public void TryCombined(Item sourceItem, Item targetItem)
    {
        if (sourceItem.dropSequence == null)
        {
            return;
        }
        ActionState combinedState = sourceItem.dropSequence.actionStates[0];

        combinedState.targetActorName = controlledActor.name;

        if (combinedState.Get <Item>("Source Item") != sourceItem || combinedState.Get <Item>("Target Item") != targetItem)
        {
            return;
        }

        GameInstance.Singleton.SequenceManager.ActivateSequence(sourceItem.dropSequence);
    }
Exemple #2
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    public override void OnInspectorGUI()
    {
        targetSequence = (Sequence)target;

        if (actionClasses == null)
        {
            CollectActionClasses();
        }

        if (targetSequence != null)
        {
            GUILayout.Label(targetSequence.name);
        }
        else
        {
            GUILayout.Label("None");
            return;
        }

        GUILayout.BeginVertical(GUILayout.MaxWidth(500));
        {
            if (targetSequence.actionStates.Count == 0)
            {
                insertState.Push(0);
            }

            for (int i = 0; i < targetSequence.actionStates.Count; i++)
            {
                GUILayout.BeginVertical(GUI.skin.box);
                {
                    GUILayout.BeginHorizontal();
                    {
                        if (GUILayout.Button("Remove"))
                        {
                            removedStates.Push(targetSequence.actionStates[i]);
                        }

                        if (GUILayout.Button("Insert"))
                        {
                            insertState.Push(i);
                        }

                        if (GUILayout.Button("Clone"))
                        {
                            cloneState.Push(targetSequence.actionStates[i]);
                        }
                    }
                    GUILayout.EndHorizontal();

                    ActionState state = targetSequence.actionStates[i];
                    state.ActionClass     = GetActionName(EditorGUILayout.Popup("Action", GetActionIndex(state.ActionClass), actionClassNames));
                    state.targetActorName = EditorGUILayout.TextField("Target Actor Name", state.targetActorName);


                    GUILayout.BeginVertical(GUI.skin.box);
                    {
                        ActionVariable[] variables = null;

                        if (variablesByType.TryGetValue(state.ActionClass, out variables))
                        {
                            for (int v = 0; v < variables.Length; v++)
                            {
                                ActionVariable variable = variables[v];
                                switch (variable.type)
                                {
                                case VariableType.Item:
                                    state.Set(variable, EditorGUILayout.ObjectField(variable.name, state.Get <Item>(variable), typeof(Item), false));
                                    break;

                                case VariableType.Sequence:
                                    state.Set(variable, EditorGUILayout.ObjectField(variable.name, state.Get <Sequence>(variable), typeof(Sequence), false));
                                    break;

                                case VariableType.Float:
                                    state.Set(variable, EditorGUILayout.FloatField(variable.name, state.Get <float>(variable)));
                                    break;

                                case VariableType.String:
                                    state.Set(variable, EditorGUILayout.TextField(variable.name, state.Get <string>(variable)));
                                    break;

                                case VariableType.Vector2:
                                    state.Set(variable, EditorGUILayout.Vector2Field(variable.name, state.Get <Vector2>(variable)));
                                    break;
                                }
                            }
                        }
                    }
                    GUILayout.EndVertical();
                }
                GUILayout.EndVertical();
            }

            while (removedStates.Count != 0)
            {
                targetSequence.actionStates.Remove(removedStates.Pop());
            }

            while (insertState.Count != 0)
            {
                targetSequence.actionStates.Insert(insertState.Pop(), new ActionState());
            }

            if (GUI.changed)
            {
                EditorUtility.SetDirty(targetSequence);
            }
        }
        GUILayout.EndVertical();
        DrawDefaultInspector();
    }