Esempio n. 1
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (GUILayout.Button("Open Window"))
            {
                levelHolder = target as LevelHolder;
                SetWindow(levelHolder);
            }
        }
Esempio n. 2
0
        public static void Init(LevelHolder holder)
        {
            LevelHolderWindow window = EditorWindow.GetWindow(typeof(LevelHolderWindow)) as LevelHolderWindow;


            // Initialize window : start de la fenêtre
            window.levelHolder        = holder;
            window.serializedObject   = new SerializedObject(window.levelHolder);
            window.chunksArray        = window.serializedObject.FindProperty(nameof(window.levelHolder.levelChunks));
            window.curveProperty      = window.serializedObject.FindProperty(nameof(window.levelHolder.curve));
            window.keysValueProperty  = window.serializedObject.FindProperty(nameof(window.levelHolder.keysValue));
            window.templateLevelChunk = Resources.Load <LevelChunk>("LevelChunk");



            window.Show();
        }
Esempio n. 3
0
        private void OnGUI()
        {
            Undo.RecordObject(levelHolder, "Undo Changes");


            if (levelHolder == null)
            {
                levelHolder = EditorGUILayout.ObjectField(levelHolder, typeof(LevelHolder)) as LevelHolder;
                GUILayout.Space(40);

                GUILayout.Label("Write a file name to create a Level Holder");
                assetName = GUILayout.TextField(assetName);

                if (assetName != null && assetName != "")
                {
                    if (GUILayout.Button("Create Level Holder Asset"))
                    {
                        LevelHolder newLevelHolder = new LevelHolder();
                        newLevelHolder.gameSpeedValues = new int[40];
                        newLevelHolder.levelChunks     = new LevelChunk[40];
                        newLevelHolder.keysValue       = new float[40];
                        newLevelHolder.curve           = AnimationCurve.Linear(0, 0, 1, 1);
                        newLevelHolder.titleStyle      = templateLevelHolder.titleStyle;
                        newLevelHolder.chunkStyle      = templateLevelHolder.chunkStyle;
                        newLevelHolder.gameSpeedStyle  = templateLevelHolder.gameSpeedStyle;

                        AssetDatabase.CreateAsset(newLevelHolder, "Assets/Features/Levels/LevelHolder/" + assetName + ".asset");
                        AssetDatabase.SaveAssets();
                        AssetDatabase.Refresh();

                        levelHolder = newLevelHolder;
                    }
                }


                if (levelHolder != null)
                {
                    serializedObject = new SerializedObject(levelHolder);

                    chunksArray       = serializedObject.FindProperty(nameof(levelHolder.levelChunks));
                    curveProperty     = serializedObject.FindProperty(nameof(levelHolder.curve));
                    keysValueProperty = serializedObject.FindProperty(nameof(levelHolder.keysValue));
                }
            }
            else
            {
                levelHolder = EditorGUILayout.ObjectField(levelHolder, typeof(LevelHolder)) as LevelHolder;
                serializedObject.Update();
                chunksArray   = serializedObject.FindProperty(nameof(levelHolder.levelChunks));
                curveProperty = serializedObject.FindProperty(nameof(levelHolder.curve));

                for (int i = 0; i < chunksArray.arraySize; i++)
                {
                    if (i >= curveProperty.animationCurveValue.keys.Length)
                    {
                        levelHolder.levelChunks[i]     = null;
                        levelHolder.gameSpeedValues[i] = 0;
                    }
                }

                j = -1;
                for (int i = 0; i < levelHolder.curve.keys.Length; i++)
                {
                    j++;
                    if (i < 7)
                    {
                        numberOfLine = 0;
                    }
                    else if (i >= 7 && i < 14)
                    {
                        numberOfLine = 1;
                    }
                    else if (i >= 14 && i < 21)
                    {
                        numberOfLine = 2;
                    }
                    else if (i >= 21 && i < 28)
                    {
                        numberOfLine = 3;
                    }
                    else if (i >= 28 && i < 35)
                    {
                        numberOfLine = 4;
                    }
                    else if (i >= 35 && i < 42)
                    {
                        numberOfLine = 5;
                    }

                    switch (i)
                    {
                    case 7:
                        j = 0;
                        break;

                    case 14:
                        j = 0;
                        break;

                    case 21:
                        j = 0;
                        break;

                    case 28:
                        j = 0;
                        break;

                    case 35:
                        j = 0;
                        break;

                    case 42:
                        j = 0;
                        break;
                    }


                    chunkRect = new Rect(10 + (j * position.width * .14f), 50 + (numberOfLine * 225), position.width * .1f, position.height * .1f);


                    if (levelHolder.curve.keys[i].value < 1f / 8f)
                    {
                        RectsPresets(chunkRect, Color.white, i, "Easy--", "Chunk : Easy", "GameSpeed : 1");
                    }
                    else if (levelHolder.curve.keys[i].value < 1f / 8f * 2f)
                    {
                        RectsPresets(chunkRect, Color.green, i, "Easy", "Chunk : Medium", "GameSpeed : 1");
                    }
                    else if (levelHolder.curve.keys[i].value < 1f / 8f * 3f)
                    {
                        RectsPresets(chunkRect, Color.cyan, i, "Medium--", "Chunk : Easy", "GameSpeed : 2");
                    }
                    else if (levelHolder.curve.keys[i].value < 1f / 8f * 4f)
                    {
                        RectsPresets(chunkRect, Color.blue, i, "Medium", "Chunk : Medium", "GameSpeed : 2");
                    }
                    else if (levelHolder.curve.keys[i].value < 1f / 8f * 5f)
                    {
                        RectsPresets(chunkRect, Color.yellow, i, "Medium++", "Chunk : Hard", "GameSpeed : 1");
                    }
                    else if (levelHolder.curve.keys[i].value < 1f / 8f * 6f)
                    {
                        RectsPresets(chunkRect, Color.magenta, i, "Hard--", "Chunk : Easy", "GameSpeed : 3");
                    }
                    else if (levelHolder.curve.keys[i].value < 1f / 8f * 7f)
                    {
                        RectsPresets(chunkRect, Color.red, i, "Hard", "Chunk : Hard", "GameSpeed : 2");
                    }
                    else if (levelHolder.curve.keys[i].value <= 1f / 8f * 8f)
                    {
                        RectsPresets(chunkRect, Color.black, i, "Hard++", "Chunk : Medium", "GameSpeed : 3");
                    }
                }

                Rect curveRect = new Rect(10, chunkRect.y + chunkRect.height * 2, position.width * .94f, position.height * .2f);
                levelHolder.curve = EditorGUI.CurveField(curveRect, levelHolder.curve);
                if (position.width < 971)
                {
                    position = new Rect(position.x, position.y, 971, position.height);
                }
                if (position.height < 970)
                {
                    position = new Rect(position.x, position.y, position.width, 970);
                }



                serializedObject.ApplyModifiedProperties();
            }
        }
Esempio n. 4
0
 public void SetWindow(LevelHolder levelHolder)
 {
     LevelHolderWindow.Init(levelHolder);
 }