Esempio n. 1
0
 private Element CreateElement()
 {
     if (queue.Count == 0)
     {
         var       parentDesigner     = GetComponentInParent <ElementDesigner>();
         Transform extraPrototypeRoot = null;
         if (parentDesigner != null)
         {
             extraPrototypeRoot = parentDesigner.ProtptypeRoot;
         }
         var element = ElementManager.CreateElement(this.elementName, this.transform, extraPrototypeRoot);
         ShiftDepth(element, depth);
         AddDragScrollView(element, ScrollView);
         return(element);
     }
     else
     {
         var element = queue.Dequeue();
         element.gameObject.SetActive(true);
         return(element);
     }
 }
Esempio n. 2
0
    /// <summary>
    /// what happens when its drawing the Window
    /// </summary>
    void OnGUI()
    {
        //a delayed copy of the create element method
        //this executes when it won't cause a repaint error
        if (Event.current.type != EventType.Repaint && Event.current.type != EventType.Used && createElementDelegate != null)
        {
            //causes it to execute the lines until there is a yield return
            createElementDelegate.MoveNext();

            //empties it because there's only one yield
            createElementDelegate = null;
        }

        //the Bolded title
        GUILayout.Label("Element Window", EditorStyles.boldLabel);

        //moves everything down 50 pixles
        GUILayout.Space(50);

        #region Allow Elements to be added

        //a title / label for this section
        GUILayout.Label("Element Modification");

        //add some space for viibility
        GUILayout.Space(5);

        //get the items to be a row
        GUILayout.BeginHorizontal();

        //Take in the user's input for the name (also displays the text input field)
        newElementName = GUILayout.TextField(newElementName, 200, GUILayout.Width(100));

        //Take in the user's input for the texture (also displays the texture input field)
        newElementTexture = (Texture)EditorGUI.ObjectField(new Rect(new Vector2(70, 115), new Vector2(100, 50)), "", newElementTexture, typeof(Texture), false);

        //Take in the user's input for the color (also displays the color input field)
        newElementColor = EditorGUI.ColorField(new Rect(new Vector2(5, 145), new Vector2(110, 20)), newElementColor);

        //determine if the user has entered enough information to be able to properly create an element. (Color is not nullable so it doesn't need to be checked)
        bool contentReady = !string.IsNullOrEmpty(newElementName) && newElementTexture != null;
        ShowCreateButton = contentReady && EditingElementIndex == -1;

        //some space
        GUILayout.Space(80);

        //change the color so that the create button is grayed out when it shouldn't be used (and won't function)
        GUI.backgroundColor = ShowCreateButton ? Color.white : Color.gray;

        //display the button, and if its pressed create the element (by executing the if statement)
        if (GUILayout.Button("Create", GUILayout.Width(100)) && ShowCreateButton)
        {
            //makes the create element delayed
            createElementDelegate = EManager.CreateElement(newElementName, newElementTexture, newElementColor);
        }
        //change color to indicate if update button can be used
        GUI.backgroundColor = EditingElementIndex == -1 ? Color.gray : contentReady ? Color.white : Color.red;

        //the update button and conditions to use it
        if (GUILayout.Button("Update", GUILayout.Width(100)) && EditingElementIndex > -1 && contentReady)
        {
            //update element
            EManager.UpdateElement(EditingElementIndex, newElementName, newElementTexture, newElementColor);

            //reset info
            newElementColor     = Color.white;
            newElementName      = "";
            newElementTexture   = null;
            EditingElementIndex = -1;
        }

        //set color of cancel update button (and delete button)
        GUI.backgroundColor = EditingElementIndex == -1 ? Color.gray : Color.white;

        //the button and when it will activate
        if (GUILayout.Button("Cancel Update", GUILayout.Width(100)) && EditingElementIndex > -1)
        {
            //clear out info
            newElementColor     = Color.white;
            newElementName      = "";
            newElementTexture   = null;
            EditingElementIndex = -1;
        }

        //delete button and condition of use
        if (GUILayout.Button("Delete Element", GUILayout.Width(100)) && EditingElementIndex > -1)
        {
            //deletes the element but doesn't clear out the info in case it was a mistake
            EManager.DeleteElement(EditingElementIndex);
            EditingElementIndex = -1;
        }

        //change the color back
        GUI.backgroundColor = Color.white;

        //end of the row
        GUILayout.EndHorizontal();
        #endregion

        #region display the current elements
        //some space
        GUILayout.Space(50);

        GUILayout.BeginHorizontal();

        //this groups label / title
        GUILayout.Label("Element Effectiveness");

        //ability to reload the elements of there was an error or a change
        if (GUILayout.Button("Reload Elements"))
        {
            EManager = new ElementManager();
            EManager.Load();
        }

        //ability to save (although it should save any important changes when they happen)
        if (GUILayout.Button("Save Changes") && EManager != null)
        {
            EManager.Save();
        }
        GUILayout.EndHorizontal();

        //more space
        GUILayout.Space(5);
        if (EManager != null && EManager.HaveLoadedElements)
        {
            //if there are elemnts to display, display them
            if (EManager.ElementCount > 0)
            {
                #region draw the elements for the column

                //this allows the elements created to be scrolled through; that way a smaller window can still show all of the elements
                elementsViewPosition = GUILayout.BeginScrollView(elementsViewPosition);

                //gets the elements to go in a row
                GUILayout.BeginHorizontal();

                //the top left spot; it needed to be something manual so that the rest of the elements would line up with each other
                GUILayout.Button("elements", GUILayout.Height(80), GUILayout.Width(250));

                //the top row of elements
                foreach (Element e in EManager.Elements)
                {
                    //change the color to match the element's color
                    GUI.backgroundColor = e.elementColor;

                    //if they press the elements I want to give them the option of modifying the element
                    if (GUILayout.Button(new GUIContent(e.elementName, e.symbol), GUILayout.Height(80), GUILayout.Width(250)))
                    {
                        StartEdit(e);
                    }
                }

                //end the row
                GUILayout.EndHorizontal();
                #endregion

                //display one element and its relationship with the other elements
                for (int row = 0; row < EManager.ElementCount; row++)
                {
                    //set it up nicely by having one row per element
                    GUILayout.BeginHorizontal();

                    //change its color to match the elements
                    GUI.backgroundColor = EManager.Elements[row].elementColor;

                    //name the element used & let the user change the element's information if they click it
                    if (GUILayout.Button(new GUIContent(EManager.Elements[row].elementName, EManager.Elements[row].symbol), GUILayout.Height(80), GUILayout.Width(250)))
                    {
                        StartEdit(EManager.Elements[row]);
                    }

                    //its relation with the other elements
                    for (int col = 0; col < EManager.ElementCount; col++)
                    {
                        //the multiplyer to use when attacking this element
                        float multiplyer = 1;

                        //get the relation's information (creates if it doesn't exist)
                        EManager.FindElementEffectiveness(row, col, out multiplyer);

                        //set the color to that of the attacking element
                        GUI.backgroundColor = EManager.Elements[row].elementColor;

                        //display's the information and allows the relationship to be modified
                        if (GUILayout.Button(new GUIContent("Takes " + multiplyer.ToString() + "x dmg", EManager.Elements[col].symbol), GUILayout.Height(80), GUILayout.Width(250)))
                        {
                            EditingEffectivenessWindow.ShowWindow(EManager, row, EManager.Elements[col].elementName);
                        }
                    }
                    //end the row
                    GUILayout.EndHorizontal();
                }
                //end the area that will scroll
                GUILayout.EndScrollView();
            }

            #endregion
        }
    }