Esempio n. 1
0
        /// <summary>
        /// Draws all of the added abilities.
        /// </summary>
        private void OnAbilityListDraw(Rect rect, int index, bool isActive, bool isFocused)
        {
            var ability = m_Abilities.GetArrayElementAtIndex(index).objectReferenceValue as Ability;

            // Remove the ability if it no longer exists.
            if (ReferenceEquals(ability, null))
            {
                m_Abilities.DeleteArrayElementAtIndex(index);
                m_ReorderableAbilityList.index = m_Controller.SelectedAbility = -1;
                m_Abilities.serializedObject.ApplyModifiedProperties();
                InspectorUtility.SetObjectDirty(m_Controller);

                // It's not easy removing a null component.
                var components = m_Controller.GetComponents <Component>();
                for (int i = components.Length - 1; i > -1; --i)
                {
                    if (ReferenceEquals(components[i], null))
                    {
                        var serializedObject  = new SerializedObject(m_Controller.gameObject);
                        var componentProperty = serializedObject.FindProperty("m_Component");
                        componentProperty.DeleteArrayElementAtIndex(i);
                        serializedObject.ApplyModifiedProperties();
                    }
                }
                return;
            }
            if (ability.hideFlags != HideFlags.HideInInspector)
            {
                ability.hideFlags = HideFlags.HideInInspector;
            }
            var label = SplitCamelCase(ability.GetType().Name);

            if (ability.IsActive)
            {
                label += " (Active)";
            }
            var activeRect = rect;

            activeRect.width -= 20;
            EditorGUI.LabelField(activeRect, label);

            EditorGUI.BeginChangeCheck();
            activeRect       = rect;
            activeRect.x    += activeRect.width - 34;
            activeRect.width = 20;
            ability.enabled  = EditorGUI.Toggle(activeRect, ability.enabled);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(ability, "Inspector");
                InspectorUtility.SetObjectDirty(ability);
            }
        }
Esempio n. 2
0
        public override TaskStatus OnUpdate()
        {
            var target = GetDefaultGameObject(targetGameObject.Value);

            if (target != prevTarget)
            {
                controller        = target.GetComponentInParent <RigidbodyCharacterController>();
                controllerHandler = target.GetComponentInParent <ControllerHandler>();
                var abilities = controller.GetComponents(TaskUtility.GetTypeWithinAssembly(abilityType.Value));
                if (abilities.Length > 1)
                {
                    if (priorityIndex.Value != -1)
                    {
                        for (int i = 0; i < abilities.Length; ++i)
                        {
                            var localAbility = abilities[i] as Ability;
                            if (localAbility.Index == priorityIndex.Value)
                            {
                                ability = localAbility;
                                break;
                            }
                        }
                    }
                    else
                    {
                        ability = abilities[0] as Ability;
                    }
                }
                else if (abilities.Length == 1)
                {
                    ability = abilities[0] as Ability;
                }
                prevTarget = target;
            }
            if (ability == null)
            {
                return(TaskStatus.Failure);
            }

            controllerHandler.TryStartAbility(ability);

            return(TaskStatus.Success);
        }