コード例 #1
0
ファイル: NodeEditor.cs プロジェクト: NorbyAriel02/JamLudum47
        private void UpdateInitActions()
        {
            if (!this.spUseActionsList.boolValue)
            {
                return;
            }
            if (this.spPrefabActionsList.objectReferenceValue == null)
            {
                string actionsName = Guid.NewGuid().ToString("N");
                GameCreatorUtilities.CreateFolderStructure(PATH_ACTIONS);
                string path = Path.Combine(PATH_ACTIONS, string.Format(PREFAB_NAME, actionsName));
                path = AssetDatabase.GenerateUniqueAssetPath(path);

                GameObject sceneInstance = new GameObject(actionsName);
                sceneInstance.AddComponent <Actions>();

                GameObject prefabInstance = PrefabUtility.SaveAsPrefabAsset(sceneInstance, path);
                DestroyImmediate(sceneInstance);

                Actions prefabActions = prefabInstance.GetComponent <Actions>();
                prefabActions.destroyAfterFinishing           = true;
                this.spPrefabActionsList.objectReferenceValue = prefabActions.actionsList;

                this.serializedObject.ApplyModifiedPropertiesWithoutUndo();
                this.serializedObject.Update();
            }

            if (this.editorActionsList == null)
            {
                this.editorActionsList = Editor.CreateEditor(
                    this.spPrefabActionsList.objectReferenceValue
                    ) as IActionsListEditor;
            }
        }
コード例 #2
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        private void SetupActionsList(ref SerializedProperty sp, ref IActionsListEditor editor,
                                      string prefabPath, string prefabName)
        {
            if (sp.objectReferenceValue == null)
            {
                GameCreatorUtilities.CreateFolderStructure(prefabPath);
                string actionsPath = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(
                                                                               prefabPath, prefabName
                                                                               ));

                GameObject sceneInstance = new GameObject("Actions");
                sceneInstance.AddComponent <Actions>();

                GameObject prefabInstance = PrefabUtility.SaveAsPrefabAsset(sceneInstance, actionsPath);
                DestroyImmediate(sceneInstance);

                Actions prefabActions = prefabInstance.GetComponent <Actions>();
                prefabActions.destroyAfterFinishing = true;
                sp.objectReferenceValue             = prefabActions.actionsList;
                serializedObject.ApplyModifiedPropertiesWithoutUndo();
                serializedObject.Update();
            }

            editor = Editor.CreateEditor(
                sp.objectReferenceValue,
                typeof(IActionsListEditor)
                ) as IActionsListEditor;
        }
コード例 #3
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        private void PaintStartActions()
        {
            this.sectionStartActions.PaintSection();
            using (var group = new EditorGUILayout.FadeGroupScope(this.sectionStartActions.state.faded))
            {
                if (group.visible)
                {
                    EditorGUILayout.BeginVertical(CoreGUIStyles.GetBoxExpanded());

                    if (this.editorStartActions == null)
                    {
                        if (this.trigger.onStartActions == null)
                        {
                            SerializedProperty spOnComplete = this.serializedObject.FindProperty("onStartActions");
                            spOnComplete.objectReferenceValue = this.trigger.gameObject.AddComponent <IActionsList>();
                            serializedObject.ApplyModifiedProperties();
                            serializedObject.Update();
                        }

                        this.editorStartActions = (IActionsListEditor)Editor.CreateEditor(this.trigger.onStartActions);
                    }

                    //EditorGUILayout.HelpBox(MSG_ACTIONS, MessageType.Info);
                    this.editorStartActions.OnInspectorGUI();

                    EditorGUILayout.EndVertical();
                }
            }
        }
コード例 #4
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        private void PaintActionsOnExecute()
        {
            if (this.actionsOnExecute == null)
            {
                this.actionsOnExecute = Editor.CreateEditor(
                    this.spActionsOnExecute.objectReferenceValue
                    ) as IActionsListEditor;
            }

            this.actionsOnExecute.OnInspectorGUI();
        }
コード例 #5
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        protected void PaintActionsTab()
        {
            EditorGUILayout.PropertyField(this.spExecuteBehavior);

            if (this.actionsListEditor == null)
            {
                this.actionsListEditor = (IActionsListEditor)IActionsListEditor.CreateEditor(
                    this.spActionsList.objectReferenceValue, typeof(IActionsListEditor)
                    );
            }

            if (this.actionsListEditor != null)
            {
                this.actionsListEditor.OnInspectorGUI();
            }
        }
コード例 #6
0
        public void PaintOnFail()
        {
            if (this.editorOnFail == null)
            {
                if (this.reaction.onFail == null)
                {
                    SerializedProperty spOnFail = this.serializedObject.FindProperty("onFail");
                    spOnFail.objectReferenceValue = this.reaction.gameObject.AddComponent <IActionsList>();
                    serializedObject.ApplyModifiedProperties();
                    serializedObject.Update();
                }

                this.editorOnFail = (IActionsListEditor)Editor.CreateEditor(this.reaction.onFail);
            }

            EditorGUILayout.HelpBox(MSG_ONFAIL, MessageType.Info);
            this.editorOnFail.OnInspectorGUI();
        }
コード例 #7
0
        private void PaintEveryoneActions()
        {
            if (this.editorEveryoneActions == null)
            {
                if (this.trigger.onPickUpEveryone == null)
                {
                    SerializedProperty spOnComplete = this.serializedObject.FindProperty("onPickUpEveryone");
                    spOnComplete.objectReferenceValue = this.trigger.gameObject.AddComponent <IActionsList>();
                    serializedObject.ApplyModifiedProperties();
                    serializedObject.Update();
                }

                this.editorEveryoneActions = (IActionsListEditor)Editor.CreateEditor(this.trigger.onPickUpEveryone);
            }

            EditorGUILayout.HelpBox(MSG_ACTIONS_EVERY, MessageType.Info);
            this.editorEveryoneActions.OnInspectorGUI();
        }
コード例 #8
0
        public void PaintOnComplete()
        {
            if (this.editorOnComplete == null)
            {
                if (this.reaction.onComplete == null)
                {
                    SerializedProperty spOnComplete = this.serializedObject.FindProperty("onComplete");
                    spOnComplete.objectReferenceValue = this.reaction.gameObject.AddComponent <IActionsList>();
                    serializedObject.ApplyModifiedPropertiesWithoutUndo();
                    serializedObject.Update();
                }

                this.editorOnComplete = (IActionsListEditor)Editor.CreateEditor(this.reaction.onComplete);
            }

            EditorGUILayout.HelpBox(MSG_ONCOMP, MessageType.Info);
            this.editorOnComplete.OnInspectorGUI();
        }
コード例 #9
0
ファイル: ItemEditor.cs プロジェクト: ISanchezV/ProjetMaster
        // METHODS: ----------------------------------------------------------------------------------------------------

        private void OnEnable()
        {
            this.spUUID        = serializedObject.FindProperty(PROP_UUID);
            this.spName        = serializedObject.FindProperty(PROP_NAME);
            this.spDescription = serializedObject.FindProperty(PROP_DESCRIPTION);
            this.spSprite      = serializedObject.FindProperty(PROP_SPRITE);
            this.spPrefab      = serializedObject.FindProperty(PROP_PREFAB);
            this.spPrice       = serializedObject.FindProperty(PROP_PRICE);
            this.spMaxStack    = serializedObject.FindProperty(PROP_MAXSTACK);

            this.spConsumable  = serializedObject.FindProperty(PROP_CONSUMABLE);
            this.spActionsList = serializedObject.FindProperty(PROP_ACTIONSLIST);
            if (this.spActionsList.objectReferenceValue == null)
            {
                GameCreatorUtilities.CreateFolderStructure(PATH_PREFAB_CONSUME);
                string actionsPath = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(
                                                                               PATH_PREFAB_CONSUME, NAME_PREFAB_CONSUME)
                                                                           );

                GameObject sceneInstance = new GameObject("ConsumeActions");
                sceneInstance.AddComponent <Actions>();

                GameObject prefabInstance = PrefabUtility.CreatePrefab(actionsPath, sceneInstance);
                DestroyImmediate(sceneInstance);

                Actions prefabActions = prefabInstance.GetComponent <Actions>();
                prefabActions.destroyAfterFinishing     = true;
                this.spActionsList.objectReferenceValue = prefabActions.actionsList;
                serializedObject.ApplyModifiedProperties();
                serializedObject.Update();
            }

            this.actionsListEditor = (IActionsListEditor)IActionsListEditor.CreateEditor(
                this.spActionsList.objectReferenceValue, typeof(IActionsListEditor)
                );

            this.animUnfold       = new AnimBool(false);
            this.animUnfold.speed = ANIM_BOOL_SPEED;
            this.animUnfold.valueChanged.AddListener(this.Repaint);
        }
コード例 #10
0
        // METHODS: ----------------------------------------------------------------------------------------------------

        private void OnEnable()
        {
            this.spItemHolderToCombineA = serializedObject.FindProperty(PROP_ITEM_1);
            this.spItemToCombineA       = this.spItemHolderToCombineA.FindPropertyRelative("item");
            this.spAmountA = serializedObject.FindProperty(PROP_AMOU_1);
            this.spItemHolderToCombineB = serializedObject.FindProperty(PROP_ITEM_2);
            this.spItemToCombineB       = this.spItemHolderToCombineB.FindPropertyRelative("item");
            this.spAmountB = serializedObject.FindProperty(PROP_AMOU_2);

            this.spRemoveItemsOnCraft = serializedObject.FindProperty(PROP_ONCRAFT);
            this.spActionsList        = serializedObject.FindProperty(PROP_ACTION);
            if (this.spActionsList.objectReferenceValue == null)
            {
                GameCreatorUtilities.CreateFolderStructure(PATH_PREFAB_RECIPES);
                string actionsPath = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(
                                                                               PATH_PREFAB_RECIPES, NAME_PREFAB_RECIPES)
                                                                           );

                GameObject sceneInstance = new GameObject("RecipeActions");
                sceneInstance.AddComponent <Actions>();

                GameObject prefabInstance = PrefabUtility.CreatePrefab(actionsPath, sceneInstance);
                DestroyImmediate(sceneInstance);

                Actions prefabActions = prefabInstance.GetComponent <Actions>();
                prefabActions.destroyAfterFinishing     = true;
                this.spActionsList.objectReferenceValue = prefabActions.actionsList;
                serializedObject.ApplyModifiedProperties();
                serializedObject.Update();
            }

            this.actionsListEditor = (IActionsListEditor)IActionsListEditor.CreateEditor(
                this.spActionsList.objectReferenceValue, typeof(IActionsListEditor)
                );

            this.animUnfold       = new AnimBool(false);
            this.animUnfold.speed = ANIM_BOOL_SPEED;
            this.animUnfold.valueChanged.AddListener(this.Repaint);
        }
コード例 #11
0
ファイル: AmmoEditor.cs プロジェクト: NorbyAriel02/JamLudum47
        private void PaintActions()
        {
            if (this.actionsOnStartCharge == null)
            {
                this.actionsOnStartCharge = Editor.CreateEditor(
                    this.spActionsOnStartCharge.objectReferenceValue
                    ) as IActionsListEditor;
            }

            if (this.actionsOnEndCharge == null)
            {
                this.actionsOnEndCharge = Editor.CreateEditor(
                    this.spActionsOnEndCharge.objectReferenceValue
                    ) as IActionsListEditor;
            }

            if (this.actionsOnShoot == null)
            {
                this.actionsOnShoot = Editor.CreateEditor(
                    this.spActionsOnShoot.objectReferenceValue
                    ) as IActionsListEditor;
            }

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            this.toolbarIndex = GUILayout.Toolbar(this.toolbarIndex, OPTIONS_ACTIONS);
            GUILayout.Space(SPACING);

            switch (this.toolbarIndex)
            {
            case 0: this.actionsOnStartCharge.OnInspectorGUI(); break;

            case 1: this.actionsOnShoot.OnInspectorGUI(); break;

            case 2: this.actionsOnEndCharge.OnInspectorGUI(); break;
            }
        }
コード例 #12
0
        // INITIALIZERS: --------------------------------------------------------------------------

        private void OnEnable()
        {
            if (target == null || serializedObject == null)
            {
                return;
            }

            this.spUniqueID     = serializedObject.FindProperty(PROP_UNIQUE_ID);
            this.spStatusEffect = serializedObject.FindProperty("statusEffect");

            if (string.IsNullOrEmpty(this.spUniqueID.stringValue))
            {
                this.spUniqueID.stringValue = Guid.NewGuid().ToString("N");
                serializedObject.ApplyModifiedPropertiesWithoutUndo();
                serializedObject.Update();
            }

            this.spActionsOnStart     = spStatusEffect.FindPropertyRelative(PROP_ACTIONS_ONSTART);
            this.spActionsWhileActive = spStatusEffect.FindPropertyRelative(PROP_ACTIONS_WHILEACTIVE);
            this.spActionsOnEnd       = spStatusEffect.FindPropertyRelative(PROP_ACTIONS_ONEND);

            this.RequireActionsInit(ref this.spActionsOnStart, NAME_PREFAB_ONSTART, true);
            this.RequireActionsInit(ref this.spActionsWhileActive, NAME_PREFAB_WHILEACTIVE, false);
            this.RequireActionsInit(ref this.spActionsOnEnd, NAME_PREFAB_ONEND, true);

            this.editorActionsOnStart = (IActionsListEditor)Editor.CreateEditor(
                this.spActionsOnStart.objectReferenceValue, typeof(IActionsListEditor)
                );

            this.editorActionsWhileActive = (IActionsListEditor)Editor.CreateEditor(
                this.spActionsWhileActive.objectReferenceValue, typeof(IActionsListEditor)
                );

            this.editorActionsOnEnd = (IActionsListEditor)Editor.CreateEditor(
                this.spActionsOnEnd.objectReferenceValue, typeof(IActionsListEditor)
                );
        }