public override void DrawCommandGUI() { serializedObject.Update(); ControlStage t = target as ControlStage; // Format Enum names string[] displayLabels = StringFormatter.FormatEnumNames(t.Display, "<None>"); displayProp.enumValueIndex = EditorGUILayout.Popup("Display", (int)displayProp.enumValueIndex, displayLabels); string replaceLabel = "Portrait Stage"; if (t.Display == StageDisplayType.Swap) { CommandEditor.ObjectField <Stage>(replacedStageProp, new GUIContent("Replace", "Character to swap with"), new GUIContent("<Default>"), Stage.activeStages); replaceLabel = "With"; } if (Stage.activeStages.Count > 0) { CommandEditor.ObjectField <Stage>(stageProp, new GUIContent(replaceLabel, "Stage to display the character portraits on"), new GUIContent("<Default>"), Stage.activeStages); } bool showOptionalFields = true; Stage s = t._Stage; // Only show optional portrait fields once required fields have been filled... if (t._Stage != null) // Character is selected { if (t._Stage == null) // If no default specified, try to get any portrait stage in the scene { s = GameObject.FindObjectOfType <Stage>(); } if (s == null) { EditorGUILayout.HelpBox("No portrait stage has been set.", MessageType.Error); showOptionalFields = false; } } if (t.Display != StageDisplayType.None && showOptionalFields) { EditorGUILayout.PropertyField(useDefaultSettingsProp); if (!t.UseDefaultSettings) { EditorGUILayout.PropertyField(fadeDurationProp); } EditorGUILayout.PropertyField(waitUntilFinishedProp); } serializedObject.ApplyModifiedProperties(); }
public override void DrawCommandGUI() { serializedObject.Update(); Portrait t = target as Portrait; if (Stage.ActiveStages.Count > 1) { CommandEditor.ObjectField <Stage>(stageProp, new GUIContent("Portrait Stage", "Stage to display the character portraits on"), new GUIContent("<Default>"), Stage.ActiveStages); } else { t._Stage = null; } // Format Enum names string[] displayLabels = StringFormatter.FormatEnumNames(t.Display, "<None>"); displayProp.enumValueIndex = EditorGUILayout.Popup("Display", (int)displayProp.enumValueIndex, displayLabels); string characterLabel = "Character"; if (t.Display == DisplayType.Replace) { CommandEditor.ObjectField <Character>(replacedCharacterProp, new GUIContent("Replace", "Character to replace"), new GUIContent("<None>"), Character.ActiveCharacters); characterLabel = "With"; } CommandEditor.ObjectField <Character>(characterProp, new GUIContent(characterLabel, "Character to display"), new GUIContent("<None>"), Character.ActiveCharacters); bool showOptionalFields = true; Stage s = t._Stage; // Only show optional portrait fields once required fields have been filled... if (t._Character != null) // Character is selected { if (t._Character.Portraits == null || // Character has a portraits field t._Character.Portraits.Count <= 0) // Character has at least one portrait { EditorGUILayout.HelpBox("This character has no portraits. Please add portraits to the character's prefab before using this command.", MessageType.Error); showOptionalFields = false; } if (t._Stage == null) // If default portrait stage selected { if (t._Stage == null) // If no default specified, try to get any portrait stage in the scene { s = GameObject.FindObjectOfType <Stage>(); } } if (s == null) { EditorGUILayout.HelpBox("No portrait stage has been set.", MessageType.Error); showOptionalFields = false; } } if (t.Display != DisplayType.None && t._Character != null && showOptionalFields) { if (t.Display != DisplayType.Hide && t.Display != DisplayType.MoveToFront) { // PORTRAIT CommandEditor.ObjectField <Sprite>(portraitProp, new GUIContent("Portrait", "Portrait representing character"), new GUIContent("<Previous>"), t._Character.Portraits); if (t._Character.PortraitsFace != FacingDirection.None) { // FACING // Display the values of the facing enum as <-- and --> arrows to avoid confusion with position field string[] facingArrows = new string[] { "<Previous>", "<--", "-->", }; facingProp.enumValueIndex = EditorGUILayout.Popup("Facing", (int)facingProp.enumValueIndex, facingArrows); } else { t.Facing = FacingDirection.None; } } else { t._Portrait = null; t.Facing = FacingDirection.None; } string toPositionPrefix = ""; if (t.Move) { // MOVE EditorGUILayout.PropertyField(moveProp); } if (t.Move) { if (t.Display != DisplayType.Hide) { // START FROM OFFSET EditorGUILayout.PropertyField(shiftIntoPlaceProp); } } if (t.Move) { if (t.Display != DisplayType.Hide) { if (t.ShiftIntoPlace) { t.FromPosition = null; // OFFSET // Format Enum names string[] offsetLabels = StringFormatter.FormatEnumNames(t.Offset, "<Previous>"); offsetProp.enumValueIndex = EditorGUILayout.Popup("From Offset", (int)offsetProp.enumValueIndex, offsetLabels); } else { t.Offset = PositionOffset.None; // FROM POSITION CommandEditor.ObjectField <RectTransform>(fromPositionProp, new GUIContent("From Position", "Move the portrait to this position"), new GUIContent("<Previous>"), s.Positions); } } toPositionPrefix = "To "; } else { t.ShiftIntoPlace = false; t.FromPosition = null; toPositionPrefix = "At "; } if (t.Display == DisplayType.Show || (t.Display == DisplayType.Hide && t.Move)) { // TO POSITION CommandEditor.ObjectField <RectTransform>(toPositionProp, new GUIContent(toPositionPrefix + "Position", "Move the portrait to this position"), new GUIContent("<Previous>"), s.Positions); } else { t.ToPosition = null; } if (!t.Move && t.Display != DisplayType.MoveToFront) { // MOVE EditorGUILayout.PropertyField(moveProp); } if (t.Display != DisplayType.MoveToFront) { EditorGUILayout.Separator(); // USE DEFAULT SETTINGS EditorGUILayout.PropertyField(useDefaultSettingsProp); if (!t.UseDefaultSettings) { // FADE DURATION EditorGUILayout.PropertyField(fadeDurationProp); if (t.Move) { // MOVE SPEED EditorGUILayout.PropertyField(moveDurationProp); } if (t.ShiftIntoPlace) { // SHIFT OFFSET EditorGUILayout.PropertyField(shiftOffsetProp); } } } else { t.Move = false; t.UseDefaultSettings = true; EditorGUILayout.Separator(); } EditorGUILayout.PropertyField(waitUntilFinishedProp); if (t._Portrait != null && t.Display != DisplayType.Hide) { Texture2D characterTexture = t._Portrait.texture; float aspect = (float)characterTexture.width / (float)characterTexture.height; Rect previewRect = GUILayoutUtility.GetAspectRect(aspect, GUILayout.Width(100), GUILayout.ExpandWidth(true)); if (characterTexture != null) { GUI.DrawTexture(previewRect, characterTexture, ScaleMode.ScaleToFit, true, aspect); } } if (t.Display != DisplayType.Hide) { string portraitName = "<Previous>"; if (t._Portrait != null) { portraitName = t._Portrait.name; } string portraitSummary = " " + portraitName; int toolbarInt = 1; string[] toolbarStrings = { "<--", portraitSummary, "-->" }; toolbarInt = GUILayout.Toolbar(toolbarInt, toolbarStrings, GUILayout.MinHeight(20)); int portraitIndex = -1; if (toolbarInt != 1) { for (int i = 0; i < t._Character.Portraits.Count; i++) { if (portraitName == t._Character.Portraits[i].name) { portraitIndex = i; } } } if (toolbarInt == 0) { if (portraitIndex > 0) { t._Portrait = t._Character.Portraits[--portraitIndex]; } else { t._Portrait = null; } } if (toolbarInt == 2) { if (portraitIndex < t._Character.Portraits.Count - 1) { t._Portrait = t._Character.Portraits[++portraitIndex]; } } } } serializedObject.ApplyModifiedProperties(); }