コード例 #1
0
 public static void ResetList(ActionList _target)
 {
     if (_target.actions.Count == 0 || (_target.actions.Count == 1 && _target.actions[0] == null))
     {
         _target.actions.Clear();
         AC.Action newAction = ActionList.GetDefaultAction();
         _target.actions.Add(newAction);
     }
 }
コード例 #2
0
        public static void ResetList(ActionListAsset _targetAsset)
        {
            if (_targetAsset.actions.Count == 0 || (_targetAsset.actions.Count == 1 && _targetAsset.actions[0] == null))
            {
                if (_targetAsset.actions.Count == 1)
                {
                    ActionListAssetEditor.DeleteAction(_targetAsset.actions[0], _targetAsset);
                }
                Action newAction = ActionList.GetDefaultAction();
                _targetAsset.actions.Add(newAction);
                newAction.hideFlags = HideFlags.HideInHierarchy;

                AssetDatabase.AddObjectToAsset(newAction, _targetAsset);
                AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(newAction));
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        }
コード例 #3
0
        protected void DrawSharedElements(ActionList _target)
        {
            if (PrefabUtility.GetPrefabType(_target) == PrefabType.Prefab)
            {
                EditorGUILayout.HelpBox("Scene-based Actions can not live in prefabs - use ActionList assets instead.", MessageType.Info);
                return;
            }

            int numActions = 0;

            if (_target.source != ActionListSource.AssetFile)
            {
                numActions = _target.actions.Count;
                if (numActions < 1)
                {
                    numActions = 1;
                    AC.Action newAction = ActionList.GetDefaultAction();
                    _target.actions.Add(newAction);
                }
            }

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

            if (_target.source == ActionListSource.AssetFile)
            {
                GUI.enabled = false;
            }

            if (GUILayout.Button("Expand all", EditorStyles.miniButtonLeft))
            {
                Undo.RecordObject(_target, "Expand actions");
                foreach (AC.Action action in _target.actions)
                {
                    action.isDisplayed = true;
                }
            }
            if (GUILayout.Button("Collapse all", EditorStyles.miniButtonMid))
            {
                Undo.RecordObject(_target, "Collapse actions");
                foreach (AC.Action action in _target.actions)
                {
                    action.isDisplayed = false;
                }
            }

            GUI.enabled = true;

            if (GUILayout.Button("Action List Editor", EditorStyles.miniButtonMid))
            {
                if (_target.source == ActionListSource.AssetFile)
                {
                    if (_target.assetFile != null)
                    {
                        ActionListEditorWindow.Init(_target.assetFile);
                    }
                }
                else
                {
                    ActionListEditorWindow.Init(_target);
                }
            }
            if (!Application.isPlaying)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button("Run now", EditorStyles.miniButtonRight))
            {
                _target.Interact();
            }
            GUI.enabled = true;
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            if (_target.source == ActionListSource.AssetFile)
            {
                return;
            }

            ActionListEditor.ResetList(_target);

            if (actionsManager == null)
            {
                EditorGUILayout.HelpBox("An Actions Manager asset file must be assigned in the Game Editor Window", MessageType.Warning);
                OnEnable();
                return;
            }

            if (!actionsManager.displayActionsInInspector)
            {
                EditorGUILayout.HelpBox("As set by the Actions Manager, Actions are only displayed in the ActionList Editor window.", MessageType.Info);
                return;
            }

            for (int i = 0; i < _target.actions.Count; i++)
            {
                if (_target.actions[i] == null)
                {
                    ACDebug.LogWarning("An empty Action was found, and was deleted");
                    _target.actions.RemoveAt(i);
                    continue;
                }

                EditorGUILayout.BeginVertical("Button");
                EditorGUILayout.BeginHorizontal();
                int    typeIndex   = KickStarter.actionsManager.GetActionTypeIndex(_target.actions[i]);
                string actionLabel = " (" + (i).ToString() + ") " + actionsManager.EnabledActions[typeIndex].GetFullTitle() + _target.actions[i].SetLabel();
                _target.actions[i].isDisplayed = EditorGUILayout.Foldout(_target.actions[i].isDisplayed, actionLabel);
                if (!_target.actions[i].isEnabled)
                {
                    EditorGUILayout.LabelField("DISABLED", EditorStyles.boldLabel, GUILayout.MaxWidth(100f));
                }

                if (GUILayout.Button(Resource.CogIcon, GUILayout.Width(20f), GUILayout.Height(15f)))
                {
                    ActionSideMenu(i);
                }

                _target.actions[i].isAssetFile = false;

                EditorGUILayout.EndHorizontal();

                if (_target.actions[i].isBreakPoint)
                {
                    EditorGUILayout.HelpBox("Break point", MessageType.None);
                }

                if (_target.actions[i].isDisplayed)
                {
                    GUI.enabled = _target.actions[i].isEnabled;

                    if (!actionsManager.DoesActionExist(_target.actions[i].GetType().ToString()))
                    {
                        EditorGUILayout.HelpBox("This Action type has been disabled in the Actions Manager", MessageType.Warning);
                    }
                    else
                    {
                        int newTypeIndex = ActionListEditor.ShowTypePopup(_target.actions[i], typeIndex);
                        if (newTypeIndex >= 0)
                        {
                            // Rebuild constructor if Subclass and type string do not match
                            ActionEnd _end = new ActionEnd();
                            _end.resultAction   = _target.actions[i].endAction;
                            _end.skipAction     = _target.actions[i].skipAction;
                            _end.linkedAsset    = _target.actions[i].linkedAsset;
                            _end.linkedCutscene = _target.actions[i].linkedCutscene;

                            Undo.RecordObject(_target, "Change Action type");
                            _target.actions[i] = ActionListEditor.RebuildAction(_target.actions[i], newTypeIndex, _end.resultAction, _end.skipAction, _end.linkedAsset, _end.linkedCutscene);
                        }

                        if (_target.useParameters && _target.parameters != null && _target.parameters.Count > 0)
                        {
                            _target.actions[i].ShowGUI(_target.parameters);
                        }
                        else
                        {
                            _target.actions[i].ShowGUI(null);
                        }
                    }
                }

                if (_target.actions[i].endAction == AC.ResultAction.Skip || _target.actions[i].numSockets == 2 || _target.actions[i] is ActionCheckMultiple || _target.actions[i] is ActionParallel)
                {
                    _target.actions[i].SkipActionGUI(_target.actions, _target.actions[i].isDisplayed);
                }

                GUI.enabled = true;

                EditorGUILayout.EndVertical();
                EditorGUILayout.Space();
            }

            if (GUILayout.Button("Add new action"))
            {
                Undo.RecordObject(_target, "Create action");
                numActions += 1;
            }

            _target.actions = ActionListEditor.ResizeList(_target.actions, numActions);
        }
コード例 #4
0
        public static void ModifyAction(ActionList _target, AC.Action _action, string callback)
        {
            int i = -1;

            if (_action != null && _target.actions.IndexOf(_action) > -1)
            {
                i = _target.actions.IndexOf(_action);
            }

            switch (callback)
            {
            case "Enable":
                Undo.RecordObject(_target, "Enable action");
                _action.isEnabled = true;
                break;

            case "Disable":
                Undo.RecordObject(_target, "Disable action");
                _action.isEnabled = false;
                break;

            case "Cut":
                Undo.RecordObject(_target, "Cut action");
                List <AC.Action> cutList   = new List <AC.Action>();
                AC.Action        cutAction = Object.Instantiate(_action) as AC.Action;
                cutList.Add(cutAction);
                AdvGame.copiedActions = cutList;
                _target.actions.Remove(_action);
                break;

            case "Copy":
                List <AC.Action> copyList   = new List <AC.Action>();
                AC.Action        copyAction = Object.Instantiate(_action) as AC.Action;
                copyAction.ClearIDs();
                copyAction.nodeRect = new Rect(0, 0, 300, 60);
                copyList.Add(copyAction);
                AdvGame.copiedActions = copyList;
                break;

            case "Paste after":
                Undo.RecordObject(_target, "Paste actions");
                List <AC.Action> pasteList = AdvGame.copiedActions;
                _target.actions.InsertRange(i + 1, pasteList);
                AdvGame.DuplicateActionsBuffer();
                break;

            case "Insert end":
                Undo.RecordObject(_target, "Create action");
                AC.Action newAction = ActionList.GetDefaultAction();
                _target.actions.Add(newAction);
                break;

            case "Insert after":
                Undo.RecordObject(_target, "Create action");
                _target.actions.Insert(i + 1, ActionList.GetDefaultAction());
                break;

            case "Delete":
                Undo.RecordObject(_target, "Delete action");
                _target.actions.Remove(_action);
                break;

            case "Move to top":
                Undo.RecordObject(_target, "Move action to top");
                _target.actions[0].nodeRect.x += 30f;
                _target.actions[0].nodeRect.y += 30f;
                _target.actions.Remove(_action);
                _target.actions.Insert(0, _action);
                break;

            case "Move up":
                Undo.RecordObject(_target, "Move action up");
                _target.actions.Remove(_action);
                _target.actions.Insert(i - 1, _action);
                break;

            case "Move to bottom":
                Undo.RecordObject(_target, "Move action to bottom");
                _target.actions.Remove(_action);
                _target.actions.Insert(_target.actions.Count, _action);
                break;

            case "Move down":
                Undo.RecordObject(_target, "Move action down");
                _target.actions.Remove(_action);
                _target.actions.Insert(i + 1, _action);
                break;

            case "Toggle breakpoint":
                Undo.RecordObject(_target, "Toggle breakpoint");
                _action.isBreakPoint = !_action.isBreakPoint;
                break;
            }
        }
コード例 #5
0
ファイル: ActionListEditor.cs プロジェクト: katuokite/TTLY
        public static void ModifyAction(ActionList _target, AC.Action _action, string callback)
        {
            int i = -1;

            if (_action != null && _target.actions.IndexOf(_action) > -1)
            {
                i = _target.actions.IndexOf(_action);
            }

            bool doUndo = (callback != "Copy");

            if (doUndo)
            {
                Undo.SetCurrentGroupName(callback);
                Undo.RecordObjects(new UnityEngine.Object [] { _target }, callback);
                Undo.RecordObjects(_target.actions.ToArray(), callback);
            }

            switch (callback)
            {
            case "Enable":
                _action.isEnabled = true;
                break;

            case "Disable":
                _action.isEnabled = false;
                break;

            case "Cut":
                List <AC.Action> cutList   = new List <AC.Action>();
                AC.Action        cutAction = Object.Instantiate(_action) as AC.Action;
                cutAction.name = cutAction.name.Replace("(Clone)", "");
                cutList.Add(cutAction);
                AdvGame.copiedActions = cutList;
                _target.actions.Remove(_action);
                break;

            case "Copy":
                List <AC.Action> copyList   = new List <AC.Action>();
                AC.Action        copyAction = Object.Instantiate(_action) as AC.Action;
                copyAction.name = copyAction.name.Replace("(Clone)", "");
                copyAction.ClearIDs();
                copyAction.nodeRect = new Rect(0, 0, 300, 60);
                copyList.Add(copyAction);
                AdvGame.copiedActions = copyList;
                break;

            case "Paste after":
                List <AC.Action> pasteList = AdvGame.copiedActions;
                _target.actions.InsertRange(i + 1, pasteList);
                AdvGame.DuplicateActionsBuffer();
                break;

            case "Insert end":
                AC.Action newAction = ActionList.GetDefaultAction();
                _target.actions.Add(newAction);
                break;

            case "Insert after":
                Action insertAfterAction = ActionList.GetDefaultAction();
                _target.actions.Insert(i + 1, insertAfterAction);
                insertAfterAction.endAction        = _action.endAction;
                insertAfterAction.skipAction       = -1;
                insertAfterAction.skipActionActual = _action.skipActionActual;
                break;

            case "Delete":
                Undo.RecordObject(_target, "Delete action");
                _target.actions.Remove(_action);
                break;

            case "Move to top":
                _target.actions[0].nodeRect.x += 30f;
                _target.actions[0].nodeRect.y += 30f;
                _target.actions.Remove(_action);
                _target.actions.Insert(0, _action);
                break;

            case "Move up":
                _target.actions.Remove(_action);
                _target.actions.Insert(i - 1, _action);
                break;

            case "Move to bottom":
                _target.actions.Remove(_action);
                _target.actions.Insert(_target.actions.Count, _action);
                break;

            case "Move down":
                _target.actions.Remove(_action);
                _target.actions.Insert(i + 1, _action);
                break;

            case "Toggle breakpoint":
                _action.isBreakPoint = !_action.isBreakPoint;
                break;
            }

            if (doUndo)
            {
                Undo.RecordObjects(new UnityEngine.Object [] { _target }, callback);
                Undo.RecordObjects(_target.actions.ToArray(), callback);
                Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
                EditorUtility.SetDirty(_target);
            }
        }