/// <summary> /// Get a list of unity object fields. /// </summary> /// <param name="data">Current data for this action field.</param> /// <param name="indexShift">Make sure we are using the correct field type.</param> /// <returns>A list of unity object fields.</returns> private static List <UnityObjectField> GetItemsFromList(UnityObjectFieldData data, int indexShift = 0) { List <UnityObjectField> items = new List <UnityObjectField>(); int fieldType = data.fieldType + indexShift; // Local Variable if (fieldType == 1 && data.targetHeroObject != null) { items = data.targetHeroObject.lists.unityObjects.items; } // Property else if (fieldType == 2 && data.targetHeroObject != null) { List <HeroProperties> heroProperties = data.targetHeroObject.propertiesList.properties; if (heroProperties != null && heroProperties.Count > 0) { items = heroProperties[data.propertyID - 1].itemProperties.unityObjects.items; } } // Global Variable else if (fieldType == 3) { items = HeroKitCommon.GetGlobals().globals.unityObjects.items; } return(items); }
/// <summary> /// If object added is a scene, set the scene ID. /// </summary> /// <param name="data">Current data for this action field.</param> /// <returns>ID for the scene.</returns> private static void SetScene(ref UnityObjectFieldData data) { // if item is scene asset, add to to build settings SceneAsset testScene = data.fieldValue as SceneAsset; if (testScene != null) { // add the scene to the editor build settings if it doesn't already exist there. data.sceneID = HeroKitCommon.AddSceneToBuildSettings(testScene); data.sceneName = testScene.name; } }
// -------------------------------------------------------------- // Helpers // -------------------------------------------------------------- /// <summary> /// If we are working with a hero property list, get the ID of the property we are using. /// </summary> /// <param name="data">Current data for this action field.</param> /// <param name="indexShift">Make sure we are using the correct field type.</param> /// <returns>Current data for this action field.</returns> private static UnityObjectFieldData SetPropertyID(UnityObjectFieldData data, int indexShift = 0) { int fieldType = data.fieldType + indexShift; // Property if (fieldType == 2 && data.targetHeroObject != null) { data.propertyID = HeroField.HeroPropertyListField.SetValues(data.targetHeroObject.propertiesList.properties.ToArray(), data.propertyID, 0); } return(data); }
// -------------------------------------------------------------- // Initialize Action Field // -------------------------------------------------------------- /// <summary> /// Create the subfields that we need for this action field. /// </summary> /// <param name="title">The title of the action.</param> /// <param name="actionField">The action field.</param> /// <param name="heroObject">The hero object that contains this action field.</param> /// <returns>The data for this action field.</returns> private static UnityObjectFieldData CreateFieldData(string title, HeroActionField actionField, HeroObject heroObject) { UnityObjectFieldData data = new UnityObjectFieldData(); data.Init(ref actionField); data.title = title; data.heroObject = heroObject; data.targetHeroObject = actionField.heroObjects[0]; data.objectType = actionField.ints[0]; data.objectID = actionField.ints[1]; data.fieldID = actionField.ints[2]; data.fieldType = actionField.ints[3]; data.heroGUID = actionField.ints[4]; data.propertyID = actionField.ints[6]; data.objectName = actionField.strings[0]; data.fieldValue = actionField.unityObjects[0]; data.sceneID = actionField.ints[5]; data.sceneName = actionField.strings[1]; return(data); }
/// <summary> /// Create a drop-down list of unity object fields in the action field. /// </summary> /// <param name="data">Current data for this action field.</param> /// <param name="items">A list of unity object fields.</param> /// <returns>The data for this action field.</returns> private static UnityObjectFieldData BuildItemFieldList(UnityObjectFieldData data, List <UnityObjectField> items) { bool drawValues = ActionCommon.InitItemFieldList(ref data, items, "Unity Objects"); if (drawValues) { data.fieldID = HeroField.UnityObjectListField.SetValues(items, data.fieldID, 0); if (data.fieldID > 0) { data.fieldValue = items[data.fieldID - 1].value; // set scene if it exists SetScene(ref data); items[data.fieldID - 1].sceneID = data.sceneID; items[data.fieldID - 1].sceneName = data.sceneName; } } return(data); }
// -------------------------------------------------------------- // Action Fields // -------------------------------------------------------------- /// <summary> /// Get a value from a unity object field. /// This is for a field that contains Value, Variable, Property, Global. /// </summary> /// <typeparam name="T">The type of unity object.</typeparam> /// <param name="title">Title for action field.</param> /// <param name="actionParams">Action field parameters.</param> /// <param name="actionField">Action field.</param> /// <param name="titleToLeft">Show the title on the left?</param> /// <returns></returns> public static T BuildFieldA <T>(string title, HeroActionParams actionParams, HeroActionField actionField, bool titleToLeft = false) where T : Object { // create the fields UnityObjectFieldData data = CreateFieldData(title, actionField, actionParams.heroObject); //----------------------------------------- // Display this title above the field //----------------------------------------- if (data.title != "" && !titleToLeft) { SimpleLayout.Label(data.title); } SimpleLayout.BeginHorizontal(); if (data.title != "" && titleToLeft) { SimpleLayout.Label(data.title); } //----------------------------------------- // Get the type of field you want to work with. //----------------------------------------- data.fieldType = new HeroField.ValueTypeField().SetValues(data.fieldType, 0); //----------------------------------------- // Get the type of game object we are working with // Option 1: This game object (game object that this hero object is attached to) // Option 2: Another game object (another game object in the scene that has a hero object attached to it) //----------------------------------------- if (data.fieldType == 2 || data.fieldType == 3) { data = ActionCommon.GetTargetHeroObject(data); } //----------------------------------------- // Get the integer list you want to work with. // The integer list is in hero object editor > Variables //----------------------------------------- // if this is a field, draw field (1=value) if (data.fieldType == 1) { data.fieldValue = SimpleLayout.ObjectField(data.fieldValue as T, HeroKitCommon.GetWidthForField(135)); SetScene(ref data); } // if this is a list, draw ints (2=variables, 3=properties) if (data.fieldType != 1) { data = SetPropertyID(data, -1); List <UnityObjectField> items = GetItemsFromList(data, -1); data = BuildItemFieldList(data, items); } //----------------------------------------- // assign values back to hero object fields //----------------------------------------- actionField.ints[0] = data.objectType; actionField.ints[1] = data.objectID; actionField.ints[2] = data.fieldID; actionField.ints[3] = data.fieldType; actionField.ints[4] = data.heroGUID; actionField.ints[6] = data.propertyID; actionField.heroObjects[0] = data.targetHeroObject; actionField.strings[0] = data.objectName; actionField.unityObjects[0] = data.fieldValue; actionField.ints[5] = data.sceneID; actionField.strings[1] = data.sceneName; //----------------------------------------- // Visual stuff //----------------------------------------- SimpleLayout.Space(); SimpleLayout.EndHorizontal(); return(data.fieldValue as T); }
/// <summary> /// Get a value from a unity object field in a hero object template. /// This is for a field that contains Variable, Property, Global. /// </summary> /// <param name="title">Title for action field.</param> /// <param name="actionParams">Action field parameters.</param> /// <param name="actionField">Action field.</param> /// <param name="heroObject">Hero object that is the target of this action.</param> /// <param name="titleToLeft">Show the title on the left?</param> public static void BuildFieldC(string title, HeroActionParams actionParams, HeroActionField actionField, HeroObject heroObject, bool titleToLeft = false) { // create the fields UnityObjectFieldData data = CreateFieldData(title, actionField, actionParams.heroObject); //----------------------------------------- // Display this title above the field //----------------------------------------- if (data.title != "" && !titleToLeft) { SimpleLayout.Label(data.title); } SimpleLayout.BeginHorizontal(); if (data.title != "" && titleToLeft) { SimpleLayout.Label(data.title); } //----------------------------------------- // Get the type of field you want to work with. //----------------------------------------- data.fieldType = new HeroField.ValueTypeFieldB().SetValues(data.fieldType, 0); //----------------------------------------- // Get the type of game object we are working with // Option 1: This game object // Option 2: Another game object in the Game Object list attached to this game object // Option 3: Another game object in the scene //----------------------------------------- data.targetHeroObject = heroObject; //----------------------------------------- // Get the bool list you want to work with. // The bool list is in hero object editor > Variables //----------------------------------------- data = SetPropertyID(data); List <UnityObjectField> items = GetItemsFromList(data); data = BuildItemFieldList(data, items); //----------------------------------------- // assign values back to hero object fields //----------------------------------------- actionField.ints[0] = data.objectType; actionField.ints[1] = data.objectID; actionField.ints[2] = data.fieldID; actionField.ints[3] = data.fieldType; actionField.ints[4] = data.heroGUID; actionField.ints[6] = data.propertyID; actionField.heroObjects[0] = data.targetHeroObject; actionField.strings[0] = data.objectName; actionField.unityObjects[0] = data.fieldValue; actionField.ints[5] = data.sceneID; actionField.strings[1] = data.sceneName; //----------------------------------------- // Visual stuff //----------------------------------------- SimpleLayout.Space(); SimpleLayout.EndHorizontal(); }