/// <summary>
    /// Display settings
    /// </summary>
    void DrawSettings()
    {
        // Draw a header for the Spawner Area global settings
        EditorGUILayout.LabelField("Global settings", TDS_EditorUtility.HeaderStyle);
        TDS_EditorUtility.Toggle("is Looping", "Is the area start again when all the waves are cleared.", isLooping);
        TDS_EditorUtility.Toggle("Is Activated by event", "Does the area start by event or by trigger.", isActivatedByEvent);
        GUILayout.Space(10);


        EditorGUILayout.BeginHorizontal();
        if (TDS_EditorUtility.Button("WAVES", "Wrap / Unwrap Waves", TDS_EditorUtility.HeaderStyle))
        {
            AreWavesUnfolded = !areWavesUnfolded;
        }

        GUITools.ActionButton("Add Wave", waves.InsertArrayElementAtIndex, waves.arraySize, Color.white, Color.white);
        EditorGUILayout.EndHorizontal();
        if (areWavesUnfolded)
        {
            for (int i = 0; i < waves.arraySize; i++)
            {
                GUILayout.Space(10);
                DrawWave(i);
            }
        }
    }
    /// <summary>
    /// Draws the editor of the editing scripts.
    /// </summary>
    public override void DrawEditor()
    {
        // Make a space at the beginning of the editor
        GUILayout.Space(10);
        Color _originalColor    = GUI.backgroundColor;
        Color _originalGUIColor = GUI.color;

        GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;
        EditorGUILayout.BeginVertical("HelpBox");

        // Records any changements on the editing objects to allow undo
        Undo.RecordObjects(targets, "Event System settings");

        // Updates the SerializedProperties to get the latest values
        serializedObject.Update();
        GUILayout.Space(3);

        TDS_EditorUtility.RadioToggle("Activated", "Is this event system activated or not", isActivated);

        if (isActivated.boolValue)
        {
            GUILayout.Space(3);

            EditorGUILayout.LabelField(new GUIContent("Current Event", "Current event processing"), new GUIContent(currentEvent.FindPropertyRelative("Name").stringValue));
        }

        GUILayout.Space(5);

        TDS_EditorUtility.Toggle("Des. Object when Finished", "Should this object be deactivated when the event system gets finished", doDesObjectOnFinish);

        GUILayout.Space(3);
        GUI.backgroundColor = _originalColor;

        TDS_EditorUtility.PropertyField("Detected Tags", "Tags detected to trigger this event", detectedTags);

        GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;
        GUILayout.Space(5);

        // Draws enter events
        EditorGUILayout.LabelField("Enter Events");
        DrawEvents(events, ref foldouts);

        GUILayout.Space(5);

        // Draws exit events
        EditorGUILayout.LabelField("Exit Events");
        DrawEvents(exitEvents, ref exitFoldouts);

        // Applies all modified properties on the SerializedObjects
        serializedObject.ApplyModifiedProperties();

        EditorGUILayout.EndVertical();
        GUI.backgroundColor = _originalColor;
        GUI.color           = _originalGUIColor;
    }
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (Application.isPlaying)
        {
            if (TDS_EditorUtility.Toggle("Angry", "Indicates if the Fat Lady is in Angry or in \"Cool\" mode", isAngry))
            {
                fatLadies.ForEach(f => f.IsAngry = isAngry.boolValue);
                serializedObject.Update();
            }

            GUILayout.Space(5);
        }

        if (TDS_EditorUtility.FloatField("Angry Speed Coef", "Coefficient applied to the Fat Lady's speed when angry", angrySpeedCoef))
        {
            fatLadies.ForEach(f => f.AngrySpeedCoef = angrySpeedCoef.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.IntField("Angry Health Step", "Health value separating the Angry mode and the Cool one", angryHealthStep))
        {
            fatLadies.ForEach(f => f.AngryHealthStep = angryHealthStep.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);

        if (Application.isPlaying)
        {
            if (TDS_EditorUtility.Toggle("Snack Available", "Indicates if the Fat Lady's snack is available for use", isSnackAvailable))
            {
                fatLadies.ForEach(f => f.IsSnackAvailable = isSnackAvailable.boolValue);
                serializedObject.Update();
            }

            GUILayout.Space(3);
            TDS_EditorUtility.ProgressBar(25, isSnackAvailable.boolValue ? 0 : snackRestaureTimer.floatValue / snackRestaureTime.floatValue, "Snack Restauration");
            GUILayout.Space(3);
        }

        if (TDS_EditorUtility.FloatField("Snack Restaure Time", "Time i takes to restaure the snack after eating (in seconds)", snackRestaureTime))
        {
            fatLadies.ForEach(f => f.SnackRestaureTime = snackRestaureTime.floatValue);
            serializedObject.Update();
        }
        if (TDS_EditorUtility.IntField("Snack Heal Value", "Heal value when snacking", snackHealValue))
        {
            fatLadies.ForEach(f => f.SnackHealValue = snackHealValue.intValue);
            serializedObject.Update();
        }
    }
    /// <summary>
    /// Draws the editor for Damageable class settings
    /// </summary>
    private void DrawSettings()
    {
        // If the serializedProperty is changed, triggers the property of the field
        // After the property has been used, update the object so that serializedProperties can be refresh
        if (TDS_EditorUtility.IntSlider("Health", "Current health of this object", healthCurrent, 0, healthMax.intValue))
        {
            damageables.ForEach(d => d.HealthCurrent = healthCurrent.intValue);
            serializedObject.Update();
        }

        if (!healthCurrent.hasMultipleDifferentValues)
        {
            GUILayout.Space(5);

            TDS_EditorUtility.ProgressBar(25, (float)healthCurrent.intValue / healthMax.intValue, "Health");

            GUILayout.Space(5);
        }

        // If the application is playing, draws two button next to each other allowing the heal & damage the object
        if (EditorApplication.isPlaying)
        {
            DrawLifeButtons();
        }

        if (TDS_EditorUtility.IntField("Max Health", "Maximum health of the object ; its health cannot exceed this value", healthMax))
        {
            damageables.ForEach(d => d.HealthMax = healthMax.intValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.Toggle("Dead", "Indicates if the object is dead, or not", isDead))
        {
            damageables.ForEach(d => d.IsDead = isDead.boolValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.Toggle("Indestructible", "When indestructible, the object will not be dead when its health reach zero", isIndestructible))
        {
            damageables.ForEach(d => d.IsIndestructible = isIndestructible.boolValue);
            serializedObject.Update();
        }

        TDS_EditorUtility.Toggle("Invulnerable", "When invulnerable, the object cannot take any damage", isInvulnerable);

        TDS_EditorUtility.Toggle("Can be Moved", "If set to true, this damageable can suffer the effects of special attack effect moving opponent", canBeMoved);

        GUILayout.Space(3);
    }
Esempio n. 5
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    /// <summary>
    /// Draw the editor for the variables settings of the enemy
    /// </summary>
    protected virtual void DrawSettings()
    {
        // Draw a header for the enemy detection settings
        EditorGUILayout.LabelField("Detection", TDS_EditorUtility.HeaderStyle);
        TDS_EditorUtility.FloatSlider("Wandering range Min", "The wandering distance around the targeted player when other enemies attacking an enemy", wanderingRangeMin, 1, wanderingRangeMax.floatValue);
        TDS_EditorUtility.FloatSlider("Wandering range Max", "The wandering distance around the targeted player when other enemies attacking an enemy", wanderingRangeMax, wanderingRangeMin.floatValue, 10);
        TDS_EditorUtility.FloatSlider("Taunt Probability", "The chance to taunt after wandering", tauntProbability, 0, 100);
        GUILayout.Space(3);

        //Draw a header for the enemy scale up settings
        EditorGUILayout.LabelField("Scale Up Settings", TDS_EditorUtility.HeaderStyle);
        TDS_EditorUtility.Toggle("Scale Up", "Should this enemy health scale up depending on player amount", doScaleOnPlayerAmount);
        if (doScaleOnPlayerAmount.boolValue)
        {
            if (TDS_EditorUtility.IntSlider("Health Scale Up Percent", "Percentage by which this enemy health is scaled up for each other player", healthScalePercent, 0, 100))
            {
                enemies.ForEach(e => e.HealthScalePercent = healthScalePercent.intValue);
                serializedObject.Update();
            }
        }

        GUILayout.Space(3);

        //Draw a header for the enemy down settings
        EditorGUILayout.LabelField("Damages Settings", TDS_EditorUtility.HeaderStyle);
        TDS_EditorUtility.Toggle("Can be grounded", "Is the enemy can be grounded", canBeDown);
        GUILayout.Space(3);

        // Draws a header for the enemy attacks settings
        TDS_EditorUtility.Toggle("Can Throw", "Is the enemy can throw objects", canThrow);
        if (canThrow.boolValue)
        {
            TDS_EditorUtility.FloatSlider("Throw Range", "Distance reached by the throwed object", throwRange, .5f, 20f);
        }

        GUILayout.Space(3);
    }
    /// <summary>
    /// Draws the editor of the editing scripts.
    /// </summary>
    public virtual void DrawEditor()
    {
        // Make a space at the beginning of the editor
        GUILayout.Space(10);
        Color _originalColor    = GUI.backgroundColor;
        Color _originalGUIColor = GUI.color;

        GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;
        EditorGUILayout.BeginVertical("HelpBox");

        // Records any changements on the editing objects to allow undo
        Undo.RecordObjects(targets, "Event System settings");

        // Updates the SerializedProperties to get the latest values
        serializedObject.Update();
        GUILayout.Space(3);

        TDS_EditorUtility.RadioToggle("Activated", "Is this event system activated or not", isActivated);

        if (isActivated.boolValue)
        {
            GUILayout.Space(3);

            EditorGUILayout.LabelField(new GUIContent("Current Event", "Current event processing"), new GUIContent(currentEvent.FindPropertyRelative("Name").stringValue));
        }

        GUILayout.Space(5);

        TDS_EditorUtility.Toggle("Local", "Is this event system local-based or online ?", isLocal);
        GUILayout.Space(2);

        TDS_EditorUtility.Toggle("Des. Collider on Activation", "Should this object collider be desactivated when starting events", doDesTriggerOnActiv);
        TDS_EditorUtility.Toggle("Looping", "Should this event system loop when reaching the end or not", doLoop);
        TDS_EditorUtility.Toggle("Des. Object when Finished", "Should this object be deactivated when the event system gets finished", doDesObjectOnFinish);

        GUILayout.Space(2);

        TDS_EditorUtility.PropertyField("Activation mode", "Activation mode used to trigger these events", activationMode);

        if (activationMode.enumValueIndex < 3)
        {
            GUILayout.Space(3);
            GUI.backgroundColor = _originalColor;

            TDS_EditorUtility.PropertyField("Detected Tags", "Tags detected to trigger this event", detectedTags);

            GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;
        }

        GUILayout.Space(5);

        // Draws events
        DrawEvents(events, ref foldouts);

        // Applies all modified properties on the SerializedObjects
        serializedObject.ApplyModifiedProperties();

        EditorGUILayout.EndVertical();
        GUI.backgroundColor = _originalColor;
        GUI.color           = _originalGUIColor;
    }
    /// <summary>
    /// Draws the editor for the events.
    /// </summary>
    public void DrawEvents(SerializedProperty _events, ref bool[] _foldouts)
    {
        // Button to add a new event
        GUI.backgroundColor = TDS_EditorUtility.BoxLightColor;
        GUI.color           = Color.green;

        if (TDS_EditorUtility.Button("+", "Add a new event", EditorStyles.miniButton))
        {
            _events.InsertArrayElementAtIndex(0);
            _events.GetArrayElementAtIndex(0).FindPropertyRelative("Name").stringValue = "New Event";

            bool[] _newFoldouts = new bool[_foldouts.Length + 1];
            Array.Copy(_foldouts, 0, _newFoldouts, 1, _foldouts.Length);
            _foldouts = _newFoldouts;
        }

        GUI.color           = Color.white;
        GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;

        for (int _i = 0; _i < _events.arraySize; _i++)
        {
            GUILayout.Space(5);

            GUI.backgroundColor = TDS_EditorUtility.BoxLightColor;
            EditorGUILayout.BeginVertical("Box");

            SerializedProperty _event     = _events.GetArrayElementAtIndex(_i);
            SerializedProperty _eventName = _event.FindPropertyRelative("Name");

            EditorGUILayout.BeginHorizontal();

            // Button to show or not this event
            if (TDS_EditorUtility.Button(_eventName.stringValue, "Wrap / unwrap this event", TDS_EditorUtility.HeaderStyle))
            {
                _foldouts[_i] = !_foldouts[_i];
            }

            GUILayout.FlexibleSpace();

            // BUttons to change the event position in the list
            if ((_i > 0) && TDS_EditorUtility.Button("▲", "Move this element up", EditorStyles.miniButton))
            {
                _events.MoveArrayElement(_i, _i - 1);
            }
            if ((_i < _events.arraySize - 1) && TDS_EditorUtility.Button("▼", "Move this element down", EditorStyles.miniButton))
            {
                _events.MoveArrayElement(_i, _i + 1);
            }

            // Button to delete this event
            GUI.color = Color.red;
            if (TDS_EditorUtility.Button("X", "Delete this event", EditorStyles.miniButton))
            {
                _events.DeleteArrayElementAtIndex(_i);

                bool[] _newFoldouts = new bool[_foldouts.Length - 1];
                Array.Copy(_foldouts, 0, _newFoldouts, 0, _i);
                Array.Copy(_foldouts, _i + 1, _newFoldouts, _i, _foldouts.Length - (_i + 1));
                _foldouts = _newFoldouts;
                break;
            }

            GUI.color = Color.white;
            EditorGUILayout.EndHorizontal();

            // If unfolded, draws this event
            if (_foldouts[_i])
            {
                SerializedProperty _eventType     = _event.FindPropertyRelative("eventType");
                SerializedProperty _doRequireType = _event.FindPropertyRelative("doRequireSpecificPlayerType");

                TDS_EditorUtility.TextField("Name", "Name of this event", _eventName);

                GUILayout.Space(3);

                TDS_EditorUtility.PropertyField("Event Type", "Type of this event", _eventType);
                CustomEventType _eventTypeValue = (CustomEventType)_eventType.enumValueIndex;
                if (_eventType.enumValueIndex > 7)
                {
                    _eventTypeValue += 13;
                }

                TDS_EditorUtility.FloatField("Delay", "Delay before starting this event", _event.FindPropertyRelative("delay"));

                GUILayout.Space(3);

                TDS_EditorUtility.Toggle("Require specific Player type", "Should this event require a specific player type to be triggered", _doRequireType);
                if (_doRequireType.boolValue)
                {
                    TDS_EditorUtility.PropertyField("Required type of Player", "Required type of player to trigger this event", _event.FindPropertyRelative("playerType"));
                }

                GUILayout.Space(5);

                switch (_eventTypeValue)
                {
                case CustomEventType.CameraMovement:
                    TDS_EditorUtility.PropertyField("Target", "Target to make the camera look ", _event.FindPropertyRelative("eventTransform"));

                    TDS_EditorUtility.FloatField("Duration", "Time to look at the target", _event.FindPropertyRelative("cameraWaitTime"));

                    TDS_EditorUtility.FloatField("Speed Coef", "Coefficient applied to the speed of the camera.", _event.FindPropertyRelative("eventFloat"));
                    break;

                case CustomEventType.DesactiveInfoBox:
                    break;

                case CustomEventType.DisplayInfoBox:
                    TDS_EditorUtility.TextField("Text ID", "ID of the text to use for the Info Box", _event.FindPropertyRelative("eventString"));
                    break;

                case CustomEventType.Instantiate:
                    TDS_EditorUtility.PropertyField("Prefab", "Prefab to instantiate", _event.FindPropertyRelative("prefab"));

                    TDS_EditorUtility.PropertyField("Instantiation transform reference", "Transform to use as reference for position & rotation for the transform of the instantiated object", _event.FindPropertyRelative("eventTransform"));
                    break;

                case CustomEventType.InstantiatePhoton:
                    TDS_EditorUtility.PropertyField("Prefab", "Prefab to instantiate", _event.FindPropertyRelative("prefab"));

                    TDS_EditorUtility.PropertyField("Instantiation transform reference", "Transform to use as reference for position & rotation for the transform of the instantiated object", _event.FindPropertyRelative("eventTransform"));
                    break;

                case CustomEventType.MovePlayerAroundPoint:
                    TDS_EditorUtility.PropertyField("Position", "Where to move te player around", _event.FindPropertyRelative("eventTransform"));
                    break;

                case CustomEventType.Narrator:
                    TDS_EditorUtility.PropertyField("Quote", "Narrator quote to play", _event.FindPropertyRelative("quote"));

                    GUILayout.BeginHorizontal();
                    GUILayout.FlexibleSpace();

                    Color _originalColor = GUI.color;
                    GUI.color = new Color(.7f, .35f, .75f);
                    if (GUILayout.Button(new GUIContent("Load Quote", "Loads the quote with the ID entered as Text ID"), GUILayout.Width(150)))
                    {
                        FieldInfo _fieldInfo = typeof(TDS_Event).GetField("quote", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
                        if (_fieldInfo != null)
                        {
                            TDS_NarratorQuote _quote = ((TDS_NarratorManager)Resources.Load(TDS_NarratorManager.FILE_PATH)).Quotes.FirstOrDefault(q => q.Name == _event.FindPropertyRelative("quote").FindPropertyRelative("Name").stringValue);

                            if (_quote != null)
                            {
                                TDS_Event[] _objectEvents = (TDS_Event[])typeof(TDS_EventsSystem).GetField(_events.name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).GetValue(target);

                                typeof(TDS_Event).GetField("quote", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public).SetValue(_objectEvents[_i], _quote);
                            }
                        }
                    }

                    GUI.color = _originalColor;
                    GUILayout.EndHorizontal();
                    break;

                case CustomEventType.PlayMusic:
                    _event.FindPropertyRelative("eventInt").intValue = EditorGUILayout.IntPopup("Music", _event.FindPropertyRelative("eventInt").intValue, Enum.GetNames(typeof(Music)), (int[])Enum.GetValues(typeof(Music)));

                    TDS_EditorUtility.FloatField("Fade Duration", "Time during which the previous music will fade out before the new one starts.", _event.FindPropertyRelative("eventFloat"));
                    break;

                case CustomEventType.WaitForObjectDeath:
                    TDS_EditorUtility.PropertyField("Object Tag", "Tag waiting for an object with dies", _event.FindPropertyRelative("eventString"));
                    TDS_EditorUtility.PropertyField("Amount", "Amount of object with this tag to wait for death", _event.FindPropertyRelative("eventInt"));
                    break;

                case CustomEventType.WaitForSpawnAreaDesactivation:
                    TDS_EditorUtility.PropertyField("Amount", "Amount of spawn area to wait for desactivation", _event.FindPropertyRelative("eventInt"));
                    break;

                case CustomEventType.UnityEventLocal:
                    TDS_EditorUtility.PropertyField("Unity Event", "Associated Unity Event to this event", _event.FindPropertyRelative("unityEvent"));
                    break;

                case CustomEventType.UnityEventOnline:
                    TDS_EditorUtility.PropertyField("Unity Event", "Associated Unity Event to this event", _event.FindPropertyRelative("unityEvent"));
                    break;

                case CustomEventType.WaitForAction:
                    TDS_EditorUtility.PropertyField("Action to wait", "Action to wait the player to perform", _event.FindPropertyRelative("actionType"));
                    break;

                case CustomEventType.WaitForEveryone:
                    TDS_EditorUtility.PropertyField("Bound min X", "Transform to use for minimum bound X value to wait", _event.FindPropertyRelative("eventTransform"));
                    break;

                default:
                    // Mhmm...
                    break;
                }

                // Button to add a new event
                GUI.color = Color.green;

                if (TDS_EditorUtility.Button("+", "Add a new event", EditorStyles.miniButton))
                {
                    _events.InsertArrayElementAtIndex(_i);

                    bool[] _newFoldouts = new bool[_foldouts.Length + 1];
                    Array.Copy(_foldouts, 0, _newFoldouts, 0, _i + 1);
                    Array.Copy(_foldouts, _i + 1, _newFoldouts, _i + 2, _foldouts.Length - (_i + 1));
                    _foldouts = _newFoldouts;
                }

                GUI.color = Color.white;
            }

            EditorGUILayout.EndVertical();
        }
    }
Esempio n. 8
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    /// <summary>
    /// Draws the editor for the Character class settings.
    /// </summary>
    private void DrawSettings()
    {
        // Draws a header for the character behaviour settings
        EditorGUILayout.LabelField("Behaviour", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.Toggle("Pacific", "When pacific, the character will not attack", isPacific);

        TDS_EditorUtility.Toggle("Paralyzed", "When paralyzed, the character will no move", isParalyzed);

        // When on play and setting the toggle, do not change the property but execute the Flip method instead
        if (EditorApplication.isPlaying)
        {
            if (!isCharaMultiEditing && TDS_EditorUtility.Toggle("Facing Right Side", "Indicates if the character is currently facing the right side of the screen, or not", isFacingRight, false))
            {
                characters[0].Flip();
                serializedObject.Update();
            }
        }
        else
        {
            TDS_EditorUtility.Toggle("Facing Right Side", "Indicates if the character is currently facing the right side of the screen, or not", isFacingRight);
        }

        // Draws a header for the character behaviour settings
        EditorGUILayout.LabelField("Speed", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        // When on play and not multi editing, diplay a progress bar representing the current speed of the character
        if (EditorApplication.isPlaying)
        {
            if (!isCharaMultiEditing)
            {
                TDS_EditorUtility.ProgressBar(20, speedCurrent.floatValue / speedMax.floatValue, "Speed");
                GUILayout.Space(5);
            }
        }

        // If the serializedProperty is changed, triggers the property of the field
        // After the property has been used, update the object so that serializedProperties can be refresh
        if (TDS_EditorUtility.FloatSlider("Initial Speed", "Speed of the character when starting moving", speedInitial, 0, speedMax.floatValue))
        {
            characters.ForEach(c => c.SpeedInitial = speedInitial.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Max Speed", "Maximum speed of the character", speedMax))
        {
            characters.ForEach(c => c.SpeedMax = speedMax.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Speed Acceleration Time", "Time that take the character to get its speed to the maximum value, after starting moving (in seconds)", speedAccelerationTime))
        {
            characters.ForEach(c => c.SpeedAccelerationTime = speedAccelerationTime.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Speed Coefficient", "Global coefficient used to multiply all speed values for this character", speedCoef))
        {
            characters.ForEach(c => c.SpeedCoef = speedCoef.floatValue);
            serializedObject.Update();
        }

        if (!EditorApplication.isPlaying)
        {
            // Draws a header for the player aim settings
            EditorGUILayout.LabelField("Throwables & Aiming", TDS_EditorUtility.HeaderStyle);

            GUILayout.Space(3);

            if (TDS_EditorUtility.IntField("Throw max. Bonus Damages", "Maximum amount of bonus damages when throwing an object", throwBonusDamagesMax))
            {
                characters.ForEach(p => p.ThrowBonusDamagesMax = throwBonusDamagesMax.intValue);
                serializedObject.Update();
            }
            if (TDS_EditorUtility.IntSlider("Throw min. Bonus Damages", "Minimum amount of bonus damages when throwing an object", throwBonusDamagesMin, 0, throwBonusDamagesMax.intValue))
            {
                characters.ForEach(p => p.ThrowBonusDamagesMin = throwBonusDamagesMin.intValue);
                serializedObject.Update();
            }

            GUILayout.Space(3);

            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by this player to aim for a throw", aimAngle, 15f, 60f))
            {
                characters.ForEach(p => p.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }

            TDS_EditorUtility.Vector3Field("Throw Aiming Point", "Position to aim when preparing a throw (Local space)", throwAimingPoint);
        }

        GUILayout.Space(3);
    }
Esempio n. 9
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    /// <summary>
    /// Draws the editor of the editing scripts.
    /// </summary>
    public void DrawEditor()
    {
        // Make a space at the beginning of the editor
        GUILayout.Space(10);
        Color _originalColor    = GUI.backgroundColor;
        Color _originalGUIColor = GUI.color;

        GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;
        EditorGUILayout.BeginVertical("HelpBox");
        GUILayout.Space(3);

        serializedObject.Update();

        TDS_EditorUtility.Toggle("Destroy on Activate", "Should this object be destroyed when activated", doDestroyOnActivate);

        if (!doDestroyOnActivate.boolValue)
        {
            TDS_EditorUtility.Toggle("Disable on Activate", "Should this object be disable when activated", doDisableOnActivate);
        }

        GUILayout.Space(2);
        TDS_EditorUtility.PropertyField("Activation mode", "Activation mode used to trigger these bounds", activationMode);

        if (activationMode.enumValueIndex < 2)
        {
            GUILayout.Space(3);
            GUI.backgroundColor = _originalColor;

            TDS_EditorUtility.PropertyField("Detected Tags", "Tags detected to trigger this event", detectedTags);

            GUI.backgroundColor = TDS_EditorUtility.BoxDarkColor;
        }

        GUILayout.Space(5);
        GUI.backgroundColor = _originalColor;
        EditorGUILayout.BeginHorizontal();

        TDS_EditorUtility.Vector3Field("Top Bound", "Top bound position", topBound);

        GUI.color = editingBound == 1 ? Color.grey : Color.cyan;
        if (GUILayout.Button("EDIT", GUILayout.Width(40)))
        {
            if (editingBound != 1)
            {
                editingBound = 1;
            }
            else
            {
                editingBound = 0;
            }
        }
        if (bottomBound.vector3Value != Vector3.zero)
        {
            GUI.color = new Color(.9f, .7f, .3f);

            if (GUILayout.Button(new GUIContent("BOTT. SET", "Set the position of the top bound to match the camera size with the bottom bound"), GUILayout.Width(75)))
            {
                Undo.RecordObjects(serializedObject.targetObjects, "set bottom bound position");

                topBound.vector3Value = new Vector3(topBound.vector3Value.x, topBound.vector3Value.y, bottomBound.vector3Value.z + 16.5f);
            }
        }

        GUI.color = _originalGUIColor;
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.BeginHorizontal();

        TDS_EditorUtility.Vector3Field("Left Bound", "Left bound position", leftBound);

        GUI.color = editingBound == 2 ? Color.grey : Color.cyan;
        if (GUILayout.Button("EDIT", GUILayout.Width(40)))
        {
            if (editingBound != 2)
            {
                editingBound = 2;
            }
            else
            {
                editingBound = 0;
            }
        }
        if (rightBound.vector3Value != Vector3.zero)
        {
            GUI.color = new Color(.9f, .7f, .3f);

            if (GUILayout.Button(new GUIContent("RIGH. SET", "Set the position of the left bound to match the camera size with the right bound"), GUILayout.Width(75)))
            {
                Undo.RecordObjects(serializedObject.targetObjects, "set bottom bound position");

                leftBound.vector3Value = new Vector3(rightBound.vector3Value.x - (Camera.main.orthographicSize * 2 * ((float)Screen.currentResolution.width / Screen.currentResolution.height)), leftBound.vector3Value.y, leftBound.vector3Value.z);
            }
        }

        GUI.color = _originalGUIColor;
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.BeginHorizontal();

        TDS_EditorUtility.Vector3Field("Right Bound", "Right bound rightBound", rightBound);

        GUI.color = editingBound == 3 ? Color.grey : Color.cyan;
        if (GUILayout.Button("EDIT", GUILayout.Width(40)))
        {
            if (editingBound != 3)
            {
                editingBound = 3;
            }
            else
            {
                editingBound = 0;
            }
        }
        if (leftBound.vector3Value != Vector3.zero)
        {
            GUI.color = new Color(.9f, .7f, .3f);

            if (GUILayout.Button(new GUIContent("LEFT SET", "Set the position of the right bound to match the camera size with the left bound"), GUILayout.Width(75)))
            {
                Undo.RecordObjects(serializedObject.targetObjects, "set bottom bound position");

                rightBound.vector3Value = new Vector3(leftBound.vector3Value.x + (Camera.main.orthographicSize * 2 * ((float)Screen.currentResolution.width / Screen.currentResolution.height)), rightBound.vector3Value.y, rightBound.vector3Value.z);
            }
        }

        GUI.color = _originalGUIColor;
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.BeginHorizontal();

        TDS_EditorUtility.Vector3Field("Bottom Bound", "Bottom bound position", bottomBound);

        GUI.color = editingBound == 4 ? Color.grey : Color.cyan;
        if (GUILayout.Button("EDIT", GUILayout.Width(40)))
        {
            if (editingBound != 4)
            {
                editingBound = 4;
            }
            else
            {
                editingBound = 0;
            }
        }
        if (topBound.vector3Value != Vector3.zero)
        {
            GUI.color = new Color(.9f, .7f, .3f);

            if (GUILayout.Button(new GUIContent("TOP SET", "Set the position of the bottom bound to match the camera size with the top bound"), GUILayout.Width(75)))
            {
                Undo.RecordObjects(serializedObject.targetObjects, "set bottom bound position");

                bottomBound.vector3Value = new Vector3(bottomBound.vector3Value.x, bottomBound.vector3Value.y, topBound.vector3Value.z - 16.5f);
            }
        }

        GUI.color = _originalGUIColor;
        EditorGUILayout.EndHorizontal();
        GUILayout.Space(5);

        EditorGUILayout.EndVertical();
        serializedObject.ApplyModifiedProperties();
    }
Esempio n. 10
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    /// <summary>
    /// Draws the settings editor of the TDS_Player editing objects.
    /// </summary>
    private void DrawSettings()
    {
        TDS_EditorUtility.PropertyField("Type of Player", "Type of character this player is", playerType);
        TDS_EditorUtility.PropertyField("Attacks", "All Attacks this player can perform", attacks);

        GUILayout.Space(5);

        TDS_EditorUtility.PropertyField("What is Obstacle", "What layers this player should collide on", whatIsObstacle);

        // Draws a header for the player combos settings
        EditorGUILayout.LabelField("Combo", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        // Draws informations about the current combo if in play mode
        if (EditorApplication.isPlaying && !isPlayerMultiEditing)
        {
            string _combo = string.Empty;
            for (int _i = 0; _i < comboCurrent.arraySize; _i++)
            {
                _combo += comboCurrent.GetArrayElementAtIndex(_i).boolValue ? "L" : "H";
            }

            TDS_EditorUtility.ProgressBar(25, (float)comboCurrent.arraySize / comboMax.intValue, $"Combo : {comboCurrent.arraySize} | {_combo}");

            GUILayout.Space(5);
        }

        if (TDS_EditorUtility.IntField("Max Combo", "Maximum amount of attacks in one combo", comboMax))
        {
            players.ForEach(p => p.ComboMax = comboMax.intValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Combo Reset time", "Time it takes for a combo to automatically be reset when no attack is perform", comboResetTime))
        {
            players.ForEach(p => p.ComboResetTime = comboResetTime.floatValue);
            serializedObject.Update();
        }

        // Draws a header for the player special settings
        EditorGUILayout.LabelField("Special", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.Toggle("Playable", "Is the player playable or not", isPlayable);

        // Draws a header for the player jump settings
        EditorGUILayout.LabelField("Jump", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.FloatField("Jump Force", "Maximum amount of attacks in one combo", jumpForce);

        if (TDS_EditorUtility.FloatField("Jump Maximum Time Length", "Maximum time for a jump the player can continue to add force", jumpMaximumTime))
        {
            players.ForEach(p => p.JumpMaximumTime = jumpMaximumTime.floatValue);
            serializedObject.Update();
        }

        if (EditorApplication.isPlaying && (playerType.intValue != (int)PlayerType.Juggler))
        {
            // Draws a header for the player aim settings
            EditorGUILayout.LabelField("Aim", TDS_EditorUtility.HeaderStyle);

            GUILayout.Space(3);

            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by this player to aim for a throw", aimAngle, 15f, 60f))
            {
                players.ForEach(p => p.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }
        }
    }
Esempio n. 11
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    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        //Begin the property drawer
        EditorGUI.BeginProperty(position, label, property);
        //Get a rect to draw a label
        Rect _rect = new Rect(position.position.x, position.position.y, position.width / 2, 20);

        EditorGUI.LabelField(_rect, label, TDS_EditorUtility.HeaderStyle);

        // Get a rect to draw a color field for the property debugColor
        _rect = new Rect(position.position.x + position.width / 2, position.position.y, position.width / 2, 20);
        property.FindPropertyRelative("debugColor").colorValue = EditorGUI.ColorField(_rect, property.FindPropertyRelative("debugColor").colorValue);

        // Get a rect for the fold out
        _rect = new Rect(position.position.x + 10, _rect.position.y + 25, position.width - 10, 20);
        property.FindPropertyRelative("isWaveFoldOut").boolValue = EditorGUI.Foldout(_rect, property.FindPropertyRelative("isWaveFoldOut").boolValue, new GUIContent("Spawn Points"), true);

        // Display them if the fold out is true
        if (property.FindPropertyRelative("isWaveFoldOut").boolValue)
        {
            //Get the size of the array
            int                _arraySize = property.FindPropertyRelative("spawnPoints").arraySize;
            GUIContent         _label;
            SerializedProperty _pointProperty;
            for (int i = 0; i < _arraySize; i++)
            {
                //Get the property
                _pointProperty = property.FindPropertyRelative($"spawnPoints.Array.data[{i}]");
                // Get a rect to draw the edition button
                _rect  = new Rect(position.position.x, _rect.position.y + 25, (position.width / 2) - 5, 20);
                _label = new GUIContent($"Edit Spawn Point n° {i}");
                //Open the SpawnPointEditorWindow for the spawn point.
                GUI.color = Color.green;
                if (GUI.Button(_rect, _label))
                {
                    InitWindow(_pointProperty, i);
                }

                // Get a rect to draw the delete button
                _rect  = new Rect(position.position.x + position.width / 2, _rect.position.y, (position.width / 2) - 5, 20);
                _label = new GUIContent($"Delete Spawn Point n° {i}");
                // Remove the point when the button is pressed
                GUI.color = Color.red;
                if (GUI.Button(_rect, _label))
                {
                    property.FindPropertyRelative("spawnPoints").DeleteArrayElementAtIndex(i);
                }
                GUI.color = Color.white;
            }
            // Draw a rect to display the add spawn point button
            _rect  = new Rect(position.position.x, _rect.position.y + 25, position.width, 20);
            _label = new GUIContent($"Add Spawn Point");
            if (GUI.Button(_rect, _label))
            {
                // Add a new spawn point
                property.FindPropertyRelative("spawnPoints").InsertArrayElementAtIndex(0);
            }
        }
        //Is the wave activated by event
        TDS_EditorUtility.Toggle("Is Activated by event", "Are the enemies of this wave starting behaviour on event", property.FindPropertyRelative("isActivatedByEvent"));
        EditorGUI.EndProperty();
    }