public SpawnGraph(MyEditorPanel graphP, int totalTime)
        {
            totalTimeToCount = totalTime;

            graphPanel = graphP;

            maxUnits = (int)SpawnTypes.GetMaximunNumberOfUnits(totalTimeToCount);
            totalUnitsAndUnitsPerSecForAllTypes = SpawnTypes.GetUnitsPerSec(totalTimeToCount);
            // Set up color array with random colors
            if (unitTypesColors == null)
            {
                SavedUnitTypeColorsArray savedCollorArrayObject = JsonLib.LoadGameData();
                if (savedCollorArrayObject != null && savedCollorArrayObject.colorArray.Length > 0)
                {
                    //Debug.Log("Unit types graph colors loaded from previous session");
                    unitTypesColors = savedCollorArrayObject.colorArray;
                }
                else
                {
                    //Debug.Log("No unit types graph colors loaded from previous session");
                    unitTypesColors = new Color[150];
                    for (int i = 0; i != unitTypesColors.Length; i++)
                    {
                        unitTypesColors[i]   = new Color(Random.Range(0, 0.9f), Random.Range(0, 0.9f), Random.Range(0, 0.9f), Random.Range(0, 0.9f));
                        unitTypesColors[i].a = 1;
                    }
                }
                JsonLib.SaveGameData(new SavedUnitTypeColorsArray(unitTypesColors));
            }
        }
Example #2
0
        // Draws spawners by grouping them depending on the unit type they spawn
        // Draws serialized properties (Spawner.transform, UntiToSpawnPrefab, SpawnFrequency, TotalUnitsToSpawn)
        public static void DrawFormatedSpawnerFields()
        {
            // if there are serialized properties to show
            if (propertiesPerSpawner.Keys.Count > 0)
            {
                bool foldout = false;
                EditorGUILayout.BeginVertical();
                int unitTypeIndex = 0;
                foreach (string unitType in SpawnTypes.GetAllTypes())
                {
                    foldout = EditorGUILayout.Foldout(whichSpawnersGroupPerTypeToFoldout[unitTypeIndex], "Show spawners with unit types: " + unitType);

                    int totalUnitsPerType = 0;
                    foreach (SerializedObject obj in propertiesPerSpawner.Keys)
                    {
                        // check if this spawner.unitType is spawning now
                        if (unitType == ((Spawner)obj.targetObject).GetUnitToSpawn().name)
                        {
                            // an other spawner with that unit type
                            totalUnitsPerType++;
                            // if foldout for this spawner's unit type is true
                            if (whichSpawnersGroupPerTypeToFoldout[unitTypeIndex])
                            {
                                EditorGUILayout.BeginHorizontal();
                                // Draw serialized properties of current serialized <Spawn> object
                                foreach (SerializedProperty property in propertiesPerSpawner[obj])
                                {
                                    EditorGUI.BeginChangeCheck();
                                    EditorGUILayout.PropertyField(property, new GUIContent(""), GUILayout.Width(150));
                                    // Chack if any changes have been made by the user and inform the valus in the target <Spawner> script
                                    if (EditorGUI.EndChangeCheck())
                                    {
                                        ChangeSerializedPropertyValue(property);
                                    }
                                }
                                EditorGUILayout.EndHorizontal();
                            }
                        }
                    }
                    // Check if user clicked on any foldout field and respond
                    ActivateUnitTypeFoldout(foldout, unitTypeIndex, totalUnitsPerType);
                    unitTypeIndex++;
                }
                EditorGUILayout.EndVertical();
            }
        }
 private void DrawUnitTypeList(Rect graphPanel)
 {
     for (int line = 0; line != SpawnTypes.GetAllTypes().Count; line++)
     {
         Rect rect = new Rect(graphPanel);
         rect.position = rect.position + new Vector2(-wavePanelXOffsetFromUnitTypes, line * collumAndLineSize);
         rect.width    = unitTypesListWidth;
         rect.height   = unitTypesListHeight;
         EditorGUI.LabelField(rect, SpawnTypes.GetAllTypes()[line]);
         rect.x     += unitTypesListWidth;
         rect.width  = 50;
         rect.height = 10;
         EditorGUI.BeginChangeCheck();
         unitTypesColors[line] = EditorGUI.ColorField(rect, unitTypesColors[line]);
         if (EditorGUI.EndChangeCheck())
         {
             Debug.Log("Color of unit type: " + SpawnTypes.GetAllTypes()[line] + " changed to " + unitTypesColors[line].ToString());
             JsonLib.SaveGameData(new SavedUnitTypeColorsArray(unitTypesColors));
         }
     }
 }
        void OnGUI()
        {
            // Draw "search" button and check if clicked
            DrawSearchSpawnersButton();
            // if initialized
            if (hasSearchedForSpawners)
            {
                if (searchButtonPressed)
                {
                    // if button pressed - re-initialize everything
                    graphPanel = SetUpGraphPanel();
                    SpawnTypes.SetAllTypes(totalSpawners);
                    numberOfTotalTypes = SpawnTypes.GetAllTypes().Count;
                    spawnGraph         = new SpawnGraph(graphPanel, totalTime + 1);
                    IncDecGraphPanelRect(0, 20 * numberOfTotalTypes, 0, 0);
                    SpawnerFields.SetTotalFoldoutsPerUnitType(numberOfTotalTypes);


                    searchButtonPressed = false;
                }
                // if show spawners data == true
                showSpawners = EditorGUILayout.Foldout(showSpawners, "Show spawners", EditorStyles.foldout);
                if (showSpawners && numberOfTotalTypes > 0)
                {
                    // Draw spawners and properties
                    SpawnerFields.DrawFormatedSpawnerFields();
                    // Draw graph's background
                    EditorGUI.DrawRect(graphPanel.GetRect(), graphPanelBackgroundColor);
                    // Draw the graph
                    spawnGraph.DrawUnitsPerSecGraph(graphPanel.GetRect());
                }
            }
            else
            {
                EditorGUILayout.LabelField("Press: Search spawners first!", EditorStyles.miniLabel);
            }
        }