Ejemplo n.º 1
0
    public static void Init()
    {
        // Get existing open window or if none, make a new one:
        window = (UnitTBEditorWindow)EditorWindow.GetWindow(typeof (UnitTBEditorWindow));
        window.minSize=new Vector2(730, 675);
        window.maxSize=new Vector2(731, 5000);

        EditorUnitList eUnitList=UnitTBManagerWindow.LoadUnit();
        unitList=eUnitList.prefab.unitList;
        nameList=eUnitList.nameList;

        LoadAbility();
        LoadCollectible();

        LoadDamageArmor();

        int enumLength = Enum.GetValues(typeof(_AttackMode)).Length;
        attackModeLabel=new string[enumLength];
        attackModeTooltipLabel=new string[enumLength];
        for(int i=0; i<enumLength; i++) attackModeLabel[i]=((_AttackMode)i).ToString();
        attackModeTooltipLabel[0]="Melee attack. Can only attack enemies within adjacent tile using melee attack stats";
        attackModeTooltipLabel[1]="Range attack. Attack enemies within attack range using range attack stats";
        attackModeTooltipLabel[2]="Hybrid attack. When target is in adjacent tile, use melee attack stats, otherwise uses range attack stats";
        //for(int i=0; i<enumLength; i++) attackModeTooltipLabel[i]="";

        InitObjectHierarchy(0);
    }
Ejemplo n.º 2
0
 static void OpenUnitEditorWindow()
 {
     UnitTBEditorWindow.Init();
 }
Ejemplo n.º 3
0
    void OnGUI()
    {
        if (window == null)
        {
            Init();
        }

        Undo.SetSnapshotTarget(this, "UnitManagerWindow");

        int currentUnitCount = unitList.Count;

        if (GUI.Button(new Rect(window.position.width - 110, 5, 100, 25), "UnitEditor"))
        {
            this.Close();
            UnitTBEditorWindow.Init();
        }

        EditorGUI.LabelField(new Rect(5, 10, 150, 17), "Add new unit:");
        newUnit = (UnitTB)EditorGUI.ObjectField(new Rect(100, 10, 150, 17), newUnit, typeof(UnitTB), false);
        if (newUnit != null)
        {
            if (!unitList.Contains(newUnit))
            {
                int rand = 0;
                while (unitIDList.Contains(rand))
                {
                    rand += 1;
                }
                unitIDList.Add(rand);
                newUnit.prefabID = rand;

                newUnit.unitName = newUnit.gameObject.name;
                unitList.Add(newUnit);

                GUI.changed = true;
            }
            newUnit = null;
        }


        if (unitList.Count > 0)
        {
            GUI.Box(new Rect(5, 40, 50, 20), "ID");
            GUI.Box(new Rect(5 + 50 - 1, 40, 60 + 1, 20), "Icon");
            GUI.Box(new Rect(5 + 110 - 1, 40, 160 + 2, 20), "Name");
            GUI.Box(new Rect(5 + 270, 40, window.position.width - 300, 20), "");
        }

        scrollPos = GUI.BeginScrollView(new Rect(5, 60, window.position.width - 12, window.position.height - 50), scrollPos, new Rect(5, 55, window.position.width - 30, 15 + ((unitList.Count)) * 50));

        int row = 0;

        for (int i = 0; i < unitList.Count; i++)
        {
            if (i % 2 == 0)
            {
                GUI.color = new Color(.8f, .8f, .8f, 1);
            }
            else
            {
                GUI.color = Color.white;
            }
            GUI.Box(new Rect(5, 60 + i * 49, window.position.width - 30, 50), "");
            GUI.color = Color.white;

            if (currentSwapID == i)
            {
                GUI.color = new Color(.9f, .9f, .0f, 1);
            }
            if (GUI.Button(new Rect(19, 12 + 60 + i * 49, 30, 30), unitList[i].prefabID.ToString()))
            {
                if (currentSwapID == i)
                {
                    currentSwapID = -1;
                }
                else if (currentSwapID == -1)
                {
                    currentSwapID = i;
                }
                else
                {
                    SwapCreep(i);
                    GUI.changed = true;
                }
            }
            if (currentSwapID == i)
            {
                GUI.color = Color.white;
            }

            if (unitList[i] != null)
            {
                unitList[i].icon     = (Texture)EditorGUI.ObjectField(new Rect(12 + 50, 3 + 60 + i * 49, 44, 44), unitList[i].icon, typeof(Texture), false);
                unitList[i].unitName = EditorGUI.TextField(new Rect(5 + 120, 6 + 60 + i * 49, 150, 17), unitList[i].unitName);

                if (unitList[i].icon != null && unitList[i].icon.name != unitList[i].iconName)
                {
                    unitList[i].iconName = unitList[i].icon.name;
                    GUI.changed          = true;
                }

                EditorGUI.LabelField(new Rect(5 + 120, 6 + 60 + i * 49 + 20, 150, 17), "Prefab:");
                EditorGUI.ObjectField(new Rect(5 + 165, 6 + 60 + i * 49 + 20, 105, 17), unitList[i].gameObject, typeof(GameObject), false);
            }

            if (delete != i)
            {
                if (GUI.Button(new Rect(window.position.width - 55, 12 + 60 + i * 49, 25, 25), "X"))
                {
                    delete = i;
                }
            }
            else
            {
                GUI.color = Color.red;
                if (GUI.Button(new Rect(window.position.width - 90, 12 + 60 + i * 49, 60, 25), "Remove"))
                {
                    if (currentSwapID == i)
                    {
                        currentSwapID = -1;
                    }
                    unitIDList.Remove(unitList[i].prefabID);
                    unitList.RemoveAt(i);
                    delete = -1;
                    //~ if(onCreepUpdateE!=null) onCreepUpdateE();
                    GUI.changed = true;
                }
                GUI.color = Color.white;
            }

            row += 1;
        }


        GUI.EndScrollView();

        if (GUI.changed || currentUnitCount != unitList.Count)
        {
            EditorUtility.SetDirty(prefab);
            for (int i = 0; i < unitList.Count; i++)
            {
                EditorUtility.SetDirty(unitList[i]);
            }
        }

        if (GUI.changed || currentUnitCount != unitList.Count)
        {
            Undo.CreateSnapshot();
            Undo.RegisterSnapshot();
        }
        Undo.ClearSnapshotTarget();
    }