Example #1
0
        public override void EditItem(InventoryCraftingBlueprint item)
        {
            base.EditItem(item);


            requiredItemsList = new ReorderableList(item.requiredItems, typeof(InventoryItemBase), true, true, true, true);
            requiredItemsList.drawHeaderCallback  += rect => EditorGUI.LabelField(rect, "Required items");
            requiredItemsList.drawElementCallback += (rect, index, active, focused) =>
            {
                rect.height = 16;
                rect.y     += 2;


                var r2 = rect;
                r2.width /= 2;
                r2.width -= 5;

                if (item.requiredItems[index].amount < 1)
                {
                    item.requiredItems[index].amount = 1;
                }

                item.requiredItems[index].amount = EditorGUI.IntField(r2, item.requiredItems[index].amount);

                r2.x += r2.width + 5;

                if (item.requiredItems[index].item == null)
                {
                    GUI.backgroundColor = Color.red;
                }

                if (GUI.Button(r2, (item.requiredItems[index].item != null) ? item.requiredItems[index].item.name : string.Empty, EditorStyles.objectField))
                {
                    var itemPicker = InventoryItemPicker.Get();
                    itemPicker.Show(InventoryEditorUtil.selectedDatabase);
                    itemPicker.OnPickObject += obj =>
                    {
                        item.requiredItems[index].item = obj;
                        window.Repaint();
                        GUI.changed = true; // To save..
                    };
                }

                GUI.backgroundColor = Color.white;
            };
            requiredItemsList.onAddCallback += list =>
            {
                var l = new List <InventoryCraftingBlueprintItemRow>(item.requiredItems);
                l.Add(new InventoryCraftingBlueprintItemRow());
                item.requiredItems = l.ToArray();
                list.list          = item.requiredItems;

                window.Repaint();
            };
            requiredItemsList.onRemoveCallback += list =>
            {
                var l = new List <InventoryCraftingBlueprintItemRow>(item.requiredItems);
                l.RemoveAt(list.index);
                item.requiredItems = l.ToArray();
                list.list          = item.requiredItems;

                window.Repaint();
            };
        }
Example #2
0
        protected override void DrawDetail(InventoryCraftingBlueprint selectedBlueprint, int index)
        {
            #region About craft

            EditorGUILayout.LabelField("Step 1. What are we crafting?", InventoryEditorStyles.titleStyle);


            EditorGUILayout.BeginVertical(InventoryEditorStyles.boxStyle);
            selectedBlueprint.useItemResultNameAndDescription = EditorGUILayout.Toggle("Use result item's name", selectedBlueprint.useItemResultNameAndDescription);
            if (selectedBlueprint.useItemResultNameAndDescription == false)
            {
                selectedBlueprint.customName        = EditorGUILayout.TextField("Blueprint name", selectedBlueprint.customName);
                selectedBlueprint.customDescription = EditorGUILayout.TextField("Blueprint description", selectedBlueprint.customDescription);
                GUI.enabled = false;
                EditorGUILayout.TextField("Category", InventoryEditorUtil.selectedDatabase.itemCategories[selectedBlueprint.itemResult != null ? selectedBlueprint.itemResult._category : 0].name);
            }
            else
            {
                GUI.enabled = false;
                EditorGUILayout.TextField("Blueprint name", selectedBlueprint.itemResult != null ? selectedBlueprint.itemResult.name : string.Empty);
                EditorGUILayout.TextField("Blueprint description", selectedBlueprint.itemResult != null ? selectedBlueprint.itemResult.description : string.Empty);
                EditorGUILayout.TextField("Category", InventoryEditorUtil.selectedDatabase.itemCategories[selectedBlueprint.itemResult != null ? selectedBlueprint.itemResult._category : 0].name);
            }
            GUI.enabled = true;

            EditorGUILayout.EndVertical();

            #endregion


            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();

            #region Crafting process

            EditorGUILayout.LabelField("Step 2. How are we crafting it?", InventoryEditorStyles.titleStyle);

            EditorGUILayout.BeginVertical(InventoryEditorStyles.boxStyle);

            selectedBlueprint.successChanceFactor       = EditorGUILayout.Slider("Chance factor", selectedBlueprint.successChanceFactor, 0.0f, 1.0f);
            selectedBlueprint.craftingTimeDuration      = EditorGUILayout.FloatField("Crafting time duration (seconds)", selectedBlueprint.craftingTimeDuration);
            selectedBlueprint.craftingTimeSpeedupFactor = EditorGUILayout.FloatField("Speedup factor", selectedBlueprint.craftingTimeSpeedupFactor);
            selectedBlueprint.craftingTimeSpeedupMax    = EditorGUILayout.FloatField("Max speedup", selectedBlueprint.craftingTimeSpeedupMax);



            if (selectedBlueprint.craftingTimeSpeedupFactor != 1.0f)
            {
                EditorGUILayout.Space();

                for (int i = 1; i < 16; i++)
                {
                    float f = Mathf.Clamp(Mathf.Pow(selectedBlueprint.craftingTimeSpeedupFactor, i * 5), 0.0f, selectedBlueprint.craftingTimeSpeedupMax);

                    if (f != selectedBlueprint.craftingTimeSpeedupMax)
                    {
                        EditorGUILayout.LabelField("Speedup after \t" + (i * 5) + " crafts \t" + System.Math.Round(f, 2) + "x \t(" + System.Math.Round(selectedBlueprint.craftingTimeDuration / f, 2) + "s per item)");
                    }
                }

                EditorGUILayout.Space();

                EditorGUILayout.LabelField("Reached max after " + 1.0f / Mathf.Log(selectedBlueprint.craftingTimeSpeedupFactor, selectedBlueprint.craftingTimeSpeedupMax) + " crafts");
            }

            EditorGUILayout.EndVertical();

            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();



            EditorGUILayout.LabelField("Step 3. What items does the user need? (Ignore if using layouts)", InventoryEditorStyles.titleStyle);

            EditorGUILayout.BeginVertical(InventoryEditorStyles.boxStyle);

            selectedBlueprint.craftCostPrice = EditorGUILayout.FloatField("Craft cost gold", selectedBlueprint.craftCostPrice);

            EditorGUILayout.EndVertical();

            EditorGUILayout.BeginVertical(InventoryEditorStyles.reorderableListStyle);
            requiredItemsList.DoLayoutList();
            EditorGUILayout.EndVertical();


            #endregion


            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();


            #region Craft result

            EditorGUILayout.LabelField("Step 4. What's the result?", InventoryEditorStyles.titleStyle);

            EditorGUILayout.BeginVertical(InventoryEditorStyles.boxStyle);

            EditorGUILayout.BeginHorizontal();

            EditorGUILayout.LabelField("Craft result", GUILayout.Width(EditorGUIUtility.labelWidth - 5));

            if (selectedBlueprint.itemResult == null)
            {
                GUI.backgroundColor = Color.red;
            }

            if (GUILayout.Button((selectedBlueprint.itemResult != null) ? selectedBlueprint.itemResult.name : string.Empty, EditorStyles.objectField))
            {
                var typePicker = InventoryItemPicker.Get();
                typePicker.Show(InventoryEditorUtil.selectedDatabase);
                typePicker.OnPickObject += obj =>
                {
                    selectedBlueprint.itemResult = obj;
                    window.Repaint();
                    GUI.changed = true; // To save..
                };
            }

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


            selectedBlueprint.itemResultCount        = EditorGUILayout.IntField("Result count", selectedBlueprint.itemResultCount);
            selectedBlueprint.playerLearnedBlueprint = EditorGUILayout.Toggle("Player learned blueprint", selectedBlueprint.playerLearnedBlueprint);


            EditorGUILayout.EndVertical();

            #endregion

            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();


            #region Layout editor

            EditorGUILayout.LabelField("Step 5. (optional) Define the layouts to use", InventoryEditorStyles.titleStyle);
            EditorGUILayout.BeginVertical(InventoryEditorStyles.boxStyle);

            int counter = 0;
            foreach (var l in selectedBlueprint.blueprintLayouts)
            {
                EditorGUILayout.BeginVertical(InventoryEditorStyles.boxStyle);
                EditorGUILayout.BeginHorizontal();

                l.enabled = EditorGUILayout.BeginToggleGroup("Layout #" + l.ID + "-" + (l.enabled ? "(enabled)" : "(disabled)"), l.enabled);
                EditorGUILayout.BeginHorizontal();

                GUI.color = Color.red;
                if (GUILayout.Button("Delete"))
                {
                    var t = new List <InventoryCraftingBlueprintLayout>(selectedBlueprint.blueprintLayouts);
                    t.RemoveAt(counter);
                    selectedBlueprint.blueprintLayouts = t.ToArray();

                    AssetDatabase.SaveAssets();
                }
                GUI.color = Color.white;
                EditorGUILayout.EndHorizontal();
                //EditorGUILayout.EndHorizontal();


                EditorGUILayout.BeginVertical();
                if (l.enabled)
                {
                    foreach (var r in l.rows)
                    {
                        EditorGUILayout.BeginHorizontal();
                        foreach (var c in r.columns)
                        {
                            if (c.item != null)
                            {
                                GUI.color = Color.green;
                            }

                            EditorGUILayout.BeginVertical("box", GUILayout.Width(80), GUILayout.Height(80));

                            EditorGUILayout.LabelField((c.item != null) ? c.item.name : string.Empty, InventoryEditorStyles.labelStyle);
                            c.amount = EditorGUILayout.IntField(c.amount);

                            if (GUILayout.Button("Set", GUILayout.Width(80)))
                            {
                                var pick = InventoryItemPicker.Get();
                                pick.Show(InventoryEditorUtil.selectedDatabase);
                                var clickedItem = c;
                                pick.OnPickObject += item =>
                                {
                                    clickedItem.item   = item;
                                    clickedItem.amount = 1;
                                    GUI.changed        = true;
                                    window.Repaint();
                                };

                                //layoutObjectPickerSetFor = c;
                                //EditorGUIUtility.ShowObjectPicker<UnityEngine.Object>(null, false, "l:InventoryItemPrefab", 61);
                            }
                            if (GUILayout.Button("Clear", EditorStyles.miniButton))
                            {
                                c.amount = 0;
                                c.item   = null;
                            }

                            EditorGUILayout.EndVertical();

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

                EditorGUILayout.EndToggleGroup();

                EditorGUILayout.EndHorizontal();
                EditorGUILayout.EndVertical();
                counter++;
            }


            if (GUILayout.Button("Add layout"))
            {
                var l   = new List <InventoryCraftingBlueprintLayout>(selectedBlueprint.blueprintLayouts);
                var obj = new InventoryCraftingBlueprintLayout();

                obj.ID   = l.Count;
                obj.rows = new InventoryCraftingBlueprintLayout.Row[category.rows];
                for (int i = 0; i < obj.rows.Length; i++)
                {
                    obj.rows[i]         = new InventoryCraftingBlueprintLayout.Row();
                    obj.rows[i].index   = i;
                    obj.rows[i].columns = new InventoryCraftingBlueprintLayout.Row.Column[category.cols];

                    for (int j = 0; j < obj.rows[i].columns.Length; j++)
                    {
                        obj.rows[i].columns[j]       = new InventoryCraftingBlueprintLayout.Row.Column();
                        obj.rows[i].columns[j].index = j;
                    }
                }

                l.Add(obj);
                selectedBlueprint.blueprintLayouts = l.ToArray();
            }

            EditorGUILayout.EndVertical();
            #endregion


            GUI.enabled = true; // From layouts
        }