예제 #1
0
    void CompareAndUpdate(int realAmount, PartData partData)
    {
        while (partData.instances.Count < realAmount)
        {
            GameObject newPart = Instantiate(partData.prefab, body);
            PartOffset offset  = offsets[Mathf.Min(offsets.Count - 1, partData.instances.Count)];
            newPart.transform.localPosition = offset.posOffset * 3;
            newPart.transform.localRotation = Quaternion.identity;

            SpriteRenderer newPartSR = newPart.GetComponentInChildren <SpriteRenderer>();
            newPartSR.sortingOrder = newPartSR.sortingOrder + offset.layerOffset;

            partData.instances.Add(newPart);
        }
    }
예제 #2
0
        private void CreatePreview(PartOffset offsetPart)
        {
            if (Application.isPlaying)
            {
                return;
            }

            if (PreviewPart == null)
            {
                PreviewPart = Instantiate(offsetPart.Part.gameObject, Target.transform);

                PreviewPart.transform.position = Target.transform.TransformPoint(offsetPart.Position);

                PreviewPart.transform.rotation = Target.transform.rotation * Quaternion.Euler(offsetPart.Rotation);

                if (offsetPart.UseCustomScale)
                {
                    PreviewPart.transform.localScale = offsetPart.Scale;
                }

                PreviewPart.name = offsetPart.Part.Id.ToString();

                //PreviewPart.hideFlags = HideFlags.HideAndDontSave;

                DestroyImmediate(PreviewPart.GetComponent <PartBehaviour>());

                foreach (SocketBehaviour Socket in PreviewPart.GetComponentsInChildren <SocketBehaviour>())
                {
                    DestroyImmediate(Socket);
                }

                Material PreviewMaterial = new Material(Shader.Find(Constants.DIFFUSE_SHADER_NAME));

                PreviewMaterial.color = Color.cyan;

                PreviewPart.ChangeAllMaterialsInChildren(PreviewPart.GetComponentsInChildren <MeshRenderer>(), PreviewMaterial);
            }
        }
예제 #3
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            GUILayout.Space(10);

            #region Inspector

            GUILayout.BeginVertical("Easy Build System - Socket Behaviour", "window", GUILayout.MaxHeight(10));

            GUILayout.BeginVertical("box");

            GUI.color = MainEditor.GetEditorColor;

            GUILayout.BeginHorizontal();

            GUILayout.Label("Socket Behaviour Settings", EditorStyles.largeLabel);

            #region Socket Behaviour Settings

            GUILayout.FlexibleSpace();

            if (GUILayout.Button(DefaultInspector ? "Advanced Inspector" : "Default Inspector", GUILayout.Width(130)))
            {
                DefaultInspector = !DefaultInspector;
            }

            if (GUILayout.Button(AllIsOpen ? "Fold In" : "Fold Out", GUILayout.Width(80)))
            {
                BaseFoldout    = !BaseFoldout;
                OffsetsFoldout = !OffsetsFoldout;
                AddonsFoldout  = !AddonsFoldout;
                AllIsOpen      = !AllIsOpen;
            }

            if (GUILayout.Button(Help ? "Hide Help" : "Show Help", GUILayout.Width(100)))
            {
                Help = !Help;
            }

            GUI.color = Color.white;

            GUILayout.EndHorizontal();

            if (Help)
            {
                EditorGUILayout.HelpBox("This component allows to snap with the Builder Behaviour the Parts Behaviour according the offset settings during the runtime.\n" +
                                        "Sockets can cause problems if they are misconfigured, If it disable off unnaturally, please change their offset or radius.", MessageType.Info);

                GUI.color = MainEditor.GetEditorColor;

                if (GUILayout.Button("Open Documentation Link"))
                {
                    Application.OpenURL(Constants.DOCS_LINK);
                }

                GUI.color = Color.white;
            }

            if (DefaultInspector)
            {
                DrawDefaultInspector();

                GUILayout.EndVertical();

                GUILayout.EndVertical();

                serializedObject.ApplyModifiedProperties();

                GUILayout.Space(10);

                return;
            }

            GUI.enabled = false;

            EditorGUILayout.ObjectField("Script", target, typeof(SocketBehaviour), true);

            GUI.enabled = true;

            GUI.color = Color.white;

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            BaseFoldout = EditorGUILayout.Foldout(BaseFoldout, "Base Section Settings");

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            GUILayout.BeginVertical();

            if (BaseFoldout)
            {
                EditorGUILayout.PropertyField(serializedObject.FindProperty("Type"), new GUIContent("Socket Type :", "This allows to define the socket type."));

                if ((SocketType)serializedObject.FindProperty("Type").enumValueIndex == SocketType.Socket)
                {
                    EditorGUILayout.PropertyField(serializedObject.FindProperty("Radius"), new GUIContent("Socket Radius :", "This allows to define the socket radius point.\nYou can decrease the socket radius to improve the precision during the detection."));
                }
                else
                {
                    EditorGUILayout.PropertyField(serializedObject.FindProperty("AttachmentBounds"), new GUIContent("Socket Attachment Bounds :", "This allows to define the attachment bounds."));
                }

                EditorGUILayout.PropertyField(serializedObject.FindProperty("DisableOnGroundContact"), new GUIContent("Disable On Terrain/Surface Contact :", "This allows to define if the socket will be disable if she's entering in collision with the terrain or the surface."));
            }

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();

            #endregion Socket Behaviour Settings

            GUI.color = MainEditor.GetEditorColor;

            GUILayout.Label("Socket Offset(s) Settings", EditorStyles.largeLabel);

            #region Socket Offsets Settings

            GUI.color = Color.white;

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            OffsetsFoldout = EditorGUILayout.Foldout(OffsetsFoldout, "Offsets Section Settings");

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            GUILayout.BeginVertical();

            if (OffsetsFoldout)
            {
                GUILayout.BeginHorizontal();

                GUILayout.Space(13);

                GUILayout.BeginVertical();

                if (Target.PartOffsets.Count == 0)
                {
                    GUILayout.BeginHorizontal("box");

                    GUI.color = new Color(1.5f, 1.5f, 0f);

                    GUILayout.Label("The list does not contains of offset part(s), No part(s) will may be snap on it.");

                    GUI.color = Color.white;

                    GUILayout.EndHorizontal();
                }
                else
                {
                    int Index = 0;

                    foreach (PartOffset Offset in Target.PartOffsets)
                    {
                        if (Offset == null || Offset.Part == null)
                        {
                            Target.PartOffsets.Remove(Offset);

                            EditorUtility.SetDirty(target);

                            return;
                        }

                        GUILayout.BeginHorizontal("box");

                        GUILayout.BeginVertical();

                        GUILayout.BeginHorizontal();

                        GUILayout.Label("(ID:" + Offset.Part.Id + ") " + Offset.Part.Name, EditorStyles.largeLabel);

                        if (PreviewPart != null && int.Parse(PreviewPart.name) == Offset.Part.Id)
                        {
                            GUI.color = new Color(1.5f, 1.5f, 0f);

                            if (GUILayout.Button("Cancel Preview", GUILayout.Width(100)))
                            {
                                ClearPreview();
                            }
                        }
                        else
                        {
                            GUI.color = MainEditor.GetEditorColor;

                            if (GUILayout.Button("Preview Part", GUILayout.Width(100)))
                            {
                                ClearPreview();

                                CurrentOffset = Offset;

                                CreatePreview(Offset);
                            }
                        }

                        GUI.color = Color.white;

                        GUI.color = new Color(1.5f, 0, 0);

                        if (GUILayout.Button("Remove", GUILayout.Width(80)))
                        {
                            Target.PartOffsets.Remove(Offset);

                            ClearPreview();

                            return;
                        }

                        GUI.color = Color.white;

                        GUILayout.EndHorizontal();

                        GUILayout.Space(5);

                        EditorGUI.BeginChangeCheck();

                        Offset.Position       = EditorGUILayout.Vector3Field(new GUIContent("Offset Position : ", "This allows to set the position of part that will snapped on this socket."), Offset.Position);
                        Offset.Rotation       = EditorGUILayout.Vector3Field(new GUIContent("Offset Rotation : ", "This allows to set the rotation of part that will snapped on this socket."), Offset.Rotation);
                        Offset.UseCustomScale = EditorGUILayout.Toggle(new GUIContent("Offset Use Custom Scale : ", "This allows to define whether the part to be snap to this socket will have a specific scale, otherwise it will be the scale only of the part."), Offset.UseCustomScale);

                        if (Offset.UseCustomScale)
                        {
                            Offset.Scale = EditorGUILayout.Vector3Field(new GUIContent("Offset Scale : ", "This allows to define the specific scale of the part that will be snapped on this socket."), Offset.Scale);
                        }

                        if (EditorGUI.EndChangeCheck())
                        {
                            if (PreviewPart != null)
                            {
                                if (PreviewPart.name == Offset.Part.Id.ToString())
                                {
                                    PreviewPart.transform.position   = Target.transform.TransformPoint(Offset.Position);
                                    PreviewPart.transform.rotation   = Quaternion.Euler(Offset.Rotation);
                                    PreviewPart.transform.localScale = Offset.UseCustomScale ? Offset.Scale : (Target.transform.parent != null ? Target.transform.parent.localScale : Target.transform.localScale);
                                }

                                EditorUtility.SetDirty(target);
                            }
                        }

                        GUI.color = MainEditor.GetEditorColor;

                        if (!ShowPartOffsetEditor || CurrentOffset != Offset)
                        {
                            if (GUILayout.Button("Edit Offset Part"))
                            {
                                SceneHelper.Focus(target, DrawCameraMode.Textured);

                                if (PreviewPart != null)
                                {
                                    DestroyImmediate(PreviewPart);
                                }

                                CurrentOffsetIndex = Index;

                                CurrentOffset = Offset;

                                ShowPartOffsetEditor = true;
                            }
                        }
                        else if (CurrentOffset == Offset)
                        {
                            GUI.color = Color.white;

                            EditorGUILayout.HelpBox("The position, rotation as well as the scale of the current part displayed, will be exactly the same in runtime.", MessageType.Info);

                            GUI.color = new Color(0f, 1.5f, 1.5f);

                            if (GUILayout.Button("Close"))
                            {
                                SceneHelper.UnFocus();

                                ShowPartOffsetEditor = false;

                                Target.PartOffsets[CurrentOffsetIndex] = CurrentOffset;

                                EditorUtility.SetDirty(target);

                                Debug.Log("<b><color=cyan>[Easy Build System]</color></b> : The offsets changes were saved.");
                            }
                        }

                        GUI.color = Color.white;

                        GUILayout.Space(2);

                        GUILayout.EndVertical();

                        GUILayout.EndHorizontal();

                        Index++;
                    }
                }

                try
                {
                    GUILayout.BeginVertical("box");

                    GUILayout.BeginHorizontal();

                    PrefabField = (PartBehaviour)EditorGUILayout.ObjectField(new GUIContent("Base Part :", "Part at add to the list for the snap according to the offset on this socket in runtime."), PrefabField, typeof(PartBehaviour), false);

                    GUILayout.EndHorizontal();

                    GUILayout.BeginVertical();

                    GUI.enabled = PrefabField != null;

                    GUI.color = MainEditor.GetEditorColor;

                    if (GUILayout.Button("Add New Offset Part"))
                    {
                        if (PrefabField == null)
                        {
                            Debug.LogError("<b><color=cyan>[Easy Build System]</color></b> : Empty field.");
                            return;
                        }

                        if (Target.PartOffsets.Find(entry => entry.Part.Name == PrefabField.Name) == null)
                        {
                            ClearPreview();

                            PartOffset Offset = new PartOffset(PrefabField);

                            Target.PartOffsets.Add(Offset);

                            CurrentOffset = Offset;

                            CreatePreview(Offset);

                            PrefabField = null;

                            Repaint();
                        }
                        else
                        {
                            Debug.LogError("<b><color=cyan>[Easy Build System]</color></b> : This part already exists in the collection.");
                        }
                    }

                    GUI.color = Color.white;

                    GUI.enabled = true;

                    GUI.color = new Color(1.5f, 1.5f, 0f);

                    if (GUILayout.Button("Clear All Offset Part(s) List"))
                    {
                        if (EditorUtility.DisplayDialog("Easy Build System - Information", "Do you want remove all the offset part(s) from the collection ?", "Ok", "Cancel"))
                        {
                            Target.PartOffsets.Clear();

                            Debug.Log("<b><color=cyan>[Easy Build System]</color></b> : The collection has been clear !.");
                        }
                    }

                    GUI.color = Color.white;

                    GUILayout.EndVertical();

                    GUILayout.Space(3);

                    GUILayout.EndVertical();
                }
                catch { }

                GUILayout.EndVertical();

                GUILayout.EndHorizontal();
            }

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();

            #endregion Socket Offsets Settings

            GUI.color = MainEditor.GetEditorColor;

            GUILayout.Label("Socket Utilities Settings", EditorStyles.largeLabel);

            #region Socket Utilities Settings

            GUI.color = Color.white;

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            UtilitiesFoldout = EditorGUILayout.Foldout(UtilitiesFoldout, "Utilities Section Settings");

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            GUILayout.BeginVertical();

            if (UtilitiesFoldout)
            {
                GUI.color = MainEditor.GetEditorColor;

                if (GUILayout.Button("Duplicate Socket (Inverse)"))
                {
                    GameObject Duplicate = Instantiate(Target.gameObject, Target.transform.parent);

                    Duplicate.name = Target.transform.name;

                    Vector3 Inverse = new Vector3(-Target.transform.localPosition.x, Target.transform.localPosition.y, -Target.transform.localPosition.z);

                    Duplicate.transform.localPosition = Inverse;

                    Selection.activeGameObject = Duplicate;
                }

                GUI.color = Color.white;
            }

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();

            #endregion Socket Utilities Settings

            GUI.color = MainEditor.GetEditorColor;

            GUILayout.Label("Socket Add-Ons Settings", EditorStyles.largeLabel);

            #region Socket Add-Ons Settings

            GUI.color = Color.white;

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            AddonsFoldout = EditorGUILayout.Foldout(AddonsFoldout, "Add-Ons Section Settings");

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();

            GUILayout.Space(13);

            GUILayout.BeginVertical();

            if (AddonsFoldout)
            {
                MainEditor.DrawAddons(Target, AddOnTarget.SocketBehaviour);
            }

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();

            #endregion Socket Add-Ons Settings

            GUILayout.EndVertical();

            GUILayout.EndVertical();

            #endregion Inspector

            GUILayout.Space(10);

            serializedObject.ApplyModifiedProperties();

            if (CurrentOffset != null)
            {
                if (PreviewPart != null)
                {
                    PreviewPart.transform.position = Target.transform.TransformPoint(CurrentOffset.Position);
                    PreviewPart.transform.rotation = Target.transform.rotation * Quaternion.Euler(CurrentOffset.Rotation);
                }
            }

            if (GUI.changed)
            {
                Target.PartOffsets = Target.PartOffsets.ToList().OrderBy(item => item.Part.Id).ToList();
            }
        }
예제 #4
0
        /// <summary>
        /// This method allows to move the preview only on available socket(s).
        /// </summary>
        public void UpdateSnapsMovement(SocketBehaviour[] sockets)
        {
            if (CurrentPreview == null)
            {
                return;
            }

            float ClosestAngle = Mathf.Infinity;

            CurrentSocket = null;

            for (int i = 0; i < sockets.Length; i++)
            {
                PartBehaviour Part = sockets[i].AttachedPart;

                if (Part == null || Part.Sockets.Length == 0)
                {
                    continue;
                }

                for (int x = 0; x < Part.Sockets.Length; x++)
                {
                    SocketBehaviour Socket = RayDetection == DetectionType.Overlap ? Part.Sockets[x] : sockets[i];

                    if (Socket != null)
                    {
                        if (Socket.gameObject.activeSelf && !Socket.IsDisabled)
                        {
                            if (Socket.AllowPart(SelectedPrefab) && !Part.AvoidAnchoredOnSocket)
                            {
                                if (RayDetection == DetectionType.Overlap)
                                {
                                    if ((Socket.transform.position - (CameraType != RayType.TopDown ? GetTransform.position : TopDownHit.point)).sqrMagnitude <
                                        Mathf.Pow(CameraType != RayType.TopDown ? ActionDistance : SnapThreshold, 2))
                                    {
                                        float Angle = Vector3.Angle(GetRay().direction, Socket.transform.position - GetRay().origin);

                                        if (Angle < ClosestAngle && Angle < OverlapAngles)
                                        {
                                            ClosestAngle = Angle;

                                            if (CameraType != RayType.TopDown && CurrentSocket == null)
                                            {
                                                CurrentSocket = Socket;
                                            }
                                            else
                                            {
                                                CurrentSocket = Socket;
                                            }
                                        }
                                    }
                                }
                                else
                                {
                                    CurrentSocket = Socket;
                                }
                            }
                        }
                    }
                }
            }

            if (CurrentSocket != null)
            {
                PartOffset Offset = CurrentSocket.GetOffsetPart(SelectedPrefab.Id);

                if (CurrentSocket.CheckOccupancy(SelectedPrefab))
                {
                    return;
                }

                if (Offset != null)
                {
                    CurrentPreview.transform.position = CurrentSocket.transform.position + CurrentSocket.transform.TransformVector(Offset.Position);

                    CurrentPreview.transform.rotation = CurrentSocket.transform.rotation * (CurrentPreview.RotateOnSockets ? Quaternion.Euler(Offset.Rotation + CurrentRotationOffset) : Quaternion.Euler(Offset.Rotation));

                    if (Offset.UseCustomScale)
                    {
                        CurrentPreview.transform.localScale = Offset.Scale;
                    }

                    LastSocket = CurrentSocket;

                    HasSocket = true;

                    return;
                }
            }

            UpdateFreeMovement();
        }