Exemple #1
0
 /// <summary>
 /// Clears the temporary inspectors.
 /// </summary>
 public void ClearTemporary()
 {
     buildingPlace    = null;
     pathway          = null;
     spawnPoint       = null;
     levelDescription = null;
 }
    /// <summary>
    /// Sets the active level.
    /// </summary>
    /// <param name="levelPrefab">Level prefab.</param>
    public void SetActiveLevel(GameObject level)
    {
        LevelDescriptionInspector oldLevel = levelFolder.GetComponentInChildren <LevelDescriptionInspector>();

        // Destroy old level description
        if (oldLevel != null)
        {
            DestroyImmediate(oldLevel.gameObject);
        }
        // Update level description
        level.transform.SetParent(levelFolder, false);
        level.transform.SetAsFirstSibling();
        levelChooser.currentLevel = level;
    }
 /// <summary>
 /// Sets the active level.
 /// </summary>
 /// <param name="levelPrefab">Level prefab.</param>
 public void SetActiveLevel(GameObject levelPrefab)
 {
     if (levelPrefab != null)
     {
         LevelDescriptionInspector oldLevel = levelFolder.GetComponentInChildren <LevelDescriptionInspector>();
         // Destroy old level description
         if (oldLevel != null)
         {
             DestroyImmediate(oldLevel.gameObject);
         }
         // Create new level description
         GameObject level = Instantiate(levelPrefab, levelFolder);
         level.name = levelPrefab.name;
         level.transform.SetAsFirstSibling();
         levelChooser.currentLevel = level;
         // Add to allowed levels list
         if (levelChooser.levelsPrefabs.Contains(levelPrefab) == false)
         {
             levelChooser.levelsPrefabs.Add(levelPrefab);
         }
     }
 }
Exemple #4
0
    /// <summary>
    /// Updates the stuff data.
    /// </summary>
    private void UpdateStuff()
    {
        // Set editor visual theme
        editorGuiSkin = (GUISkin)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/EditorGuiSkin.guiskin", typeof(GUISkin));
        // Set labels for prebas. Label will use in picker window
        string[] prefabs;
        prefabs = AssetDatabase.FindAssets("", new string[] { "Assets/TD2D/Prefabs/Map/LevelMaps" });
        foreach (string str in prefabs)
        {
            Object obj = AssetDatabase.LoadAssetAtPath <Object>(AssetDatabase.GUIDToAssetPath(str));
            AssetDatabase.SetLabels(obj, new string[] { Lables.map });
        }
        prefabs = AssetDatabase.FindAssets("", new string[] { "Assets/TD2D/Prefabs/Map/SpawnIcons" });
        foreach (string str in prefabs)
        {
            Object obj = AssetDatabase.LoadAssetAtPath <Object>(AssetDatabase.GUIDToAssetPath(str));
            AssetDatabase.SetLabels(obj, new string[] { Lables.spawnIcon });
        }
        prefabs = AssetDatabase.FindAssets("", new string[] { "Assets/TD2D/Prefabs/Map/CaptureIcons" });
        foreach (string str in prefabs)
        {
            Object obj = AssetDatabase.LoadAssetAtPath <Object>(AssetDatabase.GUIDToAssetPath(str));
            AssetDatabase.SetLabels(obj, new string[] { Lables.captureIcon });
        }
        prefabs = AssetDatabase.FindAssets("", new string[] { "Assets/TD2D/Prefabs/Towers/Towers" });
        foreach (string str in prefabs)
        {
            Object obj = AssetDatabase.LoadAssetAtPath <Object>(AssetDatabase.GUIDToAssetPath(str));
            AssetDatabase.SetLabels(obj, new string[] { Lables.tower });
        }
        prefabs = AssetDatabase.FindAssets("", new string[] { "Assets/TD2D/Prefabs/Levels/Icons" });
        foreach (string str in prefabs)
        {
            Object obj = AssetDatabase.LoadAssetAtPath <Object>(AssetDatabase.GUIDToAssetPath(str));
            AssetDatabase.SetLabels(obj, new string[] { Lables.levelIcon });
        }

        // Search for basic inspectors
        inspectors.mapFolder      = GameObject.FindObjectOfType <MapFolderInspector>();
        inspectors.towersFolder   = GameObject.FindObjectOfType <TowersFolderInspector>();
        inspectors.pathwaysFolder = GameObject.FindObjectOfType <PathwaysFolderInspector>();
        inspectors.wavesInfo      = GameObject.FindObjectOfType <WavesInfoInspector>();
        inspectors.levelManager   = GameObject.FindObjectOfType <LevelManagerInspector>();
        inspectors.levelChooser   = GameObject.FindObjectOfType <LevelChooseInspector>();

        // Set visual content
        contents.levelsFolder     = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Levels.png", typeof(Texture)), "Create new levels");
        contents.mapFolder        = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/ChooseMap.png", typeof(Texture)), "Game map visual settings");
        contents.towersFolder     = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddTower.png", typeof(Texture)), "Towers placement and settings");
        contents.pathwaysFolder   = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddPathway.png", typeof(Texture)), "Enemies pathways creating");
        contents.conditionsFolder = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Conditions.png", typeof(Texture)), "Level conditions settings");
        contents.newLevel         = new GUIContent("Create new level", (Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/CreateNewLevel.png", typeof(Texture)), "Create new scene with tower defense map and open it");
        contents.chooseMap        = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/ChooseMap.png", typeof(Texture)), "Choose image for level map");
        contents.spawnIcon        = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddSpawnIcon.png", typeof(Texture)), "Add spawn place icon to level map");
        contents.captureIcon      = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddCaptureIcon.png", typeof(Texture)), "Add capture place icon to level map");
        contents.addTower         = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddTower.png", typeof(Texture)), "Add tower building place. The tower type may be choosen after that");
        contents.buildingPlace    = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddTower.png", typeof(Texture)), "Focus on building place of this tower");
        contents.defendPoint      = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/DefendPoint.png", typeof(Texture)), "Focus on defend point of this tower");
        contents.tower            = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Tower.png", typeof(Texture)), "Choose tower");
        contents.addPathway       = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddPathway.png", typeof(Texture)), "Add pathway for enemy waves. It consist of spawn point and waypoints. Dublicate waypoints to create a path");
        contents.capturePoint     = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/AddCapturePoint.png", typeof(Texture)), "Add capture point. The pathways must end inside capture point area");
        contents.spawnPoint       = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/SpawnPoint.png", typeof(Texture)), "Choose spawn point of this pathway");
        contents.waypoint         = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Waypoint.png", typeof(Texture)), "Add waypoint to this pathway");
        contents.next             = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Next.png", typeof(Texture)));
        contents.prev             = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Prev.png", typeof(Texture)));
        contents.add    = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Add.png", typeof(Texture)));
        contents.remove = new GUIContent((Texture)AssetDatabase.LoadAssetAtPath("Assets/TD2D/Sprites/Editor/Remove.png", typeof(Texture)));

        // Check what kind of scene opened now
        if (inspectors.mapFolder != null && inspectors.towersFolder != null && inspectors.pathwaysFolder != null && inspectors.levelManager != null && inspectors.wavesInfo != null)
        {
            // This is level map scene

            myState = MyState.LevelMap;
            string sceneName = SceneManager.GetActiveScene().name;
            currentLevelName = sceneName;
            // Focus camera on level map
            GameObject levelMap = GameObject.Find("LevelMap");
            if (levelMap != null)
            {
                CameraFocus(levelMap);
            }
            // Get random enemies list
            enemiesList.Clear();
            for (int i = 0; i < inspectors.levelManager.enemiesList.Count; ++i)
            {
                if (inspectors.levelManager.enemies.Contains(inspectors.levelManager.enemiesList[i]) == true)
                {
                    enemiesList.Add(true);
                }
                else
                {
                    enemiesList.Add(false);
                }
            }
            // Get tower upgrades list
            towersList.Clear();
            for (int i = 0; i < inspectors.levelManager.towersList.Count; ++i)
            {
                if (inspectors.levelManager.towers.Contains(inspectors.levelManager.towersList[i]) == true)
                {
                    towersList.Add(true);
                }
                else
                {
                    towersList.Add(false);
                }
            }
            // Get spells list
            spellsList.Clear();
            for (int i = 0; i < inspectors.levelManager.spellsList.Count; ++i)
            {
                if (inspectors.levelManager.spells.Contains(inspectors.levelManager.spellsList[i]) == true)
                {
                    spellsList.Add(true);
                }
                else
                {
                    spellsList.Add(false);
                }
            }
        }
        else
        {
            if (inspectors.levelChooser != null)
            {
                // This is a level description scene

                myState = MyState.LevelDescription;
                string sceneName = SceneManager.GetActiveScene().name;
                // Display active level description
                inspectors.levelChooser.SetActiveLevel(AssetDatabase.LoadAssetAtPath <GameObject>("Assets/TD2D/Prefabs/Levels/" + currentLevelName + ".prefab"));
                LevelDescriptionInspector levelDescriptionInspector = GameObject.FindObjectOfType <LevelDescriptionInspector>();
                if (levelDescriptionInspector != null)
                {
                    // Focus on level description
                    Selection.activeObject = levelDescriptionInspector.gameObject;
                    CameraFocus(levelDescriptionInspector.gameObject);
                }
            }
            else
            {
                // This is not a Tower Defense level scene

                myState          = MyState.Disabled;
                currentLevelName = "";
            }
        }
    }