コード例 #1
0
        public static void Options(Rect fullArea, Rect leftArea, Rect mainArea)
        {
            GUI.Box(fullArea, "", "backgroundBox");

            GUILayout.BeginArea(fullArea);
            optionsScrollPos = GUILayout.BeginScrollView(optionsScrollPos);
            RPGMakerGUI.Title("Stat Options");
            RPGMakerGUI.SubTitle("Exp Options");
            RPGMakerGUI.Toggle("Allow Exp To Overflow", ref ASVT.AllowExpToOverflow);
            RPGMakerGUI.SubTitle("Stat Options");
            ASVT.RegenInterval = RPGMakerGUI.FloatField("RegenInterval:", ASVT.RegenInterval);

            RPGMakerGUI.SubTitle("Titles");
            ASVT.AttributeNameTitle = RPGMakerGUI.TextField("Attribute Title:", ASVT.AttributeNameTitle);
            ASVT.StatisticNameTitle = RPGMakerGUI.TextField("Statistic Title:", ASVT.StatisticNameTitle);
            ASVT.VitalNameTitle     = RPGMakerGUI.TextField("Vital Title:", ASVT.VitalNameTitle);
            ASVT.TraitNameTitle     = RPGMakerGUI.TextField("Trait Title:", ASVT.TraitNameTitle);

            RPGMakerGUI.SubTitle("Movement");
            ASVT.JumpHeight           = RPGMakerGUI.FloatField("Player Jump Height:", ASVT.JumpHeight);
            ASVT.BaseMovementSpeed    = RPGMakerGUI.FloatField("Base Player Movement Speed:", ASVT.BaseMovementSpeed);
            ASVT.BaseNpcMovementSpeed = RPGMakerGUI.FloatField("Base NPC Movement Speed:", ASVT.BaseNpcMovementSpeed);
            if (RPGMakerGUI.Toggle("Use Stat as Movement Multiplier?", ref ASVT.UseStatForMovementSpeed))
            {
                RPGMakerGUI.PopupID <Rm_StatisticDefintion>("Statistic:", ref ASVT.StatForMovementID, 1);
                RPGMakerGUI.Help("Move Speed = BaseMoveSpeed * Stat:", 1);
            }

            GUILayout.EndScrollView();
            GUILayout.EndArea();
        }
コード例 #2
0
        private static void ShowQuestRewardInfo(ref bool show, string prefix, QuestReward reward)
        {
            RPGMakerGUI.FoldoutList(ref show, prefix, reward.Items, Rm_RPGHandler.Instance.Repositories.Items.AllItems, "+ItemReward",
                                    "", "Click +ItemReward to add an item as a reward.", "ItemID");
            RPGMakerGUI.FoldoutList(ref show, prefix + " (Craftable Items)", reward.CraftableItems, Rm_RPGHandler.Instance.Repositories.CraftableItems.AllItems, "+CraftItemReward",
                                    "", "Click +CraftItemReward to add a craftable item as a reward.", "ItemID");
            RPGMakerGUI.FoldoutList(ref show, prefix + " (Quest Items)", reward.QuestItems, Rm_RPGHandler.Instance.Repositories.QuestItems.AllItems, "+QuestItemReward",
                                    "", "Click +QuestItemReward to add a quest item as a reward.", "ItemID");

            reward.Exp  = RPGMakerGUI.IntField("Exp Reward:", reward.Exp);
            reward.Gold = RPGMakerGUI.IntField("Gold Reward:", reward.Gold);

            if (RPGMakerGUI.Toggle("Gives Reputation?", ref reward.GivesReputation))
            {
                RPGMakerGUI.PopupID <ReputationDefinition>("- Reputation", ref reward.Reputation.ReputationID);
                reward.Reputation.Value = RPGMakerGUI.IntField("- Amount", reward.Reputation.Value);
            }
            if (RPGMakerGUI.Toggle("Gives Trait Exp?", ref reward.GivesTraitExp))
            {
                RPGMakerGUI.PopupID <Rm_TraitDefintion>("- Trait", ref reward.TraitID);
                reward.TraitExp = RPGMakerGUI.IntField("- Amount", reward.TraitExp);
            }
            if (RPGMakerGUI.Toggle("Unlocks Skill?", ref reward.UnlocksSkill))
            {
                RPGMakerGUI.PopupID <Skill>("- Skill", ref reward.SkillID);
            }
            if (RPGMakerGUI.Toggle("Applys Status Effect?", ref reward.ApplysStatusEffect))
            {
                RPGMakerGUI.PopupID <StatusEffect>("- Status Effect", ref reward.StatusEffectID);
            }
        }
コード例 #3
0
        public static void ProgressionGain(bool isHarvestable, ProgressionGain progressionGain, bool isCombatant = false)
        {
            GUILayout.BeginHorizontal();
            RPGMakerGUI.Label(isHarvestable ? "Gains on Harvest:" : "Gains On Kill:");
            progressionGain.GainExp = EditorGUILayout.ToggleLeft(" Exp?", progressionGain.GainExp, GUILayout.Width(55));
            GUILayout.Space(15);
            progressionGain.GainSkillPoints = EditorGUILayout.ToggleLeft(" Skill Points?", progressionGain.GainSkillPoints, GUILayout.Width(90));
            GUILayout.Space(15);
            progressionGain.GainTraitExp = EditorGUILayout.ToggleLeft(" Trait Exp?", progressionGain.GainTraitExp, GUILayout.Width(90));
            GUILayout.FlexibleSpace();
            GUILayout.EndHorizontal();

            if (progressionGain.GainExp)
            {
                if (isCombatant && RPGMakerGUI.Toggle("Gain Exp with Exp Definition?", ref progressionGain.GainExpWithDefinition))
                {
                    RPGMakerGUI.PopupID <ExpDefinition>("Exp Definition:", ref progressionGain.GainExpWithDefinitionID, "ID", "Name", "ExpGained");
                }
                else
                {
                    progressionGain.ExpGained = RPGMakerGUI.IntField("- Exp ", progressionGain.ExpGained);
                }
            }

            if (progressionGain.GainSkillPoints)
            {
                if (isCombatant && RPGMakerGUI.Toggle("Gain Skill Points with Exp Definition?", ref progressionGain.GainSkillWithDefinition))
                {
                    RPGMakerGUI.PopupID <ExpDefinition>("Exp Definition:", ref progressionGain.GainSkillWithDefinitionID, "ID", "Name", "ExpGained");
                }
                else
                {
                    progressionGain.SkillPointsGained = RPGMakerGUI.IntField("- Skill Points: ", progressionGain.SkillPointsGained);
                }
            }

            if (progressionGain.GainTraitExp)
            {
                if (isCombatant && RPGMakerGUI.Toggle("Gain Trait Exp with Exp Definition?", ref progressionGain.GainTraitWithDefinition))
                {
                    RPGMakerGUI.PopupID <Rm_TraitDefintion>("- Trait:", ref progressionGain.TraitID);
                    RPGMakerGUI.PopupID <ExpDefinition>("Exp Definition:", ref progressionGain.GainTraitWithDefinitionID, "ID", "Name", "ExpGained");
                }
                else
                {
                    RPGMakerGUI.PopupID <Rm_TraitDefintion>("- Trait:", ref progressionGain.TraitID);
                    progressionGain.TraitExpGained = RPGMakerGUI.IntField("- Trait EXP: ", progressionGain.TraitExpGained);
                }
            }
        }
コード例 #4
0
        public static void Traits(Rect fullArea, Rect leftArea, Rect mainArea)
        {
            var list = Rm_RPGHandler.Instance.ASVT.TraitDefinitions;

            GUI.Box(leftArea, "", "backgroundBox");
            GUI.Box(mainArea, "", "backgroundBoxMain");

            GUILayout.BeginArea(PadRect(leftArea, 0, 0));
            RPGMakerGUI.ListArea(list, ref selectedTraitInfo, Rm_ListAreaType.Traits, false, false);
            GUILayout.EndArea();


            GUILayout.BeginArea(mainArea);
            RPGMakerGUI.Title("Traits");
            if (selectedTraitInfo != null)
            {
                GUILayout.BeginVertical(GUILayout.ExpandWidth(true));
                selectedTraitInfo.Name        = RPGMakerGUI.TextField("Name: ", selectedTraitInfo.Name);
                selectedTraitInfo.Description = RPGMakerGUI.TextArea("Description: ", selectedTraitInfo.Description);
                RPGMakerGUI.PopupID <ExpDefinition>("Exp Definition:", ref selectedTraitInfo.ExpDefinitionID, "ID", "Name", "Trait");

                selectedTraitInfo.StartingLevel = RPGMakerGUI.IntField("Starting Level: ", selectedTraitInfo.StartingLevel);

                selectedTraitInfo.Color = (Rm_UnityColors)RPGMakerGUI.EnumPopup("Color: ", selectedTraitInfo.Color);
                selectedTraitInfo.Image = RPGMakerGUI.ImageSelector("Image:", selectedTraitInfo.Image, ref selectedTraitInfo.ImagePath, true);

                GUILayout.EndVertical();
            }
            else
            {
                EditorGUILayout.HelpBox("Add or select a new field to customise traits.", MessageType.Info);
                EditorGUILayout.HelpBox("What is a trait? A trait is a stat that has a Level with exp to level." +
                                        "\nExample use: Sword Mastery (Exp gained with Combat Node check that current" +
                                        " weapon is of type Sword)", MessageType.Info);
            }
            GUILayout.EndArea();
        }
コード例 #5
0
        public static void Main(Rect fullArea, Rect leftArea, Rect mainArea)
        {
            leftAreaB   = new Rect(leftArea.xMax + 5, leftArea.y, leftArea.width, leftArea.height);
            mainAreaAlt = new Rect(leftAreaB.xMax + 5, leftArea.y, mainArea.width - (leftAreaB.width + 5),
                                   leftArea.height);

            GUI.Box(leftArea, "", "backgroundBox");
            GUI.Box(leftAreaB, "", "backgroundBox");
            GUI.Box(mainAreaAlt, "", "backgroundBox");



            GUILayout.BeginArea(PadRect(leftArea, 1, 1));

            if (classPrefabs == null)
            {
                classPrefabs = Resources.LoadAll <GameObject>("Prefabs/Classes");
            }

            try
            {
                //Get class prefabs in class prefab location
                foreach (var classPrefab in classPrefabs)
                {
                    var ifSelected = selectedClass == classPrefab ? "listItemSelected" : "listItem";
                    if (GUILayout.Button(classPrefab.name, ifSelected))
                    {
                        selectedClass = classPrefab;
                        Debug.Log("clicked class  " + selectedClass.name);
                    }
                }
            }
            catch (Exception e)
            {
                Debug.Log("Failed loading class for costume designer, reloading class prefabs");
                classPrefabs = Resources.LoadAll <GameObject>("Prefabs/Classes");
                GUILayout.EndArea();
                return;
            }


            GUILayout.FlexibleSpace();

            if (GUILayout.Button("- Reload Classes -", "listItem"))
            {
                classPrefabs = Resources.LoadAll <GameObject>("Prefabs/Classes");
            }

            GUILayout.EndArea();

            GUILayout.BeginArea(PadRect(leftAreaB, 1, 2));
            GUILayout.BeginHorizontal();

            GUILayout.Label("Filter:", GUILayout.Width(35));
            GUI.SetNextControlName("searchTerm");
            _searchTerm = GUILayout.TextField(_searchTerm, "nodeTextField");
            GUILayout.Space(1);
            GUILayout.EndHorizontal();
            if (Event.current.type == EventType.Repaint)
            {
                if (GUI.GetNameOfFocusedControl() == "searchTerm" && _searchTerm == _searchTermPlaceholder)
                {
                    _searchTerm = "";
                }
            }

            hierarchyScrollView = GUILayout.BeginScrollView(hierarchyScrollView);
            if (selectedClass != null)
            {
                var children = selectedClass.GetAllChildren <Transform>();
                if (_searchTerm != _searchTermPlaceholder)
                {
                    children = children.Where(n => n.name.ToLower().Contains(_searchTerm.ToLower())).ToArray();
                }
                foreach (var child in children)
                {
                    var ifSelected = selectedChildTransform == child ? "listItemSelected" : "listItem";
                    if (GUILayout.Button(child.name, ifSelected))
                    {
                        selectedChildTransform = child;
                    }
                }
            }
            else
            {
                EditorGUILayout.HelpBox("Pick a class to choose a child transform to enable/disable depending on an equipped item.", MessageType.Info);
            }
            GUILayout.EndScrollView();
            GUILayout.EndArea();

            GUILayout.BeginArea(mainAreaAlt);
            if (selectedChildTransform != null)
            {
                var classDef = Rm_RPGHandler.Instance.Player.CharacterDefinitions.FirstOrDefault(c => c.Name == selectedClass.name);
                if (classDef != null)
                {
                    var result = RPGMakerGUI.FoldoutToolBar(ref showItems, "Items required to show", "+Item");
                    if (showItems)
                    {
                        var defs = classDef.EquipmentInfo.Definitions.Where(d => d.NameOfTransform == selectedChildTransform.name).ToList();

                        for (int i = 0; i < defs.Count; i++)
                        {
                            var dynamicDef = defs[i];
                            GUILayout.BeginHorizontal();
                            //RPGMakerGUI.PopupID<Item>("Item:", ref dynamicDef.RequiredEquippedItemId);
                            RPGMakerGUI.PopupID <Item>("Item:", ref dynamicDef.RequiredEquippedItemId, "ID", "Name", "CraftItemAndQuest");

                            if (RPGMakerGUI.DeleteButton(25))
                            {
                                classDef.EquipmentInfo.Definitions.Remove(dynamicDef);
                                i--;
                            }

                            GUILayout.EndHorizontal();
                            RPGMakerGUI.Toggle("Only In Weapon Slot?", ref dynamicDef.OnlyWeaponSlot);
                            if (!dynamicDef.OnlyWeaponSlot && RPGMakerGUI.Toggle("Only In Specific Slot?", ref dynamicDef.SpecificSlot))
                            {
                                RPGMakerGUI.PopupID <SlotDefinition>("Slot:", ref dynamicDef.SlotId);
                            }

                            GUILayout.Space(20);
                        }
                        foreach (var dynamicDef in defs)
                        {
                        }

                        if (result == 0)
                        {
                            classDef.EquipmentInfo.Definitions.Add(new DynamicEquipmentDefinition(selectedChildTransform.name));
                        }

                        if (!classDef.EquipmentInfo.Definitions.Any())
                        {
                            EditorGUILayout.HelpBox("Click +Item to add an item which will activate this transform", MessageType.Info);
                        }

                        RPGMakerGUI.EndFoldout();
                    }
                }
                else
                {
                    EditorGUILayout.HelpBox("This class does not exist in your class definitions. Rename the prefab in 'Resources/Prefabs/Classes' to be the same as your class.", MessageType.Error);
                }
            }
            else
            {
                EditorGUILayout.HelpBox("Pick a child transform to choose an item for it to depend on.", MessageType.Info);
            }
            GUILayout.EndArea();
        }
コード例 #6
0
        private static QuestCondition ShowConditionInfo(QuestCondition condition)
        {
            var oldtype = condition.ConditionType;

            condition.ConditionType = (ConditionType)RPGMakerGUI.EnumPopup("Condition Type:", condition.ConditionType);
            if (condition.ConditionType != oldtype)
            {
                //TODO: if no longer interact node tree than delete that node tree

                switch (condition.ConditionType)
                {
                case ConditionType.Kill:
                    condition = new KillCondition();
                    break;

                case ConditionType.Item:
                    condition = new ItemCondition();
                    break;

                case ConditionType.Interact:
                    condition = new InteractCondition();
                    break;

                case ConditionType.Deliver:
                    condition = new DeliverCondition();
                    break;

                case ConditionType.Custom:
                    condition = new CustomCondition();
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
            }

            var killCondition     = condition as KillCondition;
            var itemCondition     = condition as ItemCondition;
            var interactCondition = condition as InteractCondition;
            var deliverCondition  = condition as DeliverCondition;
            var customCondition   = condition as CustomCondition;

            if (killCondition != null)
            {
                if (Rm_RPGHandler.Instance.Combat.NPCsCanFight && Rm_RPGHandler.Instance.Combat.CanAttackNPcs)
                {
                    RPGMakerGUI.Toggle("Is NPC?", ref killCondition.IsNPC);
                }
                else
                {
                    killCondition.IsNPC = false;
                }

                if (killCondition.IsNPC)
                {
                    RPGMakerGUI.PopupID <NonPlayerCharacter>("NPC to Kill:", ref killCondition.CombatantID);
                }
                else
                {
                    RPGMakerGUI.PopupID <CombatCharacter>("Enemy to Kill:", ref killCondition.CombatantID);
                }

                killCondition.NumberToKill = RPGMakerGUI.IntField("Number To Kill:", killCondition.NumberToKill);
            }

            if (itemCondition != null)
            {
                itemCondition.ItemType = (ItemConditionType)RPGMakerGUI.EnumPopup("Required Item Type:", itemCondition.ItemType);

                if (itemCondition.ItemType == ItemConditionType.CraftItem)
                {
                    RPGMakerGUI.PopupID <Item>("CraftItem To Collect:", ref itemCondition.ItemToCollectID, "ID", "Name", "Craft");
                }
                else if (itemCondition.ItemType == ItemConditionType.QuestItem)
                {
                    RPGMakerGUI.PopupID <Item>("Quest Item To Collect:", ref itemCondition.ItemToCollectID, "ID", "Name", "Quest");

                    if (Rm_RPGHandler.Instance.Combat.NPCsCanFight && Rm_RPGHandler.Instance.Combat.CanAttackNPcs)
                    {
                        RPGMakerGUI.Toggle("NPC Drops Items?", ref itemCondition.NPCDropsItem);
                    }
                    else
                    {
                        itemCondition.NPCDropsItem = false;
                    }

                    if (itemCondition.NPCDropsItem)
                    {
                        RPGMakerGUI.PopupID <NonPlayerCharacter>("NPC that Drops Item:", ref itemCondition.CombatantIDThatDropsItem);
                    }
                    else
                    {
                        RPGMakerGUI.PopupID <CombatCharacter>("Enemy that Drops Item:", ref itemCondition.CombatantIDThatDropsItem);
                    }
                }
                else if (itemCondition.ItemType == ItemConditionType.Item)
                {
                    RPGMakerGUI.PopupID <Item>("Item To Collect:", ref itemCondition.ItemToCollectID);
                }

                itemCondition.NumberToObtain = RPGMakerGUI.IntField("Number To Obtain:", itemCondition.NumberToObtain);
            }

            if (interactCondition != null)
            {
                if (RPGMakerGUI.Toggle("Talk to NPC?", ref interactCondition.IsNpc))
                {
                    RPGMakerGUI.PopupID <NonPlayerCharacter>("NPC to talk to:", ref interactCondition.InteractableID);
                }
                else
                {
                    RPGMakerGUI.PopupID <Interactable>("Object to interact with:", ref interactCondition.InteractableID);
                }

                if (GUILayout.Button("Open Interaction Node Tree", "genericButton", GUILayout.MaxHeight(30)))
                {
                    var trees        = Rm_RPGHandler.Instance.Nodes.DialogNodeBank.NodeTrees;
                    var existingTree = trees.FirstOrDefault(t => t.ID == interactCondition.InteractionNodeTreeID);
                    if (existingTree == null)
                    {
                        existingTree = NodeWindow.GetNewTree(NodeTreeType.Dialog);
                        Debug.Log("ExistingTree null? " + existingTree == null);
                        existingTree.ID = interactCondition.ID;

                        Debug.Log(existingTree.ID + ":::" + existingTree.Name);

                        var curSelectedQuest = Rme_Main.Window.CurrentPageIndex == 1 ? selectedQuestChainQuest : selectedQuest;

                        //todo: need unique name
                        existingTree.Name = curSelectedQuest.Name + "Interact";
                        trees.Add(existingTree);
                    }

                    DialogNodeWindow.ShowWindow(interactCondition.ID);
                    interactCondition.InteractionNodeTreeID = existingTree.ID;
                }
            }

            if (deliverCondition != null)
            {
                RPGMakerGUI.PopupID <Item>("Quest Item To Deliver:", ref deliverCondition.ItemToDeliverID, "ID", "Name", "Quest");
                if (RPGMakerGUI.Toggle("Deliver to NPC?", ref deliverCondition.DeliverToNPC))
                {
                    RPGMakerGUI.PopupID <NonPlayerCharacter>("NPC to deliver to:", ref deliverCondition.InteractableToDeliverToID);
                }
                else
                {
                    RPGMakerGUI.PopupID <Interactable>("Object to deliver with:", ref deliverCondition.InteractableToDeliverToID);
                }

                if (GUILayout.Button("Open Interaction On Deliver", "genericButton", GUILayout.MaxHeight(30)))
                {
                    var trees        = Rm_RPGHandler.Instance.Nodes.DialogNodeBank.NodeTrees;
                    var existingTree = trees.FirstOrDefault(t => t.ID == deliverCondition.InteractionNodeTreeID);
                    if (existingTree == null)
                    {
                        existingTree    = NodeWindow.GetNewTree(NodeTreeType.Dialog);
                        existingTree.ID = deliverCondition.ID;
                        //todo: need unique name
                        var curSelectedQuest = Rme_Main.Window.CurrentPageIndex == 1 ? selectedQuestChainQuest : selectedQuest;

                        existingTree.Name = curSelectedQuest.Name + "Interact";
                        trees.Add(existingTree);
                    }

                    DialogNodeWindow.ShowWindow(deliverCondition.ID);
                    deliverCondition.InteractionNodeTreeID = existingTree.ID;
                }
            }

            if (customCondition != null)
            {
                var customVar = customCondition.CustomVariableRequirement;
                RPGMakerGUI.PopupID <Rmh_CustomVariable>("Custom Variable:", ref customVar.VariableID);
                var foundCvar = Rm_RPGHandler.Instance.DefinedVariables.Vars.FirstOrDefault(v => v.ID == customCondition.CustomVariableRequirement.VariableID);
                if (foundCvar != null)
                {
                    switch (foundCvar.VariableType)
                    {
                    case Rmh_CustomVariableType.Float:
                        customVar.FloatValue = RPGMakerGUI.FloatField("Required Value:", customVar.FloatValue);
                        break;

                    case Rmh_CustomVariableType.Int:
                        customVar.IntValue = RPGMakerGUI.IntField("Required Value:", customVar.IntValue);
                        break;

                    case Rmh_CustomVariableType.String:
                        customVar.StringValue = RPGMakerGUI.TextField("Required Value:", customVar.StringValue);
                        break;

                    case Rmh_CustomVariableType.Bool:
                        selectedVarSetterBoolResult = customVar.BoolValue ? 0 : 1;
                        selectedVarSetterBoolResult = EditorGUILayout.Popup("Required Value:",
                                                                            selectedVarSetterBoolResult,
                                                                            new[] { "True", "False" });
                        customVar.BoolValue = selectedVarSetterBoolResult == 0;
                        break;

                    default:
                        throw new ArgumentOutOfRangeException();
                    }
                }
            }

            if (condition.ConditionType != ConditionType.Custom)
            {
                RPGMakerGUI.Toggle("Use Custom Tracking Text:", ref condition.UseCustomText);
            }
            else
            {
                condition.UseCustomText = true;
            }

            if (condition.UseCustomText)
            {
                condition.CustomText          = RPGMakerGUI.TextField("Custom Incomplete Text:", condition.CustomText);
                condition.CustomCompletedText = RPGMakerGUI.TextField("Custom Completed Text:", condition.CustomCompletedText);
            }
            GUILayout.Space(5);

            return(condition);
        }
コード例 #7
0
        private static void QuestDetails(Quest quest, bool inQuestChain)
        {
            if (RPGMakerGUI.Foldout(ref showSelectedQuestDetails, "Selected Quest - Main Details"))
            {
                GUILayout.BeginHorizontal();
                GUILayout.BeginVertical(GUILayout.MaxWidth(85));
                quest.Image.Image = RPGMakerGUI.ImageSelector("", quest.Image.Image, ref quest.Image.ImagePath);

                GUILayout.EndVertical();
                GUILayout.BeginVertical(GUILayout.ExpandWidth(true));
                quest.Name          = RPGMakerGUI.TextField("Name: ", quest.Name);
                quest.Description   = RPGMakerGUI.TextArea("Description:", quest.Description);
                quest.ConditionMode = (QuestConditionMode)RPGMakerGUI.EnumPopup("Condition Mode:", quest.ConditionMode);
                if (GUILayout.Button("Open Dialog/Event On Accept", "genericButton", GUILayout.MaxHeight(30)))
                {
                    var trees        = Rm_RPGHandler.Instance.Nodes.DialogNodeBank.NodeTrees;
                    var existingTree = trees.FirstOrDefault(t => t.ID == quest.DialogNodeTreeID);
                    if (existingTree == null)
                    {
                        existingTree      = NodeWindow.GetNewTree(NodeTreeType.Dialog);
                        existingTree.ID   = quest.ID;
                        existingTree.Name = quest.Name;
                        trees.Add(existingTree);
                    }

                    DialogNodeWindow.ShowWindow(quest.ID);
                    quest.DialogNodeTreeID = existingTree.ID;
                }

                if (GUILayout.Button("Open Dialog/Event On Complete", "genericButton", GUILayout.MaxHeight(30)))
                {
                    var trees        = Rm_RPGHandler.Instance.Nodes.DialogNodeBank.NodeTrees;
                    var existingTree = trees.FirstOrDefault(t => t.ID == quest.CompletedDialogNodeTreeID);
                    if (existingTree == null)
                    {
                        existingTree      = NodeWindow.GetNewTree(NodeTreeType.Dialog);
                        existingTree.ID   = "complete_" + quest.ID;
                        existingTree.Name = "Completed " + quest.Name;
                        trees.Add(existingTree);
                    }

                    DialogNodeWindow.ShowWindow(existingTree.ID);
                    quest.CompletedDialogNodeTreeID = existingTree.ID;
                }

                GUILayout.Space(5);
                RPGMakerGUI.Toggle("Player Keeps Quest Items?", ref quest.PlayerKeepsQuestItems);
                RPGMakerGUI.Toggle("Is Repeatable?", ref quest.Repeatable);
                RPGMakerGUI.Toggle("Can Abandon?", ref quest.CanAbandon);
                if (RPGMakerGUI.Toggle("Has Time Limit?", ref quest.HasTimeLimit))
                {
                    quest.TimeLimit = RPGMakerGUI.FloatField("- Time Limit:", quest.TimeLimit);
                }
                if (RPGMakerGUI.Toggle("Run Event On Accept?", ref quest.RunEventOnAccept))
                {
                    RPGMakerGUI.PopupID <NodeChain>("- Event:", ref quest.EventOnAcceptID);
                }
                if (RPGMakerGUI.Toggle("Run Event On Completion?", ref quest.RunEventOnComplete))
                {
                    RPGMakerGUI.PopupID <NodeChain>("- Event:", ref quest.EventOnCompletionId);
                }
                if (RPGMakerGUI.Toggle("Run Event On Cancel?", ref quest.RunEventOnCancel))
                {
                    RPGMakerGUI.PopupID <NodeChain>("- Event:", ref quest.EventOnCancelId);
                }


                GUILayout.Space(5);
                GUILayout.EndVertical();
                GUILayout.EndHorizontal();

                RPGMakerGUI.EndFoldout();
            }

            if (RPGMakerGUI.Foldout(ref showSelectedQuestReq, "Requirements"))
            {
                List <Quest> availableReqQuests = new List <Quest>();
                if (inQuestChain)
                {
                    availableReqQuests = Rm_RPGHandler.Instance.Repositories.Quests.AllQuests.Where(q => selectedQuestChain.QuestsInChain.FirstOrDefault(qu => qu.ID == q.ID) == null).ToList();
                }
                else
                {
                    availableReqQuests = Rm_RPGHandler.Instance.Repositories.Quests.AllQuests;
                }


                RPGMakerGUI.FoldoutList(ref showReqAcceptedQuests, "Required Completed Quests", quest.Requirements.QuestCompletedIDs, availableReqQuests, "+Quest",
                                        "", "Click +Quest to add a requirement for a completed quest.");

                RPGMakerGUI.FoldoutList(ref showCustomVarReqSetters, "Custom Var Requirements", quest.Requirements.CustomRequirements, Rm_RPGHandler.Instance.DefinedVariables.Vars, "+VariableReq",
                                        "", "Click +VariableReq to add a varaible requirement", "VariableID", "Name", "ID", "Name", false, "Value");

                RPGMakerGUI.SubTitle("More Requirements");

                if (RPGMakerGUI.Toggle("Require Player Level:", ref quest.Requirements.RequireLevel))
                {
                    quest.Requirements.LevelRequired = RPGMakerGUI.IntField("- Required Level:", quest.Requirements.LevelRequired);
                }

                if (RPGMakerGUI.Toggle("Require Player Class:", ref quest.Requirements.RequireClass))
                {
                    RPGMakerGUI.PopupID <Rm_ClassNameDefinition>("- Class ID:", ref quest.Requirements.RequiredClassID);
                }

                RPGMakerGUI.Toggle("Require Reputation Above Amount :", ref quest.Requirements.ReqRepAboveValue);
                if (quest.Requirements.ReqRepAboveValue)
                {
                    quest.Requirements.ReqRepBelowValue = false;
                }
                RPGMakerGUI.Toggle("Require Reputation Below Amount :", ref quest.Requirements.ReqRepBelowValue);
                if (quest.Requirements.ReqRepBelowValue)
                {
                    quest.Requirements.ReqRepAboveValue = false;
                }

                if (quest.Requirements.ReqRepAboveValue || quest.Requirements.ReqRepBelowValue)
                {
                    RPGMakerGUI.PopupID <ReputationDefinition>("- Reputation Faction:", ref quest.Requirements.ReputationFactionID);
                    var prefix = quest.Requirements.ReqRepAboveValue ? "Above " : "Below ";
                    quest.Requirements.ReputationValue = RPGMakerGUI.IntField("- " + prefix + "Amount:", quest.Requirements.ReputationValue);
                }

                if (RPGMakerGUI.Toggle("Require Trait Level?", ref quest.Requirements.RequireTraitLevel))
                {
                    RPGMakerGUI.PopupID <Rm_TraitDefintion>("- Trait:", ref quest.Requirements.RequiredTraitID);
                    quest.Requirements.TraitLevel = RPGMakerGUI.IntField("- Level:", quest.Requirements.TraitLevel);
                }
                if (RPGMakerGUI.Toggle("Require Learnt Skill?", ref quest.Requirements.RequireLearntSkill))
                {
                    RPGMakerGUI.PopupID <Skill>("- Skill:", ref quest.Requirements.LearntSkillID);
                }

                RPGMakerGUI.EndFoldout();
            }


            var result = RPGMakerGUI.FoldoutToolBar(ref showSelectedQuestMainConditions, "Quest Conditions", "+Condition", false, false);

            if (showSelectedQuestMainConditions)
            {
                if (quest.Conditions.Count == 0)
                {
                    EditorGUILayout.HelpBox("Click +Condition to add a new quest condition.", MessageType.Info);
                }

                for (int index = 0; index < quest.Conditions.Count; index++)
                {
                    GUILayout.BeginVertical("foldoutBox");

                    GUILayout.BeginHorizontal();
                    GUILayout.FlexibleSpace();

                    if (index > 0 && GUILayout.Button("Move Up", "genericButton"))
                    {
                        GUI.FocusControl("");
                        var curCondition  = quest.Conditions[index];
                        var prevCondition = quest.Conditions[index - 1];

                        quest.Conditions[index - 1] = curCondition;
                        quest.Conditions[index]     = prevCondition;

                        return;
                    }

                    if (index < quest.Conditions.Count - 1 && GUILayout.Button("Move Down", "genericButton"))
                    {
                        GUI.FocusControl("");
                        var curCondition  = quest.Conditions[index];
                        var nextCondition = quest.Conditions[index + 1];

                        quest.Conditions[index + 1] = curCondition;
                        quest.Conditions[index]     = nextCondition;

                        return;
                    }

                    GUILayout.EndHorizontal();

                    quest.Conditions[index] = ShowConditionInfo(quest.Conditions[index]);

                    GUILayout.BeginHorizontal();
                    GUILayout.FlexibleSpace();
                    if (GUILayout.Button("Delete", "genericButton", GUILayout.Height(25), GUILayout.Width(100)))
                    {
                        GUI.FocusControl("");
                        quest.Conditions.RemoveAt(index);
                        index--;
                    }
                    GUILayout.FlexibleSpace();
                    GUILayout.EndHorizontal();

                    GUILayout.EndVertical();
                }


                if (result == 0)
                {
                    quest.Conditions.Add(new KillCondition());
                }

                RPGMakerGUI.EndFoldout();
            }

            if (RPGMakerGUI.Foldout(ref showFinalCondition, "Final Condition"))
            {
                if (RPGMakerGUI.Toggle("Enable Final Condition?", ref quest.HasFinalCondition))
                {
                    quest.FinalCondition = ShowConditionInfo(quest.FinalCondition);
                }
                RPGMakerGUI.EndFoldout();
            }

            if (RPGMakerGUI.Foldout(ref showBonusCondition, "Bonus Condition"))
            {
                if (RPGMakerGUI.Toggle("Enable Bonus Condition?", ref quest.HasBonusCondition))
                {
                    quest.BonusCondition = ShowConditionInfo(quest.BonusCondition);
                    if (RPGMakerGUI.Toggle("- Has Time Limit", ref quest.BonusHasTimeLimit))
                    {
                        quest.BonusTimeLimit = RPGMakerGUI.FloatField("  - Time Limit:", quest.BonusTimeLimit);
                    }
                }

                RPGMakerGUI.EndFoldout();
            }



            if (RPGMakerGUI.Foldout(ref showQuestRewards, "Rewards"))
            {
                ShowQuestRewardInfo(ref showQuestMainRewards, "Item Rewards", quest.Rewards);
                RPGMakerGUI.EndFoldout();
            }

            if (quest.HasBonusCondition)
            {
                if (RPGMakerGUI.Foldout(ref showBonusRewards, "Bonus Rewards"))
                {
                    ShowQuestRewardInfo(ref showQuestBonusRewards, "Bonus Condition Reward", quest.BonusRewards);
                    RPGMakerGUI.EndFoldout();
                }
            }

            RPGMakerGUI.FoldoutList(ref showCustomVarSetters, "Set Custom Vars on Completion", quest.SetCustomVariablesOnCompletion, Rm_RPGHandler.Instance.DefinedVariables.Vars, "+VariableSetter",
                                    "", "Click +VariableSetter to add a varaible setter", "VariableID", "Name", "ID", "Name");
        }
コード例 #8
0
        public static void HarvestableObjects(Rect fullArea, Rect leftArea, Rect mainArea)
        {
            var list = Rm_RPGHandler.Instance.Harvesting.HarvestableDefinitions;

            GUI.Box(leftArea, "", "backgroundBox");
            GUI.Box(mainArea, "", "backgroundBoxMain");

            GUILayout.BeginArea(PadRect(leftArea, 0, 0));
            RPGMakerGUI.ListArea(list, ref selectedHarvestable, Rm_ListAreaType.Harvestables, false, true);
            GUILayout.EndArea();


            GUILayout.BeginArea(mainArea);
            areaScrollPos = GUILayout.BeginScrollView(areaScrollPos);

            RPGMakerGUI.Title("Harvestable Objects");
            if (selectedHarvestable != null)
            {
                RPGMakerGUI.TextField("ID: ", selectedHarvestable.ID);
                selectedHarvestable.Name = RPGMakerGUI.TextField("Name: ", selectedHarvestable.Name);
                GUILayout.BeginHorizontal();
                gameObject = RPGMakerGUI.PrefabSelector("Prefab:", gameObject, ref selectedHarvestable.PrefabPath);
                gameObject = RPGMakerGUI.PrefabGeneratorButton(Rmh_PrefabType.Harvest, gameObject, ref selectedHarvestable.PrefabPath, null, selectedHarvestable.ID);
                GUILayout.EndHorizontal();

                if (RPGMakerGUI.Toggle("Regenerates harvestables?", ref selectedHarvestable.RegensResources))
                {
                    selectedHarvestable.TimeInSecToRegen  = RPGMakerGUI.FloatField("Time before regen:", selectedHarvestable.TimeInSecToRegen);
                    selectedHarvestable.AmountRegenerated = RPGMakerGUI.IntField("Amount regenerated:", selectedHarvestable.AmountRegenerated);
                    selectedHarvestable.MaxAtOnce         = RPGMakerGUI.IntField("Max At Once:", selectedHarvestable.MaxAtOnce);
                }
                else
                {
                    selectedHarvestable.MinObtainable = RPGMakerGUI.IntField("Min Total Quantity Obtainable:", selectedHarvestable.MinObtainable);
                    selectedHarvestable.MaxObtainable = RPGMakerGUI.IntField("Max Total Quantity Obtainable:", selectedHarvestable.MaxObtainable);
                }

                if (RPGMakerGUI.Toggle("Is Quest Item?", ref selectedHarvestable.IsQuestItem))
                {
                    RPGMakerGUI.PopupID <Quest>("Accepted Quest Required To Loot:", ref selectedHarvestable.QuestAcceptedID);
                    RPGMakerGUI.PopupID <Item>("Harvested Quest Item:", ref selectedHarvestable.HarvestedObjectID, "ID", "Name", "Quest");
                    if (!string.IsNullOrEmpty(selectedHarvestable.HarvestedObjectID))
                    {
                        var item      = Rm_RPGHandler.Instance.Repositories.QuestItems.AllItems.First(i => i.ID == selectedHarvestable.HarvestedObjectID);
                        var stackable = item as IStackable;
                        if (stackable != null)
                        {
                            selectedHarvestable.MinAmountGained = RPGMakerGUI.IntField("Min Quantity Gained:", selectedHarvestable.MinAmountGained);
                            selectedHarvestable.MaxAmountGained = RPGMakerGUI.IntField("Max Quantity Gained:", selectedHarvestable.MaxAmountGained);
                        }
                    }
                }
                else
                {
                    RPGMakerGUI.PopupID <Item>("Harvested Item:", ref selectedHarvestable.HarvestedObjectID);
                    if (!string.IsNullOrEmpty(selectedHarvestable.HarvestedObjectID))
                    {
                        var item      = Rm_RPGHandler.Instance.Repositories.Items.AllItems.First(i => i.ID == selectedHarvestable.HarvestedObjectID);
                        var stackable = item as IStackable;
                        if (stackable != null)
                        {
                            selectedHarvestable.MinAmountGained = RPGMakerGUI.IntField("Min Quantity Gained:", selectedHarvestable.MinAmountGained);
                            selectedHarvestable.MaxAmountGained = RPGMakerGUI.IntField("Max Quantity Gained:", selectedHarvestable.MaxAmountGained);
                        }
                    }
                }

                selectedHarvestable.HarvestSound  = RPGMakerGUI.AudioClipSelector("Harvesting Sound:", selectedHarvestable.HarvestSound, ref selectedHarvestable.HarvestingSoundPath);
                selectedHarvestable.TimeToHarvest = RPGMakerGUI.FloatField("Time to harvest:", selectedHarvestable.TimeToHarvest);
                if (RPGMakerGUI.Toggle("Require Level To Harvest:", ref selectedHarvestable.RequireLevel))
                {
                    selectedHarvestable.LevelRequired = RPGMakerGUI.IntField("- Required Level", selectedHarvestable.LevelRequired);
                }

                if (RPGMakerGUI.Toggle("Require Trait Level To Harvest:", ref selectedHarvestable.RequireTraitLevel))
                {
                    RPGMakerGUI.PopupID <Rm_TraitDefintion>("- Trait", ref selectedHarvestable.RequiredTraitID);
                    selectedHarvestable.TraitLevelRequired = RPGMakerGUI.IntField("- Required Trait Level", selectedHarvestable.TraitLevelRequired);
                }



                Rme_Main_General.ProgressionGain(true, selectedHarvestable.ProgressionGain);

                if (RPGMakerGUI.Foldout(ref showHarvestAnims, "Animations"))
                {
                    foreach (var classHarvestAnim in selectedHarvestable.ClassHarvestingAnims)
                    {
                        var classInfo = RPG.Player.GetCharacterDefinition(classHarvestAnim.ClassID);
                        var className = classInfo.Name;
                        if (classInfo.AnimationType == RPGAnimationType.Legacy)
                        {
                            classHarvestAnim.LegacyAnim = RPGMakerGUI.TextField(className + " Animation:", classHarvestAnim.LegacyAnim);
                        }
                        else
                        {
                            GUILayout.BeginHorizontal();
                            classHarvestAnim.AnimNumber = RPGMakerGUI.IntField(className + "Anim AnimNumber:", classHarvestAnim.AnimNumber);
                            GUILayout.EndHorizontal();
                        }
                    }

                    RPGMakerGUI.EndFoldout();
                }
            }
            else
            {
                EditorGUILayout.HelpBox("Add or select a new field to customise harvestable objects.", MessageType.Info);
            }
            GUILayout.EndScrollView();
            GUILayout.EndArea();
        }