public void RelaxBlockingList(vp_State blocker) { foreach (int current in blocker.StatesToBlock) { this.m_States[current].RemoveBlocker(blocker); } }
/// <summary> /// this is a utility function for forcing state type names to /// that of the component. these names may potentially contain /// out-of-date type names serialized on earlier versions of UFPS, /// or may be a result of copying fields from one type to a related /// but different type /// </summary> public static void UpdateOldStateTypeNames(vp_Component component) { System.Type componentType = component.Type; // update state type names created on v1.3.3, to the 1.4.x type names for (int v = 0; v < component.States.Count; v++) { vp_State s = component.States[v]; // force states to have the type names of the component if (s.TypeName != componentType.Name) { s.TypeName = componentType.Name; } // TODO: remove ? if (s.TypeName == "vp_FPSController" || s.TypeName == "vp_FPSCamera" || s.TypeName == "vp_FPSSHooter" || s.TypeName == "vp_FPSWeapon") { s.TypeName = s.TypeName.Replace("vp_FPS", "vp_FP"); Debug.Log("Corrected " + s.Name + " state type name to:" + s.TypeName + "."); } } }
/// <summary> /// removes a state from the list of states that blocks this one /// </summary> public void RemoveBlocker(vp_State blocker) { if (CurrentlyBlockedBy.Contains(blocker)) { CurrentlyBlockedBy.Remove(blocker); } }
/// <summary> /// adds a state to the list of states that blocks this one /// </summary> public void AddBlocker(vp_State blocker) { if (!CurrentlyBlockedBy.Contains(blocker)) { CurrentlyBlockedBy.Add(blocker); } }
/// <summary> /// copies component values into the default state's preset. /// if needed, creates & adds default state to the state list. /// to be called on app startup and statemanager recombine /// </summary> #if UNITY_EDITOR public void RefreshInitialState() { m_InitialState = null; m_InitialState = new vp_State(GetType().Name, "Internal_Initial", null); m_InitialState.Preset = new vp_ComponentPreset(); m_InitialState.Preset.InitFromComponent(this); }
/// <summary> /// restores the int block list onto all states by name, by /// fetching block lists in string-list format from the /// backup dictionary and converting them back to int-lists /// to be set on the components /// </summary> static void RestoreBlockLists(vp_Component component) { foreach (string s in m_BlockListBackups.Keys) { vp_State blocker = GetState(component, s); if (blocker == null) { continue; } List <string> stringBlockList; if (!m_BlockListBackups.TryGetValue(s, out stringBlockList)) { continue; } List <int> intBlockList = new List <int>(); foreach (string b in stringBlockList) { int blockee = GetStateId(component, b); if (blockee != -1) { intBlockList.Add(GetStateId(component, b)); } } blocker.StatesToBlock = intBlockList; } }
public void ImposeBlockingList(vp_State blocker) { foreach (int current in blocker.StatesToBlock) { this.m_States[current].AddBlocker(blocker); } }
/// <summary> /// draws a button showing if a state is on or off, allowing /// the user to toggle states at runtime. will also show /// a text saying if the state is currently disallowed /// </summary> public static void RunTimeStateField(vp_Component component, vp_State state, List <vp_State> stateList) { EditorGUILayout.BeginHorizontal(); GUI.color = m_ColorTransparentWhite; if (!state.Enabled) { GUILayout.Space(20); GUI.enabled = true; GUILayout.Label((stateList.Count - stateList.IndexOf(state) - 1).ToString() + ":", vp_EditorGUIUtility.RightAlignedPathStyle, GUILayout.MinWidth(20), GUILayout.MaxWidth(20)); GUILayout.BeginHorizontal(); if (GUILayout.Button(state.Name, vp_EditorGUIUtility.CenteredBoxStyle, GUILayout.MinWidth(90), GUILayout.MaxWidth(90))) { RunTimeStateButtonTarget = component; vp_Component[] compos = component.gameObject.GetComponentsInChildren <vp_Component>(); foreach (vp_Component c in compos) { c.StateManager.SetState(state.Name, true); c.Refresh(); } } GUILayout.EndHorizontal(); GUI.color = m_ColorTransparentWhite; } else { GUILayout.Space(20); GUILayout.Label((stateList.Count - stateList.IndexOf(state) - 1).ToString() + ":", vp_EditorGUIUtility.RightAlignedPathStyle, GUILayout.MinWidth(20), GUILayout.MaxWidth(20)); if (GUILayout.Button(state.Name, ((!state.Blocked) ? vp_EditorGUIUtility.CenteredBoxStyleBold : vp_EditorGUIUtility.CenteredStyleBold) , GUILayout.MinWidth(90), GUILayout.MaxWidth(90))) { RunTimeStateButtonTarget = component; vp_Component[] compos = component.gameObject.GetComponentsInChildren <vp_Component>(); foreach (vp_Component c in compos) { c.StateManager.SetState(state.Name, false); c.Refresh(); } } } if (state.Name != "Default") { if (state.Blocked) { GUILayout.TextField("(Blocked on " + component.GetType().ToString() + "(" + state.BlockCount + "))", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(100)); } if ((state.TextAsset == null) && (!state.Blocked)) { GUILayout.TextField("(No preset)", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(100)); } } EditorGUILayout.EndHorizontal(); }
/// <summary> /// this is a utility function for cleaning out state type names created /// on v1.3.3, updating internally to the 1.4.x type names. it will /// likely be removed in an upcoming version /// </summary> private static void UpdateOldStateTypeNames(List <vp_State> stateList) { for (int v = 0; v < stateList.Count; v++) { vp_State s = stateList[v]; if (s.TypeName == "vp_FPSController" || s.TypeName == "vp_FPSCamera" || s.TypeName == "vp_FPSSHooter" || s.TypeName == "vp_FPSWeapon") { s.TypeName = s.TypeName.Replace("vp_FPS", "vp_FP"); Debug.Log("Corrected " + s.Name + " state type name to:" + s.TypeName + "."); } } }
/// <summary> /// sees if the component has a default state. if so, makes /// sure it's in index zero of the list, if not, creates it. /// </summary> public void RefreshDefaultState() { vp_State defaultState = null; if (States.Count == 0) { // there are no states, so create default state defaultState = new vp_State(GetType().Name, "Default", null); States.Add(defaultState); } else { for (int v = States.Count - 1; v > -1; v--) { if (States[v].Name == "Default") { // found default state, make sure it's in the back defaultState = States[v]; States.Remove(defaultState); States.Add(defaultState); } } if (defaultState == null) { // there are states, but no default state so create it defaultState = new vp_State(GetType().Name, "Default", null); States.Add(defaultState); } } if (defaultState.Preset == null || defaultState.Preset.ComponentType == null) { defaultState.Preset = new vp_ComponentPreset(); } if (defaultState.TextAsset == null) { defaultState.Preset.InitFromComponent(this); } defaultState.Enabled = true; // default state is always enabled m_DefaultState = defaultState; }
/// <summary> /// draws a slot to which the user can drag a preset TextAsset /// </summary> private static void PresetField(vp_State state) { TextAsset orig = state.TextAsset; state.TextAsset = (TextAsset)EditorGUILayout.ObjectField(state.TextAsset, typeof(TextAsset), false); if (state.TextAsset != orig) { if (state.TextAsset != null) { if ((vp_ComponentPreset.GetFileTypeFromAsset(state.TextAsset) == null || vp_ComponentPreset.GetFileTypeFromAsset(state.TextAsset).Name != state.TypeName)) { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "Error: The file '" + state.TextAsset.name + " ' does not contain a preset of type '" + state.TypeName + "'."); state.TextAsset = orig; return; } } } }
/// <summary> /// draws a disabled preset field for the built-in default /// state, making the user aware of the state /// </summary> public static void DefaultStateField(vp_State state) { EditorGUILayout.BeginHorizontal(); GUI.enabled = false; GUILayout.Label("Default", "Textfield", GUILayout.MinWidth(90), GUILayout.MaxWidth(90)); PresetField(state); GUILayout.TextField("(editor)", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(100)); EditorGUILayout.Space(); GUI.color = Color.clear; GUILayout.Button("...", GUILayout.MinWidth(24), GUILayout.MaxWidth(24)); GUILayout.Button("X", GUILayout.MinWidth(24), GUILayout.MaxWidth(24)); GUI.color = Color.white; GUI.enabled = true; EditorGUILayout.EndHorizontal(); }
/// <summary> /// removes this state from the 'CurrentlyBlockedBy' list of /// all states in this state's 'StatesToBlock' list /// </summary> public void RelaxBlockingList(vp_State blocker) { if (blocker == null) { return; } if (blocker.StatesToBlock == null) { return; } if (m_States == null) { return; } foreach (int blockee in blocker.StatesToBlock) { m_States[blockee].RemoveBlocker(blocker); } }
/// <summary> /// adds this state to the 'CurrentlyBlockedBy' list of all /// states in this state's 'StatesToBlock' list /// </summary> public void ImposeBlockingList(vp_State blocker) { if (blocker == null) { return; } if (blocker.StatesToBlock == null) { return; } if (m_States == null) { return; } for (int v = 0; v < blocker.StatesToBlock.Count; v++) { m_States[blocker.StatesToBlock[v]].AddBlocker(blocker); } }
public void RefreshDefaultState() { vp_State vp_State = null; if (this.States.Count == 0) { vp_State = new vp_State(base.GetType().Name, "Default", null, null); this.States.Add(vp_State); } else { for (int i = this.States.Count - 1; i > -1; i--) { if (this.States[i].Name == "Default") { vp_State = this.States[i]; this.States.Remove(vp_State); this.States.Add(vp_State); } } if (vp_State == null) { vp_State = new vp_State(base.GetType().Name, "Default", null, null); this.States.Add(vp_State); } } if (vp_State.Preset == null || vp_State.Preset.ComponentType == null) { vp_State.Preset = new vp_ComponentPreset(); } if (vp_State.TextAsset == null) { vp_State.Preset.InitFromComponent(this); } vp_State.Enabled = true; this.m_DefaultState = vp_State; }
/// <summary> /// draws a button showing if a state is on or off, allowing /// the user to toggle states at runtime. will also show /// a text saying if the state is currently disallowed /// </summary> public static void RunTimeStateField(vp_Component component, vp_State state, List<vp_State> stateList) { EditorGUILayout.BeginHorizontal(); GUI.color = m_ColorTransparentWhite; if (!state.Enabled) { GUILayout.Space(20); GUI.enabled = true; GUILayout.Label((stateList.Count - stateList.IndexOf(state) - 1).ToString() + ":", vp_EditorGUIUtility.RightAlignedPathStyle, GUILayout.MinWidth(20), GUILayout.MaxWidth(20)); GUILayout.BeginHorizontal(); if (GUILayout.Button(state.Name, vp_EditorGUIUtility.CenteredBoxStyle, GUILayout.MinWidth(90), GUILayout.MaxWidth(90))) { RunTimeStateButtonTarget = component; vp_Component[] compos = component.gameObject.GetComponentsInChildren<vp_Component>(); foreach (vp_Component c in compos) { c.StateManager.SetState(state.Name, true); c.Refresh(); } } GUILayout.EndHorizontal(); GUI.color = m_ColorTransparentWhite; } else { GUILayout.Space(20); GUILayout.Label((stateList.Count - stateList.IndexOf(state) - 1).ToString() + ":", vp_EditorGUIUtility.RightAlignedPathStyle, GUILayout.MinWidth(20), GUILayout.MaxWidth(20)); if (GUILayout.Button(state.Name, ((!state.Blocked) ? vp_EditorGUIUtility.CenteredBoxStyleBold : vp_EditorGUIUtility.CenteredStyleBold) , GUILayout.MinWidth(90), GUILayout.MaxWidth(90))) { RunTimeStateButtonTarget = component; vp_Component[] compos = component.gameObject.GetComponentsInChildren<vp_Component>(); foreach (vp_Component c in compos) { c.StateManager.SetState(state.Name, false); c.Refresh(); } } } if (state.Name != "Default") { if (state.Blocked) GUILayout.TextField("(Blocked on " + component.GetType().ToString() + "(" + state.BlockCount + "))", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(100)); if ((state.TextAsset == null) && (!state.Blocked)) GUILayout.TextField("(No preset)", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(100)); } EditorGUILayout.EndHorizontal(); }
/// <summary> /// draws a field allowing the user to create, reorganize, /// name, assign presets to and delete states on a component /// </summary> public static bool StateFoldout(bool foldout, vp_Component component, List<vp_State> stateList, vp_ComponentPersister persister = null) { RunTimeStateButtonTarget = null; bool before = foldout; foldout = EditorGUILayout.Foldout(foldout, (foldout && !Application.isPlaying) ? "State Preset" : "States" ); if (foldout != before) { m_ShowBlockListFor = null; component.RefreshDefaultState(); if (!Application.isPlaying) UpdateOldStateTypeNames(component); } if (foldout) { if (m_ShowBlockListFor != null) { if (!stateList.Contains(m_ShowBlockListFor)) foldout = false; } } if (foldout) { for (int v = 0; v < stateList.Count; v++) { vp_State s = stateList[v]; if (!Application.isPlaying) { vp_PresetEditorGUIUtility.StateField(s, stateList, component); if ((m_ShowBlockListFor != null) && m_ShowBlockListFor == s) { StateBlockList(component, s); } } else { vp_PresetEditorGUIUtility.RunTimeStateField(component, s, stateList); } } GUILayout.BeginHorizontal(); if (!Application.isPlaying) { if (GUILayout.Button("Add State", GUILayout.MinWidth(90), GUILayout.MaxWidth(90))) { m_ShowBlockListFor = null; string newStateName = "Untitled"; int n = 1; while (GetStateId(component, newStateName) != -1) { n++; newStateName = newStateName.Substring(0, 8) + (n<10?"0":"") + n.ToString(); } stateList.Add(new vp_State(component.GetType().Name, newStateName, "")); component.RefreshDefaultState(); EditorUtility.SetDirty(component); } } else { GUI.color = Color.clear; GUILayout.Button("", GUILayout.MinWidth(36), GUILayout.MaxWidth(36)); GUI.color = Color.white; } if (!Application.isPlaying) GUILayout.EndHorizontal(); if (persister != null) vp_PresetEditorGUIUtility.PersistToggle(persister); if (Application.isPlaying) GUILayout.EndHorizontal(); vp_EditorGUIUtility.Separator(); } return foldout; }
/// <summary> /// /// </summary> static void StateBlockList(vp_Component component, vp_State blocker) { GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); string componentName = component.GetType().ToString(); if (componentName.Contains("vp_")) componentName = componentName.Substring(3); if (blocker.StatesToBlock == null) blocker.StatesToBlock = new List<int>(); EditorGUILayout.HelpBox("'" + blocker.Name + "' blocks " + ((blocker.StatesToBlock.Count > 0) ? blocker.StatesToBlock.Count.ToString() : "no") + " state" + ((blocker.StatesToBlock.Count == 1) ? "" : "s") + " on this " + componentName + ".", MessageType.None); GUILayout.BeginVertical(); int e = 0; foreach (vp_State blockee in component.States) { if (blockee == blocker) continue; if (blockee.Name == "Default") continue; int i = component.States.IndexOf(blockee); if (component.States[i].StatesToBlock == null) component.States[i].StatesToBlock = new List<int>(); if (component.States[i].StatesToBlock.Contains(component.States.IndexOf(blocker))) GUI.enabled = false; if (e % 2 == 0) GUILayout.BeginHorizontal(); GUILayout.Space(20); bool before = blocker.StatesToBlock.Contains(i); bool after = before; after = GUILayout.Toggle(after, blockee.Name); if(before != after) { if(!before) blocker.StatesToBlock.Add(i); else blocker.StatesToBlock.Remove(i); EditorUtility.SetDirty(component); } if (e % 2 == 1) { GUILayout.Space(10); GUILayout.EndHorizontal(); } e++; GUI.enabled = true; } if (e % 2 == 1) GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.BeginHorizontal(); EditorGUILayout.HelpBox("Select states to be disallowed on this " + componentName + " while the '" + blocker.Name + "' state is enabled. A state can not block itself, a state that blocks it or the Default state.", MessageType.Info); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Close", GUILayout.MinWidth(100), GUILayout.MaxWidth(50))) { m_ShowBlockListFor = null; EditorUtility.SetDirty(component); } GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.EndHorizontal(); GUILayout.Space(10); }
/// <summary> /// copies component values into the default state's preset. /// if needed, creates & adds default state to the state list. /// to be called on app startup and statemanager recombine /// </summary> #if UNITY_EDITOR public void RefreshInitialState() { m_InitialState = null; m_InitialState = new vp_State(Type.Name, "Internal_Initial", null); m_InitialState.Preset = new vp_ComponentPreset(); m_InitialState.Preset.InitFromComponent(this); }
/// <summary> /// /// </summary> public static void GenerateStatesAndPresetsFromDerivedComponent(Component derivedComponent, Component baseComponent, string path) { //System.Type derivedType = derivedComponent.GetType(); // TEST (see below) System.Type baseType = baseComponent.GetType(); // TEST: disabled to allow converting from vp_FPController to // vp_CapsuleController. evaluate this down the line //if (!vp_EditorUtility.IsSameOrSubclass(baseType, derivedType)) // return; vp_Component vpDerived = derivedComponent as vp_Component; vp_Component vpBase = baseComponent as vp_Component; if (vpDerived == null) { return; } if (vpBase == null) { return; } for (int v = 0; v < vpDerived.States.Count; v++) { // abort if old state has no text asset vp_State oldState = vpDerived.States[v]; if (oldState.TextAsset == null) { continue; } // abort if we fail to load old text asset into a preset vp_ComponentPreset preset = new vp_ComponentPreset(); if (!preset.LoadFromTextAsset(oldState.TextAsset)) { continue; } // try to make the preset compatible with the base component. this // will fail if it has no compatible fields, in which case we abort if (preset.TryMakeCompatibleWithComponent(vpBase) < 1) { continue; } // we have a new preset that is compatible with the base component. // save it at a temporary, auto-generated path string typeName = oldState.TypeName.Replace("vp_FP", ""); typeName = typeName.Replace("vp_", ""); string filePath = path + "/" + typeName + "_" + vpBase.gameObject.name + "_" + oldState.Name + ".txt"; vp_ComponentPreset.Save(preset, filePath); AssetDatabase.Refresh(); // add a corresponding state, into which we load the new preset vp_State newState = new vp_State(baseType.Name, vpDerived.States[v].Name, null, null); vpBase.States.Add(newState); // System.Threading.Thread.Sleep(100); // might come in handy on slow disk (?) newState.TextAsset = AssetDatabase.LoadAssetAtPath(filePath, typeof(TextAsset)) as TextAsset; } }
/// <summary> /// removes a state from the list of states that blocks this one /// </summary> public void RemoveBlocker(vp_State blocker) { if (CurrentlyBlockedBy.Contains(blocker)) CurrentlyBlockedBy.Remove(blocker); }
/// <summary> /// sees if the component has a default state. if so, makes /// sure it's in index zero of the list, if not, creates it. /// </summary> public void RefreshDefaultState() { vp_State defaultState = null; if (States.Count == 0) { // there are no states, so create default state defaultState = new vp_State(Type.Name, "Default", null); States.Add(defaultState); } else { for (int v = States.Count - 1; v > -1; v--) { if (States[v].Name == "Default") { // found default state, make sure it's in the back defaultState = States[v]; States.Remove(defaultState); States.Add(defaultState); } } if (defaultState == null) { // there are states, but no default state so create it defaultState = new vp_State(Type.Name, "Default", null); States.Add(defaultState); } } if (defaultState.Preset == null || defaultState.Preset.ComponentType == null) defaultState.Preset = new vp_ComponentPreset(); if(defaultState.TextAsset == null) defaultState.Preset.InitFromComponent(this); defaultState.Enabled = true; // default state is always enabled m_DefaultState = defaultState; }
/// <summary> /// draws a field allowing the user to create, reorganize, /// name, assign presets to and delete states on a component /// </summary> public static bool StateFoldout(bool foldout, vp_Component component, List <vp_State> stateList, vp_ComponentPersister persister = null) { bool before = foldout; foldout = EditorGUILayout.Foldout(foldout, (foldout && !Application.isPlaying) ? "State Preset" : "States" ); if (foldout != before) { m_ShowBlockListFor = null; component.RefreshDefaultState(); } if (foldout) { if (m_ShowBlockListFor != null) { if (!stateList.Contains(m_ShowBlockListFor)) { foldout = false; } } } if (foldout) { for (int v = 0; v < stateList.Count; v++) { vp_State s = stateList[v]; if (!Application.isPlaying) { vp_PresetEditorGUIUtility.StateField(s, stateList, component); if ((m_ShowBlockListFor != null) && m_ShowBlockListFor == s) { StateBlockList(component, s); } } else { vp_PresetEditorGUIUtility.RunTimeStateField(component, s, stateList); } } GUILayout.BeginHorizontal(); if (!Application.isPlaying) { if (GUILayout.Button("Add State", GUILayout.MinWidth(90), GUILayout.MaxWidth(90))) { m_ShowBlockListFor = null; string newStateName = "Untitled"; int n = 1; while (GetStateId(component, newStateName) != -1) { n++; newStateName = newStateName.Substring(0, 8) + (n < 10?"0":"") + n.ToString(); } stateList.Add(new vp_State(component.GetType().Name, newStateName, "")); component.RefreshDefaultState(); EditorUtility.SetDirty(component); } } else { GUI.color = Color.clear; GUILayout.Button("", GUILayout.MinWidth(36), GUILayout.MaxWidth(36)); GUI.color = Color.white; } if (!Application.isPlaying) { GUILayout.EndHorizontal(); } if (persister != null) { vp_PresetEditorGUIUtility.PersistToggle(persister); } if (Application.isPlaying) { GUILayout.EndHorizontal(); } vp_EditorGUIUtility.Separator(); } return(foldout); }
/// <summary> /// adds a state to the list of states that blocks this one /// </summary> public void AddBlocker(vp_State blocker) { if (!CurrentlyBlockedBy.Contains(blocker)) CurrentlyBlockedBy.Add(blocker); }
/// <summary> /// draws a row displaying a preset state name, a path and /// buttons for browsing the path + deleting the state /// </summary> public static void StateField(vp_State state, List<vp_State> stateList, vp_Component component) { GUI.enabled = !Application.isPlaying; // only allow preset field interaction in 'stopped' mode EditorGUILayout.BeginHorizontal(); string orig = state.Name; if (state.Name == "Default") { GUI.enabled = false; EditorGUILayout.TextField(state.Name, GUILayout.MinWidth(90), GUILayout.MaxWidth(90)); GUI.enabled = true; } else { if (m_ShowBlockListFor != null) { if (!component.States.Contains(m_ShowBlockListFor)) m_ShowBlockListFor = null; else { if (m_ShowBlockListFor.StatesToBlock == null) m_ShowBlockListFor.StatesToBlock = new List<int>(); if (m_ShowBlockListFor.StatesToBlock.Contains(component.States.IndexOf(state))) GUI.color = m_ColorGrayYellow; } } state.Name = EditorGUILayout.TextField(state.Name, GUILayout.MinWidth(90), GUILayout.MaxWidth(90)); GUI.color = Color.white; } if (orig != state.Name) { int collisions = -1; foreach (vp_State s in stateList) { if (s.Name == state.Name) collisions++; } if (state.Name == "Default") { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "'Default' is a reserved state name."); state.Name = orig; } else if (state.Name.Length == 0) { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "State name can't be empty."); state.Name = orig; } else if (collisions > 0) { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "There is already a state named '" + state.Name +"'.\nTIP: If you need a similar state name, begin by adding numbers at the end." ); state.Name = orig; } else EditorUtility.SetDirty(component); } PresetField(state); if (state.Name == "Default") { if (state.TextAsset == null) { GUI.enabled = false; GUILayout.TextField("(Inspector)", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(60)); } else { GUI.enabled = true; if (GUILayout.Button("Unlock", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(30), GUILayout.MinHeight(15))) { state.TextAsset = null; EditorUtility.SetDirty(component); } } } else { if (stateList.IndexOf(state) == 0) GUI.enabled = false; GUI.SetNextControlName("state"); if (GUILayout.Button("^", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(15), GUILayout.MaxWidth(15), GUILayout.MinHeight(15))) { BackupBlockLists(component); int i = stateList.IndexOf(state); if (i != 0) { stateList.Remove(state); stateList.Insert(i - 1, state); } RestoreBlockLists(component); // focus this button to get rid of possible textfield focus, // or the textfields won't update properly when moving state GUI.FocusControl("state"); EditorUtility.SetDirty(component); } GUI.enabled = true; if (state.StatesToBlock == null) state.StatesToBlock = new List<int>(); if ((state.StatesToBlock.Count > 0) && ((m_ShowBlockListFor == null) || (!component.States.Contains(m_ShowBlockListFor)) || m_ShowBlockListFor == state)) GUI.color = m_ColorGrayYellow; GUI.enabled = (component.States.Count > 2); if (GUILayout.Button("B", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(15), GUILayout.MaxWidth(15), GUILayout.MinHeight(15))) { if (m_ShowBlockListFor == state) m_ShowBlockListFor = null; else m_ShowBlockListFor = state; EditorUtility.SetDirty(component); } GUI.enabled = true; GUI.color = Color.white; if (GUILayout.Button("X", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(15), GUILayout.MaxWidth(15), GUILayout.MinHeight(15))) { vp_MessageBox.Create(vp_MessageBox.Mode.YesNo, "Confirm", "Are you sure you want to delete the state '" + state.Name + "'?", delegate(vp_MessageBox.Answer answer) { if (answer == vp_MessageBox.Answer.Yes) { BackupBlockLists(component); stateList.Remove(state); RestoreBlockLists(component); EditorUtility.SetDirty(component); } }); EditorUtility.SetDirty(component); } } GUI.enabled = true; EditorGUILayout.EndHorizontal(); }
/// <summary> /// /// </summary> static void StateBlockList(vp_Component component, vp_State blocker) { GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); string componentName = component.GetType().ToString(); if (componentName.Contains("vp_")) { componentName = componentName.Substring(3); } EditorGUILayout.HelpBox("'" + blocker.Name + "' blocks " + ((blocker.StatesToBlock.Count > 0) ? blocker.StatesToBlock.Count.ToString() : "no") + " state" + ((blocker.StatesToBlock.Count == 1) ? "" : "s") + " on this " + componentName + ".", MessageType.None); GUILayout.BeginVertical(); int e = 0; foreach (vp_State blockee in component.States) { if (blockee == blocker) { continue; } if (blockee.Name == "Default") { continue; } int i = component.States.IndexOf(blockee); if (component.States[i].StatesToBlock.Contains(component.States.IndexOf(blocker))) { GUI.enabled = false; } if (e % 2 == 0) { GUILayout.BeginHorizontal(); } GUILayout.Space(20); bool before = blocker.StatesToBlock.Contains(i); bool after = before; after = GUILayout.Toggle(after, blockee.Name); if (before != after) { if (!before) { blocker.StatesToBlock.Add(i); } else { blocker.StatesToBlock.Remove(i); } EditorUtility.SetDirty(component); } if (e % 2 == 1) { GUILayout.Space(10); GUILayout.EndHorizontal(); } e++; GUI.enabled = true; } if (e % 2 == 1) { GUILayout.EndHorizontal(); } GUILayout.EndVertical(); GUILayout.BeginHorizontal(); EditorGUILayout.HelpBox("Select states to be disallowed on this " + componentName + " while the '" + blocker.Name + "' state is enabled. A state can not block itself, a state that blocks it or the Default state.", MessageType.Info); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Close", GUILayout.MinWidth(100), GUILayout.MaxWidth(50))) { m_ShowBlockListFor = null; EditorUtility.SetDirty(component); } GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.EndHorizontal(); GUILayout.Space(10); }
/// <summary> /// /// </summary> public static void GenerateStatesAndPresetsFromDerivedComponent(Component derivedComponent, Component baseComponent, string path) { //System.Type derivedType = derivedComponent.GetType(); // TEST (see below) System.Type baseType = baseComponent.GetType(); // TEST: disabled to allow converting from vp_FPController to // vp_CapsuleController. evaluate this down the line //if (!vp_EditorUtility.IsSameOrSubclass(baseType, derivedType)) // return; vp_Component vpDerived = derivedComponent as vp_Component; vp_Component vpBase = baseComponent as vp_Component; if (vpDerived == null) return; if (vpBase == null) return; for (int v = 0; v < vpDerived.States.Count; v++) { // abort if old state has no text asset vp_State oldState = vpDerived.States[v]; if (oldState.TextAsset == null) continue; // abort if we fail to load old text asset into a preset vp_ComponentPreset preset = new vp_ComponentPreset(); if (!preset.LoadFromTextAsset(oldState.TextAsset)) continue; // try to make the preset compatible with the base component. this // will fail if it has no compatible fields, in which case we abort if (preset.TryMakeCompatibleWithComponent(vpBase) < 1) continue; // we have a new preset that is compatible with the base component. // save it at a temporary, auto-generated path string typeName = oldState.TypeName.Replace("vp_FP", ""); typeName = typeName.Replace("vp_", ""); string filePath = path + "/" + typeName + "_" + vpBase.gameObject.name + "_" + oldState.Name + ".txt"; vp_ComponentPreset.Save(preset, filePath); AssetDatabase.Refresh(); // add a corresponding state, into which we load the new preset vp_State newState = new vp_State(baseType.Name, vpDerived.States[v].Name, null, null); vpBase.States.Add(newState); // System.Threading.Thread.Sleep(100); // might come in handy on slow disk (?) newState.TextAsset = AssetDatabase.LoadAssetAtPath(filePath, typeof(TextAsset)) as TextAsset; } }
/// <summary> /// draws a row displaying a preset state name, a path and /// buttons for browsing the path + deleting the state /// </summary> public static void StateField(vp_State state, List <vp_State> stateList, vp_Component component) { GUI.enabled = !Application.isPlaying; // only allow preset field interaction in 'stopped' mode EditorGUILayout.BeginHorizontal(); string orig = state.Name; if (state.Name == "Default") { GUI.enabled = false; EditorGUILayout.TextField(state.Name, GUILayout.MinWidth(90), GUILayout.MaxWidth(90)); GUI.enabled = true; } else { if (m_ShowBlockListFor != null) { if (!component.States.Contains(m_ShowBlockListFor)) { m_ShowBlockListFor = null; } else if (m_ShowBlockListFor.StatesToBlock.Contains(component.States.IndexOf(state))) { GUI.color = m_ColorGrayYellow; } } state.Name = EditorGUILayout.TextField(state.Name, GUILayout.MinWidth(90), GUILayout.MaxWidth(90)); GUI.color = Color.white; } if (orig != state.Name) { int collisions = -1; foreach (vp_State s in stateList) { if (s.Name == state.Name) { collisions++; } } if (state.Name == "Default") { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "'Default' is a reserved state name."); state.Name = orig; } else if (state.Name.Length == 0) { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "State name can't be empty."); state.Name = orig; } else if (collisions > 0) { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "There is already a state named '" + state.Name + "'.\nTIP: If you need a similar state name, begin by adding numbers at the end."); state.Name = orig; } else { EditorUtility.SetDirty(component); } } PresetField(state); if (state.Name == "Default") { if (state.TextAsset == null) { GUI.enabled = false; GUILayout.TextField("(Inspector)", vp_EditorGUIUtility.NoteStyle, GUILayout.MinWidth(60)); } else { GUI.enabled = true; if (GUILayout.Button("Unlock", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(30), GUILayout.MinHeight(15))) { state.TextAsset = null; EditorUtility.SetDirty(component); } } } else { if (stateList.IndexOf(state) == 0) { GUI.enabled = false; } GUI.SetNextControlName("state"); if (GUILayout.Button("^", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(15), GUILayout.MaxWidth(15), GUILayout.MinHeight(15))) { BackupBlockLists(component); int i = stateList.IndexOf(state); if (i != 0) { stateList.Remove(state); stateList.Insert(i - 1, state); } RestoreBlockLists(component); // focus this button to get rid of possible textfield focus, // or the textfields won't update properly when moving state GUI.FocusControl("state"); EditorUtility.SetDirty(component); } GUI.enabled = true; if (state.StatesToBlock != null) { if ((state.StatesToBlock.Count > 0) && ((m_ShowBlockListFor == null) || (!component.States.Contains(m_ShowBlockListFor)) || m_ShowBlockListFor == state)) { GUI.color = m_ColorGrayYellow; } } GUI.enabled = (component.States.Count > 2); if (GUILayout.Button("B", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(15), GUILayout.MaxWidth(15), GUILayout.MinHeight(15))) { if (m_ShowBlockListFor == state) { m_ShowBlockListFor = null; } else { m_ShowBlockListFor = state; } EditorUtility.SetDirty(component); } GUI.enabled = true; GUI.color = Color.white; if (GUILayout.Button("X", vp_EditorGUIUtility.SmallButtonStyle, GUILayout.MinWidth(15), GUILayout.MaxWidth(15), GUILayout.MinHeight(15))) { vp_MessageBox.Create(vp_MessageBox.Mode.YesNo, "Confirm", "Are you sure you want to delete the state '" + state.Name + "'?", delegate(vp_MessageBox.Answer answer) { if (answer == vp_MessageBox.Answer.Yes) { BackupBlockLists(component); stateList.Remove(state); RestoreBlockLists(component); EditorUtility.SetDirty(component); } }); EditorUtility.SetDirty(component); } } GUI.enabled = true; EditorGUILayout.EndHorizontal(); }
/// <summary> /// adds this state to the 'CurrentlyBlockedBy' list of all /// states in this state's 'StatesToBlock' list /// </summary> public void ImposeBlockingList(vp_State blocker) { if (blocker == null) return; if (blocker.StatesToBlock == null) return; if (m_States == null) return; foreach (int blockee in blocker.StatesToBlock) { m_States[blockee].AddBlocker(blocker); } }
/// <summary> /// draws a slot to which the user can drag a preset TextAsset /// </summary> private static void PresetField(vp_State state) { TextAsset orig = state.TextAsset; state.TextAsset = (TextAsset)EditorGUILayout.ObjectField(state.TextAsset, typeof(TextAsset), false); if (state.TextAsset != orig) { if (state.TextAsset != null) { if ((vp_ComponentPreset.GetFileTypeFromAsset(state.TextAsset) == null || vp_ComponentPreset.GetFileTypeFromAsset(state.TextAsset).Name != state.TypeName)) { vp_MessageBox.Create(vp_MessageBox.Mode.OK, "Error", "Error: The file '" + state.TextAsset.name + " ' does not contain a preset of type '" + state.TypeName + "'."); state.TextAsset = orig; return; } //else // Debug.Log(state.TypeName); } } }
/// <summary> /// removes this state from the 'CurrentlyBlockedBy' list of /// all states in this state's 'StatesToBlock' list /// </summary> public void RelaxBlockingList(vp_State blocker) { if (blocker == null) return; if (blocker.StatesToBlock == null) return; if (m_States == null) return; foreach (int blockee in blocker.StatesToBlock) { m_States[blockee].RemoveBlocker(blocker); } }