            if (TDS_EditorUtility.IntSlider("Throw min. Bonus Damages", "Minimum amount of bonus damages when throwing an object", throwBonusDamagesMin, 0, throwBonusDamagesMax.intValue))
            {
                characters.ForEach(p => p.ThrowBonusDamagesMin = throwBonusDamagesMin.intValue);
                serializedObject.Update();
            }

            GUILayout.Space(3);

            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by this player to aim for a throw", aimAngle, 15f, 60f))
            {
                characters.ForEach(p => p.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }

            TDS_EditorUtility.Vector3Field("Throw Aiming Point", "Position to aim when preparing a throw (Local space)", throwAimingPoint);
        }

        GUILayout.Space(3);
    }
Ejemplo n.º 8
0
    /// <summary>
    /// Draws the custom editor of the editing TDS_Camera objects.
    /// </summary>
    public void DrawEditor()
    {
        // Records any changements on the editing objects to allow undo
        Undo.RecordObjects(targets, "Camera script(s) settings");

        // Updates the SerializedProperties to get the latest values
        serializedObject.Update();

        TDS_EditorUtility.ObjectField("Camera", "Camera component attached to this script", camera, typeof(Camera));

        GUILayout.Space(1);

        if (TDS_EditorUtility.ObjectField("Target", "Target this camera has to follow", cTarget, typeof(Transform)))
        {
            cameras.ForEach(c => c.Target = (Transform)cTarget.objectReferenceValue);
        }

        GUILayout.Space(3);

        TDS_EditorUtility.ObjectField("Top Bound", "Top bound collider of this level", topBound, typeof(BoxCollider));
        TDS_EditorUtility.ObjectField("Left Bound", "Left bound collider of this level", leftBound, typeof(BoxCollider));
        TDS_EditorUtility.ObjectField("Right Bound", "Right bound collider of this level", rightBound, typeof(BoxCollider));
        TDS_EditorUtility.ObjectField("Bottom Bound", "Bottom bound collider of this level", bottomBound, typeof(BoxCollider));

        GUILayout.Space(3);

        TDS_EditorUtility.PropertyField("Current Bounds", "Current bounds of the camera", currentBounds);

        GUILayout.Space(3);

        TDS_EditorUtility.PropertyField("Level Bounds", "Global bounds of the camera in the Level", levelBounds);

        TDS_EditorUtility.Vector3Field("Offset", "Offset of the camera from its target", offset);

        GUILayout.Space(1);

        if (TDS_EditorUtility.FloatSlider("Rotation", "Rotation in X axis of the camera", rotation, 0, 90))
        {
            cameras.ForEach(c => c.Rotation = rotation.floatValue);
        }

        GUILayout.Space(2);

        if (EditorApplication.isPlaying && !serializedObject.isEditingMultipleObjects)
        {
            TDS_EditorUtility.ProgressBar(20, speedCurrent.floatValue / speedMax.floatValue, "Speed");
        }

        if (TDS_EditorUtility.FloatSlider("Initial Speed", "Initial speed of the camera when starting moving", speedInitial, 0, speedMax.floatValue))
        {
            cameras.ForEach(c => c.SpeedInitial = speedInitial.floatValue);
        }
        if (TDS_EditorUtility.FloatField("Max Speed", "Maximum value of this camera speed", speedMax))
        {
            cameras.ForEach(c => c.SpeedMax = speedMax.floatValue);
        }
        if (TDS_EditorUtility.FloatField("Speed Coef", "Coefficient used to multiply the speed of the camera", speedCoef))
        {
            cameras.ForEach(c => c.SpeedCoef = speedCoef.floatValue);
        }
        if (TDS_EditorUtility.FloatField("Speed Accl. Time", "Time the speed of the camera take from its initial value to reach its maximum value", speedAccelerationTime))
        {
            cameras.ForEach(c => c.SpeedAccelerationTime = speedAccelerationTime.floatValue);
        }
        TDS_EditorUtility.FloatField("Viewport Y Max Bound Value", "This would be too complicated to describe here...", ViewportYMaxBoundValue);

        GUILayout.Space(5);

        TDS_EditorUtility.RadioToggle("Moving", "Is the camera currently moving", isMoving);

        // Apply modifications
        serializedObject.ApplyModifiedProperties();
    }
Ejemplo n.º 9
0
    /// <summary>
    /// Draws the settings editor of the TDS_Player editing objects.
    /// </summary>
    private void DrawSettings()
    {
        TDS_EditorUtility.PropertyField("Type of Player", "Type of character this player is", playerType);
        TDS_EditorUtility.PropertyField("Attacks", "All Attacks this player can perform", attacks);

        GUILayout.Space(5);

        TDS_EditorUtility.PropertyField("What is Obstacle", "What layers this player should collide on", whatIsObstacle);

        // Draws a header for the player combos settings
        EditorGUILayout.LabelField("Combo", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        // Draws informations about the current combo if in play mode
        if (EditorApplication.isPlaying && !isPlayerMultiEditing)
        {
            string _combo = string.Empty;
            for (int _i = 0; _i < comboCurrent.arraySize; _i++)
            {
                _combo += comboCurrent.GetArrayElementAtIndex(_i).boolValue ? "L" : "H";
            }

            TDS_EditorUtility.ProgressBar(25, (float)comboCurrent.arraySize / comboMax.intValue, $"Combo : {comboCurrent.arraySize} | {_combo}");

            GUILayout.Space(5);
        }

        if (TDS_EditorUtility.IntField("Max Combo", "Maximum amount of attacks in one combo", comboMax))
        {
            players.ForEach(p => p.ComboMax = comboMax.intValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Combo Reset time", "Time it takes for a combo to automatically be reset when no attack is perform", comboResetTime))
        {
            players.ForEach(p => p.ComboResetTime = comboResetTime.floatValue);
            serializedObject.Update();
        }

        // Draws a header for the player special settings
        EditorGUILayout.LabelField("Special", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.Toggle("Playable", "Is the player playable or not", isPlayable);

        // Draws a header for the player jump settings
        EditorGUILayout.LabelField("Jump", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.FloatField("Jump Force", "Maximum amount of attacks in one combo", jumpForce);

        if (TDS_EditorUtility.FloatField("Jump Maximum Time Length", "Maximum time for a jump the player can continue to add force", jumpMaximumTime))
        {
            players.ForEach(p => p.JumpMaximumTime = jumpMaximumTime.floatValue);
            serializedObject.Update();
        }

        if (EditorApplication.isPlaying && (playerType.intValue != (int)PlayerType.Juggler))
        {
            // Draws a header for the player aim settings
            EditorGUILayout.LabelField("Aim", TDS_EditorUtility.HeaderStyle);

            GUILayout.Space(3);

            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by this player to aim for a throw", aimAngle, 15f, 60f))
            {
                players.ForEach(p => p.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }
        }
    }