Esempio n. 1
0
        private float DrawAddWeapon(float startX, float startY, Perk perk)
        {
            startY += 35;

            int weaponIdx = perk.newWeaponID >= 0 ? TDSEditor.GetWeaponIndex(perk.newWeaponID) : 0;

            TDSEditorUtility.DrawSprite(new Rect(startX + spaceX + width - 40, startY + spaceY - 45, 40, 40), weaponIdx > 0 ? weaponDB.weaponList[weaponIdx - 1].icon : null);
            if (GUI.Button(new Rect(startX + spaceX, startY - 2, 40, height - 2), "Edit "))
            {
                WeaponEditorWindow.Init();
            }

            cont = new GUIContent("New Weapon:", "New weapon to be made available to player");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY - 5, width, height), cont, headerStyle);

            weaponIdx = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), weaponIdx, weaponLabel);
            if (weaponIdx > 0)
            {
                perk.newWeaponID = weaponDB.weaponList[weaponIdx - 1].ID;
            }
            else
            {
                perk.newWeaponID = -1;
            }


            cont = new GUIContent("Replace Existing:", "Check if the new weapon is to replace player's current weapon");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            perk.replaceExisting = EditorGUI.Toggle(new Rect(startX + spaceX, startY, widthS, height), perk.replaceExisting);


            if (!perk.replaceExisting)
            {
                weaponIdx = perk.replaceWeaponID >= 0 ? TDSEditor.GetWeaponIndex(perk.replaceWeaponID) : 0;

                cont = new GUIContent("Replacing:", "If the new weapon is to replace a existing player's weapon\n\nIf no matching weapon is found during runtime, the new weapon will simply be added");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);

                weaponIdx = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), weaponIdx, weaponLabel);
                if (weaponIdx > 0)
                {
                    perk.replaceWeaponID = weaponDB.weaponList[weaponIdx - 1].ID;
                }
                else
                {
                    perk.replaceWeaponID = -1;
                }
            }
            else
            {
                cont = new GUIContent("Replacing:", "If the new weapon is to replace a existing player's ability\n\nIf no matching weapon is found during runtime, the new weapon will simply be added");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                EditorGUI.LabelField(new Rect(startX + spaceX, startY, width, height), "-");
            }

            return(startY);
        }
Esempio n. 2
0
        public static void Init(int prefabID=-1)
        {
            // Get existing open window or if none, make a new one:
            window = (WeaponEditorWindow)EditorWindow.GetWindow(typeof (WeaponEditorWindow), false, "Weapon Editor");
            window.minSize=new Vector2(400, 300);
            //~ window.maxSize=new Vector2(375, 800);

            LoadDB();

            if(prefabID>=0) window.selectID=TDSEditor.GetWeaponIndex(prefabID)-1;

            window.SetupCallback();
        }
Esempio n. 3
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (instance == null)
            {
                Awake();
            }

            GUI.changed = false;

            Undo.RecordObject(instance, "Weapon");

            EditorGUILayout.Space();


            EditorGUILayout.HelpBox("Editing Weapon component using Inspector is not recommended.\nPlease use the editor window instead", MessageType.Info);
            if (GUILayout.Button("Weapon Editor Window"))
            {
                WeaponEditorWindow.Init();
            }


            if (TDSEditor.IsPrefab(instance.gameObject))
            {
                if (!TDSEditor.ExistInDB(instance))
                {
                    EditorGUILayout.Space();

                    EditorGUILayout.HelpBox("This prefab hasn't been added to database hence it won't be accessible by other editor.", MessageType.Warning);
                    GUI.color = new Color(1f, 0.7f, .2f, 1f);
                    if (GUILayout.Button("Add Prefab to Database"))
                    {
                        WeaponEditorWindow.Init();
                        WeaponEditorWindow.NewItem(instance);
                        WeaponEditorWindow.Init();                              //call again to select the instance in editor window
                    }
                    GUI.color = Color.white;
                }
            }


            EditorGUILayout.Space();

            DefaultInspector();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(instance);
            }
        }
        public static void Init(int prefabID = -1)
        {
            // Get existing open window or if none, make a new one:
            window         = (WeaponEditorWindow)EditorWindow.GetWindow(typeof(WeaponEditorWindow), false, "Weapon Editor");
            window.minSize = new Vector2(400, 300);
            //~ window.maxSize=new Vector2(375, 800);

            LoadDB();

            if (prefabID >= 0)
            {
                window.selectID = TDSEditor.GetWeaponIndex(prefabID) - 1;
            }

            window.SetupCallback();
        }
Esempio n. 5
0
        Vector2 DrawUnitConfigurator(float startX, float startY, UnitPlayer unit)
        {
            Vector2 v2 = DrawUnitBaseStats(startX, startY, unit, true);

            startY = v2.y;

            startY += 10;

            int objID = GetObjectIDFromHList(unit.turretObj, objHList);

            cont = new GUIContent("Turret Object:", "The pivot transform on the unit to track the shoot direction");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            objID          = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), objID, objHLabelList);
            unit.turretObj = (objHList[objID] == null) ? null : objHList[objID].transform;

            objID = GetObjectIDFromHList(unit.weaponMountPoint, objHList);
            cont  = new GUIContent("WeaponMount:", "The transform where the weapon object to be anchored to as child object");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            objID = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, height), objID, objHLabelList);
            unit.weaponMountPoint = (objHList[objID] == null) ? null : objHList[objID].transform;

            startY += 10;

            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "Weapons", headerStyle);

            cont = new GUIContent("Enable All   -  ", "Check to enable all weapons");
            EditorGUI.LabelField(new Rect(startX + spaceX + 50, startY, width, height), cont);
            unit.enableAllWeapons = EditorGUI.Toggle(new Rect(startX + spaceX + width - 15, startY, width, height), unit.enableAllWeapons);

            if (!unit.enableAllWeapons)
            {
                int enabledCount = 0;
                for (int i = 0; i < weaponDB.weaponList.Count; i++)
                {
                    Weapon weapon = weaponDB.weaponList[i];

                    bool enabled       = unit.weaponList.Contains(weapon);
                    bool enabledCached = enabled;

                    TDSEditorUtility.DrawSprite(new Rect(startX + 20, startY += spaceY, 30, 30), weapon.icon, weapon.desp);
                    cont = new GUIContent(weapon.weaponName, weapon.desp);
                    EditorGUI.LabelField(new Rect(startX + 65, startY + 15, width, height), cont);
                    enabled = EditorGUI.Toggle(new Rect(startX + spaceX + width - 15, startY + 15, width, height), enabled);
                    startY += 14;

                    if (enabled != enabledCached)
                    {
                        if (enabled)
                        {
                            unit.weaponList.Insert(enabledCount, weapon);
                        }
                        else
                        {
                            unit.weaponList.Remove(weapon);
                        }
                    }

                    if (enabled)
                    {
                        enabledCount += 1;
                    }
                }

                startY += 10;
            }
            if (GUI.Button(new Rect(startX + spaceX + width - 100, startY += spaceY, 100, height - 2), "Weapon Editor"))
            {
                WeaponEditorWindow.Init();
            }


            startY += 20;


            unit.enableAbility = EditorGUI.Toggle(new Rect(startX, startY += spaceY, width, height), unit.enableAbility);
            EditorGUI.LabelField(new Rect(startX + 20, startY, width, height), "Abilities", headerStyle);

            if (unit.enableAbility)
            {
                cont = new GUIContent("Enable All   -  ", "Check to enable all abilities");
                EditorGUI.LabelField(new Rect(startX + spaceX + 50, startY, width, height), cont);
                unit.enableAllAbilities = EditorGUI.Toggle(new Rect(startX + spaceX + width - 15, startY, width, height), unit.enableAllAbilities);

                if (!unit.enableAllAbilities)
                {
                    int enabledCount = 0;
                    for (int i = 0; i < abilityDB.abilityList.Count; i++)
                    {
                        Ability ability = abilityDB.abilityList[i];

                        bool enabled       = unit.abilityIDList.Contains(ability.ID);
                        bool enabledCached = enabled;

                        TDSEditorUtility.DrawSprite(new Rect(startX + 20, startY += spaceY, 30, 30), ability.icon);
                        cont = new GUIContent(ability.name, ability.desp);
                        EditorGUI.LabelField(new Rect(startX + 65, startY + 15, width, height), cont);
                        enabled = EditorGUI.Toggle(new Rect(startX + spaceX + width - 15, startY + 15, width, height), enabled);
                        startY += 14;

                        if (enabled != enabledCached)
                        {
                            if (enabled)
                            {
                                unit.abilityIDList.Insert(enabledCount, ability.ID);
                            }
                            else
                            {
                                unit.abilityIDList.Remove(ability.ID);
                            }
                        }

                        if (enabled)
                        {
                            enabledCount += 1;
                        }
                    }

                    startY += 10;
                }
                if (GUI.Button(new Rect(startX + spaceX + width - 100, startY += spaceY, 100, height - 2), "Ability Editor"))
                {
                    AbilityEditorWindow.Init();
                }
            }

            startY += 10;


            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), "Movement & Control", headerStyle);

            cont = new GUIContent("EnableTurretAiming:", "Check to allow turret object to rotate and aim towards cursor position");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.enableTurretRotate = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), unit.enableTurretRotate);

            cont = new GUIContent("Turret Aim Mode:", "The way in which the turret aim direction will be calculated");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            if (unit.enableTurretRotate)
            {
                int aimMode = (int)unit.turretAimMode;
                contL = new GUIContent[turretAimModeLabel.Length];
                for (int i = 0; i < contL.Length; i++)
                {
                    contL[i] = new GUIContent(turretAimModeLabel[i], turretAimModeTooltip[i]);
                }
                aimMode            = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), aimMode, contL);
                unit.turretAimMode = (_TurretAimMode)aimMode;
            }
            else
            {
                EditorGUI.LabelField(new Rect(startX + spaceX, startY, width, height), "-");
            }

            cont = new GUIContent("Aim At Move Dir.:", "Check to have the unit's aim locked with it's move direction");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            if (unit.enableTurretRotate)
            {
                EditorGUI.LabelField(new Rect(startX + spaceX, startY, width, height), "-");
            }
            else
            {
                unit.aimAtTravelDirection = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), unit.aimAtTravelDirection);
            }

            startY += 10;

            cont = new GUIContent("FaceTravelDirection:", "Enable to have the unit's transform rotates to face its travel direction");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.faceTravelDirection = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), unit.faceTravelDirection);

            cont = new GUIContent("x-axis movement:", "Check to enabled unit movement in x-axis");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.enabledMovementX = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), unit.enabledMovementX);

            cont = new GUIContent("z-axis movement:", "Check to enabled unit movement in z-axis");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.enabledMovementZ = EditorGUI.Toggle(new Rect(startX + spaceX, startY, width, height), unit.enabledMovementZ);

            startY += 10;

            int mode = (int)unit.movementMode;

            cont = new GUIContent("Movement Mode:", "The way in which the movement of the unit is handled with regard to the input");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            contL = new GUIContent[movementModeLabel.Length];
            for (int i = 0; i < contL.Length; i++)
            {
                contL[i] = new GUIContent(movementModeLabel[i], movementModeTooltip[i]);
            }
            mode = EditorGUI.Popup(new Rect(startX + spaceX, startY, width, 15), new GUIContent(""), mode, contL);
            unit.movementMode = (_MovementMode)mode;

            cont = new GUIContent("Move Speed:", "The move speed of the unit");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.moveSpeed = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), unit.moveSpeed);

            cont = new GUIContent("Boost Speed Mul:", "Speed-Multiplier(rigid mode)/Acceleration-Multiplier(free-form mode) when using boost (left-shift by default)");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.boostMultiplier = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), unit.boostMultiplier);

            cont = new GUIContent("Boost Energy Rate:", "Energy consumption rate (per second) when using boost (left-shift by default)\n0.3 being 30% of total energy per second");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.boostEnergyRate = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), unit.boostEnergyRate);

            if (unit.movementMode == _MovementMode.FreeForm)
            {
                cont = new GUIContent("Acceleration:", "The acceleration of the unit");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                unit.acceleration = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), unit.acceleration);

                cont = new GUIContent("Decceleration:", "The rate of the unit losing it's speed");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                unit.decceleration = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), unit.decceleration);

                cont = new GUIContent("Active Braking:", "Stopping power when using active braking (space by default)");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                unit.activeBrakingRate = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 40, height), unit.activeBrakingRate);
            }

            startY += 10;


            cont = new GUIContent("Enable Limit ", "Check to limit player movement to a defined area");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
            unit.useLimit = EditorGUI.Toggle(new Rect(startX + spaceX, startY, 30, height), unit.useLimit);

            if (unit.useLimit)
            {
                cont         = new GUIContent("Show", "");
                limitFoldout = EditorGUI.Foldout(new Rect(startX + spaceX + 40, startY, spaceX, height), limitFoldout, cont);

                if (limitFoldout)
                {
                    cont = new GUIContent("x-axis (min/max):", "Stopping power when using active braking (space by default)");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    unit.minPosX = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 70, height), unit.minPosX);
                    unit.maxPosX = EditorGUI.DelayedFloatField(new Rect(startX + spaceX + 75, startY, 70, height), unit.maxPosX);

                    cont = new GUIContent("z-axis (min/max):", "Stopping power when using active braking (space by default)");
                    EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                    unit.minPosZ = EditorGUI.DelayedFloatField(new Rect(startX + spaceX, startY, 70, height), unit.minPosZ);
                    unit.maxPosZ = EditorGUI.DelayedFloatField(new Rect(startX + spaceX + 75, startY, 70, height), unit.maxPosZ);
                }
            }

            startY += 10;

            Vector2 v3 = DrawDestroyEffectObj(startX, startY + spaceY, unit);

            startY = v3.y + 20;


            GUIStyle style = new GUIStyle("TextArea");

            style.wordWrap = true;
            cont           = new GUIContent("Unit description (to be used in runtime): ", "");
            EditorGUI.LabelField(new Rect(startX, startY += spaceY, 400, 20), cont);
            unit.desp = EditorGUI.DelayedTextField(new Rect(startX, startY + spaceY - 3, 270, 150), unit.desp, style);


            return(new Vector2(startX, startY + 200));
        }
Esempio n. 6
0
 static void OpenWeaponEditor()
 {
     WeaponEditorWindow.Init();
 }