Пример #1
0
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (Application.isPlaying)
        {
            Color _originalColor = GUI.color;
            GUI.color = !isDrunk.boolValue ? new Color(.8f, .25f, .25f) : new Color(.25f, .8f, .25f);

            EditorGUILayout.BeginHorizontal();
            GUILayout.Space(15);

            if (GUILayout.Button(!isDrunk.boolValue ? new GUIContent("Get Drunk", "Get the Fire Eater drunk") : new GUIContent("Get Sober", "Make the Fire Eater sober again"), GUILayout.Width(100), GUILayout.Height(20)))
            {
                foreach (TDS_FireEater _fireEater in fireEaters)
                {
                    if (_fireEater.ComboCurrent.Count > 0)
                    {
                        _fireEater.BreakCombo();
                    }

                    if (!isDrunk.boolValue)
                    {
                        _fireEater.GetDrunk();
                    }
                    else
                    {
                        soberUpTimer.floatValue = 0;
                    }
                }
            }

            EditorGUILayout.EndHorizontal();

            GUI.color = _originalColor;
            GUILayout.Space(10);
        }

        if (TDS_EditorUtility.FloatField("Sober Up Time", "Time it takes to the Fire Eater to sober up (in seconds)", soberUpTime))
        {
            fireEaters.ForEach(f => f.SoberUpTime = soberUpTime.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Drunk Speed Coef", "Coefficient applied to speed when drunk", drunkSpeedCoef))
        {
            fireEaters.ForEach(f => f.DrunkSpeedCoef = drunkSpeedCoef.floatValue);
            serializedObject.Update();
        }

        TDS_EditorUtility.FloatField("X Mov. after Drunken Dodge", "Distance to move the Fire Eater before getting up after a drunken dodge", xMovementAfterDrunkenDodge);

        if (TDS_EditorUtility.IntField("Drunk Jump Force", "Force applied when performing a jump when drunk", drunkJumpForce))
        {
            fireEaters.ForEach(f => f.DrunkJumpForce = drunkJumpForce.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);
    }
    /// <summary>
    /// Draws the editor for the Destructible class settings.
    /// </summary>
    protected void DrawSettings()
    {
        TDS_EditorUtility.IntSlider("Loot Chance", "Chance in percentage to have drop on this destructible destruction", lootChance, 0, 100);

        GUILayout.Space(3);

        TDS_EditorUtility.IntSlider("Min Loot", "Minimum amount of loot for this destructible", lootMin, 0, lootMax.intValue);
        if (TDS_EditorUtility.IntField("Max Loot", "Maximum amount of loot for this destructible", lootMax))
        {
            destructibles.ForEach(d => d.LootMax = lootMax.intValue);
            serializedObject.Update();
        }
    }
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (Application.isPlaying)
        {
            if (TDS_EditorUtility.Toggle("Angry", "Indicates if the Fat Lady is in Angry or in \"Cool\" mode", isAngry))
            {
                fatLadies.ForEach(f => f.IsAngry = isAngry.boolValue);
                serializedObject.Update();
            }

            GUILayout.Space(5);
        }

        if (TDS_EditorUtility.FloatField("Angry Speed Coef", "Coefficient applied to the Fat Lady's speed when angry", angrySpeedCoef))
        {
            fatLadies.ForEach(f => f.AngrySpeedCoef = angrySpeedCoef.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.IntField("Angry Health Step", "Health value separating the Angry mode and the Cool one", angryHealthStep))
        {
            fatLadies.ForEach(f => f.AngryHealthStep = angryHealthStep.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);

        if (Application.isPlaying)
        {
            if (TDS_EditorUtility.Toggle("Snack Available", "Indicates if the Fat Lady's snack is available for use", isSnackAvailable))
            {
                fatLadies.ForEach(f => f.IsSnackAvailable = isSnackAvailable.boolValue);
                serializedObject.Update();
            }

            GUILayout.Space(3);
            TDS_EditorUtility.ProgressBar(25, isSnackAvailable.boolValue ? 0 : snackRestaureTimer.floatValue / snackRestaureTime.floatValue, "Snack Restauration");
            GUILayout.Space(3);
        }

        if (TDS_EditorUtility.FloatField("Snack Restaure Time", "Time i takes to restaure the snack after eating (in seconds)", snackRestaureTime))
        {
            fatLadies.ForEach(f => f.SnackRestaureTime = snackRestaureTime.floatValue);
            serializedObject.Update();
        }
        if (TDS_EditorUtility.IntField("Snack Heal Value", "Heal value when snacking", snackHealValue))
        {
            fatLadies.ForEach(f => f.SnackHealValue = snackHealValue.intValue);
            serializedObject.Update();
        }
    }
    /// <summary>
    /// Draws the editor for Damageable class settings
    /// </summary>
    private void DrawSettings()
    {
        // If the serializedProperty is changed, triggers the property of the field
        // After the property has been used, update the object so that serializedProperties can be refresh
        if (TDS_EditorUtility.IntSlider("Health", "Current health of this object", healthCurrent, 0, healthMax.intValue))
        {
            damageables.ForEach(d => d.HealthCurrent = healthCurrent.intValue);
            serializedObject.Update();
        }

        if (!healthCurrent.hasMultipleDifferentValues)
        {
            GUILayout.Space(5);

            TDS_EditorUtility.ProgressBar(25, (float)healthCurrent.intValue / healthMax.intValue, "Health");

            GUILayout.Space(5);
        }

        // If the application is playing, draws two button next to each other allowing the heal & damage the object
        if (EditorApplication.isPlaying)
        {
            DrawLifeButtons();
        }

        if (TDS_EditorUtility.IntField("Max Health", "Maximum health of the object ; its health cannot exceed this value", healthMax))
        {
            damageables.ForEach(d => d.HealthMax = healthMax.intValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.Toggle("Dead", "Indicates if the object is dead, or not", isDead))
        {
            damageables.ForEach(d => d.IsDead = isDead.boolValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.Toggle("Indestructible", "When indestructible, the object will not be dead when its health reach zero", isIndestructible))
        {
            damageables.ForEach(d => d.IsIndestructible = isIndestructible.boolValue);
            serializedObject.Update();
        }

        TDS_EditorUtility.Toggle("Invulnerable", "When invulnerable, the object cannot take any damage", isInvulnerable);

        TDS_EditorUtility.Toggle("Can be Moved", "If set to true, this damageable can suffer the effects of special attack effect moving opponent", canBeMoved);

        GUILayout.Space(3);
    }
Пример #5
0
    /// <summary>
    /// Draws the custom editor for this class settings.
    /// </summary>
    private void DrawSettings()
    {
        if (TDS_EditorUtility.PropertyField("Beard State", "Current state of the Beard Lady's beard", currentBeardState) && Application.isPlaying)
        {
            beardLadies.ForEach(b => b.CancelInvokeGrowBeard());
            beardLadies.ForEach(b => b.CurrentBeardState = (BeardState)currentBeardState.enumValueIndex);
            serializedObject.Update();
        }

        GUILayout.Space(3);
        TDS_EditorUtility.ProgressBar(25, (float)currentBeardState.enumValueIndex / 3, "Beard State");
        GUILayout.Space(5);

        if (TDS_EditorUtility.FloatField("Beard Grow Interval", "Interval between two beard grow up", beardGrowInterval))
        {
            beardLadies.ForEach(b => b.BeardGrowInterval = beardGrowInterval.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.IntSlider("Beard Life", "Current beard life", beardCurrentLife, 0, beardMaxLife.intValue) && Application.isPlaying)
        {
            beardLadies.ForEach(b => b.BeardCurrentLife = beardCurrentLife.intValue);
            serializedObject.Update();
        }

        GUILayout.Space(3);
        TDS_EditorUtility.ProgressBar(25, (float)beardCurrentLife.intValue / beardMaxLife.intValue, "Beard Life");
        GUILayout.Space(5);

        if (TDS_EditorUtility.IntField("Beard Max Life", "Maximum beard life value", beardMaxLife))
        {
            beardLadies.ForEach(b => b.BeardMaxLife = beardMaxLife.intValue);
            serializedObject.Update();
        }
        if (TDS_EditorUtility.FloatField("Beard Heal Interval", "Interval between two beard heal", beardHealInterval))
        {
            beardLadies.ForEach(b => b.BeardHealInterval = beardHealInterval.floatValue);
            serializedObject.Update();
        }
    }
Пример #6
0
    /// <summary>
    /// Draws the editor for the Character class settings.
    /// </summary>
    private void DrawSettings()
    {
        // Draws a header for the character behaviour settings
        EditorGUILayout.LabelField("Behaviour", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.Toggle("Pacific", "When pacific, the character will not attack", isPacific);

        TDS_EditorUtility.Toggle("Paralyzed", "When paralyzed, the character will no move", isParalyzed);

        // When on play and setting the toggle, do not change the property but execute the Flip method instead
        if (EditorApplication.isPlaying)
        {
            if (!isCharaMultiEditing && TDS_EditorUtility.Toggle("Facing Right Side", "Indicates if the character is currently facing the right side of the screen, or not", isFacingRight, false))
            {
                characters[0].Flip();
                serializedObject.Update();
            }
        }
        else
        {
            TDS_EditorUtility.Toggle("Facing Right Side", "Indicates if the character is currently facing the right side of the screen, or not", isFacingRight);
        }

        // Draws a header for the character behaviour settings
        EditorGUILayout.LabelField("Speed", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        // When on play and not multi editing, diplay a progress bar representing the current speed of the character
        if (EditorApplication.isPlaying)
        {
            if (!isCharaMultiEditing)
            {
                TDS_EditorUtility.ProgressBar(20, speedCurrent.floatValue / speedMax.floatValue, "Speed");
                GUILayout.Space(5);
            }
        }

        // If the serializedProperty is changed, triggers the property of the field
        // After the property has been used, update the object so that serializedProperties can be refresh
        if (TDS_EditorUtility.FloatSlider("Initial Speed", "Speed of the character when starting moving", speedInitial, 0, speedMax.floatValue))
        {
            characters.ForEach(c => c.SpeedInitial = speedInitial.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Max Speed", "Maximum speed of the character", speedMax))
        {
            characters.ForEach(c => c.SpeedMax = speedMax.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Speed Acceleration Time", "Time that take the character to get its speed to the maximum value, after starting moving (in seconds)", speedAccelerationTime))
        {
            characters.ForEach(c => c.SpeedAccelerationTime = speedAccelerationTime.floatValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Speed Coefficient", "Global coefficient used to multiply all speed values for this character", speedCoef))
        {
            characters.ForEach(c => c.SpeedCoef = speedCoef.floatValue);
            serializedObject.Update();
        }

        if (!EditorApplication.isPlaying)
        {
            // Draws a header for the player aim settings
            EditorGUILayout.LabelField("Throwables & Aiming", TDS_EditorUtility.HeaderStyle);

            GUILayout.Space(3);

            if (TDS_EditorUtility.IntField("Throw max. Bonus Damages", "Maximum amount of bonus damages when throwing an object", throwBonusDamagesMax))
            {
                characters.ForEach(p => p.ThrowBonusDamagesMax = throwBonusDamagesMax.intValue);
                serializedObject.Update();
            }
            if (TDS_EditorUtility.IntSlider("Throw min. Bonus Damages", "Minimum amount of bonus damages when throwing an object", throwBonusDamagesMin, 0, throwBonusDamagesMax.intValue))
            {
                characters.ForEach(p => p.ThrowBonusDamagesMin = throwBonusDamagesMin.intValue);
                serializedObject.Update();
            }

            GUILayout.Space(3);

            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by this player to aim for a throw", aimAngle, 15f, 60f))
            {
                characters.ForEach(p => p.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }

            TDS_EditorUtility.Vector3Field("Throw Aiming Point", "Position to aim when preparing a throw (Local space)", throwAimingPoint);
        }

        GUILayout.Space(3);
    }
Пример #7
0
    /// <summary>
    /// Draws the settings editor of the TDS_Player editing objects.
    /// </summary>
    private void DrawSettings()
    {
        TDS_EditorUtility.PropertyField("Type of Player", "Type of character this player is", playerType);
        TDS_EditorUtility.PropertyField("Attacks", "All Attacks this player can perform", attacks);

        GUILayout.Space(5);

        TDS_EditorUtility.PropertyField("What is Obstacle", "What layers this player should collide on", whatIsObstacle);

        // Draws a header for the player combos settings
        EditorGUILayout.LabelField("Combo", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        // Draws informations about the current combo if in play mode
        if (EditorApplication.isPlaying && !isPlayerMultiEditing)
        {
            string _combo = string.Empty;
            for (int _i = 0; _i < comboCurrent.arraySize; _i++)
            {
                _combo += comboCurrent.GetArrayElementAtIndex(_i).boolValue ? "L" : "H";
            }

            TDS_EditorUtility.ProgressBar(25, (float)comboCurrent.arraySize / comboMax.intValue, $"Combo : {comboCurrent.arraySize} | {_combo}");

            GUILayout.Space(5);
        }

        if (TDS_EditorUtility.IntField("Max Combo", "Maximum amount of attacks in one combo", comboMax))
        {
            players.ForEach(p => p.ComboMax = comboMax.intValue);
            serializedObject.Update();
        }

        if (TDS_EditorUtility.FloatField("Combo Reset time", "Time it takes for a combo to automatically be reset when no attack is perform", comboResetTime))
        {
            players.ForEach(p => p.ComboResetTime = comboResetTime.floatValue);
            serializedObject.Update();
        }

        // Draws a header for the player special settings
        EditorGUILayout.LabelField("Special", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.Toggle("Playable", "Is the player playable or not", isPlayable);

        // Draws a header for the player jump settings
        EditorGUILayout.LabelField("Jump", TDS_EditorUtility.HeaderStyle);

        GUILayout.Space(3);

        TDS_EditorUtility.FloatField("Jump Force", "Maximum amount of attacks in one combo", jumpForce);

        if (TDS_EditorUtility.FloatField("Jump Maximum Time Length", "Maximum time for a jump the player can continue to add force", jumpMaximumTime))
        {
            players.ForEach(p => p.JumpMaximumTime = jumpMaximumTime.floatValue);
            serializedObject.Update();
        }

        if (EditorApplication.isPlaying && (playerType.intValue != (int)PlayerType.Juggler))
        {
            // Draws a header for the player aim settings
            EditorGUILayout.LabelField("Aim", TDS_EditorUtility.HeaderStyle);

            GUILayout.Space(3);

            if (TDS_EditorUtility.FloatSlider("Aiming Angle", "Angle used by this player to aim for a throw", aimAngle, 15f, 60f))
            {
                players.ForEach(p => p.AimAngle = aimAngle.floatValue);
                serializedObject.Update();
            }
        }
    }