Esempio n. 1
0
        public static void DrawLinkToSettings()
        {
            Rect r = EditorGUILayout.GetControlRect(false, 48f);

            GUI.Box(r, GUIContent.none, (GUIStyle)"HelpBox");

            float padding = 4;
            float line    = r.yMin + padding;
            float width   = r.width - padding * 2;

            GUI.Label(new Rect(r.xMin + padding, line, width, 16), "Add/Remove Hit Box Groups here:", (GUIStyle)"MiniLabel");
            line += 18;
            //EditorGUI.HelpBox(new Rect(r.xMin, line, r.width, 56), "Add/Remove hitbox layer tags in 'NSTHitGroupsSettings'.", MessageType.None);
            //line += 27;
            if (GUI.Button(new Rect(r.xMin + padding, line, width, 23), new GUIContent("NSTHitGroupsSettings")))
            {
                Selection.activeGameObject = NSTHitGroupsSettings.EnsureExistsInScene(NSTSettings.DEFAULT_GO_NAME).gameObject;
            }
        }
Esempio n. 2
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            _target = NSTHitGroupsSettings.EnsureExistsInScene(NSTSettings.DEFAULT_GO_NAME);

            EditorGUILayout.Space();

            EditorGUILayout.BeginVertical("flow overlay box");
            EditorGUILayout.Space();

            Rect rt = EditorGUILayout.GetControlRect();

            float padding      = 5f;
            float xButtonWidth = 16f;
            float fieldLeft    = rt.xMin + EditorGUIUtility.labelWidth - padding; // rt.width - EditorGUIUtility.fieldWidth;
            float fieldWidth   = rt.width - fieldLeft - padding;                  // EditorGUIUtility.fieldWidth;

            // Default tag will always be 0 and 'Default'
            EditorGUI.LabelField(new Rect(rt.xMin + padding, rt.yMin, rt.width - padding * 2 - xButtonWidth, rt.height), "Hit Group 0", NSTHitGroupsSettings.DEF_NAME);

            for (int i = 1; i < _target.hitGroupTags.Count; i++)
            {
                rt = EditorGUILayout.GetControlRect();
                EditorGUI.LabelField(new Rect(rt.xMin + padding, rt.yMin, rt.width - padding * 2 - xButtonWidth, rt.height), "Hit Group " + i);
                _target.hitGroupTags[i] = EditorGUI.TextField(new Rect(fieldLeft, rt.yMin, fieldWidth, rt.height), GUIContent.none, _target.hitGroupTags[i]);

                bool isRepeat = IsTagAlreadyUsed(_target.hitGroupTags[i], i);

                if (isRepeat)
                {
                    EditorUtils.CreateErrorIconF(EditorGUIUtility.labelWidth - 2, rt.yMin,
                                                 "Each name can only be used once, repeats will be discarded at build time which cause some unpedictable results when looking up by name.");
                }

                if (GUI.Button(new Rect(rt.xMin + rt.width - xButtonWidth - padding, rt.yMin, xButtonWidth, rt.height), "X"))
                {
                    _target.hitGroupTags.RemoveAt(i);
                }
            }

            rt = EditorGUILayout.GetControlRect();

            if (_target.hitGroupTags.Count < 32)
            {
                if (GUI.Button(new Rect(rt.xMin + 8, rt.yMin + 3, rt.width - 14, rt.height + 4), "Add Hitbox Group"))
                {
                    string newtag = "HitGroup" + _target.hitGroupTags.Count;

                    while (IsTagAlreadyUsed(newtag, _target.hitGroupTags.Count))
                    {
                        newtag += "X";
                    }

                    _target.hitGroupTags.Add(newtag);
                }
            }

            rt = EditorGUILayout.GetControlRect();

            EditorGUILayout.EndVertical();

            EditorGUILayout.HelpBox(
                "These tags are used by NSTHitboxGroupTag to assign colliders to hitbox groups, for things like headshots and critical hits.", MessageType.None);
            EditorGUILayout.HelpBox(BitTools.BitsNeeded((uint)(_target.hitGroupTags.Count - 1)) + " bits per Rewind Cast added for hit tags.", MessageType.None);
        }
Esempio n. 3
0
 //protected override void Awake()
 //{
 //	base.Awake();
 //	//hitGroupSelector.ValidateSelection(this);
 //}
 private void Reset()
 {
     NSTHitGroupsSettings.EnsureExistsInScene(NSTSettings.DEFAULT_GO_NAME);
 }