/// <summary> /// Creates a temporary UMAContext for use when editing recipes when the open Scene does not have an UMAContext or libraries set up /// </summary> /// public override UMAContext CreateEditorContext() { UMAContext.CreateEditorContext(); return(UMAContext.Instance); }
public bool AddExtraStuff() { SerializedProperty baseRaceRecipe = serializedObject.FindProperty("baseRaceRecipe"); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(baseRaceRecipe, true); if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); } if (wardrobeSlotList == null) { InitWardrobeSlotList(); } EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); wardrobeSlotList.DoLayoutList(); if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); if (!race.ValidateWardrobeSlots()) { EditorUtility.SetDirty(race); } } //new CrossCompatibilitySettings //To push any old settings in RaceData.backwardsCompatibleWith into the new crossCompatibilitySettings we have to call GetCrossCompatibleRaces() directly on the target #pragma warning disable 618 if (race.backwardsCompatibleWith.Count > 0) { var cc = race.GetCrossCompatibleRaces(); if (cc.Count > 0) { serializedObject.Update(); } } #pragma warning restore 618 SerializedProperty _crossCompatibilitySettings = serializedObject.FindProperty("_crossCompatibilitySettings"); SerializedProperty _crossCompatibilitySettingsData = _crossCompatibilitySettings.FindPropertyRelative("settingsData"); //draw the new version of the crossCompatibility list that allows users to define what slots in this races base recipe equate to in the backwards compatible races base recipe _crossCompatibilitySettings.isExpanded = EditorGUILayout.Foldout(_crossCompatibilitySettings.isExpanded, "Cross Compatibility Settings"); if (_crossCompatibilitySettings.isExpanded) { //draw an info foldout EditorGUI.indentLevel++; _crossCompatibilitySettingsData.isExpanded = EditorGUILayout.Foldout(_crossCompatibilitySettingsData.isExpanded, "Help"); if (_crossCompatibilitySettingsData.isExpanded) { var helpText = "CrossCompatibilitySettings allows this race to wear wardrobe slots from another race, if this race has a wardrobe slot that the recipe is set to."; helpText += " You can further configure the compatibility settings for each compatible race to define 'equivalent' slotdatas in the races' base recipes."; helpText += " For example you could define that this races 'highpolyMaleChest' slotdata in its base recipe is equivalent to HumanMales 'MaleChest' slot data in its base recipe."; helpText += " This would mean that any recipes which hid or applied an overlay to 'MaleChest' would hide or apply an overlay to 'highPolyMaleChest' on this race."; helpText += " If 'Overlays Match' is unchecked then overlays in a recipe wont be applied."; EditorGUILayout.HelpBox(helpText, MessageType.Info); } EditorGUI.indentLevel--; if (baseRaceRecipe.objectReferenceValue != null) { Rect dropArea = new Rect(); dropArea = GUILayoutUtility.GetRect(0.0f, 50.0f, GUILayout.ExpandWidth(true)); GUI.Box(dropArea, "Drag cross compatible Races here. Click to pick."); CompatibleRacesDropArea(dropArea, _crossCompatibilitySettingsData); EditorGUILayout.Space(); //update the foldouts list if the dropbox changes anything if (_BCFoldouts.Length != _crossCompatibilitySettingsData.arraySize) { Array.Resize <bool>(ref _BCFoldouts, _crossCompatibilitySettingsData.arraySize); } //we need an uptodate list of the slots in THIS races base recipe baseSlotsList.Clear(); baseSlotsNamesList.Clear(); //editing a race will require a context too because we need to get the base recipes and their slots if (UMAContext.FindInstance() == null) { EditorUMAContext = UMAContext.CreateEditorContext(); } UMAData.UMARecipe thisBaseRecipe = (baseRaceRecipe.objectReferenceValue as UMARecipeBase).GetCachedRecipe(UMAContext.Instance); SlotData[] thisBaseSlots = thisBaseRecipe.GetAllSlots(); foreach (SlotData slot in thisBaseSlots) { if (slot != null) { baseSlotsList.Add(slot); baseSlotsNamesList.Add(slot.slotName); } } List <int> crossCompatibleSettingsToDelete = new List <int>(); //draw a foldout area for each compatible race that will show an entry for each slot in this races base recipe //with a picker to choose the slot from the compatible race's base recipe that it equates to for (int i = 0; i < _crossCompatibilitySettingsData.arraySize; i++) { bool del = false; var thisCCSettings = _crossCompatibilitySettingsData.GetArrayElementAtIndex(i).FindPropertyRelative("ccSettings"); var ccRaceName = _crossCompatibilitySettingsData.GetArrayElementAtIndex(i).FindPropertyRelative("ccRace").stringValue; //this could be missing- we should show that var label = ccRaceName; if (GetCompatibleRaceData(ccRaceName) == null) { label += " (missing)"; } GUIHelper.FoldoutBar(ref _BCFoldouts[i], label, out del); if (del) { crossCompatibleSettingsToDelete.Add(i); } if (_BCFoldouts[i]) { DrawCCUI(ccRaceName, baseRaceRecipe, thisCCSettings); } } if (crossCompatibleSettingsToDelete.Count > 0) { foreach (int del in crossCompatibleSettingsToDelete) { _crossCompatibilitySettingsData.DeleteArrayElementAtIndex(del); serializedObject.ApplyModifiedProperties(); } } } else { EditorGUILayout.HelpBox("Please define this races baseRaceRecipe before trying to define its cross compatibility settings.", MessageType.Info); } } EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serializedObject.FindProperty("raceThumbnails"), true); if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); } return(false); }