private void ArrowGUI(Arrow arrow, string label)
        {
            if (arrow != null)
            {
                ArrowPrompt _target = (ArrowPrompt)target;

                arrow.isPresent = EditorGUILayout.Toggle("Provide?", arrow.isPresent);

                if (arrow.isPresent)
                {
                    arrow.texture = (Texture2D)EditorGUILayout.ObjectField("Icon texture:", arrow.texture, typeof(Texture2D), true);

                    EditorGUILayout.BeginHorizontal();
                    arrow.linkedCutscene = (Cutscene)EditorGUILayout.ObjectField("Linked Cutscene:", arrow.linkedCutscene, typeof(Cutscene), true);
                    if (arrow.linkedCutscene == null)
                    {
                        if (GUILayout.Button("Create", GUILayout.MaxWidth(60f)))
                        {
                            Undo.RecordObject(_target, "Auto-create Cutscene");
                            Cutscene newCutscene = SceneManager.AddPrefab("Logic", "Cutscene", true, false, true).GetComponent <Cutscene>();

                            newCutscene.gameObject.name = AdvGame.UniqueName(_target.gameObject.name + ": " + label);
                            arrow.linkedCutscene        = newCutscene;
                        }
                    }
                    EditorGUILayout.EndHorizontal();
                }
            }
        }
Esempio n. 2
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        private void ArrowGUI(Arrow arrow, ActionListSource source, string label)
        {
            if (arrow != null)
            {
                ArrowPrompt _target = (ArrowPrompt)target;

                arrow.isPresent = CustomGUILayout.Toggle("Provide?", arrow.isPresent, "", "If True, the Arrow is defined and used in the ArrowPrompt");

                if (arrow.isPresent)
                {
                    arrow.texture = (Texture2D)CustomGUILayout.ObjectField <Texture2D> ("Icon texture:", arrow.texture, true, "", "The texture to draw on-screen");

                    EditorGUILayout.BeginHorizontal();
                    if (source == ActionListSource.InScene)
                    {
                        arrow.linkedCutscene = ActionListAssetMenu.CutsceneGUI("Linked Cutscene", arrow.linkedCutscene, _target.gameObject.name + ": " + label, "The Cutscene to run when the Arrow is triggered");
                    }
                    else if (source == ActionListSource.AssetFile)
                    {
                        arrow.linkedActionList = ActionListAssetMenu.AssetGUI("Linked ActionList:", arrow.linkedActionList, _target.gameObject.name + "_" + label, "", "The ActionList asset to run when the Arrow is triggered");
                    }
                    EditorGUILayout.EndHorizontal();
                }
            }
        }
Esempio n. 3
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 /**
  * <summary>Unregisters an ArrowPrompt, so that it is no longer updated</summary>
  * <param name = "_object">The ArrowPrompt to unregister</param>
  */
 public void Unregister(ArrowPrompt _object)
 {
     if (arrowPrompts.Contains(_object))
     {
         arrowPrompts.Remove(_object);
     }
 }
Esempio n. 4
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 /**
  * <summary>Registers an ArrowPrompt, so that it can be updated</summary>
  * <param name = "_object">The ArrowPrompt to register</param>
  */
 public void Register(ArrowPrompt _object)
 {
     if (!arrowPrompts.Contains(_object))
     {
         arrowPrompts.Add(_object);
     }
 }
Esempio n. 5
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        public override void OnInspectorGUI()
        {
            ArrowPrompt _target = (ArrowPrompt)target;

            EditorGUILayout.BeginVertical("Button");
            GUILayout.Label("Settings", EditorStyles.boldLabel);
            _target.arrowPromptType = (ArrowPromptType)EditorGUILayout.EnumPopup("Input type:", _target.arrowPromptType);
            _target.disableHotspots = EditorGUILayout.ToggleLeft("Disable Hotspots when active?", _target.disableHotspots);
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical("Button");
            GUILayout.Label("Up arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.upArrow, "Up");
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical("Button");
            GUILayout.Label("Left arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.leftArrow, "Left");
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical("Button");
            GUILayout.Label("Right arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.rightArrow, "Right");
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical("Button");
            GUILayout.Label("Down arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.downArrow, "Down");
            EditorGUILayout.EndVertical();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(_target);
            }
        }
Esempio n. 6
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        public override void OnInspectorGUI()
        {
            ArrowPrompt _target = (ArrowPrompt)target;

            CustomGUILayout.BeginVertical();
            GUILayout.Label("Settings", EditorStyles.boldLabel);
            _target.arrowPromptType = (ArrowPromptType)CustomGUILayout.EnumPopup("Input type:", _target.arrowPromptType, "", "What kind of input the arrows respond to");
            _target.disableHotspots = CustomGUILayout.ToggleLeft("Disable Hotspots when active?", _target.disableHotspots, "", "If True, then Hotspots will be disabled when the arrows are on screen");
            _target.positionFactor  = CustomGUILayout.Slider("Position factor:", _target.positionFactor, 0.5f, 4f, "", "A factor for the arrow position");
            _target.scaleFactor     = CustomGUILayout.Slider("Scale factor:", _target.scaleFactor, 0.5f, 4f, "", "A factor for the arrow size");
            _target.source          = (ActionListSource)CustomGUILayout.EnumPopup("Actions source:", _target.source, "", "Where the Actions are stored when not being run");
            CustomGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Up arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.upArrow, _target.source, "Up");
            CustomGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Left arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.leftArrow, _target.source, "Left");
            CustomGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Right arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.rightArrow, _target.source, "Right");
            CustomGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Down arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.downArrow, _target.source, "Down");
            CustomGUILayout.EndVertical();

            UnityVersionHandler.CustomSetDirty(_target);
        }
        public override void OnInspectorGUI()
        {
            ArrowPrompt _target = (ArrowPrompt)target;

            EditorGUILayout.BeginVertical("Button");
            GUILayout.Label("Settings", EditorStyles.boldLabel);
            _target.arrowPromptType = (ArrowPromptType)EditorGUILayout.EnumPopup("Input type:", _target.arrowPromptType);
            _target.disableHotspots = EditorGUILayout.ToggleLeft("Disable Hotspots when active?", _target.disableHotspots);
            _target.positionFactor  = EditorGUILayout.Slider("Position factor:", _target.positionFactor, 0.5f, 4f);
            _target.scaleFactor     = EditorGUILayout.Slider("Scale factor:", _target.scaleFactor, 0.5f, 4f);
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Up arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.upArrow, "Up");
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Left arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.leftArrow, "Left");
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Right arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.rightArrow, "Right");
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical(CustomStyles.thinBox);
            GUILayout.Label("Down arrow", EditorStyles.boldLabel);
            ArrowGUI(_target.downArrow, "Down");
            EditorGUILayout.EndVertical();

            UnityVersionHandler.CustomSetDirty(_target);
        }
Esempio n. 8
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 /**
  * <summary>Unregisters an ArrowPrompt, so that it is no longer updated</summary>
  * <param name = "_object">The ArrowPrompt to unregister</param>
  */
 public void Unregister(ArrowPrompt _object)
 {
     arrowPrompts.Remove(_object);
 }
Esempio n. 9
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 /**
  * <summary>Registers an ArrowPrompt, so that it can be updated</summary>
  * <param name = "_object">The ArrowPrompt to register</param>
  */
 public void Register(ArrowPrompt _object)
 {
     arrowPrompts.Add(_object);
 }