Esempio n. 1
0
    public override void OnInspectorGUI()
    {
        ceDungeonGenerator dG
            = target as ceDungeonGenerator;

        dG.DungeonSize
            = (ceDungeonGenerator.enDungeonSize)EditorGUILayout.EnumPopup("Dungeon Size", dG.DungeonSize);

        dG.DungeonRoomSize
            = (ceDungeonGenerator.enDungeonRoomSize)EditorGUILayout.EnumPopup("Max Room Size", dG.DungeonRoomSize);

        dG.MaxRoomCount
            = EditorGUILayout.IntField("Max Room Count", dG.MaxRoomCount);

        dG.Corridors
            = (ceDungeonGenerator.enCorridors)EditorGUILayout.EnumPopup("Corridors", dG.Corridors);

        dG.Twists
            = (ceDungeonGenerator.enTwists)EditorGUILayout.EnumPopup("Twists", dG.Twists);

        dG.DeadEnds
            = (ceDungeonGenerator.enDeadEnds)EditorGUILayout.EnumPopup("Dead Ends", dG.DeadEnds);

        dG.GenerateCeiling
            = EditorGUILayout.Toggle("Ceiling?", dG.GenerateCeiling);

        EditorGUILayout.Separator();

        dG.playerObject
            = (GameObject)EditorGUILayout.ObjectField
                  ("Player", dG.playerObject, typeof(GameObject), true);

        EditorGUILayout.Separator();

        dG.monsterObject
            = (GameObject)EditorGUILayout.ObjectField
                  ("Monsters Prefab", dG.monsterObject, typeof(GameObject), true);

        dG.monstersInCorridors
            = EditorGUILayout.Toggle("Monsters in Corridors?", dG.monstersInCorridors);

        dG.monstersInRooms
            = EditorGUILayout.Toggle("Monsters in Rooms?", dG.monstersInRooms);

        dG.monsterAppearChance
            = EditorGUILayout.IntField("Appear Chance (%)", dG.monsterAppearChance);

        EditorGUILayout.Separator();

        dG.floorPrefab
            = (GameObject)EditorGUILayout.ObjectField
                  ("Floor Prefab", dG.floorPrefab, typeof(GameObject), true);

        dG.wallsPrefab
            = (GameObject)EditorGUILayout.ObjectField
                  ("Walls Prefab", dG.wallsPrefab, typeof(GameObject), true);

        dG.doorsPrefab
            = (GameObject)EditorGUILayout.ObjectField
                  ("Doors Prefab", dG.doorsPrefab, typeof(GameObject), true);

        EditorGUILayout.Separator();

        dG.cellSpacingFactor
            = EditorGUILayout.FloatField("Cell Spacing", dG.cellSpacingFactor);

        dG.floorHeightOffset
            = EditorGUILayout.FloatField("Floor Height", dG.floorHeightOffset);

        dG.wallsHeightOffset
            = EditorGUILayout.FloatField("Walls Height", dG.wallsHeightOffset);

        dG.doorsHeightOffset
            = EditorGUILayout.FloatField("Doors Height", dG.doorsHeightOffset);

        dG.roofsHeightOffset
            = EditorGUILayout.FloatField("Roofs Height", dG.roofsHeightOffset);

        EditorGUILayout.Separator();

        if (GUILayout.Button("Generate", GUILayout.Width(200)))
        {
            dG.DestroyDungeon();
            dG.CreateDungeon();
        }

        if (GUILayout.Button("Destroy", GUILayout.Width(200)))
        {
            dG.DestroyDungeon();
        }

        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Esempio n. 2
0
 void Start()
 {
     generator = GameObject.FindObjectOfType(typeof(ceDungeonGenerator)) as ceDungeonGenerator;
     Invoke("GenerateDungeon", Random.Range(0.0f, 0.2f));
 }