Ejemplo n.º 1
0
        private void InstantiateAdaptors(WeaponPartCreator c)
        {
            c.partRoot.GetComponent <WeaponPart>().Adaptors = new List <Adaptor>();

            foreach (AdaptorTypes type in adaptorTypes)
            {
                GameObject go = Instantiate(c.GetAdaptorPrefab(type), c.partRoot.transform, false) as GameObject;
                go.transform.localPosition = Vector3.zero;
                c.partRoot.GetComponent <WeaponPart>().Adaptors.Add(go.GetComponent <Adaptor>());
            }
        }
Ejemplo n.º 2
0
        public override void OnInspectorGUI()
        {
            WeaponPartCreator creator = (WeaponPartCreator)target;

            GUILayout.Label("Step " + ((int)creator.currentState + 1) + " of 5");

            JObject jsonItems = JObject.Parse(LoadResourceTextfile("Items"));



            //Let's the user choose which part he's creating from Items.json
            if (creator.currentState == WeaponPartCreator.WeaponPartCreationState.SetupPartInfo)
            {
                EditorGUILayout.HelpBox("Select the part from Items.json that you want to create. Parts that don't already exist will be green, those that exist will be red", MessageType.Info);

                creator.SelectedType = (WeaponPartType)EditorGUILayout.EnumPopup("Part Type", creator.SelectedType);
                int selectedType = (int)creator.SelectedType;


                List <string> itemsOfType     = new List <string>();
                List <Color>  itemsExistColor = new List <Color>();

                foreach (JToken value in jsonItems.GetValue(WeaponPartItemListNames[(int)creator.SelectedType]))
                {
                    itemsOfType.Add("Name: " + value.Value <string>("name") + " ID: " + value.Value <string>("id"));
                    selectedType = (int)creator.SelectedType;


                    if (creator.PrefabExists(selectedType, value.Value <string>("id")))
                    {
                        itemsExistColor.Add(Color.red);
                    }
                    else
                    {
                        itemsExistColor.Add(Color.green);
                    }
                }

                var selected = WeaponPartsInJsonList.DisplayListStringSelectButtonColorMarkings(itemsOfType, itemsExistColor, "Part", WeaponPartItemListNames[selectedType]);

                if (selected.Contains("ID:"))
                {
                    var splitID   = selected.Split(new string[] { "ID: " }, System.StringSplitOptions.None);
                    var splitName = splitID[0].Split(new string[] { "Name: " }, System.StringSplitOptions.None);

                    if (creator.PrefabExists(selectedType, splitID[1])) //selected part exists
                    {
                        //ask user if he really wants to contine
                        if (EditorUtility.DisplayDialog("Part already exists", "A Part with ID " + splitID[1] + " already exists. Do you want to continue or select another one?", "Continue"))
                        {
                            creator.SetupWeaponPartInformation(splitName[1], splitID[1], creator.SelectedType);
                            AdvanceToNextStep(creator);
                        }
                    }
                    else //part doesn't yet exist
                    {
                        creator.SetupWeaponPartInformation(splitName[1], splitID[1], creator.SelectedType);
                        AdvanceToNextStep(creator);
                    }
                }
            }

            //Let's the user choose which meshes will visualy represent the weaponpart
            if (creator.currentState == WeaponPartCreator.WeaponPartCreationState.AssignMeshes)
            {
                EditorGUILayout.HelpBox("Drop all the mesh-parts under the 'Mesh' gameobject. /n Align them with the adaptor that is displayed so it looks like the part is connected to the adaptor.", MessageType.Info);

                EditorGUILayout.BeginHorizontal();
                if (GUILayout.Button("Previous Step"))
                {
                    ReturnToPreviousStep(creator);
                }

                GUILayout.FlexibleSpace();

                if (GUILayout.Button("NEXT STEP"))
                {
                    AdvanceToNextStep(creator);
                }

                EditorGUILayout.EndHorizontal();
            }

            //Let's the user choose how many adaptors he wants and of which type the should be
            //Instantiates the adaptors when user clicks next step
            if (creator.currentState == WeaponPartCreator.WeaponPartCreationState.AssignAdaptors)
            {
                EditorGUILayout.HelpBox("Add All the types of adaptors to the list that this weapon part should offer, /n and they'll be instantiated after clicking on 'NEXT STEP'", MessageType.Info);

                AdaptorTypeList.DisplayListEnumDropdown(ref adaptorTypes, "Adaptor", "AdaptorTypes");

                EditorGUILayout.BeginHorizontal();
                if (GUILayout.Button("Previous Step"))
                {
                    ReturnToPreviousStep(creator);
                }

                GUILayout.FlexibleSpace();

                if (GUILayout.Button("NEXT STEP"))
                {
                    InstantiateAdaptors(creator);

                    AdvanceToNextStep(creator);
                }

                EditorGUILayout.EndHorizontal();
            }

            //Let's the user move around the instantiated subadaptors
            if (creator.currentState == WeaponPartCreator.WeaponPartCreationState.MoveAdaptors)
            {
                EditorGUILayout.HelpBox("Move all instantiated Adaptors around and scale them as you /n like. Click on 'NEXT STEP' once you're finished.", MessageType.Info);


                EditorGUILayout.BeginHorizontal();
                if (GUILayout.Button("Previous Step"))
                {
                    ReturnToPreviousStep(creator);
                }

                GUILayout.FlexibleSpace();

                if (GUILayout.Button("NEXT STEP"))
                {
                    AdvanceToNextStep(creator);
                }

                EditorGUILayout.EndHorizontal();
            }

            //Tells the user to check all the settings and gives him the final button to save the part as a prefab
            if (creator.currentState == WeaponPartCreator.WeaponPartCreationState.ConfirmAndSave)
            {
                EditorGUILayout.HelpBox("Check if all Scripts, GameObjects and Meshes are looking correct and press 'SAVE PART' if you're happy.", MessageType.Info);



                EditorGUILayout.BeginHorizontal();
                if (GUILayout.Button("Previous Step"))
                {
                    ReturnToPreviousStep(creator);
                }

                GUILayout.FlexibleSpace();

                if (GUILayout.Button("SAVE PART"))
                {
                    if (!creator.CreatePrefab(false))
                    {
                        if (EditorUtility.DisplayDialog("Part already exists", "A Part with ID " + creator.partID + " already exists. Do you want to overwrite the existing part?", "Overwrite"))
                        {
                            creator.CreatePrefab(true);
                        }
                    }
                }

                EditorGUILayout.EndHorizontal();
            }
        }
Ejemplo n.º 3
0
 /// <summary>
 /// returns back to the previous state of the weaponpartcreator so the user can make changes
 /// </summary>
 /// <param name="c"></param>
 private void ReturnToPreviousStep(WeaponPartCreator c)
 {
     c.currentState--;
 }
Ejemplo n.º 4
0
 /// <summary>
 /// advances the weaponpartcreator to the next state
 /// </summary>
 /// <param name="c"></param>
 private void AdvanceToNextStep(WeaponPartCreator c)
 {
     c.currentState++;
 }