Ejemplo n.º 1
0
        private void setSelect(Informant informant, bool select)
        {
            if (IsSameOrSubclass(typeof(GridThing), informant.GetType())) {
                GridThing gridThing = informant as GridThing;
                gridThing.setSelected(select);

                // If tile, that contains a character, set select for character as well
                if (IsSameOrSubclass(typeof(Tile), informant.GetType())) {
                    Tile tile = informant as Tile;
                    if (tile.character) {
                        setSelect(tile.character, select);
                    }
                }

                // If character, select tiles in movement range
                if (select && IsSameOrSubclass(typeof(Character), informant.GetType())) {
                    Character character = informant as Character;

                    //TODO: for now this switches to movement mode,
                    // in the future this should be trigged by a button in the UI or a keypress or something explicit
                    // not just by click a character should it prompt a move...
                    this.selectedCharacter = character;
                    foreach (var tile in character.move_range) {
                        tile.setWalkableForSelectedCharacter(select);
                        this.mode = UI_Mode.player_unit_turn_during_action;
                        this.action = UI_Action.move;
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public override void OnInspectorGUI()
        {
            UI_Action ui_action = UI_Action.none;
            int       actionIdx = 0;

            EditorGUI.indentLevel = 0;
            poolsMgr = (ObjectPoolsMgr)target;
            List <ObjectPool> pools = poolsMgr.pools;

            EditorGUI.indentLevel = 1;
            EditorGUILayout.BeginHorizontal();
            isRootExpanded = EditorGUILayout.Foldout(isRootExpanded, string.Format("Pools ({0})", pools.Count));
            EditorGUILayout.EndHorizontal();
            if (isRootExpanded)
            {
                EditorGUILayout.BeginHorizontal();
                barScale = EditorGUILayout.IntField("bar scale", barScale);
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                EditorGUI.BeginDisabledGroup(Application.isPlaying);
                if (GUILayout.Button("New Pool", EditorStyles.toolbarButton))
                {
                    ui_action = UI_Action.add;
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginVertical();

                EditorGUILayout.BeginScrollView(Vector2.zero, GUILayout.Width(0), GUILayout.Height(0));
                for (int idx = 0; idx < pools.Count; idx++)
                {
                    EditorGUI.indentLevel = 2;
                    // item control toolbar
                    EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
                    if (GUILayout.Button("Del Pool", EditorStyles.toolbarButton))
                    {
                        actionIdx = idx;
                        ui_action = UI_Action.remove;
                    }
                    EditorGUILayout.EndHorizontal();
                    // preview
                    EditorGUILayout.BeginHorizontal();
                    GUILayout.Space(12);
                    if (pools[idx].prefab != null)
                    {
                        Texture prefabPreviewIcon = AssetPreview.GetAssetPreview(pools[idx].prefab);
                        DrawTexture(prefabPreviewIcon, 50, 50);
                    }
                    // set
                    EditorGUILayout.BeginVertical(GUILayout.MinHeight(50));
                    pools[idx].prefab    = (GameObject)EditorGUILayout.ObjectField("Prefab", pools[idx].prefab, typeof(GameObject), false);
                    pools[idx].clearTime = EditorGUILayout.FloatField("clear time", pools[idx].clearTime);

                    // EditorGUILayout.BeginHorizontal();
                    pools[idx].miniSize = EditorGUILayout.IntField("pool size", pools[idx].miniSize);
                    if (pools[idx].miniSize == 0)
                    {
                        GUILayout.Box("", GUILayout.Height(5), GUILayout.Width(1));
                    }
                    else
                    {
                        GUILayout.Box("", GUILayout.Height(5), GUILayout.Width(pools[idx].miniSize / barScale));
                    }
                    // EditorGUILayout.EndHorizontal();

                    // EditorGUILayout.BeginHorizontal();
                    if (pools[idx].poolQ.Count == 0)
                    {
                        GUILayout.Box("", GUILayout.Height(5), GUILayout.Width(1));
                    }
                    else
                    {
                        GUILayout.Box("", GUILayout.Height(5), GUILayout.Width(pools[idx].poolQ.Count / barScale));
                    }
                    EditorGUILayout.LabelField("in pool", pools[idx].poolQ.Count.ToString());
                    // EditorGUILayout.EndHorizontal();

                    EditorGUILayout.EndVertical();
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.EndScrollView();
                EditorGUILayout.EndVertical();
            }
            EditorGUI.EndDisabledGroup();
            switch (ui_action)
            {
            case UI_Action.add:
                pools.Insert(actionIdx, new ObjectPool());
                break;

            case UI_Action.remove:
                pools.RemoveAt(actionIdx);
                break;

            default: break;
            }
            if (GUI.changed && (!Application.isPlaying))
            {
                EditorSceneManager.MarkSceneDirty(poolsMgr.gameObject.scene);
            }
            this.Repaint();
        }