Exemplo n.º 1
0
        /// <summary>
        /// Create the BasicAttributes and add the Health attribute
        /// </summary>
        /// <param name="rMotionController"></param>
        /// <param name="rHealth">Health value to set; if the Health attribute already exist, then its value
        /// is not overwritten</param>
        /// <param name="rMana"></param>
        /// <param name="rStamina"></param>
        /// <returns></returns>
        public static BasicAttributes CreateBasicAttributes(MotionController rMotionController, float rHealth, float rMana = 0, float rStamina = 0)
        {
            BasicAttributes lAttributes = rMotionController.GetOrAddComponent <BasicAttributes>();

            if (!lAttributes.AttributeExists("Health"))
            {
                lAttributes.SetAttributeValue <float>("Health", rHealth);
                BasicAttributeFloat lHealth = lAttributes.GetAttribute("Health") as BasicAttributeFloat;
                if (lHealth != null)
                {
                    lHealth.MinValue = 0;
                    lHealth.MaxValue = rHealth;
                }
            }

            if (rMana > 0 && !lAttributes.AttributeExists("Mana"))
            {
                lAttributes.SetAttributeValue <float>("Mana", rMana);
                BasicAttributeFloat lMana = lAttributes.GetAttribute("Mana") as BasicAttributeFloat;
                if (lMana != null)
                {
                    lMana.MinValue = 0;
                    lMana.MaxValue = rMana;
                }
            }

            if (rStamina > 0 && !lAttributes.AttributeExists("Stamina"))
            {
                lAttributes.SetAttributeValue <float>("Stamina", rStamina);
                BasicAttributeFloat lStamina = lAttributes.GetAttribute("Stamina") as BasicAttributeFloat;
                if (lStamina != null)
                {
                    lStamina.MinValue = 0;
                    lStamina.MaxValue = rMana;
                }
            }

            lAttributes.OnBeforeSerialize();

            return(lAttributes);
        }
Exemplo n.º 2
0
    /// <summary>
    /// Called when the inspector needs to draw
    /// </summary>
    public override void OnInspectorGUI()
    {
        // Pulls variables from runtime so we have the latest values.
        mTargetSO.Update();

        GUILayout.Space(5);

        EditorHelper.DrawInspectorTitle("ootii Basic Attributes");

        EditorHelper.DrawInspectorDescription("Allows us to assign Attributes to actors.", MessageType.None);

        GUILayout.Space(5);

        //EditorGUILayout.LabelField("Attributes", EditorStyles.boldLabel, GUILayout.Height(16f));

        GUILayout.BeginVertical(EditorHelper.GroupBox);

        mAttributeItemList.DoLayoutList();

        if (mAttributeItemList.index >= mAttributeItemList.count)
        {
            mAttributeItemList.index = mAttributeItemList.count - 1;
        }

        if (mAttributeItemList.index >= 0)
        {
            GUILayout.Space(5f);
            GUILayout.BeginVertical(EditorHelper.Box);

            bool lListIsDirty = DrawAttributeItemDetail(mTarget.Items[mAttributeItemList.index]);
            if (lListIsDirty)
            {
                mIsDirty = true;
            }

            GUILayout.EndVertical();
        }

        EditorGUILayout.EndVertical();


        // Show the events
        GUILayout.BeginHorizontal();

        if (GUILayout.Button(new GUIContent("Events"), EditorStyles.boldLabel))
        {
            mTarget.EditorShowEvents = !mTarget.EditorShowEvents;
        }

        GUILayout.FlexibleSpace();

        if (GUILayout.Button(new GUIContent(mTarget.EditorShowEvents ? "-" : "+"), EditorStyles.boldLabel))
        {
            mTarget.EditorShowEvents = !mTarget.EditorShowEvents;
        }

        GUILayout.EndHorizontal();

        GUILayout.BeginVertical(EditorHelper.GroupBox);
        EditorHelper.DrawInspectorDescription("Assign functions to be called when specific events take place.", MessageType.None);

        if (mTarget.EditorShowEvents)
        {
            GUILayout.BeginVertical(EditorHelper.Box);

            SerializedProperty lActivatedEvent = mTargetSO.FindProperty("AttributeValueChangedEvent");
            if (lActivatedEvent != null)
            {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(lActivatedEvent);
                if (EditorGUI.EndChangeCheck())
                {
                    mIsDirty = true;
                }
            }

            GUILayout.EndVertical();
        }

        GUILayout.EndVertical();

        GUILayout.Space(5);

        // If there is a change... update.
        if (mIsDirty)
        {
            // Flag the object as needing to be saved
            EditorUtility.SetDirty(mTarget);

#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
            EditorApplication.MarkSceneDirty();
#else
            if (!EditorApplication.isPlaying)
            {
                UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
            }
#endif

            // Pushes the values back to the runtime so it has the changes
            mTargetSO.ApplyModifiedProperties();

            // Serialize to the definitions
            mTarget.OnBeforeSerialize();

            // Clear out the dirty flag
            mIsDirty = false;
        }
    }